Xpljesus
Xpljesus
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@Godot said:
https://forum.deadbydaylight.com/discussion/comment/1627209#Comment_1627209
Imagine running NOED, camping, tunneling and slugging in tournaments. That's the new low.
Yes using optimal strategies in competitive tournaments, oh no, how low! Instead the killer should be nice and friendly and let survivors have a second chance in a competitive tournament (with tournaments having prize pools too) :)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1631315#Comment_1631315
Surge should've honestly been stronger out the window, but I personally disagree that Pop is TOO impactful to the game itself. The only scenarios it really shines is with a 90% progressed gen that Survivors keep tapping, getting downed at, and not learning from the mistake of tapping it again so the Killer just re-kicks it for another 25% regression penalty.
Although I can see what you mean by it being not healthy for the game, since it's primarily used in a lot of meta builds which stifles variety. Of course on some Killers it's needed, the same with Corrupt being needed on Killers like Myers who need a start up, but combining them together only really starts to cause issues if the team is already being pressured by multiple downs, which rewards the player with the ability to regress nearby gens.
If a Killer goes across the map to kick a 90% gen, they're only suffering from a Survivor being unhooked, healed, and other Survivors doing other gens. Even if the gen gets kicked and they're fine, a Survivor could be there to just re-gain that progress. But is the perk OP? In my opinion no, but I can see what you mean when Corrupt is applied to it. I suppose it really just depends on how impactful it's to YOU as the Killer/Survivor. Hopefully this didn't come off as a counter-opinion, I do appreciate the insight of (what seems to be) an "unpopular opinion" among the comments here.
Yeah I understand, and I'd like to re-clarify my point to be a bit clearer. I don't think PGTW is OP, it doesn't make the game unwinnable. The problem with it being too impactful is the difference between a killer running it and not running it, which is why until hex: undying was added, you saw PGTW more often than you saw old ruin. It was in basically any game. It just does too much compared to the basekit that if you really care about winning, you'd be stupid not to run it. I wouldn't even mind if you reduced pop by 5% to a 20% regression, and buffed basekit gen kick to 5%. Unlike my last comment, this wouldn't even be a pop nerf overall, this would just make it less impactful - I'm sure there's many killer players out there who consider pop mandatory and refuse to play without it, and that really shouldn't be a thing.
IMO genspeeds are perfectly fine, the killer's earlygame however is not fine. Hopefully an earlygame collapse would result in; less stacking slowdown, and perhaps be a good time for a slight pop nerf since 'genspeeds' presumably get a general buff in favour of the killer. With something like an earlygame collapse, pop being reduced to 15%, base kicks being 5% (so pop gets a small 5% overall nerf, it'll do an additional 15% ontop of the 5%) - I think the killer's perk diversity and the game could be in a much healthier state. Rn I think the perk metas are extremely stale and boring on both sides (second chance stack/slowdown stack).
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Yeah for this I just facecamped while cloaked with wraith and then tunneled & ofc there is the DS bug. Took me 4 games, there was understandably a lot of salt
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I’d say unfair, it’s something I refuse to use just like DS + Unbreakable.
It’s mainly on pop tbh, I think pop is just too impactful on the match and I wouldn’t be upset whatsoever if it were nerfed. When it’s stacked with other slowdown like this, it’s just stupid. Even if you hypothetically did something like reduce pop’s value by 10% per kick, and then made it so kicking a gen applied an automatic 5% regression, it’d be healthier for the game overall. Pop is just way too impactful on matches right now, to the point I only run it on lower tier killers and even then I feel bad and I’m pretty much trying to cut it out all together
If surge got the buff it deserves, and wasn’t only basic attack, I’d never run it
Also I will clarify I main killer, apparently only an entitled survivor main would want pop nerfed, so I feel the need to state this
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@DetailedDetriment said:
Why complain? Flashlights are the worst item in the game, discouraging gen repairs. This is more of a buff than anything as survivors that are aware of the problems won't use flashlights anymore.
because flashlights are by far the most fun item in the game, playing a game without a flashlight makes you feel kinda empty in a way.
