Why doesn’t infectious fright have a cool down?
This perk is honestly just very un fun to go against. Should be 32 meters or a 10 second cool down :(
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Cuz you chase after the killer with a purple flashlight and can't get the save "wah wah"
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Why would it need a cooldown? It only reveals a scream aura, not your actual location. By the time the killer arrives at the scene of the scream, you could be long gone, and the slugged survivor, if they are still downed, could be up and away.
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They need to start removing cooldowns on killer perks. Not adding new ones.
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I mean, why don't perks like Borrowed Time have a cooldown?
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Do I need to list the survivor perks that are unfun to play against?
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The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.
Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.
TLDR
At the moment, we have no plans to change Infectious Fright.
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Slightly off topic, but of a similar line of thinking. Why does Blood Echo have a cooldown?
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You mean conditions just like how Blood Echo has 3 conditions to active aswell? But this perk still has a really long cooldown.
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This post gave me a migraine.
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Not really looking for a change, but curious- why was Infectious Fright changed to remove the "basic attack" requirement, while many other, arguably weaker perks (Third Seal, Remember Me, Surge) still keep the basic attack requirement?
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Just out of curiosity, because Surge does so little, why does that have a cooldown?
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Why doesn't spine chill have a cooldown?
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And surge? Why does surge need a cool down but infectious fright doesnt?
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Well, as a killer main, that sounds broken. Damaging every gen close to you EVERY single down with m1. Idk, thats not balanced
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Why doesn't every perk have a cooldown?
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Lul.
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Botany Knowledge cooldown plz
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They already nerfed it on release. It shows your location, not your Aura anymore.
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It'd only happen if you kept downing people. And it only does the explosion regression, which really isn't much compared to perks like Pop. Heck, Ruin is better than Surge now. It's the most underwhelming gen affecting perk. I've tried using it and it's very limited. Besides, it doesn't damage an already damaged gen anyway.
I really don't see an issue with removing the cooldown for Surge.
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But ruin is good
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Ruin isn't good compared to it's past self and doubling regression is basically nothing. Sure, if you can drive survivors from the gen, you'll be able to make use of it, but at higher ranks, everyone not being chased/pressured will be on a gen, making the perk semi-worthless.
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Because to make it activate you would have to down a survivor.
A vast majority of The Killers cannot just down survivor after survivor efficiently enough to make good use of it.
Let me list after Killers that can
Nurse: provided they are a really good nurse and have a slug build.
T3 Myers: ignoring the fact then he'll have a time limit or be the second of survivors notice what's going on there make a massive attempt not to hang around.
Oni- time limit not only that but he get a penalty reduction in his blood Fury every time he downs a survivor.
Billy: literally the only killer that could do this reasonably well without having to be overly skilled. But you would still have to rely on the survivors being potatoes.
Every other killers' downing potential is just too slow for them to make an effective use of it
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"Survivors choosing to remain in the killer terror radius" - I have to disagree here. When you play against Billy or even Oni with his power activated there is no such a thing as you choose to remain in the killer terror radius. Teammates usually drop like flies and you don't have time to get away even if you want to. Both these killer can move on the map with insane speed. Billy ofc has no cooldown even. And they both can insta down you. And let's be honest here. These are the 2 killers literrally everyone would use this perk on. I am really surprised the devs think of this perk in such simple manner like all the killers are the same. And what really worries me in general - the more the killers become and worse it will get with new perks and the way you evaluate them in terms of how they affect every killer specifically and not just in general... Because there is a problem here but you just ignore the details which are important
Also the maps are a big factor here. Maps like Shelter woods were most gens are literally on the edges of the map just makes it nearly impossible to get away. Or on Azarovs where all the gens are very close to each other in 2 "circles" and you are forced to do gens while someone is chased nearby. You'd be in the terror radius of the killer often. But you have to do these gens. There is no other way around. And these are just 2 fast examples I came up with but I bet I can find way more if I think about it more.
Post edited by Haku on1 -
Same with thrilling tremors and surge. If the survivor are going down that much, then they should suffer the consequences.
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louderr
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Originally Infectious Fright had another stipulation/condition for activating it:
"Put a survivor into the dying state with a Basic Attack."
