Blight's 2000 days of little rebalancing + Nerf Proposal
As mentioned in this post:
Blight Has Existed Longer Than Old Dead Hard — BHVR
It has been nearly 2000 days of blight's strong reign with little rebalancing acts, holding a world record winstreak of nearly 2000 kills (1947 to be precise by MoMoSeventh), almost double that of nurse by SupaAlf (1163 wins)
That is why I've decided it could be fun to propose proper nerfs for Blight that both allow him to still be an incredibly strong killer when played right, but removes some of the freebies he receives from his power. With this philosophy we'll be conducting the nerfs
Blight Nerfs
Change:
The recovery speed of his rushes is halved. Whenever blight hits a survivor during his rushes, his rush recovery speed doubles for that particular regeneration
Why:
This makes his rushes be an active chase mechanic, which is what makes him unique. Bump logic, mindgames and making him play for the hit. One of the sad downsides of his rushes is that he gets free map pressure by using his rushes as a transportation mechanism, making him yet another global presence when this might not have been the original intent of his power.
This is why we are nerfing his rushes as a passive un-interactive transportation mechanism, making it both more of an offensive mechanism.
It also makes it more rewarding for survivors to play against. If a survivor manages to outsmart the blight, typically this just results in his rushes being regenerated very quickly, and them dying shortly after, potentially not being able to make it anywhere. If blight uses his rushes and fails to hit a survivor during it, the survivors will have a longer grace period where they are rewarded for their previous good plays
Change:
The blight's movement speed while recovering from rushes is 110%. However, if the blight hits a survivor during his rush, his movement speed will stay 115% during that particular recovery
Why:
Changing blight to a 110% killer has been proposed many times, although I think it's best to find some middle ground. Let blight play at 115% as a killer, but only slow him down if he failed to use his power correctly, making blight a proper snowball killer who is also punished for misplays, rather than being a snowball killer whose mistakes barely matters due to being able to give it another quick attempt just a few seconds after.
On top of that, it fits his theme even better! Injecting yourself up comes with it's downs and exhaustion later!
Summary & Takeaway
I believe that with these changes he'll be a killer that's more fair, yet keeps his identity as an incredibly chase killer, and still is close to his "maximum potential" in chase when played correctly, though will be punished harder for failing, and giving survivors more chance for counter play due to the Blight player having to be more deliberate with their power
Do you believe these blight nerfs are more fair compared to other blight nerfs? etc.
Let me know what you all think in the comments down below! ❤️


Comments
I will say this you need to be more clear in the "recovery speed of his rushes are halved"." What I read from halving the recovery speed is making each token 4 seconds to regenerate when currently it's 2 as it's a recovery rate of 0.5 tokens per second as "recovery rate" works on the charge per second system.
A better explanation would be "Upon ending your rushes without damaging a survivor, subsequent Rush tokens take 1 second longer to regenerate until full" as I assume you want to make it 3 seconds per token instead of the current 2. So this would make the minimum cooldown for power 6 seconds while the maximum is 15. All while you would be 110% correct?
Blight have to get back in line and get nerfed asap, hes more worthy of a nerf than nurse since u could somehow beat a nurse unless she is really good.
I’ll give the same response I did in the other “nerf Blight” thread.
Blight is fine. I can count on one hand the number of god-level Blights I’ve ever gone up against. Most of my matches against Blights have been quite fun. He’s not that difficult to counter. I’d take a Blight over Skull Merchant or Legion (boring), Ghoul (still busted OP), Singularity or Pinhead (OP against solo queue) any day. At least Blight is interactive to go against and has a good amount of counterplay.
If you think Blight is OP and gets easy wins, try playing him yourself. I found him quite difficult to master, so it’s not surprising that (similar to Nurse) I don’t see a lot of really good Blights.
I only think blight needs to lose tokens on breaking a pallet. That's it.
If I were to guess, blight being nerfed isnt in their near future plans at all. He doesn't need a nerf.
Blight has quick down potential on purpose.
That is why we've kept the quick down potential for this rework, but we did remove the freeby mass map control he gets for free as an uninteractive concequence of his power. He's just more punished for failing and the survivors playing well, rather than getting most of his misplays forgiven by low cooldowns and spam
The intent is really, to say whatever his regen speed is (say 2 units per second), that in the rework it will be 1 unit per second, and only becomes 2 units per second if he hits a survivor during his rushes. If he doesn't hit a survivor, it will be 1 unit per second + 110% movement speed for that duration
The thing is, you don't really need to be too good on blight to make him work since he's really forgiving, unlike nurse, which is also why the blight winstreak is so much higher. That is why such a strong killer doesn't need that much handholding and being forgiven for being misplayed.
That is why the proposed changes focusses on him retaining his massive potential during chase when played right, but gives survivors a more fair timewin when properly countering or mindgaming him.
Unironically, the current proposed nerfs might make blight players become even better at the killer, as currently they can get away with a lot of slop-plays, but with these changes they have to think more thoroughly about how to use his power, making blight players become better at his unique power than ever before, as misplays are less forgiving
Blight not landing during his rushes is already punishing enough, adding furthermore is just not needed.
If you were meaning to respond for me then I think that would be way too punishing. Simply using your power for mobility would put it on cooldown for upwards of 20 seconds, 20 seconds you're forced to walk 110. I would say straight up killing his power for mobility purposes even if you do end up next to the person. Because like I said in mine his current regen is 0.5 tokens per second. Downing that to 0.25 makes it 4 seconds per token so even just 3 rushes puts you on a longer cooldown than just your base power today upon using all your rushes while also making you 110. It just seems TOO punishing especially for new players for simply missing a hit.
I personally still stick by the best course of action for blight is removing tokens upon breaking a pallet then going from there. As I see a lot of people don't like blights just using brutal strength on the pallet then hitting you in the in-between space for tiles with power. And your change would just enforce that even more as going for unique hits gets punished harsher.