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Totally useless perk that should be reworked anyway - hopefully this is a sign they're not bothering to update it because they're planning to totally change it
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Very very hard to deal with - it's the main change he should get IMO, if he got a cooldown for 2s coming out of the M2 but buffs to the M2 in other ways (like lowering the cooldown post m2 atk to 2.5s, making it apply torment, giving it more movement) he'd be more fun to play and go against, and more skill based - WAY healthier for the game. Right now he just takes no skill, you just M2 cancel and only ever use your M2 on locked anims if playing optimal, boring af
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@Mandy said:
@VentingSylar we're having trouble reproducing this...was it on every map against Freddy, or any specific pallet spawns? Any information you can give us will be a great help.
to add to this, I think giving your graphics settings could help too
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Absolutely love this killer and want to main him but the FOV is getting more offputting by the day, constantly losing people at loops or in tall grass, while struggling with certain mindgames cause I can't really tell how tall I actually am - points where I can't see the survivor, but they comfortably see me even at eye level over a loop. I beg so much for a camera height increase
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same with iri head
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Agree with your ultimate take on Pop, I think it is just too impactful on the game, to the point I refuse to run it, it's pretty unfun and unfair IMO. And if nerfs to base survivor which impact gen times are implented, it'll become actually overpowered for sure - currently still easily the best killer perk, too impactful, too easy to get for how good it is. Would be happy to see it nerfed (and I am a killer main btw, apparently discussing nerfs for killer related things gets you called a survivor main in my experience)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1614674#Comment_1614674
Ironically "top 10" puts him mid tier lol
I've been destroying with him as well, however as survivor in solo queue we've been destroying him as well. So my point is the results are quite polarizing.
I feel like a lot of people just don't know what they're doing against him. From the survivor side I can count on one hand the amount of times I've actually been hit by a rush out of many, many games. The counter play just seems too easy and I can see him getting abused as heck when you actually going against some survivors that are even semi decent.
I think I'm on like 12+ 4k (almost all yellow and below addons, no offerings) win streak as him and a 12+ 3-4e win streak as survivor in solo queue as well (not counting mori games obv)
Prob more on both those, but that's being more reserved with my estimates and I wasn't counting exactly. Like I said, polarizing results eh?
Done a lot of 1v1s with some friends who have ~5k hours, and played him vs a squad of a couple comp dbd players in a pub match. (all of these addonless, for 1v1s I only use brutal strength, in matches I use bbq infectious brutal discordance)
As for 1v1s, he is still really strong and I was able to get many rush hits, and if not then I was able to zone well with the power, also 4k'd some actual good players I knew beforehand with no slowdown, a lot of it being because of the killer I was playing (nobody was sweating, but this definitely made his viability vs good players go up in estimations for me) - also spoke to some friends who pretty much said they've never seen a good Blight in a match - personally I count count the games I've not 4k'd on one hand and that's using no addons or slowdown, out of tens of them - albeit that's pub matches where I win anyway so info like this isn't conclusive, but he still feels fantastically effective. My conclusion from experiences with him like this are he's genuinely a really good killer (rn I have him like top 6-7) - but most people are very bad with him. Pretty much the same with Billy, I can't remember the last time I lost to a Billy, he is basically D tier against anyone decent because of how bad every single Billy you go against is with him. Genuinely think he is the most free win in the game for me, yet he is still obviously a great killer, he is just hard to play well.
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@ClickyClicky said:
https://forum.deadbydaylight.com/discussion/comment/1624342#Comment_1624342
Check in game. The text has definitely changed.
Which is half the issue, they don’t include all changes in the notes so people are never sure whats intentional and what is a bug.
