Suggestion of Dual Mode Blight!
Blight has been nerfed in multiple updates, making it a much more balanced killer than before.
However, these updates also took away some of the fun of using him.
Exhilarating speed, hug tech, not strong but unique add-ons.
I don't necessarily want Blight to be in S tier.
I want him to have infinite potential that is worth practicing, and I want him to be a killer that is fun to use and play against.
It's understandable that BHVR is having trouble adjusting his abilities, as his abilities are highly dependent on the user's skill and map.
Regardless of the former, we won't be able to make him a truly balanced and fun killer unless we eliminate map dependence.
I have an idea that involves major changes.
Please don't misunderstand, this is not a buff, but a kind of debuff that improves QOL.
But first, to simplify the explanation, we will define some terms.
- Rush (first rush that cannot attack) → Blighted Rush
- When referring to both Blighted Rush and Lethal Rush → Rush
Okay. Let's go!
Makes changes to his base kit.
- Set movement Speed to 4.4m/s.
- Set the basic Rush speed to 8.6m/s (current 9.2).
- Set missed Lethal Rush attack cooldown to 2.8s (current 2.5)
- Blighted Rush also allows you to break pallets by pressing M1 just before collide, but the time it takes to destroy with a Rush(includes Lethal Rush) has been increased from 2.5 seconds to 2.8 seconds.
- Implements two modes, Lethal Mode and Sliding Mode, which can be switched by pressing the Ctrl key.
Switching is possible when the ability is not used and during ChainRushWindow.- In Lethal Mode
- Roughly the same as current ability.
- Reduce turn rate during a Rush by 20%.
- Increases Lethal Rush speed by a stack-able +10% for each consecutive Rush.
- Roughly the same as current ability.
- In Sliding Mode
- All Lethal Rushes are replaced by Blighted Rushes.
- Does not have collision detection during Blighted Rush.
(Just like Oni's Demon Rush with a time limit) - During a Blighted Rush, M1 detects collisions instead of attacking.
- All Lethal Rushes are replaced by Blighted Rushes.
- In Lethal Mode
The next step is to change the addon.
- Compound Seven
- Survivors hit by a rush attack will receive The Blindness for 20 seconds.
- Survivors hit by a rush attack will receive The Blindness for 20 seconds.
- Placebo Tablet
- It takes 20% longer to destroy a pallet in Rush, but it instantly recovers 1 token.
- It takes 20% longer to destroy a pallet in Rush, but it instantly recovers 1 token.
- Plague Bile / Umbra Salt
- Increases turn rate by (5 / 10)% during Lethal Mode and (10 / 20)% during Sliding Mode.
- Increases turn rate by (5 / 10)% during Lethal Mode and (10 / 20)% during Sliding Mode.
- Shredded Note
- Increase token recharge speed based on held tokens.
- Reduces recharge time by max 0.5 seconds when 0 tokens, increases by 0.1 seconds for every 1 token.
- Blighted Rat / Crow
- Increases Blighted Rush speed by a stack-able +(3 / 5)% for each consecutive Rush.
- Increases Blighted Rush speed by a stack-able +(3 / 5)% for each consecutive Rush.
- Rose Tonic
- Increase maximum look angle during a Rush by 20°.
- Increase maximum look angle during a Rush by 20°.
- Adrenalin Vial
- Added 2 maximum tokens.
- Reduce turn rate by 25%.
- Increased max look angle by 10°.
- Consecutive Rush bonus will not be added for the 5th and subsequent Rushes.
- Alchemist's Ring
- When a Rush attack hits, you gain 10% The Hindered for 7 seconds, but your tokens are set to 3.
- When a Rush attack hits, you gain 10% The Hindered for 7 seconds, but your tokens are set to 3.
- Soul Chemical
- If all tokens are used up and the survivor is hit by a rush attack, they become The Deeply Wounded and The Broken for 60 seconds.
- If all tokens are used up and the survivor is hit by a rush attack, they become The Deeply Wounded and The Broken for 60 seconds.
- Summoning Stone
- Revert to the previous palette blocking effect.
- Revert to the previous palette blocking effect.
- Compound Thirty-Three
- While in SlidingMode, you will not be able to switch modes in the Chain Rush Window
- By pressing M2 during the second and subsequent Blighted Rush, you can consume all tokens and switch to Lethal Rush.
- It takes 0.33 seconds from switching to being able to attack.
- At the start of switching, Survivors around you will receive the orange effect that used to be in this add-on in the past, allowing them to know when it is time to switch.
- Iridescent Blight Tag
- Consecutive Rush bonus in Lethal Mode gives +5% additional acceleration, but Lethal Rush duration decreases by 10% with each Rush.
- Consecutive Rush bonus in Lethal Mode gives +5% additional acceleration, but Lethal Rush duration decreases by 10% with each Rush.
That's all for the changes.
