Avatar

Brokenbones

Brokenbones

About

Username
Brokenbones
Joined
Visits
8,682
Last Active

Comments

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270484#Comment_3270484

    But thats not what im saying. Im saying this is the first good thread about I HAVE SEEN. I also said i stoped looking at the threads because of all the nonesense i had to read when they began to pop up regularly. All of those ideas i found were just wanting to take away pressure material from the killers and nothing else. The incapacitated annoys me too as a survivor. And as a killer i couldnt care less about incapacitation, all i care is the regression, blocking the gen is a good + for it. But im busy hooking downed survivor anyway.

    What you wanna do about me not having seen or maybe missed some other good threads about it? this is MY first one. I swear you gotta have an argument just to have an argument.

    If that's your POV then fair enough, your initial post made it seem like anyone who's for eruption being changed is just being unreasonable despite the fact many of us have discussed quite a bit why we find it to be a problem

    And hey this isn't meant to be an argument for the sake of argument, just a civil discussion. Nothing else, I apologise if It came across as standoff-ish

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270496#Comment_3270496

    Current DH still has lose/lose situations, and we're still told the counterplay is "just don't lunge" and "just don't use certain killer powers". Why should I be punished for using a lunge or certain killer powers? How is that fair or fun?

    Hey let me put it this way

    if a gen had a visual que that eruption was about to happen (Like DH has a visual que), I would 100% be okay with it.

    I really hope you're not defending eruption purely because DH is a perk that you dislike. I'm not its biggest fan either but it doesn't frustrate me anywhere close to the same amount as eruption does

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270487#Comment_3270487

    OoO was nerfed because SWFs were using third party software to use the perk far beyond what the devs intended. Eruption is being used exactly how the devs intended. Killers aren't using third party software to break the perk, and they aren't using unforeseen mechanics to break the perk. They're just using the perk normally, as expected.

    Yeah that's my point

    It wasn't fun to go against, even non-swfs. Stats wise it was okay but stats don't mean everything

    The same is true of eruption.

  • I mean they are releasing it in a few days so

    Not a long wait

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270484#Comment_3270484

    It's the same situation the current dead hard still has. Telling killers "just don't lunge" and "just don't use certain killer powers" isn't realistic counterplay.

    pre-emptively DHing for distance is what I'm referring to

    It's not a thing anymore.

  • Play customs with bots next tuesday!

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270475#Comment_3270475

    It would be an improvement because people would stop using solo q as an excuse to nerf the perk.

    And I don't care how often you're seeing the perk. I'm still constantly dealing with Dead Hard, which still has lose/lose situations for killers, and I keep getting told it's fine. So I'm telling you that eruption is fine. This game is allowed to have strong perks, just deal with it. If the perk really was a problem, BHVR would see it in their stats.

    Yes remember one of the last times a perk was "ok in the stats" despite being absolutely abhorrent to go against

    I remember

    The perk's name was Object of Obsession. Stats wise it was perfectly fine, so why was it changed?

    You know why.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270476#Comment_3270476

    wanting to have one of the few gen regression perks killer have nerfed to the ground is what you call reasonable?

    See that's your problem man

    You're going under the assumption we all want it nerfed into the ground when in actuality, many of us want a chance to actually do something about it when it's in our games.

    I don't want Eruption nerfed into the ground, I want to be able to actually do something about it when I'm vsing someone using it. This is the exact same issue dead hard had, even when you 100% knew somebody had it many times you couldn't do a thing to counter it.

    Wanting something you find unhealthy changed, is not unreasonable by default no. It entirely depends on your idea, how you go about it etc.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270469#Comment_3270469

    no, all ive seen is "eruption OP nerf." nothing more. And the so called suggestions were nerf suggestions.

    Strange, I don't remember people suggesting to buff dead hard when people were having problems with it

    Or Circle of Healing

    Or Boons in general.

    People aren't going to suggest buffing things they find unhealthy for the game, to say that's just people blindly calling the perk OP is dishonest imo. Being constructive means suggesting things in a civil and reasonable manner, it has nothing to do with if the idea is a buff or a nerf lol

  • @Terion said:

    finally, a constructive post regarding eruption!

    I could accept that tbh!

