7 thoughts on “Eruption Is Getting A HUGE Nerf – Dead By Daylight”
For those that don't know about the nerf yet, here's the changes:
First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.
Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.
Lets compare eruption with Pop. And remember: noone plays Pop anymore.
Pop regress 20% of the progression of a gen after you hook. You go and kick in a moment where you are doing nothing really important.
Usually you reach a gen with a survivor, chase the survivor, hook the survivor, go back at the gen and pop.
– Pop: 1 hook + Investment of time done after the hook = 20%
Now eruption can be used on multiple gens regressing them 10% each, sometimes you kick one, sometimes 2, sometimes 3, I never experienced an eruption bigger than 3. Often is 1, but 2 is not rare, 3 is pretty rare. But also 0 is possible, when you erupt and before you down the survivor the gen is completed.
On average an eruption regress 12-13% in my opinion.
Moreover if you want to regress more than 10% you must go and kick multiple times and if the gen has a lot of progress often there is someone working on it you have to choose between apply eruption and chase; not only you have to invest more time but it is sensitive time!
But now the survivors scream and you have aura reading for 10 seconds. which is USELESS often! They scream and you have 10 seconds of aura reading after downing a survivor, in order to capitalize those things you have to leave the survivor on the ground slugging him and chasing the screaming one.
Some niche scenarios like using DMS (but if you want to go for DMS you use pain res), sniping with aartist or huntress….
– Eruption: 1 down (that basically 90% of the time is equal to 1 hook because after the down you hook) and several time investment that are made BEFORE and can be lost= 12-13% regression on average and an useless aura reading.
Eruption now is worse than pop, the new gen kick meta will be Cob, Nth, Overcharge and oppression or brutal strength in my opinion.
Another situation where, they buffed a perk and then they killed if, like thanatophobia.
Remember, lets pretend we have a 99% gen, eruption on it will buy the killer 9 seconds.
It takes 2 seconds to kick. So it buys 7 seconds. In those 2 seconds you kick probably a survivor have been shooed by the gen but the other 3 are doing useful things.
So, IF YOU DOWN QUICKLY you buy 9 seconds but use 2 seconds to kick and the survivors work do 2×3 seconds, you earn on them 1 second.
Adding the time you need to go out of your track to kick and the time you need to invest in the chase to catch up with the survivor that run away you are kinda in super negative with the time economy.
If the gen is 90%. If the gen is 50% you regress it LESS THAN SENDING A MERCENARY WITH THE KNIGHT!!!!
IF YOU EQUIP ERUPTION ALONE now the best way to use it is never using it.
I also like how they blatantly LIE about their nerfs:
– "First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed."
10% of current progress is NEVER NEVER more impactful than 10% of total progress. Even on a 99% gen is equal to 9.9%. This is a nerf, call it a nerf, do not lie on "well but will be more impactful on nearly completed gens"
It's dead, not an opinion, but a fact. You will see it drop pick rate to nothing, because its not even eruption anymore, its a worse gearhead, 10 percent current progression is nothing, if gen is at 20 percent it will be wraker than if you were to kick a gen, 2 percent, its a joke. Its 4 to 1 opinions though, so of course bhvr will listen to the ones giving more money away, and of course they buff survivors too in the same patch, even though I enjoy playing I am stopping as a protest, every strong minded individual that plays killer should too, because that is the only way to make this original game stay alive. Bloodpoint incentives are already mostly on killer side, meaning they literally cannot find 1 person to play 1 role, for 4 people that play the other role, think about it, noone wants to play killer anymore, its just nieche people who really enjoy tryharding every game and being competitive or losing miserably like myself, an average person is not maining killer, too hard simply. So yeah, if they do not give a massive killer buff next patch, the game is dead within 2 years, and I mean dead af, they will make survivors even more of babies, so they will stop playing if you buff killer, and killer is literally unplayable already so noone is playing that either, simply long queue times for a boring one sided match. Its already falling in players, games like LoL are staying strong for years even while kinda favoring champions that bring more skins, its staying steady because it updates often and noone is left totally unnoticed, here 1 out of 2 roles is being destroyed all the time, due to loud majority, again its 1v4 game, more survivor opinions, bias is guaranteed, and once a game like this is dead, you aint bringing it back.
The eruption changes (as they are) are an absolute disaster for two reasons:
I. Killers have come to rely on what might be the best perk in the game right now. It gives you free pressure knowing that potentially the entire team can be rendered useless for 30 seconds, at the very least half if they're on a gen. It's only consistent counter is efficient survivors on comms. Nerfing it in the manner they are is a mistake, plain and simple. There are so many different ways they could nerf it without nerfing the perk into obscurity.
