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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I think it's fine.

    The 10 seconds gives you a chance to escape. If you're close enough to the gate to escape no matter what, then the killer probably should've hooked you further away if they could've regardless of Deliverance.

    If it was disabled, then it'd be no different than how it was before where the killer can just hit you off the hook and you have no chance to get anywhere.

  • Just run both for the ultimate challenge :)

  • That’s just asking to be tunneled.

  • No, it’s fine. And what you said about it only getting consistent value in SWF isn’t true at all. I run it a lot in solo queue and I can’t tell you how many times it’s made a difference for me and/or my team. But you need to play the match with 3 perks until then and actually reach endgame to get that reward. It won’t help you get to endgame.

    Now I will say this - the wake up ability it has against Freddy should be removed as that’s a perk effect directly countering one killer and no others, which is dumb and the devs have moved away from that design in the past. But Adrenaline is perfect as-is otherwise.

  • Dead Hard has a lot more counterplay than it used to although admittedly it is still one of the best perks survivors have.

    Circle of Healing though? Yeah, it’s dumb and should be changed. Shattered Hope is a bandaid fix perk. We shouldn’t be adding a bandaid fix perk for Eruption like you suggested either. Just change both of them. Eruption and CoH are the two most unhealthy perks the game has right now.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270336#Comment_3270336

    You say that but theres so many survivors that will just let it happen...

    People dont want to adept or even try, that's the bigger issue. Alot of things have counters or downsides but the community often wants the counter to be easy..

    As a survivor, I’d love to try to adapt where possible. But there isn’t really a way to just adapt to Eruption. Pain Res has a counter you can adapt to. This doesn’t. It’s way too strong of an effect against solos to not have better counterplay. But at the same time it’s far weaker against survivors on comms who can just call out and let go of gens at the right time. That is terrible perk design.

    I would agree with you when it comes to a nerf suggestion like “just put a 5 second delay on Eruption after a down”. Then the perk would be bad because you just let go during the 5 seconds every time and it’d just be the 10% regression and that’s it.

    The way you fix Eruption imo is reducing its duration and replacing the incapacitated with a gen block on all affected gens. Then buff the regression 2 or 3% if needed. Less oppressive against solo players and offers survivors more counterplay as they can still do other actions besides working on that gen, but better against SWFs who can’t let go of the gens to avoid the perk, making its effects more consistent across the board.

  • I didn't even want a nerf, it's just bad perk design that shouldn't even be in the game in the first place. Makes unsafe pallets even more unsafe.

  • They're both problems.

    And no, you can't "just let go" to avoid Eruption. With Pain Resonance you can see the aura of the survivor that's about be hooked right before it happens. Eruption has no such tell unless you're in a SWF.

  • @flowen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269576#Comment_3269576

    That build may be getting a buff by proxy pretty soon btw. The knight's new skill Nowhere To Hide also helps alleviate CoB's biggest weakness; People touching your gen right after you leave. I can see NTH replacing overcharge in the build, or even joining in if the killer wants to just kick gens.

    Yep. Not looking forward to that at all and I'm probably going to use Distortion more often now if it ends up becoming popular.

  • It's both a blind and a stun, which is why Lightborn doesn't really counter it. It does prevent the blind, but you still get stunned anyway.

  • That's a cool idea. I'm all for it.

  • @brokedownpalace said:

    If it was 5% on those generators until the next 3 were highlighted (like I originally thought it worked), it would be worth it. But most of the time you spent half that 60 seconds just traveling to one of the highlighted gens so by the time you get there you're really only shaving off a few seconds

    It's 3 seconds saved if you get the entire 60 seconds out of it. And usually you won't.

    So yeah the repair speed buff does almost nothing. It's more useful for the information than the 5% boost.

  • I'm still only at 4/20 but I haven't used any offerings for RPD.

    I refuse to make anyone else play on that map.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268997#Comment_3268997

    It is fine with Victor. Incapacitated on anything else is just too much.