    What do you mean finally

    A lot of us have been very constructive on the eruption threads

  • Being pallet stunned shouldn't be a reward tbh

    Like I know Enduring/Spirit fury is a thing but that's 2 perks for an effect that can only happen sometimes + that you need to put in some time for.

    Whereas Hubris is just, there. Like It's not OP or anything but I don't like it's design all that much

  • Steam is where most PC players are due to it being the first platform DBD was released on, I'd probably recommend steam

    There's no real difference though, DBD has its own in built friend system so it doesn't matter what you pick, you can play with your friends regardless

  • @Ghouled_Mojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269012#Comment_3269012

    You’re absolutely right. So many potential killers, survivors and skins.

    It'd be so funny if the DD killer had Wayne June giving survivors a running commentary on their trial

    You pallet stun the killer and you're given a reminder about overconfidence

  • Alright so

    (Blessing hex totem): 28 seconds

    (Bless hex + thrill): 56

    56 + 18.66 (Calm Spirit time) = 74.66

    Thana doesn't affect blessing so not included. I'm still looking at the math on this but I think this is it

  • I'll always try to take hits for my unhooked teammates if the Killer's coming straight back, I also always run BT though so they can usually make it to safety.

    BT right now is amusing when a killer who is intent on tunnelling waits 10 seconds then hits them and BT saves the day. Love to see it


    But yeah, protect your teammates unless you're dead on hook.

  • So from my understanding:

    • You're at 1 gen left, 3 survivors currently alive
    • Killer is chasing a dead on hook survivor while you have a hook state left in you (And your buddy is pressuring the final gen)

    If that's the full situation, then yeah you were completely in the right to try. It didn't work out due to the Jake making mistakes but the idea was the correct one. With a bit more coordination, you could've wasted enough of his time to make sure the last gen got done and maybe one of you could get out.

    The only flaw in your idea would be if the Killer slugged you and kept going for Jake (Which if I was the Killer, I would have) but Jake could've maybe made it to safety by that point or the last gen could've got done.

    Let's imagine how it would've played out if you hadn't tried to help Jake - he probably would've went down quickly, been hooked - dead. Now it's 2 v 1 at 1 gen. All Killer has to do is keep an eye on the gens and slug one of you and victory is essentially guaranteed. He's also playing Doctor, a killer with an anti-stealth ability so good luck trying to stall out for hatch


    You had the right idea and game sense, your teammate made mistakes and that's just how it is. Survivor mistakes are costly

  • BHVR employees don't work weekends/don't do crunch culture which is honestly pretty respectable given the absolute state of most modern gaming studios

    Also tuesday is basically the day most places do their stuff, it seems to be the day most stuff on steam is updated/pushed etc. I imagine they pick tuesday so they have the rest of the week to work on anything that might come up so it's ready for the following weeks hotfix

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268639#Comment_3268639

    My main issue with the current meta perks of DBD is that they are too multi-purpose for their own good.

    Eruption is regression, plus it applies an insane 25 seconds of Incapacitated, plus it provides the killer information by making survivors scream.

    Call of Brine provides 200% regression on a generator, plus it creates noise notifications if a survivors hits a good Skill Check.

    It makes killers less likely to run aura reading perks and information since the information you need in a match is already applied to meta regression perks. Surveillance is dead and drug in the dirt by Call of Brine, BBQ is borderline useless since it has to compete against Thrilling Tremors and Eruption, etc. It just feels bad overall since a lot of the perks I enjoy get outclassed heavily by meta perks.

    Yeah I can see your point

    Call of Brine is basically a power creep version of surveillance if you think about it

    Surveillance turns a gen white when you kick it and it'll turn yellow if a survivor gets on it

    Or you just use call of brine to make a gen regress twice as fast and give you notifications if a survivor hits a good skillcheck, which is more accurate info because a gen tap will trigger surveillance

    Even Overcharge gives you info if they miss the skillcheck.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268537#Comment_3268537

    • Push off of generator.
    • Kick generator with Call of Brine, Overcharge, Eruption.
    • Hit survivor.
    • Leave to pressure more generators.
    • Repeat until downing a survivor.
    • Eruption hits most people on the team because it's SoloQ.
    • Repeat.

