Since Pyramid seems to be setting a precedent, here's a similar update to Blight.
Blight is actually pretty balanced, so I don't think he'll need much in the way of Balance changes for his focus update in the Chapter 18 midchapter.
The only direct changes he needs are a bunch of tweaks to make his power less clunky to use.
The Blight changes
- Raised Blight's camera slightly (same POV as Freddy).
- Lethal Rush attacks no longer break pallets or breakable walls.
- Slams now half-break pallets for a short time. Slamming a pallet twice in quick succession will break it.
- The Slam of your last lethal rush will fully break a pallet.
- Decreased the backward "bounce" caused by Slams.
- Increased movement speed during the Slam period.
- The Blight can now perform attacks during Slams.
- During Lethal Rush, The Blight no longer has collision with survivors.
- The Blight is no longer locked out of performing Rush/Lethal Rush if he is looking up a staircase.
Perk Changes
- Dragon's Grip no longer goes on cooldown if a survivor is not exposed.
- Hex: Blood Favor is no longer a Hex. Cooldown reduced from 60/50/40 to 40/35/30.
- Hex: Undying no longer provides aura reading. Now provides a maximum of 1/2/3 Hex respawns.
- Visionary no longer has a cooldown. Range changed from 32 to 24/28/32.
Comments
All I want is a higher POV and a staircase fix. Right now you have to look to a wall at the side and quickly turn. He's perfect to me.
Why is everyone trying to gut Undying? What is even the point in that nerf? From 4 respawns down to 3, would it even matter? Thats only a worse case scenario anyway. For me Undying tends to go first the majority of times.
Things dont need a nerf just for the sake of making a change.
Also blocking pallets every 30 seconds as a non-hex?
A cooldown on a hex perk doesn't make sense tbh, especially as hex perks are meant for the high risk high reward gameplay.
Maybe if they kept the cooldown but removed the hex part of it (or they extended the cooldown slightly) it would be okay, or they could remove the cooldown but keep it as a hex perk.
I'm fine with what we currently have tbh, just raise his POV and smooth out his collision some more and he should be good to go imo. Really not a fan of undyings proposed changes, though I like the others, especially visionary.
Actually, 3 respawns is what it gives right now.
There are five total totems. Undying takes up one at the start, and you other hex takes up a second.
This means there are three Dull totems remaining.
I think the Hex respawn effect is balanced. Certainly on the strong side, but not OP or anything.
The aura reading is just overkill imo. It would be a good addition to Thrill of the Hunt, though.