    It is fine for Pinhead's chains too. But that's it.

    Applying it for a set duration like Eruption does is just dumb.

    @Pulsar said:

    No.

    Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.

    10 seconds isn't enough time to heal fully and 15% regression is significant.

    Does the regression even need to be increased that much though?

    I wouldn't mind the regression being upped to like, 12% to counteract the fact that the gen won't regress passively while blocked, just so that we're not actually nerfing the regression by doing this because that's not the problem with the perk. But I don't think it needs any further buff. It's not just that it's too oppressive against solo players (although it very much is), it's just very overtuned in general.

    Current Eruption is 34 seconds of slowdown for one survivor on a generator, if they are incapacitated by it. 9 seconds of regression (that's 10%), 25 seconds of being unable to do anything. If they're a SWF and let go of the gen, it's just the 9 seconds of regression which is obviously a lot weaker.

    If it was 12% regression and blocked for 10 seconds, it's 10.8 seconds of regression and 10 seconds of being unable to work on it, 20.8 total, regardless of whether it's a SWF or not because the gen gets blocked no matter what. That's still more than old Pop was on one gen (25% of 80 was 20 seconds), and this can happen on multiple gens (although the killer won't benefit from gens being blocked that survivors aren't near, so it's not necessarily the full benefit on each generator, but it's still significant). The downside is that while this happens on multiple gens, survivors can mitigate the time lost by doing other things like healing, so it evens out a bit.

    I think it's also important to keep in mind that it's not usually just Eruption that you'll see. It's usually CoB/Overcharge too which not only go well with Eruption but are also strong on their own, and even those two perks together I think is a bit too much.

  • @Shroompy said:

    do you not realize the giant white beam aimed straight at your face??

    Not if you’re getting burnt as Wraith. The sound cue is bugged and completely missing on the killer side. You used to be able to tell exactly when you were outside the beam or far enough behind cover, now you can't.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269112#Comment_3269112

    >>Although combining it with Thrill of the Hunt might be kinda annoying (since you'd physically be unable to do a totem outside the terror radius).

    Wasn't it changed to be inside 24m instead of outside 32m?

    No, that change was for one of his addons.

    FTD is still tied to being outside the TR.

  • Kinda disappointed that just immediately dropping a guard without really making much of a path (if any) is still going to be the most optimal way to play him in chase. He's just gonna be Artist but more boring. Artist at least offers more interactivity with her crows and requires more skill which makes her more interesting to face (I am one of the few that actually likes her). But with Knight it just feels out of place and there's not nearly as much strategy involved, if any sometimes. He needs a power shift imo.

    As for the other stuff, 0.4 seconds seems really generous at first glance for flashlight save buffer, but hard to say for sure without seeing it since it didn't work correctly in the PTB, so we'll see what happens there I guess. FtD buff is nice, I like that it's more consistent now and not on a random interval. Although combining it with Thrill of the Hunt might be kinda annoying (since you'd physically be unable to do a totem outside the terror radius).

    Glad to see they addressed the fog color on the new map. It was hard to follow scratch marks on the PTB.

  • Part of the problem too is the 3 gens like you mentioned. While 3 gens are often the fault of the survivors (and they basically always were in the past outside of a few select maps), it's gotten a bit out of control how well you can guard a 3 gen as killer with Eruption/Overcharge/CoB. It becomes difficult to break a 3 gen with Eruption when it (along with other perks) can force that 3 gen in the first place. It's not usually just Eruption by itself that you see. You see it with other strong gen-kicking perks that pair well with it.

    But as you pointed out yourself, solo queue players don't have a reliable counter to the perk. It punishes them the most, and doesn't do as much to SWF players who can call out when they're going down so their teammates let go of the gens for a couple seconds to avoid the Incapacitated effect.