II. They aren't enacting a counterbalance nerf on survivor gen perks. Basically, all of that frustration of being made to sit and do nothing half the match is going to come back in the killers' faces, even if they didn't run the build. With no perks to counterbalance the survivor gen perks, the games for at LEAST the first month or so will be dizzyingly fast and there will be little to nothing weaker killers like trapper can do. They either should have buffed restrictive perks like corrupt or nerfed survivor perks like hyperfocus.
The killers mains out there ACTUALLY have a good reason to complain this time. As a survivor main, I completely sympathize with them on this. It's going to be ridiculous for a while. I refused to use gen builds on killer and survivor and I'm going to pay the price nonetheless. This perk change is one that I think might be the worst change for balancing I've ever seen since I started a year and a half ago. There are very few changes I've straight up disliked and thought were ridiculous, and this is one of them.
For anyone wondering what an objectively better solution would be in my opinion, let me give you a few solutions that aren't as out there as the one they're bringing to ptb next week.
Solution A: revert eruption back to pre 6.1.0 versions. Nothing too complicated here; 6 percent off a gen and 16 seconds of incapacitated isn't too crazy. Are you still unable to do anything for 15 seconds? Yes. But that's still not crazy unreasonable.
Solution A.5: in addition to reverting it to pre 6.1.0, make incapacitated a status effect that is affected by the perk vigil. It would reward people for bringing an off meta perk and it would help the overall game health.
Solution B: eruption blocks the gens for 20 seconds if a survivor is on a gen kicked with eruption when their teammate goes down; regardless of being blocked, 10% of the gen (not gen progress) is taken off. This is my favorite solution and imo the most balanced. You may not be able to do the gen in that time frame, but you can heal, open chests, do totems, use items, and do basically anything OTHER than the gen in that time. You aren't left with no capability to do anything besides unhook for 30 seconds, and 20 seconds is time enough for a killer to either hook a survivor or go back to the gen to contest it (forcing a choice, and therefore progressing the game).
Solution C: eruption is based on your terror radius. I personally dislike this one the most. Basically, gens in your terror radius that have been kicked with eruption would explode and inflict incapacitated. Nothing crazy about it. It's something that Spookyloopz has proposed, but I personally think Solutions A (+A.5) and B are much better.
For those that don't know about the nerf yet, here's the changes:
First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.
Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.
Eruption is dead. Completely.
Lets compare eruption with Pop. And remember: noone plays Pop anymore.
Pop regress 20% of the progression of a gen after you hook. You go and kick in a moment where you are doing nothing really important.
Usually you reach a gen with a survivor, chase the survivor, hook the survivor, go back at the gen and pop.
– Pop: 1 hook + Investment of time done after the hook = 20%
Now eruption can be used on multiple gens regressing them 10% each, sometimes you kick one, sometimes 2, sometimes 3, I never experienced an eruption bigger than 3. Often is 1, but 2 is not rare, 3 is pretty rare. But also 0 is possible, when you erupt and before you down the survivor the gen is completed.
On average an eruption regress 12-13% in my opinion.
Moreover if you want to regress more than 10% you must go and kick multiple times and if the gen has a lot of progress often there is someone working on it you have to choose between apply eruption and chase; not only you have to invest more time but it is sensitive time!
But now the survivors scream and you have aura reading for 10 seconds. which is USELESS often! They scream and you have 10 seconds of aura reading after downing a survivor, in order to capitalize those things you have to leave the survivor on the ground slugging him and chasing the screaming one.
Some niche scenarios like using DMS (but if you want to go for DMS you use pain res), sniping with aartist or huntress….
– Eruption: 1 down (that basically 90% of the time is equal to 1 hook because after the down you hook) and several time investment that are made BEFORE and can be lost= 12-13% regression on average and an useless aura reading.
Eruption now is worse than pop, the new gen kick meta will be Cob, Nth, Overcharge and oppression or brutal strength in my opinion.
Another situation where, they buffed a perk and then they killed if, like thanatophobia.
Remember, lets pretend we have a 99% gen, eruption on it will buy the killer 9 seconds.
It takes 2 seconds to kick. So it buys 7 seconds. In those 2 seconds you kick probably a survivor have been shooed by the gen but the other 3 are doing useful things.
So, IF YOU DOWN QUICKLY you buy 9 seconds but use 2 seconds to kick and the survivors work do 2×3 seconds, you earn on them 1 second.
Adding the time you need to go out of your track to kick and the time you need to invest in the chase to catch up with the survivor that run away you are kinda in super negative with the time economy.
If the gen is 90%. If the gen is 50% you regress it LESS THAN SENDING A MERCENARY WITH THE KNIGHT!!!!
