BritneyMitch
BritneyMitch
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- BritneyMitch
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Both of them make the game better. I can see your argument about map offerings, but hatch offering at shack should just be basekit.
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Address getting slapped so much through window vaults
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@MechWarrior3 said:
His tier 1 and 2 if he misses his whip he gets slowed down by so much. Survivors make way too much distance. Of course if you compare this to unknown if he misses its really short lived. Pig if she misses a dash? No worries, she gets little slowdown as well and she even has addons to help compensate for that I believe.
My feedback.
1) Reduce the penalty he gets if he misses just by a TINY bit. Not asking for much. I don't know what that would be but something.
2) His zombies either need to be a little faster or give him a 3rd one. (OR at least a 3rd one on the large maps.)
Zombies walking at 1m/s is stupid slow. They should move at at least 2m/s. Which isn't asking for much. Yes I know they help with intel but that's not the point. It takes them WAY to long to get from one side of the map to another and if they do, they get to eat a long blind stun of 15 seconds which IMHO is way tooooooo long.
3) If zombies get stuck halfway across the map and you are unable to walk your big butt all the way over there, they should just die off and respawn. Respawn automatically just like with Snug.
In this screenshot this zombie was stuck for the last 2 gens because I literally could not go over there to reset him. Aliens map is so huge it would be wasting too much time unfortunately.
SIDENOTE - This was Chaos Shuffle so don't judge my build LOL.
https://us.v-cdn.net/6030815/uploads/MLBUPJ2S2CUI/img-4015.jpeg
I just flat out disagree, Nemi zombies are already a ######### miserable experience and honestly should just be changed completely. His power is also meant to be super strong when he gets a hit. If you are a nemi player you know that hinder is pretty much straight up murder. This needs to come with a trade off where survivors can make distance if you miss.
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@Metagamer said:
Introduction
If you have played Blight or keep up with his patch notes, you'd know Adrenaline Vial used to be a really strong add-on for Blight with 4 significant benefits. It has since been dramatically nerfed and is widely considered to be an add-on that massively nerfs Blight's power in exchange for insignificant benefits that fail to outweigh the downside.Comparison Of Adrenaline Vial at its Peak vs Current Adrenaline Vial
The Adrenaline Vial we had for the longest time and its current state are as follows (note that it has had a brief period with no turn rate penalty that was quickly reverted. Additionally the add-on was actually really weak when it released but was changed some time after, I will be ignoring these as they are unimportant)
Increases max rush tokens by 2 > unchanged
Increases max look angle by 20 degrees > unchanged
Decreases rush turn rate by 55% > unchanged
Increases rush speed by 10% > 5% speed
Reduced token recharge time by 1 second > Removed
What Made Adrenaline Vial So Good?
There's a fair chance you're wondering how an add-on went from really strong to directly nerfing the killer with only 2 actual changes to the add-on, so I think it's important that we go over what made it strong to begin with.The recharge benefit overall allowed you to recharge each token 50% faster (10 seconds down to 5 seconds for 5 tokens to recharge, although with 7 max tokens it could take at most 7 seconds for all 7 to come back). This was game changing when it came to connecting rushes before the survivor could reach anything of importance, especially with a 10% boost to speed. This insanely fast recharge also moves us into the next point.
Pallet fatigue change; During Blight's collision changes (more on this later), Blight lost the ability to recharge tokens during fatigue if he broke a pallet or breakable wall. Keep in mind Blight had and still has a fatigue time of 2.5 seconds, meaning if you were to break a pallet with adrenaline vial whilst spending only 2 tokens to do so, you would be able to instantly initiate a rush after the 2.5 seconds of fatigue, almost guaranteeing a hit every time. This made Blight an absolute monster of creating dead-zones and borderline ignoring pallets. Whilst the other benefits were absolutely very useful, this was the main aspect that made the add-on so potent. This change was necessary to make Blight less oppressive in zoning and offer more counter-play via pallets, but hurt this add-on directly as a result.
Collision Changes And The Removal Of The Hug Tech
I'm sure most of you remember the hug tech. One thing that a Blight player could do was hug tech either during chase or for general traversal to compensate for the lack of turn rate. This meant on top of the insane recharge benefits, you could also reduce the extra token usage otherwise presented by Adrenaline Vial's downside, allowing even more power up-time!The Extra 2 Rushes Are Deceivingly Unhelpful
You may have wondered by now, isn't having 2 entire extra rushes a good thing? Whilst I would agree having 2 additionally rushes is better than no additional rushes, you have to consider how severe a 55% reduction to your turn rate is. You can only slightly adjust your direction when rushing now and as such have to take most rushes in a straight line. This means you have to use up more rush tokens to accomplish the same thing as before with Blight. This would be fine since the add-on seemingly encourages you to do more straight line bump logic, but there are 2 major faults to this. First you have to consider how much slower it is to bump even a single extra time, and you only have an extra 5% speed to compensate for this extra bump and launching of a rush, meaning overall you're not only using an extra rush to accomplish the same as base-kit Blight, but you're doing it slower. The other major problem is much worse however, which is the lack of any recharge benefit. You are now forced to use more rushes without being able to get them back any faster, meaning your time in cool-down is now increased on average. Unfortunately for Adrenaline Vial; More tokens =/= more power usage.So If 2 Extra Rushes Aren't Actually Beneficial Here, What Exactly Are We Left With?
