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Altier

Altier

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Altier
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  • I simply love how everyone just loves acting high and mighty on a discussion thread for no reason.

    Having just come out of several solo queue survivor games that lasted more than 20 minutes, one of which against a Nemesis on Haddonfield, who tunneled a survivor out of the game within the first minute, and then refused to move from a 3-gen zone or the remainder of the game, using only gen regressing perks, I can say that while it might not be bannable now, at the rate this is going, it might be soon enough, and yes, this perk should be nerfed, or significantly reworked.

    First things first: you cannot compare the experience of a solo queue player at mid MMR with that of either higher MMR SWF players, or that of killers of any MMR themselves. Sure, you love the perk as a killer, you don't mind it in SWF teams with good communication and the right perks. As for newer players (those without the right perks to counter for example), and solo queue players, the perk feels wildly different. You don't have any way of communicating efficiently with teammates, and you can't just counter it like it's no big deal. The fact that it happens on a down makes it extremely hard to predict, without the injured teammate communicating about when they are about to go down. As things stand, there are no perks that actively prevent Eruption from happening, and very little ways of countering it, if any. All of you higher MMR/SWF players in general, as well as the killer mains, who defend the perk, need to get off your high horses, and realize that you don't represent the most of DbD's community.

    Let's not forget that the video Otzdarva made to explain gen rushing takes into account a perfect situation where the killer doesn't interrupt the survivor repairing the generator. Let us also remember that the way most streamers and content creators play does not reflect the way the average player will play the game. The very childish reaction of telling people to "get good" or learn to play around it will not solve the issue at hand. Just like the old Dead Hard, and arguably the newer version, it's not only a matter of skill, as the perk is not easily countered. And even then, being forced to bring the exact same perks in every single match takes away all the fun, and frankly, the point of the game itself. I don't want to have to bring gen-rushing perks to every match, or Blast Mine, or Repressed Alliance, just because 90% of the killers I'll face have the same exact, idiotic gen-kicking build.

    There are quite a few ways to change it to make it less oppressive. First, it could be made to only work upon hooking survivors so it's more predictable. The traps could have a time limit, like Blast Mine or Wiretap, and expire after a set amount of time, to prevent abuse of the perk on multiple gens. There could be an upper limit to how many gens can be affected at the same time, which would evolve as more gens are completed by survivors. Regardless, it needs some changes, and soon.