Seraphor
Seraphor
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- Seraphor
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I'm just dumbfounded that in their effort to 'shake up' the meta, they over nerfed the meta perks and over buffed the non-meta perks.
That didn't shake up the meta, they just changed it for a new one.
Ruin should only have had one of it's nerfs applied.
Overcharge didn't need regression alongside the skill check so that it stacks with Call Of Brine, and Eruption just didn't need to become the absolute best regression perk in the game.
I'd still like to see the odd Ruin or Pop in amongst all the Eruption/Overcharge/Call Of Brine's please.
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@Audiophile said:
Exactly what is there to do to ‘have fun’ in this event? You can get inside the useless snowmen and do absolutely nothing. That’s it. Any fun to be had has to come from killers and survivors just mutually agreeing to be non toxic and lighten up. This is probably the worst event yet. Nothing at all new or fun or special
There are challenges that involve the snowmen, so you need to get in them to complete them, and allow others to complete theirs.
Getting in and 'high-fiving' with snowmen has a BP score. You can easily surpass the 40K BP score cap this way, and reach 50K or more.
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Only problem is the other survivors will teabag at the exit until you die, and then leave afterwards.
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You realise that part of the map is actually a scene in the film (about 80% of the film actually)? It currently matches the visuals of the film much more accurately.
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Not getting any notifications on mobile.
Not only are they hidden behind a secondary menu, but it doesn't flag up when I open that. Have to go into notifications completely and see if there's anything I don't remember.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291390#Comment_3291390
I mean no ones threatening you to use the in-game voice feature if there ever is one, there'd also be a "opt out" button I'm sure too. Stop looking at all the negatives and look at the potential fun we could have from the recommended change. Not to mention the huge influx of new players.
And yes I know discord voice integration is coming but I've been waiting for it since 2021 and it's still not here, so no chance it will be here anytime soon judging by Sony's constant delays.
I don't think you understood me.
Of course you have the option to opt out. If you want to be lobby dodged constantly, or worse, harassed in game by teabags and leaving you to die or working with the killer.
"Why would you throw the game by not using voice chat noob?"
No voice is currently the default position. If you make voice the default position, not only would the game need to be balanced around it (more killer buffs/survivor nerfs) but those who opt out will be ostracised.
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@Alcuin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292026#Comment_3292026
When Hawkins was still around, there was a bug with Bitter Murmur where the bubble blocked the auras of Survivors upon the completion of a gen. The perk became and felt worthless for a short period of time but was quickly fixed. This "this perk is worthless" feeling is the same with present Kindred, but it's been around since April or May. Kindred is THEE Solo Survivor perk and for it to be not how it should be is not good. It needs to show the Killer's aura within 0-16 meters of the hook.
Kindred has always done that as far as I can remember.
The problem now is that Kindred doesn't show the killers aura at all.
That is the new bug this topic is about.
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@GentlemanFridge said:
The bubble has obscured the auras for a good while now. Apparently, Kindred now doesn’t reveal the killer’s aura to anyone but the hooked survivor, making it far less useful.
That's not a bug with Kindred, that's just how bubbles obscure all auras.
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It definitely worked fine before the most recent bugfix patch.
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Are we still complaining about NOED after so many years, when the totem literally lights up like a beacon?
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Maybe for shards.
Maybe the odd one for auric cells if it's my main and it's a particularly good mori. But price? Maybe 400AC tops?
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@[Deleted User] said:
I just wish there was even a shred of transparency in-game about matchmaking and what happened in the match as it relates to matchmaking. By hiding everything, players can't even really give pointed feedback about what made the match feel bad. Were my teammates poorly matched or did they just have bad games? If that's a consistent thing, is the system not accurately representing skill? Was the killer rated too high or low, and how did that affect the match? Are the games even fun when the matchmaking is close?
We can't give any of that feedback, and I don't see how the devs can even improve the system if the players can't do that. All we can say is "it sucked" or "it was good" without any sort of reference point. Every developer that is doing this with their matchmaking (hiding everything about it under the hood) has a frustrated playerbase when it comes to matchmaking. I don't get it.
It's not supposed to measure skill, and it can't. Between the various different play styles and attitudes between players, not least the undefined win conditions, you simply can't evaluate "skill".
