Infectious Fright should have a cooldown to proven slugging
For the past few matches, i've seen many killers using Infectious Fright to slug survivors, making the matches very short and unfun for survivors
Normal, i wouldn't suggest a killer perk nerf, but this one really irritates me, which is why i suggest it should have a cooldown of at least two minutes
Comments
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Sooo, you want to completely nerf it into oblivion?
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It’s only use is for slugging. You can usually just walk away after you scream and be fine. If you hear the terror radius and suspect a teammate will go down, get inside a locker.
Some of my most tense moments in DBD were during the broken MMR testing; which pitted rank 20s against rank 1s, and rushing to lockers to hide from an infectious fright Oni as my team was massacred.
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I disagree. The last few games I'm been in I had to slug as everytime i went to hook someone my hooks got saboed and they wiggled off between that and body blocking I had no choice
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It’s a perk that basically forces the killer to slug, if they wanna capitalize the use of the perk. Not like it’s an Aura reveal and it lasts 10 seconds. It also, very clearly gives you an audio clue when it takes effect.
How about...I dunno, adjust your strategy because of the perk. It can only surprise you once, after that you shouldn’t be near the chased survivor. Even if it procs, you should know to bolt immediately and buy enough time for a pick up or self revive.
This perk is really only effective against the lazy survivors/ill informed survivors, who don’t react, and the self entitled survivors who think they are looping gods, who stay near the killer despite the location reveal.
Perk is fine, IMO.
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Its not me, its everyone else who gets downed, but then i have to help them because everyone else was slugged because they, as you said, don't get the hint
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Grouping up and going down is on the Survivors. Survivors making a perk more useful for the killer doesn't show a problem with the perk or killers actions.
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No.
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No. My Mikey would not like that!
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Just make it so that you're notified about this perk when it activates. This perk is the reason why Calm Spirit is worth using
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Umm no. Do you not know how long two minutes is?
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Two minutes? Really? You might as well just delete the perk from the game.
Infectious Fright should not be nerfed.
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1 minute than
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Why should it have a cooldown in the first place? How about stop whining about viable perks and try to get better at looping?
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Yoh already get notified? You scream.
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So you want to take a perk, whose entire purpose is for snowballing, and remove any snowballing potential?
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How about u git gud and leave the terro radius when u find killer is running this perk? This perk isn't even in mid tier.
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Why should the perk that helps with slugging prevent the very thing it's suppose to do?
Slugging is part of the game. It's a pressure tool that forgo's a hook state to save 6-22 seconds of time and to have some lethality to killers by allowing snowball.
If anything killers should be encouraged to slug more cause it's how you can stop the gens from popping left and right.
If your team doesn't group up you can't be all slugged
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This perk is about all that have killers have to combat the gen speeds. Maybe there’s a reason the killers are slugging.
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Tell that to the Nurse slugging the whole team to death at 5 gens
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Well she’s the weakest kill in the game so she needs to play hard
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I think you mean she's the hardest to learn, which sure - you'd be correct
And while I agree that doesn't mean it's okay to slug everyone to death at 5 gens. It's not exclusively nurse's who do this but they probably make up the majority of killers who quite literally slug until everyone's down, their unbreakables used then they 1 hook everyone to death
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Well I was just going by the stats that everyone sticks by to say (x killer) is op.
But really yeah nurses slug at 5 gens because Nurse attracts the sweatiest of tryhards. Having said that the denate about hooks vs kills is all the rage right now. Theres a reason why killers are resorting to slug and 1 hook and that reason is because its literally impossible to hook everyone and win the game against good survivors. You cant do chase - hook, chase - hook, chase - hook. No matter how short the chases are the gens still get done
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Infectious is fine where it is. Sure, it encourages slugging, but it's also not hard to counter as a Survivor, and it's fair value for a killer. It's not like they just have to walk around to get free value out of the perk. They get rewarded with information for their down, and after you notice it the first time, it's up to you as a Survivor to minimise how much you stay with your team.
Imho this argument is like if a killer were to complain about a Survivor getting a flashlight blind off on them, after they had already gotten blinded by them before, and didn't look at the wall or do anything to ensure it didn't happen again.
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Oh sure, I'm not saying it's not an effective strat. I know why people do it
But that doesn't mean it's healthy for the game or actually fun to be apart of. The worst part is Infectious Fright is only really effective on the already powerful killers that can win 'normally' anyway (If played well of course).
A good Nurse or Oni doesn't need to slug everyone to death at 5 gens but people do it anyway, for whatever reason that may be. Facing that kind of player in solo Q is one of the few times I wouldn't blame someone for DCing.
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Problem is we don't know we are facing a bunch of casual solo's or an competitive swf squad.
Early game is the part where killers are at their weakest and going easy there will ensure a loss against the good survivors.
That the occational stompfest happens against solo's sucks but this game is all about momentum and letting the foot of the gaspedal against good survivors is asking to lose.
You can't really ask killers to take that risk. Especially seeing how the counterplay of splitting up is something you should be doing at the start anyway.
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I understand the argument of 'split up' but people are forced to group up when slugging on that scale occurs because unless they have unbreakable (Or soul guard I guess) it's literally impossible for them to get up
And yeah I'm not saying killers should go easy or anything like that, I just don't think everyone being slugged to death in the first minute of the game is healthy (And vice versa I don't agree the game being basically over after 1 chase is healthy either, just wanted to put that out there)
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Considering its activation requirement and effect I personally don't think it needs a cooldown of any kind especially since it encourages the killer to play a high risk high reward play style with potentially slugging.
Just because a killer uses infectious fright doesn't mean that they will always slug either. Infectious is a very good counter to flashlight savers and overly altruistic teams. It makes survivors respect you (Well, smart survivors) and punishes ones who don't respect it.
It's as simple as that.
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If a killer mass slugs the survivor team to death within the first 2-3 minutes the survivor team screwed up.
If you hear any of the global warnings for a snowball killer like Michael/Oni/Plague then STAY AWAY FROM YOUR TEAMMATES.
The snowball killers generally speaking have a LOUD GLOBAL WARNING FOR A REASON LISTEN TO IT!
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If they chase you just run as far away as you can from the downed survivor so your teammates can pick them up. Sorted slugging completely countered. 👍🏻
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I also believe slugging should be "proven".
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A two minute cooldown for a perk like this would make it utterly unusable. It's not even a problematic perk to begin with. 9/10 times it's used by killers to ward off possible pallet / flashlight saves, and even then a smart survivor will just feel out what the killer does with the info it gives, and act accordingly. It sounds very "Just get good" of me, but it really isn't a hard perk to play around.
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This only works against really bad survivors.
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Why would you get inside a locker?
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most killer that can take advantage of the perk are killers you shoudnt be grouped up against to begin with.
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