Altarf
Altarf
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No, you have to finish the last generator as the last one left. It's a holdover from before EGC and the ability to close the hatch.
The odds of it happening organically are next to zero. You have to be on a 80% or above generator, as the last other survivor is hooked (and killed before you finish it). If the killer finds the hatch before you finish the gen, or worse yet, finds you with BBQ, no achievement for you. Not only that, then immediately after you need to open a gate and escape - when the killer knows where you are due to the gen complete notification. As the last survivor left.
I wouldn't even recommend trying it. The way I got it was by convincing a PH to let me finish the last gen and escape by memeing around when he found me. That's the only way I can see it being done, to be honest.
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What's the point of showing off your new DLC to the world by just dropping the PTB with no fanfare? I miss the days of Oni where trailers came out before the PTB so we could actually get excited rather than "Oh, K-pop I guess" and "A cowboy? What?"
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Sneaky Stab happens when you hit somebody while crouched as Ghostface... I think. You have to be crouched for a decent time before the score event is given so you can't just teabag then stab for more points. Also, you don't need to be in night shroud.
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I don't think many killers need major midchapter-type reworks, but a lot could do with minor tweaks. Killersthat need midchapter-type reworks are, in my opinion, Spirit, Freddy, maybe Trickster, Twins and Deathslinger.
As Deathslinger is one of my three mains, in particular, I think they should:
-Increase ADS time to around 0.5 seconds before he can fire. Also increase the volume of his intake of breath when ADS.
-Add a 2.5 second cool-down after lowering the gun, like PH.
-Pressing ctrl with your gun loaded ejects the bullet, unloading it, but increases your speed to 4.6m/s as long as the gun isn't loaded.
-Slightly increase various aspects of his gun - range increased to 20m, durability changed slightly to adjust for this, decreased cool-down and reload times (brown add-on equivalent)
-Rework his add-ons to be actually useful and original. (Looking at you, hellshire iron and literally every ADS add-on)
These changes would give him more map mobility, in exchange for reducing the more irritating parts of going against him. You don't want to make the ADS too telegraphed, just enough so he doesn't zone you just by existing.
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Since they removed the ability to enter chases with AFK killers, I'm pretty sure it's impossible now. Sorry.
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Nah, I think Ghostface's instadowns (however situational they may be) and instant undetectable on command give him the edge over Wraith. Of course, only with 1-2 cooldown add-ons. But the distance between the two has definitely shrunk a lot - I think Wraith is at Demo's level or maybe a bit higher now. Then again, I'd put Demo in C tier so maybe that isn't the highest compliment - but he's certainly not bad anymore.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022955#Comment_2022955
Wake up then your fine
Eh, if he hits you as you're going for the unhook you'll be put into the dream world. Which means no BT. There's really no way to stop a facecamping Freddy from downing the unhooked survivor unless you have multiple awake survivors bombing the hook.
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Demo, unfortunately, is "alright". Like how Myers is "alright". Yes, they aren't bad, but they simply can't compete at higher levels. In terms of red ranks and compared to most other killers, yes, Demo is underpowered. Demo is a jack of all trades but master of none. Freddy is a jack of all trades but master of most.
Not to say you can't do well with Demo - if you learn to master his Shred, run rat liver every game, and play to the best of your ability you'll (probably) do well. However, this is kind of the Pig fallacy - yes, experienced killers can do well with them if played perfectly; but they could do that with any other killer, more easily too since those killers have better powers. It's not that the killer is particularly good, it's that they themselves are very good and their skill as an M1 killer is transferrable.
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No. They won't change his power, and will probably nerf Hex: Crowd Control given their reactions to PTB Gearhead and Coup de Grace.
I'm half expecting them to reduce his knife count, to be honest.
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Actually, Bubba still has his old tantrum animation - it just only plays when he's standing still during a tantrum. They had to give him a janky moving tantrum animation because of the tantrum movespeed add-ons (sadly removed). Just stand still while tantruming and it's the same as before.
Wish I could say the same for Billy.
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Because The Lord Of Balance uses NOED almost every game. Also plays Freddy a good amount. I'm surprised Freddy is being nerfed to be honest given that, but NOED is definitely not getting changed because it probably statistically doesn't affect the kill rate too much or something. Old MoM probably didn't affect the survival rates too much either
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Probably old Mettle of Man. May not strictly be the most difficult thing to deal with when compared to Old Legion, but definitely the most annoying.
