As somebody who is sick right now, let me tell you survivors need to be affected by being infected
![pemberley](https://us.v-cdn.net/6030815/uploads/avatarstock/n24VCC07HZ5A6.png)
Because it’s a little unrealistic and a little bit unfair for Plague that the only times survivors MIGHT cleanse is when they’re broken and they feel like cleansing because they literally do not see Plague as a threat (especially when her power is in their control.)
As of right now, green puke is essentially just an icky special effect that gives a mildly mediocre ability to track (although made pointless by the fact it’s on a timer and even infected survivors don’t really care because Plague vomit is not threatening.)
What would help is if being infected itself was not desirable for survivors.
I think Vile Purge at its base should increase skill check difficulty (maybe even deny greats entirely,) and increase all action times and exhaustion cooldowns by 50%. You’re sick, and when you’re sick you’re not going to be running marathons as easily nor be able to concentrate as easily.
I also think Plague should get add ons that change how the purge effects survivors. Perhaps one that causes exhaustion or hindered. Or an add on that delays skill check noises like a mini lullaby.
Let’s get sickening!
Comments
-
I agree being sick really is not a huge threat, all it does is basically give you no mither. I have been in plague games where nobody cleanses because we are confident enough looping and that really takes away from her power. She has a super cool concept but being sick really does not have any consequences and it ruins how she plays.
18 -
I love her design and I love her concept (which is why I am so adamant for positive Plague changes,) but she’s not there yet. But she COULD be, given the right changes - and making her vomit a more pressing threat while also giving Plague fun, devious, and interactive add ons that don’t feel like gameplay bandaids would be an excellent place to start.
2 -
I'd say a survivors' puke should act like bloodstains. Even being highlighted with Bloodhound.
5 -
Or... Deep Wound and Sickness (yes both) should decrease the repair speed of survivors. Idk how much tho
0 -
This is something that I can agree with. I always thought it was weird that survivors were able to do generators at the exact same speed that they would normally despite being sick to their stomachs. 50% seems like a bit much though.
4 -
What about the action of being sick as in vomiting being more dangerous. Maybe vomit you do can be used as tracking and you do it every 20 seconds, so killer will know you were there 20 seconds ago.
I think player awareness ability should be hampered so any notification they get being delayed by 2 seconds.
2 -
She is a full speed killer so she isn't any different than most M1 killers when chasing an injured person. I like to bring vile effectiveness addons, get up close before puking and use vile to get them into injured state. Why not just hit them you say? Because they don't get a speed boost when I use vile purge.
If they don't purge it's like have NOED active all game.
3 -
Giving them a repair speed debuff while sick might help make her more effective.
2 -
This happens with every killer, not just her. I've said It a billion times and I'll say It again, survivors dont give a ######### about healing.
Survivors should have an individual penalty to repearing speed once they're hurt, it wont affect casual survivors because those guys already heal but it'll make the game against competitive players more fair.
1 -
Everyone did heal before the nerfs that was the issue back then.
Now the fact some don't because what was asked for happened the issue is now they don't heal.
The problem you have is it does affect the casuals and new players more as they don't always have the perks to heal or find others, making it harder for them due to the change many asked.
Then what hapoens when player have to heal and those who are at the top run perks and items to make it faster, more Insta heals, faster medkits, after heal perks, will it be a cry to nerf everything they use then?
What you have seen with the healing changes is some adapted to them, should they now be punished for doing that?
3 -
Legion players got punished when we adapted and started using cooldown add-ons on the PTB. Everyone who was going to use Pig and adapt to the gen rush meta didnt even get the chance to do It because she got nerfed to oblivion. Killers adapted to old DS and looks like Devs didnt want that so they made MoM, a perk that has no counter.
I just want a fair competition, Im tired of being held back because of crutch perks and broken mechanics.
1 -
That's a straw man argument, the Legion was going through a rework and the PTB was to test what to do with him.
The Pig changes were due got he EGC which again was asked for over and over to help solve the issue of the hatch and trolling players at the end of the game who refuse to leave, the one change that was silly regarding the terror radius and trap they reverted.
The healing changes were on a PTB also, healing needed some changes but that's not the point, the point is now it is complaining about players not healing.
This isn't about add-ons being balanced after a PTB or making a change to the pig as with the end game it gave little to no chance.
This is about a change that was asked for, it then happened and now you are not happy that you got what you asked for.
Post edited by twistedmonkey on3 -
So you think that the healing between pallet drops was fair and balanced? Is that what you are saying? Healing was broken and it got normalized, gen rush has always been broken since launch, it has gotten better over time but that doesnt mean its fair now.
1 -
Did you read what I wrote? Specifically the part where I said healing did need some changes? dont try to put words into peoples mouths.
I dont disagree with the healing change at all, it was OP at the speed you could do it at.
It still doesn't change the fact that it is what the players were asking for infact they wanted more, only allowing SC to work once, only allowing healing overall to work once, must use a med kit etc to cut down on the amount of times someone could heal.
Now players aren't healing at all and its "we should find a way to force them to heal as there is a non heal meta" this just shows what the community thinks it wants isn't always what is best for the game.
Forcing people to heal up removes choice and playstyles along with challenges, that is why people have been asking about more objectives to combat the gen rush problem against certain players or ranks, this of course may be good or bad who knows it's just suggestions.
The problem the devs have with that is that the whole user base is in one huge matchmaking system, whatever they buff for the higher ranks they nerf for the lower ranks.
The only true way to do it is to seperate users in abetter with a system that removes players with over 1k hours from matching with those who have 50, that is what other PvP games do and until that can happen do the devs want to consider making it harder for the majority of the userbase?
