Coulrophobia is the new Knock Out
The fix is simple though, just make it not affect slugs
The fix is simple though, just make it not affect slugs
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Who is running Coulrophobia?
It's literally only used in bleedout builds which is the most unhealthy usage of it.
It's a perfectly fine perk otherwise. I don't think debuffs should affect slugs period.
Huh? unless you're running perks specific to picking people up off the ground then you should just let people auto recover until they hit 95%. At that point Coulrophobia is not gonna make a difference.
As OP says it's becoming a problem since the high mobility got their TR's increased, it's being used with infectious fright to play slugging builds. Much easier to apply in a lot of maps now.
The guy who went on a 1000+ game win streak with Blight. He's pretty good. But seriously, I have noticed more killers running that perk. I think Momoseventh inspired a lot of people.
Even if they're 95% it still takes 2-3 seconds to fully recover them.
Slugging is a strategy, nothing unhealthy about it.
I think Infectious Fright is the perk is more of a issue. combos with coulrophobia on high mobility killers due to big terror radius causing the slug builds.
Would change Infectious Fright first before looking at coulrophobia changes.
infectious and coulrophobia are fine honestly the only one I have a problem with is forced hesitation
I feel like forced hesitation is only made really good because of infectious. without infectious you just get the hindered which is only helpful if you have location on others.
Infectious x forced hesitation gives aura reading and the hindered so you can just go to exact location and bonk them while hindered with the high mobility killers.
Forced hesitation also has a cooldown vs infectious which has none.
Forced Hesitation isn't that bad. It's range is pretty limited. The slug builds that are going around never include it. The problem is Infectious and Coul.
I agree in some aspects that the others are good for overall slugging. However the problem is that forced hesitation forces survivors into really unfortunate lose/lose situations. Examples being:
Forced Hesitation is really just made in such a way that it couldn't create a healthy gameplay loop without a rework.
New knock out? So weak situational perk that is absolutely useless if you match against swf? Why does it need a nerf?
You mean 'extremely powerful perk in a situation the killer can easily manufacture, countered only and exclusively by swiffers'?
It's not as egregious as Knock-out, but that was hardly 'weak' or 'situational'.
I just think the perk alone is not a issue.
Secnario 1 forced hesitation should not be proxing because it has a timer, unless the killer is camping the body but the survivors should be just doing gens then imo. one person is likely to bleed out sadly but could be done without perk imo
I had a match similar to that with a bubba stood on a Steve after downing him, team did gens and Steve was only one who died, Steve just stayed in one spot rather attempting to crawl to pallet or somewhere we can attempt pick up. (all tho he was in dead area so argument can be made to just leave him get out)
Scenario 2 is more of a issue with tunneling imo, could be resolved by making fresh unhooks immune to debuffs for a very short period to avoid that scenario at a unhook
Scenario 3 I see it as value in a perk. It only has a 16m radius so it only punishing people who are grouped up unlike infectious and cloura which are terror radius based, along with a cooldown period so people have the chance to be picked up if they are slugging. it also does not reveal so if survivors are not just all out in open no info on where they are without other perks.
I can really only see it as a issue on twins but I think that's a issue with twins rather then the perk.
Personally I would change the Perks which are more unpopular and used only in unhealthy Builds. You see Infectious Fright in regular Builds as well run by people who dont slug. Either to get momentum or simply to avoid being blinded when picking up. I am not the biggest fan of Infectious Fright since it can be used in an unhealthy way, but out of the three Perks usually used in Slugging Builds (Infectious Fright, Coulrophobia, Distressing) it is the one which is used the most in healthy ways.
Distressing and Coulrophobia on the other hand are ONLY used in slugging builds and those should change IMO. Also, the backlash because of the Nerf of Killer Perks will be not as severe, since Perks are nerfed which people usually dont run anyway. So overall, less people will be affected and you will nerf Perks which are overall unpopular and really only used in very unhealthy ways.
I mean, sure, it does what it does. I use it in builds with Weave/Franklin's to stop sabos, which is what I think it's best for. But I've gone against problematic slug builds many more times than I'd prefer lately and this perk has never been included. I barely ever even see it. Rework it or not, I don't really care, but I'd prefer to see Infectious look more like Forced Hesi, with a smaller range and cooldown.
i only use this perk on Wesker lol, i dont think it does much
If people want to slug that's fine, it can create some… interesting gameplay.
The issue with this perk affecting slugs is that it prevents outplaying the strategy.
it's a relief that forced Hesitations range isn't the same as a killers terror radius
Perks augmenting a strategy is kind of the point of perks. It also doesn't do that? Nothing is stopping people from bringing things like Unbreakable and Conviction.
Would be horrendous if so, and would be in these awful builds.
I agree this is becoming an issue especially given terror radius size increases for certain killers. That said, I also don't think it's that great on average if not slugging without very specific builds, so I would propose the following changes:
I would be okay with this.