Compound 21 though has definitely received the nerf already.
the text is updated, but the updated effect isn't actually active yet, probably will be in the next patch - just like what happened with Billy addons
Even tested in KYF, timed it to be 100% sure even though it's obvious, was 6 seconds
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Wouldn't mind saying these changes;
Each specific totem (ex: ruin) can only be transferred once per match, then it breaks
When you cleanse a totem that isn't undying, and it gets transferred, you should be notified you are cursed by Hex: Undying (like how retribution curses you if you cleanse a non retribution totem) <--- surprised this one isn't in the game in the first place, usually BHVR's philosophy is to give lots of info about perks
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Agree with the endgoal, but I don't think we are even nearly at the point removing bloodlust is feasible. Removing bloodlust 3 could be viable at this stage though, slowly tuning it down
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@MottledElm said:
Have you ever played hag? She is shorter than him and survivors actually have a hard time blinding her, expecially at pallets
yeah she's hard to blind at pallets because she looks down aswell, same with Spirit
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@Countdown_to_ban said:
https://forum.deadbydaylight.com/en/discussion/comment/1618819#Comment_1618819
Good luck with that when they bring back bans. Quitting out of a match isn’t an answer to balance, but it shows what kind of mindset you have and why no one should bother with this post.
You really blame someone for quitting a match they’ll probably get 0-1 hits?
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@OniWantsUrLocation said:
According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...
Let us remember what so many people have complained about. I personally can only remember two specific things:
- Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
- PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.
So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).
So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.
What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely?
Idc about anything ultimately other than the cooldown part, it’s unfun and ######### to go against and doesn’t take any skill, the 0.5s doesn’t even work properly anyway. I’d give him a 2s cooldown coming out of M2, maybe lower the M2 attack cooldown to 2.5s, maybe slightly increase his turning holding the M2, and rework/buff the dogshit purple addons. Rn the optimal way to play him is to not even use his power, and that’s just stupid, my changes will incentivise actually using the M2 more with skill based gameplay I’d say, and he’d actually be fun to go against in a chase maybe.
i played against otzdarva’s PH a few days ago and actually had fun, he was using his M2 rather than zoning and it was genuinely enjoyable. I’ve always said this killer is salvageable and hearing the comment from the dev stream about changes has got me super excited
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Definitely the worst part about him, couldn't even see a survivor over tank tracks
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1614236#Comment_1614236
Don't feel bad. Way way back in the day the killer FOV allowed you to look into lockers if you got close to them so you wouldn't have to waste time searching them manually. You could just push your killer you were controlling against the locker and see if someone was inside by clipping in just a little bit.
Turns out the devs didn't like that, so they adjusted the killer POV and gave them a little bit of a blind spot, and that blind spot is what we're all playing with a lot of the time. Just like if you run up to a killer and crouch at the right time on the killer's screen it looks like you ran past him so he'll turn around, and you can just...not go that way and turn 180 degrees and run off while he's figuring out what you did.
I'll be honest knowing all the hitboxes and tricks and stuff kinda sucks you out of the whole horror experience really quick, but it does secure wins.
Just like if you run up to a killer and crouch at the right time on the killer's screen it looks like you ran past him so he'll turn around
This works sometimes if you do it after the killer breaks a pallet
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Agree and disagree, I agree it should be a hex due to the effect's nature, but there's not a chance I'll ever run it or think it's good in current state, maybe on Clown with STBFL/Brutal. Range is small enough you can just W key to next tile, cooldown is unnecessary and at minimum should be cut down. Pretty much half the reasons I don't run Surge - it should be a hex, but it needs at minimum a cooldown reduction if it is a hex
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@Blueberry said:
I think he's just a few small tweaks from being a solid A tier.
He needs better turning and a flick to his rush hit similar to the buff they gave Oni. I'd also like a better post rush lunge distance to make his rush a little more forgiving.
If he got those he'd be looking pretty good. He's honestly almost there, so close. His handicapped lunge/turning/flick is what's holding him back against good players right now, the counter play is too easy.
I'd personally say he's possibly A tier already, personally I'm consistently shitting on people and winning with him, not even used any addons yet either (the compound 21 is OP af and will obviously be gutted) - even though you are totally right about the counterplay being too easy, his fatigue is only 2.5s, and 2s with a yellow addon. He zones you so well with this I feel he might be overly strong/oppressive if he were buffed. As someone who is probably gonna main this guy, I actually don't even want him to be buffed. Top 10 killer IMO
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Super excited for potential PH changes, hopefully cancelling M2 into M1 now has a cooldown of 2s instead of an inconsistent 0.5 one that doesn't even work half the time
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@wownicedeadhard said:
Dont know how i feel about people wanting to emoving bloodlust, but im hyped for clown. and i think Keys and Moris need reworks asap.