    Yea, I do get tired of seeing the same thing over and over. Wasnt the whole point of the meta perk changes to shake up the meta, yet we see less perk variety than before. Survivor and Killer had a lot more unique perks to toy around with, and at least things felt like they had some variety, but now, everything is the same for both sides. It literally had the opposite effect of what's intended, the game has never been more boring and stale than ever.

    Agree

    It's almost like kicking generators isn't hard

    especially when you have 3 perks that reward you for kicking generators


    It's a shame because I like Call of Brine on its own but it's probably gonna be the one that gets nerfed because overcharge is the weaker of the two.

  • @YOURFRIEND said:

    Blah blah blah solo bad. You ever get sick of seeing the same thing over and over and over?

    Not really, we've had a thread about Dead Hard and Nurse every day for several years

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268516#Comment_3268516

    The perk would function exactly the same for solo q. This change would only affect SWFs, so that SWFs would be affected like solo q currently is.

    The perk has counterplay, based on the survivors being chased. Survivors that are repairing generators don’t need their own personal additional counterplay.

    https://forum.deadbydaylight.com/en/discussion/comment/3268514#Comment_3268514

    Killers that spend the game camping survivors don’t have the time to repeatedly patrol and kick generators around the map. Camping killers are glued to a hook until a save is made, then they immediately enter a chase, hook a survivor, then they are glued to the hook until the next save.

    I can camp someone out early and my perks can basically guarantee a stranglehold on the game

    It just works.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268498#Comment_3268498

    That defeats the whole intention of the perk. The intended counterplay to the perk is the other survivors doing well in chases.

    Generator kicking perks need to be powerful, or killers won’t use them, and will instead go back to using camping friendly perks like pain res and deadlock.

    You'd have a point if it wasn't for the fact that killers who run full gen kicking builds camp and get away with it bc of their perks


    T. somebody who has ran gen kicking perks and camped


    Also counterplay relying on someone other than yourself isn't very well designed.

  • Glittering gold, trinkets and baubles - paid for in blood...

  • The big problem imo is that the perk is designed to be a "trap" perk but even if you are 100% aware of it, you have no recourse other than not doing the gen until a teammate goes down (bad) or being on the gen until someone goes down and getting hit by it (also bad).

    I've suggested this elsewhere but here's my idea on how to fix it:

    Instead of activating instantly after a down, there is a very short buffer instead. So, let's say 0.5 to 1s after you get a down the generator will explode and apply its effects.

    This makes it so survivors who are attentive can react to the killer getting a down and let go to not get hit by incapacitated but the regression will apply like normal.

    This would put eruption in line with every other gen perk that has counterplay

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268063#Comment_3268063

    Quit after the trial. Everyone abandoning mid trial is not respecting other people's time.

    If the killer dc survivors won. No one suffers from it.

    If a survivor dc/gives up at 5-4 gens you are ruining other 3 people fun. Not the killer. No matter which killer or map is. No matter what's in your head YOU are the problem (for them).

    It is also the no. 1 reason why I will never play soloq. Because I cannot control it. It's just too frustrating playing with someone not even trying. It never bothers me a person failing miserably / doing mistakes, but rage quitting always gets me to the point of I just want to report them for bad behavior.

    Again nowhere in my post am I defending people giving up mid match

    I'm saying if you stop playing after 1 bad game, then it is completely justified because DBD feels like a chore to play at that point

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268007#Comment_3268007

    You can always change game actually. Instead of ruining your team mates experience ^^ It's literally the no.1 thing I dont stand in this game

    playing in a team with a quitter

    I wasn't condoning quitting

    I was condoning quitting dbd if it's you're not having fun with it, whether that's after 1 bad match or several

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267973#Comment_3267973

    So why are you closing DBD now instantly after a bad game?

    SoloQ wasn't nerfed in any way during 2022. In fact, SoloQ is even buffed I'd say due to base kit BT. There were many more noobs back then in the past with urban evasion and self-care. I refuse to believe this argument of "nea urban evading" or "meg self-caring in a corner" is what happens in most SoloQ games. It would make sense back then because meta wasn't that fleshed out, but now most survivors run meta builds.