How do you compare a blendette who urban evades her way out of the exit gate, to a neon nea who runs the killer for 17 gens and gets mori'd?
It simply evaluates a players ability to escape/kill, however it is they accomplish that. So that you can get matched up with other people who are more or less just as capable of escaping/killing as you.
It's not skill based matchmaking, it's kill based matchmaking.
For that reason, it's really not that helpful to show players how that applies to any individual game. Players will assume baseless conclusions on MMR levels that simply don't mean all that much. It's not much more accurate than 'playtime', in fact it's more or less "playtime +/- average attitude to winning".
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(I'm supporting you here)
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There's no use criticising the perks and then saying "judge them on a game by game basis".
You bring the best perks, and if you don't need them, great. You can't adapt to what the survivors do if you start off handicapped.
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To be fair. You probably just confirmed to those survivors that they still need to try hard during this event.
My games usually go the opposite way. I 'try' at the start, and secure my two hooks per survivor. Then I ease off and dick around, making it very clear I'm doing so (by intentionally not hooking survivors on death hook). This makes survivors either turn 'grateful' and join in, or they try to scamper out of the exits as soon as they can. If they're very obviously not joining in, I'll probably kill them off to teach them a lesson. XD
I have about a 50% success rate in this (in the sense that 50% of the time survivors join in and have fun, it usually results in several escapes either way)
Several "5 snowmen" scenarios, and a few survivors who were too scared to do anything but point at me and maintain a 20m gap between us.
The benefit of doing it this way, and securing my hooks first, is that regardless of the outcome, everyone goes away with good scores. 35K+ each if they just run, and 45K+ each if they join in and high five those mittens.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291401#Comment_3291401
Being unable to edit posts. Having no link to the forums at the bottom of a page. Limited info on certain forum pages. Jarring colour scheme and poor contrast colours. Font is too big.
all stuff that could be adjusted in the new style. And I do think the old style was more limited in regards to certain features and adjustments etc.
i also didn’t ask you to be positive - give your negative feedback but be constructive doing so!
I mean, saying what things I find to be bad/wrong about the new format is constructive, no? They're things to improve.
It just seems like a hill to climb to get back to the level we had before, rather than there being any significant improvements over the old format.
It may be that there are things this format can do that the old format couldn't, but that doens't seem tangible yet.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291365#Comment_3291365
You can see it and click on it when you click on your profile pic on the upper right corner.
preciously for me it displayed the notification in the bottom left (though sometimes it didn’t work at all) but once clicking on that I had to guess where go click next - that worked for you fine?
it would be nice if the notification would be directly there eg on the profile pic as a small number, sure, but nobody said the new looks are perfect and it has been multiple times said that changes are still coming (as in, Moment count/last commenter is now there)
it’s one thing to give constructive criticism and voice your opinion. Another thing is being just negative about change and denying any problems that have been there before
No I never had those issues on mobile myself. While they certainly should have been fixed for those that did get them, I'm not convinced the entire forum overhaul was worth the price. There's too many downsides so far.
Being unable to edit posts. Having no link to the forums at the bottom of a page. Limited info on certain forum pages. Jarring colour scheme and poor contrast colours. Font is too big.
Otherwise, mechanically the forums seem identical, so while I'm sure there's probably some back-end improvements, I'm not seeing them on the live forum.
If I had positive things to say I would, I just don't. Other than the fact that the subsequent changes have been better. (but still worse than the old design)
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I tried them a few times with the new killer.
They seem much better than some actual survivors. They will 'hold W' the moment you start heading in their direction, and it makes chases last forever. They're not overly efficient on gens but they're competent with them. They very occasionally get stuck in a vaulting loop, where they will run to a window on a very short unsafe wall, and just hide on one side, slow-vaulting when you move around it.
So basically you have to commit to a long chase, and then eventually catch them out on a stupid unsafe tile. It's not the most riveting gameplay, and the games aren't fast.
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@InvadeGames said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291178#Comment_3291178
yea but as mentioned above, in the same time to do that you could sneak up on them and hit them and be in chase where they are a 1 hit down anyways.
- Mark in about 20s, down instantly and hook.
- Run up and hit, start a chase that could last 60s or more, then potentially down, or you hit Dead Hard, or you give up because you're wasting too much time in chase.
