Avatar

flowen

flowen

About

Username
flowen
Joined
Visits
98
Last Active

Comments

  • Absolutely. Though it is good on the whole hyperfocus/steakout combo.


    As far as PE goes, it's potentially busted in a good team as a 3 gen slayer, but really hard to make good use of solo.

  • Nowhere to hide feels really good on mobility killers. Mobility killers already excel at 3 gen situations, but having NTH eliminates CoB's only real weakness where people can just tap a gen to stop the regression; So you can catch people hiding, or chase if they run away knowing nobody's gonna stop CoB from working its crazy magic.

  • It feels like a swf perk tbh. Killers like to establish their 3 gen really early on, but with this everyone can repeatedly dump 20% instantly on one of the 3 gens as long as they don't finish every gen outside of the three gen. There is a risk attached to it, but if the killer just worries about the endgame 3 gen and lets survivors choose which gen to leave up they can infinitely store progress, and coordinate to break the three gen very quickly if each person has this combined with one hyperfocus or prove on the team.

  • Mad appreciation. I've been looking through wesker matches but I can't find many people doing it.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270452#Comment_3270452

    This is true, but Wesker does have a less-than-insignificant degree of control over where he takes the survivor when he grabs them. Strafing and encircling them with your power out to try and force them to juke into where you want to take them is a good example, but another significant factor is that Wesker can actually change the direction of his dash when he grabs someone—you can rotate your camera horizontally during a dash, and when grabbing a survivor you will move forwards in the direction you are facing, not the direction you are moving. So for example you can turn your camera left in a dash, grab a survivor, and start carrying them in that leftwards direction.

    Basically what I’m trying to say is, when a Wesker is aware of where he’ll be carrying a survivor, he has more control over dictating that than one might think. If he knows a survivor is near a breakable wall or pallet, he can outposition and manipulate them into getting thrown into that prop if he’s smart enough. It’s still situational, but not as situational as you might be thinking.

    I didn't know that was a thing O.o. I found a video showing it off, I wanna practice it more once we get bots.

  • I agree, in theory. What I can't see happening is people putting themselves in positions where doing so is possible most of the time. Breaking doors down for example would require a survivor to get hit in front of them, and generally when you whip the oro out they tend to run around like headless chickens. Palettes I can see being more of a thing because trapping survivors on long palettes is already a common tactic, but you usually get a whip on those, not a slam :/.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270400#Comment_3270400

    Slamming two survivors into each other isn’t usually feasible either but it’s still a mechanic that exists and it’s still incredibly fun when it happens. This buff is less about viability and more about feel-good gameplay. It’s a small change that lends itself to rare but special moments where you just get a fat dopamine hit because heehee pallet go boom.

    Sorry for the double post, I got confused af just now x.x. But I can't deny that LOL.

  • I'm not sure if I deleted my post on accident, or if it was deleted some other way, but I don't think a nerf to his infection is justified as it's more of a deterrent than something you directly utilize most of the time. I do think breaking stuff with his power would be very fitting but I don't think it would be feasible to do so intentionally because of the nature of chases in general and controlling your dashes.

  • In my experience the insta down on Wesker's power doesn't really come into play a whole lot. If Wesker decides to tunnel, insta down usually doesn't matter at all because the survivor won't have time to heal before they're in chase again. When Wesker doesn't tunnel, the survivor usually goes off to heal and get a spray (not necessarily in that order) while Wesker is occupied with someone else. You also rarely get to chase fully infected survivors; They almost always go for the spray asap when they aren't in chase. The only times it comes into play are when you infect someone, but can't down them before they reach full infection (which is indicative of Wesker playing badly), or when a survivor chooses not to spray (which is blatant bad play from the survivor). The insta down and hinderance of the infection act more as a deterrence than an outright threat; They cause survivors to pass on gens and do something else because if they don't they'll be at a critical disadvantage if they get found again.


    As for your idea; I think thematically having Wesker break stuff when he slams people is really cool, but a bit impractical since tossing/slamming people into something breakable isn't really feasible in practice.

  • I'm new to the game in general. I started playing the game half way through the grade season before last on survivor with friends who wanted to show me the game. I've only started playing killer half way through the last grade season. I'm having a blast on both :D

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269050#Comment_3269050

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

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

    https://forum.deadbydaylight.com/en/discussion/comment/3268719#Comment_3268719

    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.

    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.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269233#Comment_3269233

    You'd be correct on all assessments. We'd like to add/elaborate that most people do not like the counterplay for eruption relies on your teammates instead of something you yourself can do.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269233#Comment_3269233

    https://forum.deadbydaylight.com/en/discussion/comment/3269488#Comment_3269488

    I'd like to add when taking teammates's skill into consideration for the balance of a perk, it is often done on equal skill level for both the survivor and the killer because it makes no sense to compare the extremes with each other(a baby trapper against a god looper 10k hours survivor).

    Said that, many people claim that eruption is 'balanced' believing that every survivor must be able to last an absurd, unrealistic amount of time in chase against every killer, so that this uncounterable strong perk would never activate.