    It's 10% regression + 25 seconds of not being able to do anything. So if one survivor was on that generator, that's 9 seconds of regression (that's what 10% is) plus 25 seconds of being unable to repair (or do anything else) for 34 seconds of slowdown total. 34 seconds is what it takes to do 37.7% of a gen. That's a huge payoff simply for a killer kicking a generator, and it can apply to multiple at once. Even old PGTW was just 25% off one gen after a hook. The tradeoff is that Eruption is more delayed since you need to get the down AFTER you kick the gen, so you may not always get it if the gen is finished before then. But that's not really enough of a tradeoff to justify how powerful its effect is.

    The perk's cooldown also doesn't really do a lot, although I wouldn't actually say that's necessarily a problem.

    But yeah all that said, the perk is way too strong right now and at the moment I refuse to use it as killer on principle.

  • @Brokenbones said:

    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

    It’s even worse than that.

    Hex bless penalty: -50%

    Thrill of the Hunt (5 stacks): -50%

    Calm Spirit (tier 1): -40%

    1(1-0.5)(1-0.5)(1-0.4)

    0.15c/s blessing speed

    14 / 0.15 = 93.33 seconds

  • Survivor: CoH

    Killer: Eruption

    Both extremely unfair and overpowered.

  • I’m surprised it took this long honestly.

  • He left his chainsaw in the basement chest.

  • I have played against it a few times, but not very often.

    But it’s actually the one super strong addon blight has that I don’t really have a problem with because it’s difficult to use and rewards good blight play. I like the dynamic it has where you can attempt to get an instadown with it but potentially lose out on a hit you could’ve gotten in fewer rushes without it. Maybe it shouldn’t work near the hook since it’s a bit stupid if the blight is camping but that’s about it.

  • You can still grab with Endurance, nothing changed there.

    Are you trying to grab a survivor when they fast vault a window? Because that’s what you’re not allowed to do. You can grab injured survivors on slow or medium window vaults, but not on a fast vault.

    For pallets, you can grab injured survivors on any vault, slow or fast.

  • That would just make it bad. There’s no reason not to just always let go of the gen then every time someone is downed.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268530#Comment_3268530

    While we are asking questions about this perk, will all survivors scream at the same time or will they be intermittent. Second question do the screams interrupt actions

    They did interrupt actions on the PTB.

    Which means now that it‘s every 25 seconds, this perk with thrill of the hunt might actually do something. It would actually be impossible to cleanse the totem outside the terror radius since it’d take 28 seconds to do so if thrill has 5 tokens. You’d need to get rid of thrill while FTD isn’t active.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268024#Comment_3268024

    Isn't deep wound a health state though? Adrenaline treats it as such

    It sort of is, but it sort of isn’t.

    It forces stuff like Adrenaline to deal with the deep wound first (instead of healing you to healthy), since otherwise it’d defeat the point of deep wound. But going from injured to deep wound doesn’t count as losing a health state for purposes of perks that trigger on health state loss (eg. blood favor).

    But no, mending is not considered a healing action and is not affected by any perks on either side. As such, it is also not considered healing for purposes of conspicuous actions and therefore does not disable Endurance or DS, even if you are mending another survivor.

  • I think Vittorio will be fairly popular.

    Knight, well, it depends if he gets any changes from the PTB. He’s pretty boring in his current state.

  • If Kate was healing herself, it’s not tunneling.

    You can’t take a conspicuous action and then expect the killer not to go for you.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267245#Comment_3267245

    I've heard counterarguments for that.

    Deliverance is riskier than a hex. Can't be downed first, have to rescue a teammate first (not always a guarantee in solo, and trying to go get the save might actually be hurtful to the team and negatively impact the game overall), and you have to make sure there's no teammate ready to insta farm you and nullify you using the perk at the time you want.

    As you said, using it right can be game-changing, but your solo teammates can override your plan.

    What's your perspective on these points?