Marking is definitely situational, but it's not useless. You have to learn to choose your moments.
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Please don't.
By making in game voice chat the default setting, everyone who doesn't want to be verbally insulted by a bunch of screaming 13yo's will be the ones who are 'opting out' of the 'game changing' system. Which means the non-talkers will be the handicaps, and likely treated as such by lobby dodging, or worse.
Discord voice integration is coming to consoles in March 2023. That serves the same purpose and allows players to choose who they speak to.
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Looking better.
However there are topics here from the MYM forum, could we also see what forum each of these are in on this page please? We used to be able to see "posted in General Discussion" etc. and now, well we'll also need to differentiate form DBD and MYM.
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It's most likely due to the fact that there's more players playing for the Bone Chill event.
MMR works when it has enough players to match more closely. If you don't have a match then it will throw you with anyone.
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Also it turns out if you click the edit button when you have time, but you don't hit 'save comment' within the time limit, 'you don't have permission to edit that'.
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I've also noticed there's a very strict time limit on editing posts now, (about 6 minutes?) while before you could edit posts within about 15 minutes with no issue and any edits after that would display a big red "edited by _ at _" at the bottom, which was fine. Now it's 6 minutes and then it's set in stone forever.
As someone who frequently edits their posts for grammar and clarity, please...
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Some of my most effective builds lately have utilised no slowdown at all.
My 'all-seeing' Ghostface and Dredge in particular. (Lethal, Nowhere To Hide, BBQ and I'm All Ears + aura add-ons) The right info can be priceless. You can target the gens with multiple survivors nearby, you can save tons of time by not needing to search for survivors in order to hit them and apply pressure. Games very quickly snowball because survivors just don't expect you to be able to basically always see them all the time.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291275#Comment_3291275
It's been mentioned a few times about maybe having competitive vs casual modes, but others have mentioned that alot of the time sweaty players will take advantage of easy kills/escapes. So chances of sweaty players sticking to competitive mode is slim. Most will still come over to casual because they don't want to play against people with their same energy
Competitive mode would likely disable things like Challenge and Daily Ritual contribution, so people aren't sabotaging games trying to do those. It would also come with certain OP add-ons and items disabled, and potentially some form of ban system to prevent OP killers from flat out wiping the floor with you, also map offerings would have to be disabled.
It would exist purely for the try-hard leaderboard, but no one who actually enjoys the game would be playing it.
Ultimately, if you're experiences ONLY try-hards, whatever role you play, then your MMR is probably too high. You shouldn't have grinded it out guys, it's not a reward or a status symbol.
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Are you guys serious?
You get sweaty players all year round. This is nothing new. At least during events 50% of the time you get people dicking about with the event mechs. Which means there's statically less people playing sweaty.
In my 10 or so games yesterday, about 50% of my survivor games had a sweaty killer, so we just played normally and ignored the snowmen. The other 50% had 5 snowmen dancing around periodically and the killer letting people go.
Guess what I did when I played killer? Dicked about in snowmen half the time. A couple of games had survivors who weren't amused, refused to get in snowmen or come anywhere near me, but a couple games we had snowmen balls, and everyone walked away with around 45-50k base BP.
Snowmen give you BP guys.
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Only certain perks are too strong when combined. Sure only picking one regression perk might sound good, but only having one Hex, Scourge or Boon perk at a time? These things were basically made to be combined.
They should implement more shared limitation systems like Exhaustion, which was implemented purely to preventing chaining multiple chase escape perks together. This can be selectively applied in problematic areas.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291136#Comment_3291136
Pretty sure that’s something that will be fixed (hopefully quickly)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291132#Comment_3291132
I did too and I had plenty of problems with notifications and I know many people have reported the same.
I'm on mobile now and I can't even see an icon for notifications any more.
There was always a bell in the corner before. Now nothing.
There's also no option to go back to the forum at the bottom of the page anymore.
I don't like just being negative, but I don't see anything positive about this new format yet.
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Just keep playing. Eventually you'll get 3 or 4 snowman together, and then a 5th one will turn up...
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Can't see the poll options, forum has had a midlife crisis and stopped caring.
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The hell is this?
