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 :(

Comments

  • @Masochistic_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153516#Comment_1153516

    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.

    I never said viable. But its really good when you can get value out of it with a good totem spot.

  • I want a cool beer. Decidedly tepid during the hot weather.

  • @Khroalthemadbomber said:

    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.

    Except, As someone else pointed out above, surge regresses generators, not just gives a location. It's more powerful.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511

    So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.

    That doesn’t sound balanced to me at all.

    Yes, that actually does sound balanced seeing as what you just described is almost entirely on the survivors playing poorly (3-genning themselves, 2 going down in quick succession, tapping all 3 gens between the downs and not running away from the gens when getting chased).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153534#Comment_1153534

    Err and Plague.

    You know, the killer the perk is originally intended.

    The last thing any survivor wants against a Plague while they’re either broken, she has Corrupt, or both, is her also using Infectious Fright.

    Shh. Don't let the secret out. The last thing Plague mains need is for everyone to realise how little hope they have when they scream.

  • I'm curious as to why it works off of locker grabs, everything else is funny when your survivor screams xD

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511

    So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.

    That doesn’t sound balanced to me at all.

    It would be 16% to each gen, which is about 13 seconds of holding m1 to make up for it. Most of the time gens aren't close enough together for Surge to be able to regress them all.

    Usually survivors aren't potatoes and they won't be downed in a quick succession. The only time in my opinion that it's completely out of the hands of survivors is when they're playing against a Nurse or a Spirit. This is more of a Nurse/Spirit issue than anything else really. Bear in mind that it only activates on normal attacks so any killer that uses their power directly to down people fast like Oni or Billy for example wouldn't benefit from the perk.

    Smart survivors would also realize the killer has Surge so when the killer finds them they could run away from those gens. Taking the killer away from those gens would be the smart move either way when they're using a 3 gen strat.

    3 gen strats is usually also something survivors did to themselves. I mean yeah a killer could be protecting the same 3 gens from the get go but when you see that happen, you know you need to get one of those gens done before it's too late. So the strat itself could also be countered.

    In short, what you're describing is in my opinion a very niche scenario and a scenario that against solid survivors would never be the case. Surge already has 2 requirements, being that you need to down people and you have to down people with your basic attack, making it so downing people fast would be pretty hard to do, unless you're playing a broken killer basically.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153450#Comment_1153450

    Well, as a killer main, that sounds broken. Damaging every gen close to you EVERY single down with m1. Idk, thats not balanced

    It is not broken, since a gen cannot be affected by surge when it is regressing already. So even if Surge didn't have cooldown, it still wouldn't proc more than once on one gen as long as the survs don't touch it again.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153534#Comment_1153534

    Err and Plague.

    You know, the killer the perk is originally intended.

    The last thing any survivor wants against a Plague while they’re either broken, she has Corrupt, or both, is her also using Infectious Fright.

    Fair to be honest I'm very rarely play Plague in fact I even just got the perk by just putting levels into her without playing how much outside of the achievements so I tend to forget she exists which is ironic considering she's the killer I hate going up against the most

  • Calm Spirit counters the perk %100, I don't think a bubble even shows up for the killer.

  • @not_Queen said:

    @BabyCameron10

    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.

    Why does surge have a cool down?

  • Please no. We have enough cool downs as it is on both killer powers and perks. Cool downs are already a questionable thing on other perks like Blood Echo and Thrilling Tremors etc. If infectious Fright is such a problem for you, run Calm Spirit. I mean, god forbid we try to change the meta from Decisive Strike, Unbreakable, Iron Will, Dead Hard, Adrenaline, Borrowed Time... I am honestly surprised to see so few people run it, considering the snowballing threat the perk creates for instant down killers.

  • @not_Queen said:

    @BabyCameron10

    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.

    I think the confusiin comes in the logic behind what gets a cool down and what doesnt. What requires basic attacks and what doesnt, and why the choice is made to apply those. There just doesnt seem to be much consistency.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511

    So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.

    That doesn’t sound balanced to me at all.

    Wrong, surge takes away 8% of generator progress, so 2 people downed in quick succession means 16 percent off of 2 gens, meaning a MAXIMUM of 32% spread across all gens, as there would only be 2 survivors left or even 1. It is the survivors fault if they 3 gen'd themselves.

  • infectious Fright dont need a cooldown. Thrilling Tremors, surge need remove cooldown to be a viable perks

  • Hey why does this company treat their supporters poorly?! Brother bought a shirt from this company because he loved the game so much just to have him banned for “spamming” his ideas on this forum. Won’t be supporting this game anymore and will be burning his shirt and video taping it. Outrageous. Spend money on the game to have them do this...I mean it’s game where murder people with hooks for goodness sakes and guys can’t tolerate words? After we spent money on your merchandise!? Disgusting. Will. NOT be spreading good news about this game. Definitely will NOT recommend this game. His name was ninjadet

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511

    So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.

    That doesn’t sound balanced to me at all.

    Well, it is the survivors fault if they three gen themselves. That is perfectly fine, with all the crutches they get.

    On top of that, it only works with M1 attacks, which exclude Pig dashes, Demo shreds, Franks Mixtape/SWS (if you are a masochist), and chainsaw killers.

  • That perk needs a rework asap because it denies every stealth gameplay. It should only work on basic attacks at least and the range should be only 24m or rather 16m. You can instantly find the last survivor when the other is downed and he is near, it's just brainless trash and really bad designed.

  • @megdonalds said:

    That perk needs a rework asap because it denies every stealth gameplay. It should only work on basic attacks at least and the range should be only 24m or rather 16m. You can instantly find the last survivor when the other is downed and he is near, it's just brainless trash and really bad designed.

    Use Calm Spirit. If you're a stealth gamer and not using Calm Spirit, you're doing stealth wrong.

    You don't get to complain about something "denying stealth gameplay" when there's a perk that hard counters it and makes it useless.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153450#Comment_1153450

    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.

    At maximum use, that can be 2 gens. For only explosion regression (not much) and base regression (not much). Ruin has more value in this case.

  • @deadbynorights said:

    Hey why does this company treat their supporters poorly?! Brother bought a shirt from this company because he loved the game so much just to have him banned for “spamming” his ideas on this forum. Won’t be supporting this game anymore and will be burning his shirt and video taping it. Outrageous. Spend money on the game to have them do this...I mean it’s game where murder people with hooks for goodness sakes and guys can’t tolerate words? After we spent money on your merchandise!? Disgusting. Will. NOT be spreading good news about this game. Definitely will NOT recommend this game. His name was ninjadet

    Rip Ninjadette :(.

  • This entire thread just screams: "I was absolutely stomped into the ground by a killer who slugged (most likely Billy, Nurse or Oni) and I don't like that they can snowball off my overly altruistic team, please nerf so I can bully more killers without having to switch out my crutch second chance perks!" That's what I got from this thread.

  • the only killers i ever see use this perk are snowball killers like oni and nurse making most matches against them a boring slugfest i roll my eyes every time at the beginning of the match when i see when i am against one of them them because nine times out of ten all three of my teammates will be down within 30 seconds of each other, it's become a self fulfilling prophecy at this point.

    i am genuinely surprised when i see a oni or nurse who don't have this perk equipped.

    a 25 second cooldown would probably be enough to allow infectious to keep its original identity as a anti flashlight save perk whilst keeping snowball killers (who don't even need the perk to end a match in less than a minute) in line

  • @Volfawott said:

    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

    I use it on PH and it's useful as hell.

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