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Honestly, Iri Head is balanced if it doesn't have Infantry Belt/Leather Loop. You sacrifice multiple hatchets, killing her snowball potential, as well as having a much thinner margin for error as one miss removes your power and makes you a powerless 110% killer. In exchange, if you manage to land your hatchet, you get heavily rewarded on healthy survivors. Dodging one hatchet is significantly easier than dodging three. I think all they need to do is remove the Infantry Belt and Leather Loop's effects on Iri Head and hard lock it at one hatchet. A range limitation will make it near useless. Cross map shots are so rare it's not worth dedicating an addon slot to.
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I play Twins fairly frequently but as others have said, their playstyle is fairly boring. They're simply too inefficient to use Victor for anything but slugging and camping, which he excels at. Charlotte is useless without him, and a majority of perks don't work on them. Their addons are almost all terrible, too. The pounce is the one reason why I still play them because playing as Victor is fun, but man, I wish I didn't have to slug as much.
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@AhoyWolf said:
The Trapper
Increase the base Bear Trap amount to 2.
The Wraith
Increase his movement speed while Cloaked to 140 % | 5.6 m/s.
The Shape
Increase his movement speed while in Evil Within I to 107.5 % | 4.3 m/s or 110 % | 4.4 m/s.
The Legion
Reduce Fatigue to 3 seconds.
Remove the power gauge penalty for basic attacks.
These changes are in my opinion needed to make them good or at least decent.
Legion's power loss after a regular hit isn't that big of a deal. It's just there to encourage using frenzy on healthy survivors and to avoid hitting a survivor and immediately catching up with frenzy, which would be the best option to take in every scenario. Instead, I think it'd be better to give Legion a stacking speed boost for each successful stab in a single frenzy so you can actually catch people who are near the edges of killer instinct or who just hold W.
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Outlast is difficult because almost all the possible killers are just big man with sharp/blunt weapon with little to use as a power.
If you ask me, the killer should be Miles from the first game as the Walrider, like in the ending. You could do something like he gets faster and stronger as he gets more nanites in his swarm (maybe like oni, through hits, or maybe he can just drain them every so often) and gets additional abilities, like some kind of phasing-through-objects or teleportation with aoe damage power. A bit like a more versatile but slower to build up Myers.
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Has everyone forgotten Deathslinger's leg is broken? He has a brace and everything. He'd be very little of a threat. He can spear, like, one guy and then everyone just jumps him and boots his leg until he falls over.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1888382#Comment_1888382
It's fine you can make a play for the hatch.
Most of the time when there's only two survivors left you are going to die anyway without the hatch. The only time you have a chance of winning with just two survivors left is if there's only one gen left, one survivor is already working on it and the killer gets looped by the other. Tinkerer doesn't change this much other skew it a bit more in favor of the killer a bit by letting know when to drop a chase and defend the gen if so inclined.
If there's two survivors left and two or more gens left I generally accept that I'm going to die, unless I fished a key earlier in the match. You're basically dead, unless the killer is totally incompetent (but he wouldn't be if he got two kills). It's okay the killer outplayed you that match accept your loss and move on.
Agree totally. Who repairs gens at 2 survivors left?
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Twins remind me a lot of old Bubba; complete garbage unless you camp, and they are very good at camping. I wish Victor could, like, call Charlotte while over a dying survivor and she passively walks at a slower pace towards the dying survivor while you're still controlling Victor. Otherwise, it just takes far too long to play normally and you're forced into mass slugging and/or camping.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1888361#Comment_1888361
Killers have the best perks in the game. Survivor perks aren't even comparable.
Killers have 6 S-Rank perks. Survivors have zero.
If survivor perks were as strong as killer perks that would show a problem. It's a 4 v 1. The survivors get 16 perks, the killer gets 4. Also, survivors do have some S-Rank perks; DS, Unbreakable and Borrowed Time, for example.
I hope you're not arguing that stuff like old MoM should be the strength of most survivor perks. Survivors should definitely have stronger perks, but the killers should too, instead of trash like hoarder, blood favour and coup de grace.