And is bold/ non-bold supposed to be read/un-read? No no no
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@Akumakaji said:
It's OK, just some harmless fun. Let them enjoy their diet insidious with slow movement speed. It's the Holiday Season
This.
Also, if you see a killer in a snowman dicking about, get in a goddamn snowman.
Both survivors and killers have a challenge to get hit/hit a survivor in a snowman. Let people do their event challenges. You're supposed to be having fun.
"There's no time for fun I need to make some very serious bloodpoints right now!"
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@HugTechLover said:
Yea this one does not look like a DBD forum anymore. Not a fan.
Also, what's up with your avatar? Is that the new default avatar? Because it looks a lot like the 'banned user' avatar.
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@Mooks said:
What was wrong with the old design?
there were many issues on the mobile version and I guess new features may have been unavailable on the old design or something (though that’s just a guess)
as to the number of new posts - this might be updated later on, this version isn’t final and updates and changes are very much possible
I used the old forum on mobile all the time and it worked just fine.
This is such an eyesore, the lack of post borders, the huge default font, and the [New] / [3 new] / [Vote Up] tags being black instead of red make them much harder to notice. No comment count or view count.
I really don't get it. Weird colours and contrasts, the forum topics just kinda look like search engine results instead of forum topics.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3290211#Comment_3290211
Disortion would like to have a conversation with you
Plus Off The Record and Sole Survivor
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3289756#Comment_3289756
It's a tough one.
I personally would just like either comms built into the game for solos or information queues like they were planning and then simultaneously buff killers to swf level.
That would make it much easier to balance these perks.
Not everyone wants to speak to random players, especially in a game as toxic as this. By building comms into the game by default, you then put the onus on the non-talking players to take up the offer of voice comms. This means players who don't opt-in to voice comms are making the decision to handicap their team, and will be treated as such by lobby dodging or harassment from the 'talkers'.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3289737#Comment_3289737
Hmmmmmm. The only way I can fathom is a change so that comms wouldn't matter either way.
The trigger for Eruption is the down, which comms can work around but solos cannot. That's the part needing attention, but what exact change so the perk wouldn't suddenly suck monkey ballz I do not know.
It could take a page out of Blast Mine's book.
When you down a survivor, any gens kicked with Eruption 'activate'. The next survivor to interact with the gen sets it off and suffers from Incapacitated. This 'activated' state lasts for 30s, or the entire cooldown period. So if they want to avoid a 25s incapacitation, then they can't touch the gen for 30s.
This could potentially affect solo's less than SWF because:
- SWFs being aware of when a survivor goes down will jump off the gen and go somewhere else, that gen is now guaranteed to have no repairs for 30s because all the survivors know not to touch it. And they likely won't time the 30s so it'll end up being longer than that.
- Solo's WILL touch the gen after, or stay on it as a survivor is downed. This means ONE survivor out of three will be unable to repair for 25s.
So one gen which NO survivors will touch for 30s, versus one survivor that can't repair for 25s. Depending on circumstances it could go either way, but if it's a 3 gen scenario or something, having one entire gen out of action for 30s is potentially worth a lot more than one survivor out of action for 25s.
It's a case of survivors having knowledge (via comms) will cause players to take the self-serving route to counter the perk and avoid a personal penalty, which ends up being more beneficial to the killer in the longer run than the uninformed survivors who get hit with an individual penalty.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3289719#Comment_3289719
i didnt test it, but
it probably reveals dredge during nightfall as well
People play Dredge for stealth during Nightfall? I play him for fast map travel and loop counters.
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@Kill_Yr_Idol83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3289709#Comment_3289709
I've been wondering this for the 5+ years I've been playing this game. It seemed like BHVR was finally on an upswing this year and then Forged In The Fog releases and we're reminded once again that this game was constructed with spaghetti coding!!
It reminds me of the old pokemon games where a small selection of hidden variables basically controlled a whole host of different RNG mechanisms, so that they could fit an entire RPG onto those tiny gameboy cartidges. So spawn conditions for pokemon x would be tied to the movements of NPC y and so on.
It's like they have to reduce variable z to fix the maps but forgot that variable z is also involved in some kind of switch for calculating if an aura should be turned on or off.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3289699#Comment_3289699
This winter event is going to be an actual disaster
All of the game's stealth killers have been neutered due to a bug
Solo Q is gonna be even more painful since Kindred is bugged
It's unacceptable, tbh. Forged in Fog is Binding of Kin 2.0 with how broken it's made the game.