The following is supplementary.
The purpose of these two modes is not to significantly buff chasing ability, but to reduce map dependence and increase the number of loops that can be solved (if done well) by Rush.
In Sliding Mode, you can move smoothly on indoor maps by intentionally sliding, but you can't attack, making it a mode specialized for movement and positioning.
Lethal Mode's Consecutive Rush bonus differentiates it from the other mode and compensates for the lower base movement speed.
(If you don't use Iri tag) The maximum speed is slower than the old double speed.
In the first place, high-speed rush using the Consecutive Rush bonus is a double-edged sword, and there is a big disadvantage when the attack fails, and the pursuit becomes slower, so I don't think it will significantly improve the chasing power.
As those who regularly use Blight know, the speed of the initial rush has a greater impact on Instant Down than the speed increase from the Chain Rush Bonus(This is evident from the current Soul Chemical still being powerful even after being weakened from the PTB, and the usefulness of Iri Tags)
Therefore, this rework can be a debuff that reduces the chances of Instant Down. On the other hand, it increases the fun of palette loops and window loops that consume a lot of tokens and compete with survivors in skills.
Please let me know what you think about add-ons and base kits.
Thank you for reading this far ;)
Comments
automatic no making him 4.4.
So you basically want to make his hugtech more reliable by making it basically accessable via pressing a button… That is even dumbing him down more… But if during hugtech he is in his first rush, where he cannot attack… how does this do anything for him? So we get hugtech back, but we cannot attack after it? What is this good for?
What if blight had to throw syringes at a survivor and then after a certain number of syringes the survivor would lose a health state and get a speed boost from the blight juice. Each syringe would fill up a meter beside the survivor portrait that gradually decays if the blight doesn't hit syringes.
Sounds like you just made Trickster..
No, that's crazy. This is an original idea™️
When Hug Tech was actually available, it was sometimes used to hit survivors directly behind objects, or to hit survivors on the other side of a car with MoonRush.
But a more common use was positioning for the next Rush.
The obvious direct-attack hug techs were barely hitting experienced survivors, and were mostly harvesting survivors who don't know Hug Tech.
On the other hand, Hug Tech was also useful for simply navigating complex maps.
Hitboxes have been fixed (not a bad thing in and of itself) and indoor maps are now very scary places for the Blight.
I think it would be more appropriate to think of Hugtech as a tool to aid in movement rather than a weapon for attacking.
So I think SlidingMode brings back the functionality of HugTech for mobility, and instead of making it easier while increasing the number of solvable loops, it can improve mobility on indoor maps.
I guess it makes sense under that aspect. I still don't like that instead of learning how to do certain things it is now just the press of a button. Before the changes it was one aspect of learning Blight to learn where you bounce and where you slide and that is completely gone now…
However I would not call it "fixed" collision, I dislike the current collision way more than the old one, now you get stuck on everything, and while I agree that this solution will solve some part of it, most still remains and to fix collision would have been the far better option than this semi done thing they chose to do.
Yes, I totally agree.
Honestly…I can't decide if fixing that collision was a good thing or a bad thing.
Pale Rose is much better. Indoor maps are... dead.
The sliding itself may have been a bug, but I believe that sliding certainly expanded his abilities in some ways.
I think those changes were a bad idea, as all it did was make certain tiles not playable with his power anymore and himself way more straight forward, and since bump logic is more reliable than hug tech or flicks, especially in combination with this sticky collision this just leads to more safe hits and less risks taken by Blights, which is quite sad.
His previous delicate sense of whether or not to collide was more interesting than his current one.
But that means his abilities are unstable, and I think it's inevitable that they will be fixed.
So, at the very least, I wanted to expand his abilities in a stable way and bring back something like what was there before (not just Hug Tech, but the fun of switching between Slip and Collide).
I use buttons simply because they are obvious and easy to implement, but I'd like to see some better ideas.
Sorry, I don't really understand what you mean by "Automatic", but if it means that his abilities will not change even in 4.4, I have idea.
The problem with 4.6 is that it's not that hard for him to hit survivors with his normal attacks.
In this case, he can start Rush immediately, just like the old AlcRing.
The reason I want to give him 4.4 and put more weight on attacks using his abilities is because I think this ability to follow up is the reason his ability is considered unreasonable.
Sure stable is a good thing, but it should have been possible to keep the variable for sliding, but just making it more consistant...
I guess they just could have refined the existing mechanic of looking up and down instead, but that would have been a lot more work... Currently they are taking the easy way when it comes to collision, instead of reworking problematic collision on maps, they make killers collision smaller, for example Billy or upcoming Bubba.
Hmm, there are a lot of maps in this game and they probably don't want to make a lot of modifications for a few collision sensitive killers...
That sounds fun, but maybe it would be better implemented for a Halloween event lol
I have made a few changes to the suggestion.
Would you be willing to give me some more input?