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Tinkerer is completely fine. It's an (essentially) new actually strong killer perk which lord knows are few and far between with the recent updates. Seriously, it's been Undying and Tinkerer, very little else. Tinkerer relies on the killer being in a position to intercept the generator in time, meaning they have to drop any chase or anything they're currently doing. Once you realise Tinkerer is active it's extremely predictable, it can be countered by toolboxes, multiple survivors working on the same gen, survivors working on multiple gens at once, having eyes, etc.
It's only a "problem" when paired with Ruin + Undying, and obviously that's going soon. Discordance sounds overpowered on paper as well, but is it? No. Same with Power Struggle and Soul Guard.
Good perks don't need a nerf just because they're good.
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These are some great changes, especially the Leprose Lichen change. That's a great transformative addon. Only thing i'd suggest is maybe buffing the Undetectable from a portal to 4 seconds and making Leprose Lichen portals active by default as soon as you place them so the survivors can counter the aura reading.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1870069#Comment_1870069
You clearly don't know what 'juking' and 'breaking away' means since you've just ignored the point of my entire comment lol
Wraith is a hit and run killer, meaning he shouldn't have any buffs to his chase gameplay. If you juke and break away from a tile and gain loads of distance, the Wraith should not be given a free catch up due to a speed increase at base-kit. If he successfully hits you, it's up to the player to judge if he should commit or rotate, buffing his speed makes this less of a judgement and more of a free choice, due to the fact he'd be able to catch up and reapply pressure to the chase or rotate very swiftly with ease. That is what would be oppressive, since he'd have free movement plus speed. Like I said, look at the big picture, not just what would feel like a great buff in basic theory.
If you consider Wraith oppressive and too strong with a Windstorm add-on, and everyone under the sun uses Windstorm add-ons, do you unironically think Wraith is an overpowered killer? Have you snorted too much afterpiece tonic or something?
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That wouldn't really work; the yellow gas doesn't activate instantly so all you'd be doing is giving yourself a speed boost, really. I think it should be that you need to be sped up and the survivor needs to be slowed down at the same time for an instadown to happen.
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@ChurchofPig said:
Do I think they'll change Iri Head? Absolutely.
Do I think they're going to change Iri Head in the way people are hoping (take out the insta down or limit to 1 hatchet no exceptions)? No.
I think they're going to change it to mimic Deathslingers exposed add-on (I forget which Ultra Rare it is)
They'll probably still keep the 1 hatchet restriction even with a range requirement
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@Mister_Holdout said:
The only reason that add-on hasn't been reworked again is because the devs like Huntress. She's a popular killer in the community.
You won't be saying that next midchapter when the Arm Tiredness mechanic gets implemented.
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- Because either they've learned from their mistakes with Binding of Kin (unlikely, but i still have hope) or it's just to keep up appearances and make us feel like our feedback is considered. I guess we'll see when the midchapter actually comes out.
- I'd wager BHVR don't know or simply don't care about the majority of bugs. That is, of course, unless it negatively affects survivor, or is so menial that nobody would ever notice it. Look at their bug fix list and tell me you've heard of more than a third of what's on there. Now compare that to Oni's camera bug which is STILL IN THE GAME.
- They changed the hud and movement because they wanted the game to look new, possibly to attract new players. Plus, they seem to adore changing things that don't need changing and changing them for the worse, while leaving things that do need adjustment untouched for years.
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If nobody complained, Old Legion would still be in the game. Old MoM would still exist. Billy's PTB state would be his final state.
Myriad complaints are necessary in order to give BHVR a wakeup call when they're about to/have already implemented something very stupid. Stupid is subjective, obviously, but most agree that the new animations need refinement.
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@RatherUncreativeName said:
There are about 22 thousand discussions and 142 thousand comments in the feedback forum. Part of the reason the game doesn't get balanced is that the devs need to weigh on the opinions of, according to the last 30 days of steam charts, 35,000 players.
What seems like an obvious issue to you might be the one thing I find fun, and a mechanic another person knows nothing about. The devs have to sift through thousands of people's opinions, all with their own biases, to get some vague idea of what the community wants. Every balance change has people who love it, hate it, and don't care. That doesn't even take into account the faceless horde of players who either don't know or don't care enough to leave feedback, which the devs still somehow have to take into consideration.
I don't know how game devs do it, but it's not as simple as "Just read what the community says!"