As a Ghostface main who moonlights as Mirror Myers, sadge.
Guess It's back to Dredge and Demogorgon.
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How does this even happen?
How is an on/off switch for killer auras somehow tied to map spawn conditions? Who writes code like this?
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It's being overly cautious, because a killer that's not quite powerful enough disrupts game balance a lot less than a killer that's too powerful.
There are plenty of killers who are weak, and all of them can ultimately just be played as an M1 killer and get a mediocre result, and 'make do'.
But an OP killer would see a massive spike in activity and cause survivors to tantrum and quit in droves.
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Paragraphs.
Then I'll read it.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3289449#Comment_3289449
look survivors don't wanna let go of the gens so they complain and BHVR nerfs that's the whole premise of this game, you complain about the thousand strong perks survivors have, and apparently nobody agrees
I would be the first to agree with nerfing OP survivor perks.
It's funny when you actually play both sides and can actually, objectively evaluate game balance fairly, because you end up getting called both a 'Killer Main' and a 'Survivor Main' depending on who is reading your posts... 🙄
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3289440#Comment_3289440
"It would be a buff because instead of having a 50% success rate (only solos, never SWF) it would have a 100% success rate (no survivors can repair a blocked gen)"
Even the vast majority of swf sweat squads are not organized enough to give the exact moment they're going down. So rather than a 50% as you mention you're looking at more of a 90%+ at least even against those groups. Also, for the that small margin of effective dodging by the swf the gen continues to regress while they cannot touch it with its current iteration. You are not getting that regression while blocked. Lastly as I already mentioned they are now able to heal or work on another gen if that gen was simply blocked instead.
We can talk about whether you want the perk changed or not that's fine, but saying it would be just as effective if not even better against swf by receiving that change is just objectively not true.
"Are you ok with this perk being OP against solos and useless against SWF?"
Why even ask a silly question like this that you already know the answer to? No one actually thinks this. It's also not even remotely in the atmosphere of useless against swf.
I play in the most disorganised, ineffective SWF on the occasion I do (and for that reason I'm usually against the "SWF are always OP" camp) but even we can, almost without fail, call out when we're going down 2-3 seconds before we do.
Your 90% is grossly overestimated.
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@AcelynnBen said:
well more of the fact that it took them 6 years to nerf Dead hard but it will take them like a month to nerf eruption and its not even killing the game
dead hard killed the game so many times and because this place is filled with survivor players that never touched a killer beside nurse or a killer that is just not extremely weak, anyone that complained about it was made fun of
and the perk is not strong, i don't buy it, even as a survivor in soloQ i avoid it 60% of the time by simply keeping my eyes on the hud but clearly that's too hard to do
I've had (multiple) games against killers using Eruption, where completing the final gen (in a decent survivor-sided 3-gen scenario) was literally impossible.
If used efficiently, Eruption can inflict 40s of relative regression, and is on a 30s cooldown.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3289429#Comment_3289429
"it would be just as effective against SWF as it is against solos, without suffering any kind of nerf. It would actually be a buff."
You mean that now instead of standing there they could heal?
How is that just as effective and how would that be a buff?
It would be just as effective as a gen slowdown perk.
It would be a buff because instead of having a 50% success rate (only solos, never SWF) it would have a 100% success rate (no survivors can repair a blocked gen)
Are you ok with this perk being OP against solos and useless against SWF?
As a killer, I'm not, which is why I never run it. I need my slowdown to affect SWF MORE than solos. And why I hate it when I play solo survivor. I've had survivor games, with decent 3 gen scenarios, that have ended in stalemates because Eruption has made it literally impossible to repair the gens. You inflict 40s of relative regression, with a perk that has a 30s cooldown.
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Just two maps got fixed.
There's still the tiny gap in the hedge on Badham, among many others.
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It doesn't need to be nerfed, it needs to be reworked so that it doesn't completely screw solo survivors while having virtually no effect on SWF.
Surely every killer main wants their perks to be effective against SWF?
If it blocked gens instead of inflicting incapacitated, it would be just as effective against SWF as it is against solos, without suffering any kind of nerf. It would actually be a buff.