    I do think it should be shown to your teammates that you have it when you’re on the hook, so solo queue players know that they don’t need to save you. That would be a good quality of life change. If your teammate instantly farms you in front of the killer, that’s just poor play regardless.

    But the risk of deliverance is that you need to save someone before you get hooked yourself, and that you can’t heal for a bit after you use it. In exchange for that, it can allow you to delete a lot of the killer’s pressure since no one has to come save you and your teammates can just continue doing gens. Strong effect, but it’s fair BECAUSE it is risky.

    Or better yet, being camped to second stage? Wait until the last second and then deny the killer the time they spent camping you by unhooking yourself for free. And now that’s even better than it used to be since you get 10s of endurance (yes, it works on self-unhooks) and the killer can’t just down you again immediately. Before 6.1.0, a self-unhook guaranteed that there was no BT; that’s no longer the case.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267670#Comment_3267670

    I think there was also a game where I was killer on Suffo Pit.

    Forgot which killer tho.. Wraith pops into my head but Im not 100% sure on that

    The Dredge game was on suffo pit. I remember.

    I think the other one may have been Spirit on Eyrie? Or maybe that was someone else

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267729#Comment_3267729

    But then it's just DMS and PR wrapped up into one perk.... And plenty of people complained about that

    Just lessen the Incapacitated time and you'll see it's usage drop

    The usage would drop because it would still be a nerf. It doesn't change that it would be a poorly designed perk. Something doesn't have to be strong to be bad design.

    PR/DMS was obnoxious because it gave regression + a super long gen block + information for the killer. The current version of Eruption basically already does that, just without physically blocking the gen and instead by preventing the survivor from interacting with anything. PR/DMS isn't really as bad now that DMS is only 30 seconds.

  • @RaSavage42 said:

    What if they reverted the Incapacitated timer back to 12/14/16 seconds but left the gen regression the same

    It’d still be bad design even though it’d be weaker.

    The solution imo is to reduce the duration but also completely replace the incapacitated effect with blocking the affected generators regardless of whether they were being worked on or not.

    This does 2 things:

    1. Makes the perk less oppressive against solo players with a shorter duration, and also because it no longer inhibits other actions besides working on that generator.
    2. Prevents SWF players from avoiding the perk’s effect by letting go of gens when their teammates call out that they’re about to be downed.
  • Ruin still needed a nerf, but I agree. It had counterplay and honestly I liked the perk, it was far more interesting. Unfortunately it mostly sucks now because it got overnerfed.

    @YOURFRIEND said:

    Ruin was the most tedious perk ever. Don't get to play the game until you find two totems. If it were still a thing it'd be paired with penti for full nightmare mode.

    Don't like eruption? Run empathy. You can guess when your teammate is about to go down with a decent degree of accuracy.

    I would much rather cleanse two hex totems (or more if the killer brings pentimento too) than have to deal with the obnoxious and overpowered combination that CoB/overcharge/eruption currently is. It’s miserable and it’s starting to turn me off survivor tbh. And no, empathy is not a reliable way to counter eruption. It might help you a bit sometimes, but even so it’s still just a band-aid to a bigger issue.

  • @Shroompy said:

    Ive played with quite a few, most happened by chance. Mandy and @sizzlingmario4 are the only ones that come to mind at the moment but Im pretty positive there are more

    Also played with a few others like @GannTM and @GeneralV in SWF and customs. Good times

    I remember playing against your Dredge when he was still somewhat new. You won but it was a fun match! There might’ve been another one too

  • Deli is completely fine the way it is. Being able to unhook yourself is already an extremely strong effect and is game-changing if used right. It's a strong but balanced perk. Doesn't need a buff.

  • Your calculation is correct.

  • It’s gimmicky for sure, but it could work.

    But if your goal is to get the obsession (the exposed survivor) to scream with FtD, you’d need to injure one of the other two survivors first (one of the two other than the unhooker and the one on the hook) since FtD wouldn’t stay active on the first survivor you chased (the one you hooked). As soon as the cursed survivor is downed, the perk turns off (and the hex totem snuffs itself out) until you injure someone else which activates it again.