That's true, but a lot of people in balancing debates share similar ideas. I'd argue a majority of the playerbase thinks Decisive Strike should be looked at, same with NOED. Surely if BHVR notice that several, several people are arguing to nerf either of these perks, they should at least be considered?
But hey, people with DS probably don't have a high escape rate or something so it's completely fine in almo's books. Instead, let's buff Dead Hard.
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Yeah, I liked the old tie too. Hopefully they change one of his recolor outfits to have the old red tie.
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I expect he is very strong given M+K and framerate that goes above 15fps. (cries in console)
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@Bwsted said:
It's interesting, but I can see an issue if you run Thrill of the Hunt. If its effect gets transferred to Undying along side any other hexes, then all of a sudden we might have a Devour/Ruin etc. that effectively protect themselves.
Marginal scenario, but one that must be figured out.
Yeah, that might be a bigger reason to remove the tokens being kept between Hex transferences. So if you run Ruin/Undying/Thrill, for example, the totem still gets a notification when cleansing but it doesn't take longer to cleanse. That could be a solution.
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No, that will never happen. New players without teachable perks would be able to get about 16 ish bloodwebs with perks in them before being locked into 30+ bloodwebs of absolutely nothing in regards to perks. The perk tier system actually encourages levelling up your character multiple times, which as a side gives you addons too.
If this change was made, you'd suddenly see people complaining that they never have any add-ons.
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Simply remove the cooldown. That's all it needs. Make the perk tiers scale on range.
The additional regression is so low that hitting the same gen multiple times won't really be an issue. Plus, if multiple people are going down one after the other to basic attacks next to a generator, they messed up and the killer deserves to get value from that.
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Would be cool if Victor had chase mechanics. You do a majority of chasing with him anyway, so some way to get Hunting and Chaser points easier would be nice.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/219414/do-you-think-they-will-change-iri-head
I would have said they’ll change Iri Head, but they didn’t change RHPF, which really surprised me. As a Clown main I was certain RHPF was going to be nerfed.
Yeah, what on earth was up with that? That's, like, the one add-on on Clown that actually needed a nerf besides Solvent Jug.
Meanwhile we look at Billy and Twins who have about six good addons cumulatively. And yet Pinky Finger still exists?
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No. Making him slowed by his purple bottles would achieve similar results to Hillbilly's overheat; it would not negatively affect him in regards to strength too much as you would still have to insta drop pallets as Clown would still have a 15% speed bonus over survivors even while slowed. All it would do is significantly reduce the chances you have to use your already weak power and make him massively, massively less fun and more frustrating to play. The part about Clown that survivors dislike, the need to predrop pallets, would still exist.
This would be the only opportunity to use his slowdown gas. Using it anywhere other than where the survivor is cornered would result in no extra distance gained at all.
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You've said in an earlier thread that you use coulro and sloppy on slugging builds. DS isn't very impactful in those builds. DS is impactful on killers that don't mass slug.
Do you really expect me to believe you're getting constant 3-4k 12 hook games while eating every DS without meta perks as Clown? Really?
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Groups like that don't see the killer as an intelligent person, they see something to bully. They don't have self awareness that they're causing the tunneling and slugging and camping by forcing the killer to do said things.
If the killer kills them, they were playing dishonestly and tunneling/camping/slugging/using op build/using op killer/whatever.
If the killer loses, EZ
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I'm not going against SWF with a key as demo. Fun for them, not so much for me.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1867729#Comment_1867729
I just want to point out that not being OP is the first thing I mentioned. So, I don't understand why you felt to bring that up again.
Anyway, yes, I'd make a dash end when it connects to a survivor. As it stands, his multidown is primarily a camping tool. You can get multidowns in other situations only on rank 20 level boosted of survivors. That would make him on par as camping potentials as other killers, while his chainsaw will remain mechanically different from Billy's. And also easier to use. But his chase potential will stay the same.
His chainsaw multidowning is quite literally his entire selling point. That's what separates him from Billy, in a good way. Removing that would be like removing Freddy's teleport, or removing Oni's demon dash.
They would instantly become just weaker versions of other killers. I don't fancy playing The Worse Hillbilly. Plus, he could still camp by instadowning the unhooker before they unhook.
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Because then you could activate Spirit Fury before you even get in your first chase. Fairly easily too, at that. Imagine dropping a pallet on the killer in your first chase and getting spirit fury enduring. Within the first minute of the game.