    That makes a lot more sense. In that light, it seems similar, though not exactly the same as the concept of pain res + dead man's where sometimes your teammates can disable your ability to counterplay it. The difference being that chase duration is much more ambiguous versus having to sacrifice more perk slots to make pain res + dms harder to play around.

  • @Omans said:

    If you play both sides you will quickly see how broken it is. It is even more of an urgent issue than Nurse right now.

    More than that, though, is there are some people on the forum saying it should be buffed to effect SWF too by adding an AOE or something. It is truly baffling how out of touch and how little some people understand balance.

    To be fair, I only opened that thread because I'm new, don't understand the game very well, and was seeking answers. The AoE thing I suggested half way through was a spitball idea based on incorrect perception.

  • I appreciate everyone's replies thus far, it's helped me understand that the debate goes a lot deeper than the perception I once had about the general opinion of the perk.


    Though I do want to clarify a couple things; When I suggested the AoE blast as a possible fix, that was a spitball based on my initial perception that the community considered Eruption to be a good perk, but poorly implemented because of how one sided it was towards solo players vs swfs. Though as far as I've observed, it seems most agree that eruption needs a change, and can't agree on what that change should be.


    I also read a reply which asserted that counterplay relying on others is not good, but isn't that DBD in a nutshell? I can't name a single instance where I've escaped without relying on my teammates unless the hatch was involved; Either through doing gens while they loop, or looping and relying on them to get some good gen progress. Unless I'm missing something, I don't see how that's a bad thing.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268454#Comment_3268454

    Consider yourself smarter than the average ttv mate. If you have questions, alot of people here are more than happy to give info.

    The community hasn't let me down yet ^^. It's a very good thing to have a source of voices that know way more than me imo.

  • I see. I'd like to see more perspectives on the topic. At the moment I don't know what I don't know and I'm trying to learn x.x.

  • I see. Also for extra clarity; I'm still fairly new, and I'm a baby killer, main survivor. Is the consensus that eruption is fine, as I've been seeing, or is its effectiveness something that's debated?

  • That's the part I don't understand. That's one of the more common suggested changes that I see. But the incap is the better part of the perk when it actually works. Why not make the incap an 8 meter AoE? Or replace it with a gen block if the problem is the perk working inconsistently?

  • @Sydrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262072#Comment_3262072

    I wonder if for the evil incarnate (success of myers) it could work this way? if a survivor disconnect when we mori him and we kill 2 others? could this work?

    I'm not sure tbh. I'm still kind of a baby killer, haven't tried Myers yet.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260904#Comment_3260904

    Mori's will not work on the last person either. Tried with both a Mori and Rancor. Also as for new information if the last person DCs they also will not count.

    https://forum.deadbydaylight.com/en/discussion/comment/3260935#Comment_3260935

    I just had a game. 4th person DCed did not count. The only thing I think does count is if you hook somone and they DC before they die it counts as both a sacrifice and a DC.

    I just had a game where that happened and it worked. The David DCd as I hooked him a third time. Feng escaped via hatch, but still got merciless killer, double pip on iri.


    image.png image.png image.png


  • @Timmylaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244011#Comment_3244011

    So much harder to pip when you're permanently down some points

    It's impossible to double pip as killer in the iri ranks because of this bug x.x.


    EDIT: added pictures of me getting the bug on PC. The DC was the first player to go, but I had over 9 hooks including them


    image.png image.png


  • It's been busted for a good while. There's been lots of games where I would have double pipped, pipped, or protected pips if it was working properly. It really is a major thing atm.

  • May be biased since I'm still newish but fun, friends, and pvp. When I have friends with me I play survivor and have a blast, when I'm alone I play killer and have a blast, and I have a very high tolerance for repetitiveness when it comes to pvp games since I can encounter so many different playstyles, builds, and people. Even different or opposing mentalities can be a new experience.

  • I wish I could see demo more often tbh. I've hardly had any experience vs demo, and I feel I get stomped every time I find one. The people themselves are always wholesome though, very respectable, always say gg.

  • Honestly this combo only really bothered me until I realized I can just cleanse the pentimento after it gets relit to completely nullify it. If I get hooked and I see a plaything, I know to go back and check for pentimento. Killers will usually light pent right away because late game 5 stacks usually isn't enough to turn the tables if the survivors are doing what they're supposed to, so the risk of getting 5 pent stacks is typically kinda low, especially if one person is running an anti hex build.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220154#Comment_3220154

    as far as I have understood it, you can upgrade it for all your characters in their bloodwebs as they have it unlocked due to SoS, you don’t need to purchase Nemesis for that.

    Sweeeeeet. Tyty

  • @Mooks said:

    Yeah, you should be able to upgrade the perks tier through bloodwebs for that character.

    Yes, you can upgrade a perks tier multiple times in a single shrine rotation. Though each tier will be more expensive (I think it’s 2K for Tier I, 4K for Tier II and 6K for Tier III - though I don’t know if it’s cheaper if you had the lower tiers unlocked via bloodwebs)

    Just to clarify, because I forgot to mention the detail; Can I further upgrade the perk via the bloodweb if I don't have the character that the perk belongs to?


    Like, if I buy lethal pursuer via SoS, can I then upgrade it at will, or would I need to buy nemesis to keep upgrading it?