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Plague kill rates and picks
Based on the kill rates and picks at all ranks and red ranks are you going to take a re look to plague?
i love that killer is unique and his lore and designe is so cool
but i feel that when survivors have the ability to clean themselves up and by doing so in a coordinated way is so much of a lost of time for the killer they get full life and it takes like 5 seconds to clense is too easy and too powerfull contrary you get a power that last not so much time and where you can hide in hige walls and pallets is not fair
aside from that you can not teleport like ather killer so you need to run perks that have gen defense and that takes out lot of diversiti
Comments
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Well, there is a lot to why Plague is barely played and barely does well.
1) she's a pain to learn. I looks easy, but aiming that bile of hers takes a lot of practice, so even reliably using her power is hard.
2) she's the only kiler in the game whose power is completely dependent on the survivors. Don't cleanse? Congrats, Plague is basically Legion but arguably a little worse. Cleanse? Yay, you get to actually use your real power. Yes, you start with 1 fountain by default, but if it's simply too far off to the side or maybe the survivor decide to go immersed, there's not much you can do.
3) there is little incentive to cleanse. you're a one-shot and stealthing is a bit harder, but if you're good in chase, then it doesn't matter. It's not going to slow your gen speed or anything down. Why power up the killer?
She's too dependent on the survivors deciding whether or not she should have access to her power and has a high skill ceiling despite low rewards compared to Huntress, Spirit, Nurse, etc. At best, she's a roaring rampage of bubonic death, and at worst, she's a worse Legion.
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I find that she does have some soft abilities that can enhance play and make her a little more flexible for playing. The thing is that if they don't cleanse, they can't hide without running away far and early, keeping them off gens if you pat hard enough. If you have tight enough gen control you can force them to play with more risk (which I know is usual, but its very key here). They also make it clear if the gen has been touched when they are sick, and if you look closely as they run, there are light trails of green breath that follows them. If they are not sick but you keep track of which gens you barf on, as soon as they touch it their portrait in the lower left will mark that. And the coughing helps track. So there is a soft close range tracking ability built in. I find this makes it so you don't need perk to track them in close range, and having that extra slot to play with makes for alot more interesting builds. That and some perks are next to useless on her anyway (nurses because they usually can heal by fountain or they drop health anyway, sloppy because you usually have them sick and down one health, which wastes it, most things with exposure because if they are sick, they are already a 1 hit, any perks that slow healing are next to useless obviously like coulrophobia, ect). The down side is obviously needing to be even more active then some other killers and even more attentive. It doesn't make her an attractive pick because the killer already has to be super observant and proactive to begin with, why add even more work?
So far I've found that brute force builds (spirit fury + enduring, sometimes bamboozle if I want to go hardcore chase). Get them sick as fast as you can, don't go into a chase for very long, just focus on all of them getting sick as fast as possible, and force them to play on the edge as early as you can. Either they are all one-hits or they are gonna cleanse. I have had good luck with SF, enduring, BBQ, and Pop (basic build I know, but it works). I've also swapped BBQ for Brutal Strength to help with pats and closer range play, and the Fruit Ninja build (Agitation, Iron Grasp, Mad Grit, and Save the Best for Last) actually does work on her. Admittedly I usually only half ninja, preferring some gen control so I've had great fun with Iron Grasp, Agitation, Brutal Strength/Mad Grit, and Overcharge/Pop. I find and get as many sick as I can, then pick 4 gens close together and pat hard. I've mixed and matched these general perks, doesn't always work of course, but I've had fun (and you know its good when someone whines about her being of all things OP).
Honestly I feel she could use a light buff, such as perhaps a slightly faster base speed in exchange for her being slightly more slower than it is with holding the red koolaid barf. This would make it so that if they don't cleanse you can chase better, and if they do, you have to make sure you use your red barf a little more skillfully. Another idea is that if a survivor is sick, they do actions slightly slower. Can't be too much or else she'd be OP, so while tricky to find the right percent, it would make for more tactical play (do we group up to negate the negative, do I go to the corner to cleanse to force the killer to move out of pat, ect) and make her worth the missed perks.
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I would make it so the longer they are infected the more their screen is obstructed and increases the cleanse time of the pools of devotion.
The current time to cleanse is 6 seconds. I would change it to 2 seconds base and every 10 seconds they are infected it adds another 2 seconds of cleanse time. Capping at 20 seconds maybe?
So these changes would incentivize cleansing as soon as possible. The survivors screen getting obstructed they longer they are infected would give the survivors a punishment but also a tell for about how long the cleanse will be.
What do you guys think?
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I like the obstruction idea, though I feel a cap at 20 seconds way too long and punishing (Its loud and I bee-line over when I hear it). Mayhaps lower that to a max cap of 8-10 seconds. Too much may reinforce the refusal to cleanse out of principal, and if the obstruction is too much, will result in more rage quits instead because they'll feel too annoyed about it (ie, doctor dcs from constant screaming). Not a bad start, but it would have to be carefully done. And interesting part of the obstruction could be simply streaks of sick fading in and out, which draws the eye with movement, which makes things harder without making one blind, so there is alot of aesthetics that could be applied.
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