Personally, I think bloodlust should be toned down, maybe scrap tier 3. It should be gone in an ideal world, but that's an endgoal - as the maps gradually get better, bloodlust can be faded out, and I'd probably get rid of tier 3 as we have way less (and soon hopefully literally no) godloops.
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it's not really necessary to show offerings being burned anyway as that knowledge has little to no impact on game play.
Uhhh... then why would people dodge moris?
They are by far the most overpowered, unfair item in the game. They have as extreme an impact on gameplay as you can get.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1608646#Comment_1608646
I mean if survivors really can just 360 his rush to dodge it I think that would need some changing. Often enough survivors will be able to get to a pallet or window that way. However, I'm still not sure if The Blight player can't actually do anything against that or if there is indeed a way to still most definitely get a hit against survivors, even if they 360.
There are things you can do to help, kind of - from my experience those are;
Lunge pretty early, combined with the below tip you can hit some really nice stuff, if you try to lunge too late, it's very easy to be spun as your sensitivity is super low and you don't necessarily know which direction the survivor will juke
Rotate your camera so you are using WA/WD when moving and strafing, anticipating where the survivor is moving
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@Zeus said:
I enjoy playing as blight and see the potential he has. I played 3 games with him with no addons. While survivors mostly 360 my rush, they usually end up being outpositioned. I feel that's the intention behind not giving him freedom in lunging.
His perks are good too. His addons however make him really good. Reminds me of wraith. Addons arent like PH on this guy.
Agree with the general point, I think he could be too oppressive if his lunge had more control, found myself on numerous occasions missing the initial lunge but then getting an m1 within 7 seconds
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The content is fantastic, first good chapter since Oni.
The bugs are ofc terrible, but the worst is the FPS issues - I get micro/macrostutters rendering my game virtually unplayable sometimes
also making flashlights not work for no reason after everyone said this was ######### in the PTB was an awful change. They were perfect beforehand
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Whatever they did to flashlights this update NEEDS to be reverted. When you are killer and get successfully flashlighted, the beam is like 50cm to the right from your POV (left for the surv) - something is ######### up, things that should be blinds aren't working properly
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1603170#Comment_1603170
if you fake constantly you create a pattern, a pattern that good survivors can exploit.
how can this be exploited? His power is reactive, you just fake and then react to a locked anim, if you have a decent reaction time there's no counterplay
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1603231#Comment_1603231
Regardless of the fact if hes close enough to m1 I've seen PH use the ranged. If you ever go against an experienced PH you will see the unwinnable situations you are put into. This killer has been bs since day one. I was disappointed with his release.
Yeah don't know how people defend this 'hE cAnNoT bE lOoPeD = uNfUn' - no #########. Gens are boring, healing is boring, the fun part of the game is the chase, if you are against a guy with no counterplay who has 100% guaranteed hits on you unless he ######### up, how on earth is that fun???
It's nothing to do with his strength, I love going vs Nurse, Billy, Huntress who are good killers, it's the fact if he plays optimally (which if you somehow don't know, albeit the responses to this thread make me think most people don't know, you just always M2 cancel until you have a 100% hit, if they throw the pallet/vault they are hit, if they fake it you cancel and insta M1 with zero cooldown between your switch) - and you can't even pallet stun him in m2 either if he is smart, because it's a queued action, meaning aslong as you tap m1 to release the attack before you are stunned, the m2 will happen anyway even when you get stunned.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1605337#Comment_1605337
Damn... Maybe I'm just getting good teammates, cause I get it, if someone dares do ANYTHING else but gens it's gonna be a 2k+
I think you are getting bad Bubbas in likelihood, I've went tens of games in a row only 4king with this strat
Most people will do this strategy cause they're bad, after all
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Is it even fun for you Bubba mains? I mean, no chases and 3 escapes is a GG for you guys?