    The unhooked survivor going back to injured upon being unhooked does not activate FtD again.

  • Killers should be strong and have a fighting chance to win.

    Killers can be strong without having overpowered BS like Tombstone Myers and Alch Ring. And more.

  • @Gandor said:

    You are the first person I see that is unhappy about his perma tier 3 addon. From my experience really unfair is only tombstone piece. Judith tombstone is also a bit too much, but considering that agi+starstruck range+recharge addon nurse exists, I don't even consider that one a real problem.

    The thing is, that meyers is overall on a weak side. But given that insta kill addons exist, he can't be buffed properly

    Infinite tier 3 is only okay because Myers is weak. If they buffed Myers like they should, it would be too much.

    So let’s make him a better killer at basekit and get rid of the super strong addons that are artificially propping him up, infinite tier 3 and tombstone piece included.

  • I think it’s fine. I thought IW was overnerfed at first, but after seeing it more I think it’s still a decent perk and I’ve still occasionally lost survivors because of it, although it’s definitely not as effective as it was before.

    I don’t use it much myself though, I didn’t use it very often even before it got nerfed because it's just not my preference most of the time.

    @Volcz said:

    I think the perk was fine and people over exaggerated. It helped chases with the strong killers at the time (Nurse, Blight, Spirit) that a lot of times relied on sound to find out exactly where they were during chase. I liked it because it brought more mind gaming to chases. Anyone with decent headphones can hear you making noise now (even if you're playing a quiet character like Ace or Ada) and the perk deactivating while exhausted makes no sense to me at all. I know it won't be reverted but there's a reason almost no one brings it now unless they're trying new builds, messing around, or playing casually versus at a higher MMR.

    Yeah, but that was the problem with it. Silencing injured noises unconditionally, while certainly effective against the killers you mentioned, was never balanced, especially against Spirit who relies on sound more than any other killer, offering her little to no counterplay sometimes. Now maybe you could argue that was fine against old Spirit because she sometimes lacked meaningful counterplay herself, but that’s no longer the case. And it didn't just help against top-tier killers, it helped against everyone.

    The current version now is more fair because it’s not 100%, and it loses utility when used with exhaustion perks, some of which are among the most powerful perks that survivors have available to them. I wouldn't want to see it nerfed any further though.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/354812/semi-in-depth-on-how-eruption-is-over-tuned

    Incapacitated should be replaced with blocking the generator.

    Solves a few problems:

    ▪︎SWF coordination nullifying the perk and being a solo queue destroyer.

    ▪︎Tones down the regression aspect moderately.

    Volià!

    Sort of agree, but decrease the duration of the block too. Even if it was just blocked for 25s instead of incapacitated that’s still too much imo. But make it so the gen is blocked even if it wasn’t being worked on, so SWF players letting go does not prevent it.

  • @dspaceman20 said:

    I thought they stopped doing that. They didn't do that for the last chapter did they?

    They did one before Wesker’s release.

    https://forum.deadbydaylight.com/en/kb/articles/348-developer-update-august-23-2022

  • @Blueberry said:

    It’s effect is nearly useless. Make it just slowly decrease your TR per token, period, not just while in chase. Something like 2m per maybe. Also, tokens shouldn’t be removed when the perk deactivates.

    It doesn’t lose tokens anymore. They got rid of that earlier this year.

  • No I think that'd actually be completely fair. It's not much, but it would give traps some extra utility even if the trapper isn't there to just down you when you step in them.

  • No, because it would affect Legion more than any other killer. And for that reason there should not be any perk that affects mending at all on either side.

  • It’s hard to apply a general rule to this as that’s something that should be decided more on a killer-by-killer basis imo.

    (devs, please give Deathslinger modified ammo belt basekit and give Dredge half of haddie’s calendar basekit, thanks in advance)

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