    Why wouldn't you stop playing the video game if the video game isn't fufilling the purpose of a video game

  • @TheCarnoRexYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260902#Comment_3260902

    Freddy's actually a good killer, you just need to be good at him (not a dig or insult, I can't actually do anything with Spirit or Nurse or the other good ones so i guess i'm just good at the bad ones)

    its not that he's weak

    he's just rlly boring to play as, doesnt rlly feel like i'm playing as freddy

  • idk man

    the killer/monster always loses in the majority of horror movies

    Myers gets killed in basically every film he's in, so does Freddy, Jason, Ghostface and so on

    Yeah they always come back but they wouldn't if there wasn't money to be made yk

  • @RaSavage42 said:

    Fair points across the board....

    Yea I do realize (after reading so many threads on Eruption) that the perk is overtuned

    But there are other things that can be done to fix it...

    Decreasing Incapacitated time from 25 seconds to like 10 seconds

    Making Eruption have a longer cooldown... Oppression levels of cooldown

    But some perks that might help...

    Empathy- 126M range on Injured Survivors... Cause if the Killer is chasing anyone it might be the injured Survivor (I know that it doesn't help when knowing when the Survivor is about to go down but at least it's something to learn from)

    OOO- Reveals both auras to each other once every 30 seconds... and that might mean that you are going to be chased longer (again I know that it doesn't help... but again you might learn a thing or two from using it)

    Alert- Reveals Killer's aura kicking things (Gens, Pallets and Breakable walls)... again just a learning tool at this point

    Openhanded- increases aura reading perks by like 5M give or take (I haven't read the perks description in a while)

    My ideal change would be giving eruption a small buffer after a survivor enters the dying state.

    Let's say 0.5 to 1s, after that time, the gen explodes and anyone still on it gets the penalty. This gives you an oppertunity to let go of a gen after someone is downed. The regression will still happen of course.

    I know some people will probably say "lol that defeats the point of the perk" but the perk is meant to be a "trap" so if I know about it, why can't I do something about it? It makes no sense.

  • Playing more Killer than Survivor lately because survivor has become a chore

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266953#Comment_3266953

    Yeah, in a game that is trying to bill itself as competitive it kinda blows my mind she has remained the way she is for so long.

    I have 0 respect for Nurse players and I used to main her back when I was a noob who didn't know how to play the game. Total crutch character for baddies, similar to old Spirit. It's annoying how people will say she takes so much skill to play when you can pick her up in a few days and dumpster 99% of teams

    At least when people say Blight takes skill to play, they are actually correct

    Even then Blight still has to deal with windows and pallets at least, if you're good enough you can play around them but there's usually equal oppertunities for both sides to make plays

    With Nurse, your power ignores those things by default. By design your power counters the two biggest resources survivors have.

    I think people have a point when they say that Wesker is like Nurse but actually fair, considering he can bypass survivor obstacles with his power but he can't straight up always ignore them no matter what and pallets can actually be used vs him

  • I'd rather face nothing but Megs then have a single Dwight in any of my lobbies

  • The thing is we have killers who counter or ignore things like looping, windows or pallets but the key difference is they don't ignore all of them at the same time.

    Pallets and windows might as well not be there when Nurse is in the trial, because they are almost worthless apart from letting you trigger a very small amount of perks

  • Oppression could do with a small buff, It's effect really isn't worth an 80 second cooldown when a perk like Eruption has a measly 30 second cooldown

    Beast of Prey and Predator are arguably worse than having no perks at all, their effects are laughably bad

    Crowd Control is a horrible perk, idk how to fix it

    Better than New is not worth a perk slot

  • I think it's fair

    Iron Will is meant to be a stealth perk, not a chase perk so if you intend to combo it with chase oriented perks like DH or SB then there's anti synergy

    Although it can have some use in chase still since the nerf, paired with something like Lucky Break for example

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266108#Comment_3266108

    Now you tell me how do I counter, COH,while two survivors are 75% thru a gen,I chase one off injure the other one ,commit to a chase,get deadhard,and then adrenaline pops and bam everyone is healed

    Play Plague with 3 slowdown perks and terminus

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266108#Comment_3266108

    Idk man your the survivor main, just wait till the chase is over or stay on the gen, there's usually two people on it anyway,thats what the swfs do.