On paper this sounded like a decent limitation, but in practice, especially when considering the other Conditions of the perk (TR, Survivors nearby), this was an excessive condition that meant killers with damaging powers (e.g. Huntress, Hillbilly, Oni, Plague, Demogorgon, etc.) would hardly ever see it activate for them, which made the perk far less universally useful to killers. On Stealth killers, or killers with a low TR, it's still not as useful as other perks, but on all other killers it's a godsend of information so they can either Chain downing survivors, or know when another survivor is going to flashlight blind them, or nearby waiting to Sabo a hook. When the perk was originally tested in the PTB it reavealed the aura's of all survivors within the TR when a survivor went down to a basic attack, but this apparently made Shape broken as hell.
In its current iteration it's both more balanced, while being universally useful to most killers than its initial testing proved to be.
Now if only they could remove that stupid "Put a survivor in the dying state with a Basic Attack" requirement from Surge... It didn't work for Infectious Fright, and it Ain't working for Surge either.
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Or why don't survivors have stains too for that matter?
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Or maybe what's where the key is. They should add the cooldown when you put a survivor into a dying state from uninjured only
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By that same token, why not tie Surge to Terror Radius and remove the cooldown? Sure, it still wouldn't be used by low TR Killers, but right now it's being used by no one. At the very least, it would have some room in niche Distressing builds.
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That would just restrict it even more to instant downs only: Shape, Billy, LF, Oni, Haunted Grounds, Devour Hope, Make Your Choice, Iri Hatchets, Readhead Pinky Fingers. Not all Killers have instant downs built in, and those who have add-ons for it are viewed with great ire amongst the survivor community for using them. As for Perks that allow it, they all have small windows in which it can be used save for Devour Hope, unless Survivors never find it. Making Surge, which already has a 32 meter range from the downed survivor restriction, and a 40 second cooldown between activation's, only activate on instant downs, would make it even less accessible/universally useful to all killers than it currently is. Plus, with the aforementioned restrictions already in place, and its small rewards, it hardly seems worth it.
Currently Surge has 3 conditions for activation: Down with Basic attack, Down with a gen within 32 meters distance from the downed survivor, and a 40 second cooldown. If just one of those things isn't done correctly, the perk doesn't activate or affect anything, and with so many conditions to use it for such a meager reward of 8% damage and it gets the gen(s) regressing at the normal rate without you having to kick the gen yourself, it could do with 1 less restriction to make it more viable in my book.
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I was talking about Infectious dude.
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Why doesn't Borrowed Time have a cooldown? Why doesn't Calm Spirit (a direct counter to infectious BTW) have a cooldown?
Knock it off with the "everything needs a cooldown" crap. Get good.
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oh right, sorry. Even still, the point stands that if Infectious Fright was limited to insta-downs only, then it would be far more restricting than it was when it was limited to "down with Basic Attack" only, and the only killers that would get to use it are either the ones with insta-down abilities, the much hated insta-down add-ons, and those who use Insta down perks for their very limited duration. Currently IF does this anyway regardless of the conditions in which the killer downs the survivors, and in the case of Insta-down packing killers, it's primarily used to snowball a team of survivors that stay too close to the killer while they're downing their teammates. By limiting it to Instant Downs only, that makes it far less universally useful to the majority of the killers, or limits its usage to very small time windows with the right perks, which would make it even more trash tier than it was before when it had the "down with basic attack" requirement. Adding a cooldown only for insta downs would have the same effect as insta down killers would stop using it entirely, but maybe that's what you were going for with your suggestion.
I just really hate the "down with basic attack" requirement, and it doesn't belong on perks unless they are a bit more OP. If infectious Fright stayed with the Aura reading it originally had, then I would have no problem with it keeping the Basic attack stipulation.
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Then insta downs only coming from killer abilities + addons /but not perks/ so it can target only very very specific killers that are problematic
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There's only a small handful of killers that can consistently make use of it at all times, and even then it's just a scream not aura so the survivor could have left by the time you make your way to the scream, some survivors just stealth away from the scream, why would such a conditional perk need a cooldown? for most killers there are much better perks to fill a slot than infectious
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Why not have it activate on a basic attack only?