It'd be like if you could get autodidact stacks by doing gens or something.
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@ShamelessPigMain said:
DS is counterable; you can either eat it or slug.
Remember, DS isn't an anti-tunnel perk. Those of you who were born in the 13th century BC will remember that DS is a second chance perk that has been watered down, which just happens to be more easily activatable when tunneling, among other things.
That being said, I do think that DS/Unbreakable is an unfortunate combo. But how would you nerf them without making either one nigh unusable? It's similar to ruin/tinkerer/undying/thrill of the hunt) with a high mobility killer. You can get one out of the way (forcing an unbreakable, trying to cleanse a token), but the synergy requires too much effort and time wasted for its worth. For ruin/tinkerer/undying/thrill, you can literally just keep going to generator after generator while getting downs along the way. If they try to go for totems, you can rush over with thrill. In order to negate thrill, they have to all get on totems, which means no generators are being done. That entails trading a few downs for a totem that might not even be what you're looking for.
But, is this really that much of a bad thing? Perks are meant to give their users a boost or an extra power. It doesn't have to be easily counterable. Sure, you can counter ruin by looking for a totem and praying to RNGesus, and sure, you can counter DS by slugging, but it's a time investment and synergy can nullify those to be unrealistic to pursue. But are these really that atrocious? They're meant to give players a buff, and that's what they do. Moreover, having DS/Unbreakable means that two perks go to getting one free pickup that the killer can solve by finding someone else. For ruin/tinkerer/thrill/undying, you give up all four perk slots.
So the counter to DS Unbreakable is to let them use DS Unbreakable. Once for each survivor, when you have no idea who's running it, possibly up to 4 times.
That makes at minimum 4 extra chases you have to do while applying no pressure on anyone else. Yeah, no thanks.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1867191#Comment_1867191
What a dumb question. You're right, Victor locker grab is the only way Twins kill people in their 6 hour long games. Also run what you want lmao who cares? What a dingus
Blame the devs for releasing an unfinished killer with several design flaws. If they didn't want the 20minute games, they should've made it easier for Twins to play without hardcore slugging, like if Victor could hold ctrl over a downed survivor to make Charlotte move via a simple a.i. pathfinding method at a slower speed towards the dying survivor while Victor can go do something else. They need to feel more like two killers, not two halves of one killer.
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@unluckycombo said:
As Weenie said, I wouldn't have an issue with it, but the Break Out mechanic should be smoother for Survivor, and possibly not effected as heavily by add-ons. (Because currently, the Break Out mechanic is busted on both sides.)
The Reveal mechanic isn't affected by add-ons, though. The Driver's License doesn't do anything - it's bugged and has been for a long time. Don't think he has any others; and even if he does, how often do you see Ghostface using anything other than recharge or stalk rate while not leaning?
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/218450/devs-are-u-even-listening
In my opinion, the main thing which makes the people play this game is your anger and hatred. On lower ranks, I remember I played a lot because I just hated killers as the survivors and survivors as a killer.
I've got used to all that ######### and learned how to counter that. Now I am not playing this game that match :(
- DS -- counter with slug
- DS + Unbreakable -- counter with slug, wait for unbreakable and then slug again
- Undying nerf is needed. Ruin + Undying is not healthy and boring. I can 3K/4K with only those two perks.
- Bugs. They are fixing bugs. Some bugs are fun.
- Map offerings: Unless the survivors know the map by heart, it is very satisfying to get 4K on their map. This depends on survivor skill, if this is a tournament swf team... well not sure I can do anything here. Also, how would I play scratched mirror Myers without map offering? Or drifting Billy?
- Keys I agree -- those are BS, which morally let's me just hard tunnel, slug and give them the worst gamming experience. For instance, this is very satisfying to let the last surv with the key to bleed in the dying for the last 4 minutes. Then I pick up and hook it. If it DCs -- this is even better, cuz I know it will lose the key and the points. If one brings the key -- all team needs to be punished equally.
Your "counter to DS+Unbreakable" is to literally let them use Unbreakable. That's not a counter, that's quite literally letting them use their combo. By that logic, the counter to Ruin Undying is to just cleanse all five totems. Easy 4head
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@Bwsted said:
I wouldn't say he's OP. He suffers though from a few issues that turn him into a somewhat very easy killer despite already being strong at base.