Afterall the stats showed an average of over 10 mins per game which lends to what I just said above about the whole user base.
Post edited by twistedmonkey on3 -
Puking on each player until they're broken is still really time-consuming, especially since survivors aren't stupid enough to run in a straight line. I find that you're better off just wacking them most of the time.
2 -
"Forcing people to heal up removes choice and playstyles"
Change heal up for camping and it's the same. Devs nerfed camping and potential tunneling and thus, they made those playstyles useless, survivors even have perks to counter those strategies so tell why on God's earth cant killers get the same treatment? We were going to get something similar with Thanatophobia but It got nerfed instead...
The only reason why people is complaining is because the game is clearly survivor sided as they always get better tools to fight back and completely negate killer's tactics while killers have little to nothing to counter things like genrush, Insta-heals, infinites, etc.
2 -
50% action speed and 50% exhaustion penalty.
Jesus Christ. Talk about unrealistic.
3 -
Completely on board with this idea. But not 50%.
20% would be great.
1 -
You cant compare camping and tunnelling to not healing, you honestly cant be series with that statement, well at least I hope not.
Camping can remove someone from the game within 30 seconds of it starting, that is why the devs wanted after 2 years of deliberation to do something about it, they didn't remove the choice they simply added in mechanics to make it less attractive the same with tunnelling.
Not healing already has that as even with all the perks you still take one less hit to go down, it's like the killer having NOED all game.
You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced.
Infinites don't exist anymore it's clear you never played when infinites were around or you wouldn't call the long loops in game now an infinite.
I dread to think how you would have handled the 40s gens and true infinites of the past.
Post edited by twistedmonkey on0 -
Why are you comparing this version of the game to the one at launch? Just because the game is less bs now it doesnt mean it's balanced.
Infinites dont exist? Are You kidding me? Things like the double window in Disturbed Ward are not infinites? Lery's Memorial has like 2 of those, just to name a couple.
"Devs didn't remove camping they simply added in mechanics to make it less attractive the same with tunnelling."
You are right, they added a stupid amount of perks that can completely ######### on those playstyles so tell me why killers dont have that? Survivors have like 4-5 perks that counter those playstyles, what do killers have to counter the non heal meta? Thanatophobia? Which adds like 12-13 seconds to a gen? Meanwhile survivors save like 30 seconds if they dont heal, it's a joke when you compare the numbers.
Also, It doesnt matter if you are 1 hit away or not, as long as you keep the chase for something more than 30 seconds the killer wont have enough time to hook everyone 3 times before the gens are done. Not to mention the fact that doing gens is not risky at all, if survivors had to look for parts of the gen around the map that would be a different story but that's not the case.
Yes, I am comparing tunneling with the non heal meta, a.k.a gen rush, because it's the same thing. If the killer wants to play efficiently he'll tunnel, if the survivor wants to play efficiently they'll gen rush, the problem is that killers dont have tools to fight back against that tactic while survivors have a ton of them.
And also, this right here:
"You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced."
Is complete bs, the game is survivor sided for both sides, just because solo players dont know how to use the tools that are being provided It doesnt mean they are weak, It just means they lack skill. The only reason why SWF is so strong is because everyone in that team knows every trick in the game. If you are a guy without skill in this game It doesnt matter if you have information or not. This comes from someone who is a SWF player.
0 -
Because it's relevant in the context of infinites.
The infinites of old made it so you could never catch a survivor I mean it was impossible with the setup.
Think about a spot which had double windows in a jungle gym type scenario where you could just run around with sprint burst proccing every so often, an Infinite is something you can never catch someone in not something that takes a stupid amount of time too.
What you are describing are ######### long loops which do need fixed but you will evenly catch them so be definition not an infinite.
You can't compare tunnelling to not healing, your still trying but they are nothing, both are a choice while one gives you an advantage the other remove a an advantage, tunnelling can still be done it's just less attractive.
What do you mean counter the non heal meta? You have a chance to down them in one hit, that is the counger they are disadvataged, hook them and another is then off a gen allowing you to apply orrssure on a third survivor to take them off a gen, what more do you want? If your chases last too long or you can't hit them well it sound like you may play on console as on pc not many have that issue, those that don't heal make it an easier game for the killer, if you can't down someone that doesn't heal it's not about them not healing that's the problem it's about you not being able to catch them.
If you tunnel you will get multiple hooks and should kill and pip, if you just gen rush and do nothing else you will not pip, see the difference? The game is being setup to make it so both sides screw around, good or bad it's how it is.
Killers used to be in a spot where they had nothing, now you have a few good perks like spirit fury, bamboozle, mad grit etc are all designed to combat certain playstyles the survivirs had, just because other perks are deemed stronger by some does not make them irrelevant to combat what survivors do, yes windows are bugged but they are working on that.
What are you on about? Solo's do use the tools given and can do it really well, swf just have the info to be able to negate the aspects of the game solo have to think about, where the killer is, what pallets have been used, how many times have been done to name a few.
The game is balanced against solo players as they play how it was intended, what about the word balanced made you say they dont use the tools available? Balanced is a good thing not bad.
SwF isn't strong due to them all being good, they are strong due to knowing, a good group of solo are strong but on more balanced terms, a good group of swf well you will have a hard time if they don't want to screw around, that's the difference it's knowing over not.
The only survivor perks I think need looked at still are DS and MoM as they negate a killer doing there job hit but healing makes those perks even stronger in most cases as you can take an extra hit prolongong chases and at end game it's a free escape.
That is why I think you should only be able to run one of the above in a setup for now as both are too strong in the right hands when the players know when to use them.
0 -
Okay folks can we keep this thread on topic aka Plague is Underpowered and she needs Buffs.
Please do not derail this.
1