IF YOU EQUIP ERUPTION ALONE now the best way to use it is never using it.
I also like how they blatantly LIE about their nerfs:
– "First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed."
10% of current progress is NEVER NEVER more impactful than 10% of total progress. Even on a 99% gen is equal to 9.9%. This is a nerf, call it a nerf, do not lie on "well but will be more impactful on nearly completed gens"
Oh… and remember, Eruption has cooldown!
It's dead, not an opinion, but a fact. You will see it drop pick rate to nothing, because its not even eruption anymore, its a worse gearhead, 10 percent current progression is nothing, if gen is at 20 percent it will be wraker than if you were to kick a gen, 2 percent, its a joke. Its 4 to 1 opinions though, so of course bhvr will listen to the ones giving more money away, and of course they buff survivors too in the same patch, even though I enjoy playing I am stopping as a protest, every strong minded individual that plays killer should too, because that is the only way to make this original game stay alive. Bloodpoint incentives are already mostly on killer side, meaning they literally cannot find 1 person to play 1 role, for 4 people that play the other role, think about it, noone wants to play killer anymore, its just nieche people who really enjoy tryharding every game and being competitive or losing miserably like myself, an average person is not maining killer, too hard simply. So yeah, if they do not give a massive killer buff next patch, the game is dead within 2 years, and I mean dead af, they will make survivors even more of babies, so they will stop playing if you buff killer, and killer is literally unplayable already so noone is playing that either, simply long queue times for a boring one sided match. Its already falling in players, games like LoL are staying strong for years even while kinda favoring champions that bring more skins, its staying steady because it updates often and noone is left totally unnoticed, here 1 out of 2 roles is being destroyed all the time, due to loud majority, again its 1v4 game, more survivor opinions, bias is guaranteed, and once a game like this is dead, you aint bringing it back.
When does this come into effect?
The eruption changes (as they are) are an absolute disaster for two reasons:
I. Killers have come to rely on what might be the best perk in the game right now. It gives you free pressure knowing that potentially the entire team can be rendered useless for 30 seconds, at the very least half if they're on a gen. It's only consistent counter is efficient survivors on comms. Nerfing it in the manner they are is a mistake, plain and simple. There are so many different ways they could nerf it without nerfing the perk into obscurity.
II. They aren't enacting a counterbalance nerf on survivor gen perks. Basically, all of that frustration of being made to sit and do nothing half the match is going to come back in the killers' faces, even if they didn't run the build. With no perks to counterbalance the survivor gen perks, the games for at LEAST the first month or so will be dizzyingly fast and there will be little to nothing weaker killers like trapper can do. They either should have buffed restrictive perks like corrupt or nerfed survivor perks like hyperfocus.
The killers mains out there ACTUALLY have a good reason to complain this time. As a survivor main, I completely sympathize with them on this. It's going to be ridiculous for a while. I refused to use gen builds on killer and survivor and I'm going to pay the price nonetheless. This perk change is one that I think might be the worst change for balancing I've ever seen since I started a year and a half ago. There are very few changes I've straight up disliked and thought were ridiculous, and this is one of them.
For anyone wondering what an objectively better solution would be in my opinion, let me give you a few solutions that aren't as out there as the one they're bringing to ptb next week.
Solution A: revert eruption back to pre 6.1.0 versions. Nothing too complicated here; 6 percent off a gen and 16 seconds of incapacitated isn't too crazy. Are you still unable to do anything for 15 seconds? Yes. But that's still not crazy unreasonable.
Solution A.5: in addition to reverting it to pre 6.1.0, make incapacitated a status effect that is affected by the perk vigil. It would reward people for bringing an off meta perk and it would help the overall game health.
Solution B: eruption blocks the gens for 20 seconds if a survivor is on a gen kicked with eruption when their teammate goes down; regardless of being blocked, 10% of the gen (not gen progress) is taken off. This is my favorite solution and imo the most balanced. You may not be able to do the gen in that time frame, but you can heal, open chests, do totems, use items, and do basically anything OTHER than the gen in that time. You aren't left with no capability to do anything besides unhook for 30 seconds, and 20 seconds is time enough for a killer to either hook a survivor or go back to the gen to contest it (forcing a choice, and therefore progressing the game).
Solution C: eruption is based on your terror radius. I personally dislike this one the most. Basically, gens in your terror radius that have been kicked with eruption would explode and inflict incapacitated. Nothing crazy about it. It's something that Spookyloopz has proposed, but I personally think Solutions A (+A.5) and B are much better.
They should've nerfed up the ante instead 😒
really annoying perk for survivor. it makes you useless for 30 sec.