As a regular facecamping Bubba, I'd say 90% of games end in a 4k, with 4 bbq stacks, 15-20k points and a safety pip. My experience is nothing like yours
Also, ignore the idiot who said do bones, if the bubba is decent you don't even have enough time to do the gens really, nevermind bones.
As for why it's fun? It's chill, the post game/steam comments are great, I usually do it in a call with friends and we have a laugh, plus it's actually really good for BP grinding. You get 15-20k per game, x2 cause of 4 bbq stacks, and the games are super quick too for obvious reasons. Sure I could get more points in a single match, but that extra match may be 10 minutes vs 5.
I'd get bored if it was the only thing I did, I mainly play properly, but I do find it fun still
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1601479#Comment_1601479
I mean, unless the survivors are competent. You'll probably lose from tunneling and camping.
As a facecamping Bubba main, and someone who watches a lot of comp aswell, I think camping is insanely underrated as a strategy, the reason people hate camping+tunneling so much is because they're unfun and optimal strategies, so people think they feel cheap. There's a reason every comp team, some of these teams playing competitively for 2+ years play like this. If you watch any other comp, like DBD League which is on regularly, you will see hard camping/tunneling all the time (this format has perk bans, DS nearly always gets banned)
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1600008#Comment_1600008
Who the hell camps and tunnels in tournaments?
imagine not doing optimal strategies in a competitive tournament for money. you'd have to be a special kind of braindead to not camp/tunnel in tourney
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@xEa said:
"This is top level play"
"but we ignore the games where the killer dominated, because at that case, the survivors were just bad"
Seriously?
The tournament actually showed that the game is much more ballenced then most think. I dont have a score but it is probably not far away from 50/50 KD throught the whole tournament.
Oh and your 2nd game reverence. I played against that team who drawed against the Nurse and let me tell you they are freakin insanly good. This was supposed to be a hard fight and in the end the survivors got a bit lucky and could escape with 2 people.
but we ignore the games where the killer dominated, because in that case, the survivors were just bad
To be fair, I think it’s right to ignore them, those survivors should be nowhere near a tournament like this, there was one seemingly good survivor against Ayrun (the Dwight) - the feng was a complete bot and never looked behind her, and their killer seemed like he was basically trolling.
not even gonna get into the squad that faced otz, they’d lose most of their games in matchmaking lol
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@[Deleted User] said:
I play him exclusively at rank 1 with double engravings just because how high you can raise his skill cap and what crazy curves you can pull off. Not mentioning the speed feels very satisfying, also love using the hills to literally jump over buildings / loops / pallets. My favorite thing to do.
I am always on the verge of overheating and sometimes overheat when I play him with those addons. People saying Billy doesn't overheat don't play him enough. You can easily overheat if you patrol gates and sometimes gens if you don't see anyone and they're all playing immersed, even if you play with no addons.
Not mentioning that mindgames also require you keep your chainsaw revved up for a while so you can curve around obstacles / loops so the overheat mechanic can cuck you pretty damn hard in this regard.
I hate the overheat mechanic and the noise it makes when it's getting hotter. Like the chainsaw wasn't loud enough already...
I don't think overheat is really a problem basekit, but holy ######### it's awful with engravings, engravings should reduce heat gained 100%, most fun skillful addons become the most unfun to use cause of this
Edit: To clarify, I think it's a truly terrible addition and makes billy way less fun just managing it, top 3 worst things they've done this year atleast, as well as the fact I don't think it serves a purpose, I just don't think actually overheating the saw is very likely with basekit
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1599058#Comment_1599058
If you DC it just encourages them. 😟
Not something I’d care about, unlikely you will see them again, right now I don’t see a better option than just DCing and going next when the gens take so long to solo out, if you’re even able to
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Just DC when this happens IMO
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Realistically, make a basekit HUD totem counter, make hud status effects for actions; being chased, healing/being healed, doing a generator, cleansing a totem etc.