If you compare it to knockout, that now has a requirement to activate on an M1, yet Infectious Fright can activate on special attacks & it’s a lot more effective as a slugging perk than Knockout.
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This sound like a nerf for Oni in disguise not gonna lie... but why should every perk have a cooldown these days? Its not a MOBA game
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Looks like a SWF who was crushed by Oni...
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Because surge stops gens Infectious just shows you a notification, stopping gens in a radius every down would be too much I think even as a killer main.
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There should be some cooldowns not for all perks but some need it
Surge imo needs a cooldown to that of small game level only 10 - 20 seconds but it doesn't need its basic attack requirement (Same with knockout but that's a diff perk)
What perks need is their worth
Lets take Mindbreaker and gearhead for example the conditions required don't meet their worth
2 basic attacks and a good skill check to see the gen their working on. And gens being under 50% for surrvivors to be exhausted for 5 seconds (I'm pretty sure the pause exhaustion part is avaliable whenever however.)
If it's gonna have a cooldown or condition it needs it's value
You make gearhead trigger on any 1 attack and any skillcheck.
And you gave Mindbreaker either something to do while over 50% like pause the exhaustion for 10 seconds after leaving and list that exhaustion is being paused anytime a surv touches a gen regardless of progression
Perks get value
All perks need a bang for their bloodpoints
Not everything needs a cooldown but perks even having 0 cooldown can still suck (looking at you overcharge your just a alt doc abilty and that's it)
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My only and reasonable answer to this is "bruh"
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I like infectious fright but a cooldown would make sense to balance the perk around Billy & Nurse, who can do a real massacre compared to other killers.
I don't mind if the perk dosent change at all tbh.
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No totem perks are viable, even NOED can be cleansed almost instantly after activating, and has the requirement that you've already basically lost the game. The trap ones aren't worth the perk slot, they don't do enough and are a one-and-done thing vs something else which is always active and useful.
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"Survivors choosing to stay in the terror radius of a Killer with Infectious Fright."
No disrespect meant but a lot of the time it can't be helped. Too many times I've been outside a Killer's Terror Radius only to have a teammate BARELY bring the Killer into range of me and there's nothing I can do about it.
Then there's at the start of the match when no one knows. The fact that one perk can end a match in under four minutes is a little bit busted. Sure it's Killer dependent, but on instant down Killers, as well as Killers capable of ignoring looping mechanics, there's really not much you can do.
If it could be no cooldown on basic attacks and like a 20-30 second cooldown on Killer powers then I feel like that would be acceptable.
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So why isn't the same reasoning applied to survivor perks? Most of the survivor perks have an activation condition + a penalty or a cooldown. Why is it enough for a killer perk that has the potential to result in a snowball to have no cooldown but it isn't ok for much weaker perks and the said perks must also have a penalty?
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To add to the above post, a similar perk, Surge, has a 30 second cooldown. It grants information within 32 meters of every generator currently being worked on on a basic attack down.
Considering the idea that the devs seem to be intent on streamlining and normalizing everything it would make sense that perks of similar stature follow suit with one another.
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This is one of those moments where I'm glad that the devs completely ignore forum posts when it comes to balance. Infectious is a mere information perk with a huge requirement.
The information is not even an aura but a location bubble. If you're really close the location bubble will not even appear and if you're barely inside the terror radius the killer will waste time trying to even find you if you just WALK away from your location.
Therefore Infectious is not even a questionable perk. It can be good - it can be useless. In any case it can be countered and thus doesn't require ANY changes.
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Add cooldown for corn and swamp maps.
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You're barely in the terror radius for one, but then your teammate who was closer brings the Killer that much closer and then they are downed. Now the Killer is even closer to your location. The Killers that can capitalize on this perk more than most already have extremely high mobility so the distance isn't really a factor. As such, now the Killer is right up your ass, you've got two teammates slugged, and a fourth teammate doing god knows what. From one perk. This match is essentially over. From one information gathering perk.
I'm not denying that it's strictly meant for information gathering, merely that the amount of information it gathers is far more than it should.
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Thank you for offering such wonderful insight...🙄
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