    I'm far from a survivor main at this point

    I prefer Killer these days, at least I don't have to deal with eruption when I'm playing killer

    But yeah that's the problem, you either do nothing until someone goes down or do what you're supposed to (gens) while your teammate is buying you time. It's a lose/lose

    Or you know, be a swf as we all keep saying.

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/354846/im-just-really-getting-tired-of-it

    You just want the perk nerfed, what not just find a counter solution.

    And did there's no way to tell when Eruption will go off ,I just typed this and figured out the solution if you know someone,has just been injured in soloq that must mean they potentially go down also you saw the killer kick the gen and he's getting downs you have already been notified their running eruption haha survivors

    The problem is

    I know this generator I'm on has eruption on it

    I see my teammate is injured

    The question is how do I both be productive while my teammate is being chased and avoid a penalty that stops me playing the game for 25s at the same time

    It's not like Pain res where you can physically see when a hook is about to happen, an injured survivor going down could be quick or it could be dragged out.


  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266019#Comment_3266019

    They SHOULD be gen tapped. Why would survivors just let a gen go down like that? Yes, you technically can't gen tap with Overcharge, key word "technically" because there's just the skill check you have to hit. I get it; not everyone can hit the skill check every single time, especially on console. But 95% of the time, you should be able to.

    There are perks to let you know where the killer is or where teammates are, so it's not impossible to know when someone's gonna go down. "But you have to equip perks for that." Yes, the same thing y'all expect killers to do just to get a hook sometimes.

    Let's stop this right here: "Kicking gens isn't hard." Naw, really? But neither is walking, nor holding a button on a gen, nor picking up a downed survivor. So what do you want to do? Give the player a mini game before they can successfully complete those actions? Like...

    The way you talk about survivors, it's like you expect them to win without using any intelligent thought. If the killer's camping a gen, he's not on hook or other gens, so you push those. Even if they don't go to stop the gen from regressing for some reason, they must be pushing other gens then. You even say SWF straight counters the perks.

    Nothing is guaranteed, so that's why I said they "Can" be tapped. Not every survivor has the same game sense, attention span, perks and so on. I've seen so many games where survivors techincally did like 6+ gens due to strong regression perk stacking.

    There's no sure fire way to dodge eruptions crippling penalty apart from what I already said, which is why I think the perk is badly designed.

    And yes I stand by the statement; kicking generators is not hard at all. Some people act like you lose so much time doing it but you really don't.

    Final thing - thanks for projecting intentions onto me. Nowhere did I say survivor should be easy/without intelligent thought, that's just you projecting what you want to believe I'm saying when all I am arguing is that this perk is badly designed.

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266085#Comment_3266085

    Most killers don't just camp survivors out of spite like the devs think. Pop, ruin, DMS, Thana etc. are all nerfed now, and survivors are complaining about the remaining gen defense perks. Why would killers bother with chases if they just slowly keep nerfing every perk that stops the gens from getting done too quick.

    The devs don't think most killers camp out of spite though

    They know Killers do it because it's effective and works, same with Tunnelling/Slugging.


    You know what the best, more reliable slowdown is in DBD? Making the game a 3v1 as fast as possible. No amount of nerfs to generator related perks will change that. We're in a meta where camping and tunnelling is a lot easier than it used to be.


    @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266086#Comment_3266086

    So what does the killer get out of Eruption if they're just hovering around a hook and not patrolling the map kicking gens? Nothing. Also survivors efficient with gens, complete all gens regardless of Eruption. Survivors also said the gens are impossible to complete when the devs just added 10 secs to generators. So there is always over reaction.

    Several killers can traverse the map, kick gens then be straight back at the hook to tunnel/camp with little concern. Even then good killers will try to hook survivors as close to gens as possible. You get nothing out of hooking survivors in corners away from objectives

    Even if that wasn't the case, as I've said above - the best form of slowdown in this game is killing somebody early. No perk is going to deterr a killer from doing that if they can get away with it and many slowdown perks make that possible.