I would also personally add voice chat because the closest you can get towards SWF, the best you can balance around this, but I don't think that's ever a possibility of happening
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I reckon so, Haunted/Ruin is already meta in comp dbd and ruin definitely gets used more and more often as time goes on, fantastic perk, I'd expect not only ruin/undying to become pretty meta but tinkerer with this combo aswell
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I agree, easily the weakest role in the game.
My personal take from experience in all roles is something like
4 man > 3 man >= (really depends on the random) killer > anything else, although a 4 man is a fair bit above the killer, just having one random or weak link drastically changes the match balance.
Solo survivor should be buffed hard in terms of information, you should see when every player is in a chase, what action they're doing, I'd even advocate for voice comms in the game but understand that one's too far from reality, would be best to then rebalance from there. I personally don't do solo survivor anymore, minimum I will play with is 3, but even then I am reluctant, I've had some matches where the random was so bad the best play would probably be to get them killed because they are so bad with resources
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Killer: Moris, most unbalanced unfair thing in the game, nothing else comes remotely close, does not include cypress, but I don't really see a difference between ivory/ebony. First hook mori is easily the most unfair gamebreaking thing
Survivor: DS+Unbreakable combo - I go for this over keys because keys are so rare and don't always impact the match - Aggressive usage of this perk combination has more consistent match impact, and even just as high a peak level, potentially turning a 4k into a 0-1k
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@LastShoe said:
The only change for his shread that he could use is to apply deep wound with it, so he could stall gens a little with that.
Im not a demo main, so if any can say something about that i would gladly listen.
As someone who plays a lot of Demo, he is by far the most underrated killer in the game IMO, in the top 5-10 range. This would make one of the two most fun killers to go vs pretty horrible, deep wounds are annoying and pretty sleeper, he really doesn't need it either. Shred when you know how to use it (especially with rat liver) is one of the best chase abilities in the game, his portals are super good for pressure too.
Some people will say they are useless cause of noise, but not in my experience aslong as you know how to place them well, either inbetween gens or hidden around corners will give you maximum value. 2s of instant undetectable when used right can be super useful, sadly his extra undetectable addons suck though.
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I don't think he is overbuffed in terms of strength, but that he is far too easy to use. He has perfect syngery with easily the best killer perk, which is fairly brainless, Pop Goes The Weasel, as well as no downside to snarespam. You can't really fix the pop synergy and don't want to nerf him, so if I were to make any changes I'd consider things like he can only place 1 snare every 5s, snares have an extra second before they become active, something that just makes snarespam less mindless with no downside.
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@gibblywibblywoo said:
Don't they only increase the chance? Not gaurantee?
Either way, left behind has been a consistently pointless perk since it was added.
they increase the chance the same way map offerings do, by making it something that is basically 100%. It's like how mettle of man 'increases your chacnes of being the obsession' - it makes them 100%
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Huntress or Myers most likely, *maybe* Pig
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Camping Bubba main here, I run BBQ, Insidious, NOED, Bamboozle - but this is not the most effective, bbq is for points and insidious is for the memes mainly, especially now you can counter BT, but to be honest the stealth ambush can still give you a lot of value and I think it wouldn't be a true bubba build without it.
So I'll go;
Insidious (aforementioned), Bamboozle (best chase perk in the game, especially on Bubba, Agitation (carry people to the basement ofc) and then your choices are either Monitor & Abuse (very good to get close to unsuspecting survivors to use the chainsaw, I used to use this), or NOED. I'd go NOED, it's more BM/funny than anything, and if you find the survivors are able to get the generators done it's uncounterable for them.
You don't really need basement, you can camp any hook any any hook in a tile will have some sort of good ambush area for you (pallet gyms specifically have what I like to call camping cubbys.
Either way very easy strat and once you get the hang of it you should comfortably 4k most games and get lots of juicy post game chat. Good luck!
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Infectious is one of the best perks in the game, lightborn sucks, but I only recommend infectious because it's a great perk in general, you do not need a perk to counter an SWF with flashlights. Just slug, fake pickups, look at walls, it's not hard whatsoever
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Beast of Prey boosts the bloodpoints for score events, helping you reach the 8000 cap quicker. It does not give any additional post trial BP. This is not a bug.