Namely:
- Bamboozle just makes him into a mindless pallet chugger. Vaults are the place where the chase interaction and mindgames take place and this perk just denies all of that. It's either give the pallet or get downed. However, it could be argued that the issue lays in the perk rather than the power.
- Dedicated servers work terribly on his stuns. Basically, if the survivors time the pallet stun correctly when he's chainsawing, most of the times he still gets the pallet break without the actual stun (the survivor will receive the score event, though). And that's if the survivor doesn't get dedicated through the pallet. That's actually a bit of a big deal, because that's the only thing the survivor can do and it also has a skill component.
So, in essence, he has two counterplays and both are taken away by design issues.
There's also the whole camping thing. However, if the devs wanted that to go, they would've fixed it. So, I'll assume that's intentional. Which is even worse in a sense.
How, exactly, would they fix Bubba's camping without nerfing him into oblivion? Billy can camp almost as well as Bubba, although obviously not quite at his level. So can Myers. So can Twins. Are any of these killers overpowered? No, quite the opposite with the latter two. I'm interested in hearing what possible way you could nerf camping with Bubba without removing parts of his kit. Remove his ability to multidown? Now he's worse Billy. Remove his instadown? Now he's the worst killer in the game.
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@xXCAM3R0NXx said:
Once, with alot of practise and perseverance, I was an efficient and accurate huntress player.
Scoring hatchet hits from close mid and even far. Survivors jukes at close range would be very easy to hatchet. Loops would be predicted well and hit them at pallets and window vaults.
Once a huntress main who wouldnt miss many hatchets, possibly every 2 hatchets maybe 3.
However, whenever I play a killer for too long, the skills dry out, the playstyle I once scored with is countered easily.
I once missed 15 hatchets in a single row before a hit. I'd miss vault shots, get predicted at loops. Miss over loop shots. Struggle with jukes at close range. And most importantly my accuracy, hitting walls, rocks and other obstacles.
You may say, 'keep practising', 'takes a little more practise' 'let them juke into the hatchet'.... I've tried it all, its not like I havnt put all my time and effort into her before. I've just lost her touch guys, it happens to the best of us.
I have yet to get a single kill with her in the last few days....i think it's time for a break...
I hope to play you again some other time ❤️
P.S this post is just to remind myself of the struggles with huntress and that she will always be one of my favourite killers. If you have any words of encouragement, then try me...
Huntress' hatchets are bugged right now. They spin by the end of their handle and wildly fly up and down, changing their accuracy and trajectory. Maybe that's partly why you haven't been able to play her well?
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/1867687#Comment_1867687
That's why killers beat you on the hook when you Head On them. Most Power Fantasy Killers live on these forums to constantly cry about this or that while victimizing their entire side like the developers are some spiteful people hurting them. I didn't 4K? Must be cause of gen rush, gen time, no "early game collapse", DS, BT, Unbreakable, Looping, SWF, totem spawn, a pallet, the Steve, map too big, corn, breakable walls, grass, swamp, inside map, buggy sounds, etc.
https://forum.deadbydaylight.com/en/discussion/comment/1867688#Comment_1867688
I still question what is a mini Ghostface and if it actually is fun for the other side. Imagine a little guy shanking the shoes of survivors is cute though.
Mini Ghostface is a normal Ghostface game, but you stack the crouch speed add-ons as well as optionally PWYF, and do the match permanently crouched. No, it's not toxic or unfun, unless you consider Ghostface with no recharge add-ons OP. In which case, you are the problem.
And this is just anecdotal, but in my (both sides) experience, survivors are significantly more aggressive and "toxic" than killers when they lose. I'm sure a lot of people would share this experience. I've received, like, one or two killer hatemails. Ever. Survivor hatemail I get constantly, and no, it's not because I camp or tunnel or play unfairly. I've gotten hatemail as Burger King Myers twice. That illustrates a problem.
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Plague has been forgotten because she is difficult to play well, has a high skill ceiling that depends on survivors giving you your power which is not consistent, has a design that's not to everyone's tastes, and came out at the same time as the Ash leak so people forgot about her immediately.
She's good against solos, not so much against SWF which makes her a gamble at higher ranks.
Twins will also be forgotten like her because of similar reasons. If Deathslinger didn't have his infamy/he was drastically nerfed, he would be too.