    I get that you want to use perks like Eruption to go for as many hooks as possible but people who want to "win" typically don't play like that

    I'm not saying it's a bad thing but it is a fact of the game imo

  • There's big problems with consistency in the writing, some of it is likely due to language translation issues but also some of it is likely due to different people writing different things

    The quality, grammar and so on of some lore is really bad and others not bad.

    Honestly I enjoy a lot of the random lore in the archives then the main tome lores, like there was one entry that had some people describing seeing Oni brutally kill somebody in their world before disappearing. Something like that

  • @Devilishly_Rowdy said:

    Yeah lets nerf every perk that rewards the killer for going for multiple chases and not camping. Then wonder why killers are camping.

    Eruption does little to deincentivise tunnelling or camping.

    Also slowdown perks are what allow some killers to get away with tunnelling/camping in the first place.

    Just because a perk rewards you for winning chases that doesn't mean it makes killers change their playstyle.

  • I'm genuinely glad more and more people are making threads about this and discussing it because at one point I was questioning if this was one of those things that wasn't actually a problem and just seemed like it

    But no after the buff and giving it plenty of time to settle, I strongly believe the perk is just badly designed.

    I mean really think about it, you have a perk that just disables a survivors ability to do anything for 25 seconds, as punishment for being on a generator that got kicked at some point before someone went down. The perk is meant to be a "trap" but even if I'm 100% aware of it, there is very little I can do unless I can 100% know my teammate is going to go down in some way.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266007#Comment_3266007

    It still means the solution is to buff eruption so it affects SWFs as much as solos.

    The main way of avoiding eruption involves third party software that bypasses core game mechanics. That should never be used as an excuse to nerf a killer perk.

    Playing a game with your friends does not bypass core game mechanics

    And It's not an excuse to nerf a perk, the perk itself is just badly designed; the only way you can reliably avoid a crippling penalty is by either sitting around doing nothing until a teammate goes down or playing the game with friends who also happen to be on voice comms

    That's hilariously bad design imo

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266009#Comment_3266009

    Pop is a joke. Overcharge/Call Of Brine can be gen tapped.

    Yeah, key word here is "can"

    They "can" be gen tapped

    Aka there is something a survivor can do to actually halt the effect of a pretty strong perk. (Well Call of Brine at least, Overcharge is so/so imo)

    You don't have that with Eruption. All you can do is either leave the gen until someone goes down or just try to finish it before someone goes down. (Alternatively, be in a SWF)


    Also kicking gens isn't hard, people really overestimate it - if you run call of brine and overcharge and you can keep survivors off it for a bit, their progress will get eaten extremely quickly. Call of Brine by itself has bought me at least 1 extra generators worth of time in most of my games, even against people who gen tap.

    You're also banking on the teammates of the person who you pushed off the generator knowing that it has a lot of progress that's being quickly devoured by these two perks (Which, yeah if it's a swf sure)

  • I think Wesker is a perfect example of how addons should be

    He has several addons that tweak how his power works, not to a huge degree but enough to change how he's played

    E.g

    He has an addon that makes his first dash shorter but his second one longer and vice versa. Addons that add small buffs to situational aspeccts of his power such as how far you can throw a survivor or how long the period between your bounds is.

    A couple of addons that could be considered small QOL buffs but aren't too big to completely change his power's strength such as the one that increases movement speed while holding a bound or the one that simply decreases his power's cooldown by 10%

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264348#Comment_3264348

    If people want to complain about eruption, then that’s fine. But arguing that eruption should be nerfed because it affects solo q more than SWF, isn’t a valid argument.

    For starters, it just means the solution is to make eruption give an AoE incapacitate, or make it incapacitate anyone that repaired an affected generator in the last X seconds, so that it affects solo q and SWFs a lot more equally.

    Everything is easier in a SWF, because voice communication breaks core game mechanics. But we shouldn’t be nerfing perks just because SWFs are playing in easy mode.

    The argument shouldn't be

    "Nerf it because it affects solo Q more than swf"

    The argument should be

    "It should be changed because the main way of avoiding it mostly comes from being in a SWF".


    Like I understand the rationalte some people have put forward about not going down, but that's an unrealistic expectation. Nobody plays perfectly. Ever.

1 … 23 24 25 26 27 … 103