Well, we're left with 2 objective benefits; A 5% increased rush speed and a 20 degree look angle increase. The 5% is certainly appreciated but as previously mentioned, isn't enough to compensate for excessive bumping and overall you are still losing distance compared to base-kit Blight. The look angle buff used to be decent but has since become extremely janky and honestly feels really bad to hard flick with. It does definitely increase the angle you can get hits on, but isn't a significant benefit given the lack of turn rate reducing this angle more to begin with.Concluding Statement Regarding Adrenaline Vial
I have gone over what previously made Adrenaline Vial a very strong add-on, how it has changed, and why none of the benefits are actually more beneficial than the downside due to them directly clashing. There is no individual aspect of Blight that actually improves with Adrenaline Vial compared to standard, base-kit Blight. I hope that someone from BHVR's balance team gets a look at this and considers tweaking the stats around a bit on the add-on quickly. A relatively simple change would be to re-introduce the 10% speed increase and give it enough of a recharge improvement that the extra token or 2 being spent all the time isn't a hindrance.
If anyone else wants to suggest changes for the add-on, I'd be very interested in discussing. Let me know if any of the information here was mistaken, I did some wiki checks but I could be mistaken on some % stats and such.
Sincerely, A Pustula Serum Addict.I tend to just think about this the complete opposite way as you. I think adren vile is the perfect state currently to help get people into blight.
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@Breadn111 said:
I feel like getting hit through windows is way more frequent now for both sides. I don't know exactly when it started but I took a big break about a year and a half ago, came back a few weeks ago and noticed it immediately.
At first I thought it was due to the recent server issues and/or bad ping. But I notice it a lot when playing killer as well, and crazy hits due to bad ping shouldn't be noticeable from the killer's perspective as far as I know.
It also seems like content creators are experiencing it but are unphased. For example I was watching a popular streamer play survivor and they got hit a good half a second after fully vaulting the window, but they didn't comment on it.
Has it stayed exactly the same and I've just gotten rusty from taking a long break, or has anyone else noticed it as well?
Sadly when this was fixed about a year ago and vault speed was increased, killer players were frustrated about it and it ended up getting nerfed. That 3 months of not getting hit through windows was ######### awesome tho.
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If chests and killer powers share the same spawn locations, removing chests wouldn't affect the overall distribution or chance of killer powers spawning in those locations.
Here’s why:
- Shared Spawn Locations: If chests and killer powers (like Pig boxes or Xeno turrets) are indeed sharing the same pool of spawn points, then both objects are competing for the same spots. The spawn system places one object in a location, so removing one (e.g., chests) would simply leave more room for the other (killer powers) to spawn. But since the total number of spawn points for killer powers remains unchanged, the probability of killer powers appearing in a given spot wouldn't increase just because chests are removed.
- The Percent Chance: Since the spawn points are shared, the percent chance of killer powers spawning at any given location depends on the total number of spawn points available for those powers. Removing chests only removes their contribution to those spawn points, not the number of locations available for killer powers. Therefore, the overall probability of killer powers appearing in the same spots wouldn't be affected.
- Statistical Impact: Removing chests could make it feel like killer powers spawn "better" in some cases (because there might be fewer objects competing for spawn locations), but the actual probability is based on the number of available spawn points and how those spawn points are distributed. Statistically speaking, if you're considering the total number of spawn points and the system that places objects, removing chests wouldn't change the odds of killer powers spawning at all.
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@ReverseVelocity said:
Removing the darkening overlay entirely kind of makes it less obvious, while also reducing the little spark of flavor that it had. Having your screen get darker over time made it feel like bleeding out.
It's pretty hard to miss a big screen overlay, but a small bar in the middle of the screen seems far less obvious. The bar should stay, but the vignette probably doesn't need to go.
Removing the dark screen is a huge W. Making you lose chase because you cant see isnt a mechanic.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871233#Comment_3871233
This is an odd thing I've noticed as well. If I play with my usual 4 man, we get wildly overmatched killers. We've had multiple games in a row where killers get 0-3 hooks total. None of us have played comp since 2021 and we're running meme perks like Red Herring half the time.
If we play solo queue individually, we get the sweatiest killers of all time with teammates who often don't have their monitors turned on.
I know what the stats say about escape rates for solo queue. But it doesn't feel like I myself through my own merits am escaping 40% of the time. It feels like I'm escaping in the games that SBMM has decided I should escape to meet a quota, and I'm dying in the others because SBMM thinks there's also a death quota. Very rarely do the games feel like an organic back and forth between evenly matched opponents.
And we haven't had any communication about matchmaking in years, so I have little hope of this ever improving.
I really agree, I am not sure how the data was produced, but I mean weve gone on winstreaks over 100 games in our swf. Being as humble as I can and trying to throw ego to the side as much as I can I really do believe we are much better than the average player and I really don't think I survive 40% of solo que games.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871227#Comment_3871227
Let's just sweep all our problems under the rug instead of properly addressing them!
Imagine if they did this for a survivor thing. "OTR is too strong. We're removing the noise dampening and reducing the Endurance duration to 20 seconds. Good luck til next year!" It would be an outrage. That's why everyone just being okay with her nerf's function, as you described it, is unacceptable.
I mean this is just the reality of game development. Every game has had a character that had balance issues and needed reworked. If it is breaking the game they can't leave it or buff it. Why do you think a character that bhvr themselves has announced is broken (in terms of functionality not power) would get a buff? In a perfect world ya, they would rework her and tomorrow she would be a super fun killer that everyone loves, but the reality is, bhvr are saying okay we dont have the resources to fix this right now, so we keep her nerfed to where she isnt meta until we do have enough time to fix it.
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I kind of think this might be on your side. I and nobody I know is having this issue.
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I mean really what it comes down too is the fact there is 0 match making. As an example, my swf has over 20k hours of dbd gameplay and play in comp yet somehow we literally get sub 100 hour killers sometimes. What that means for solo que is you cannot depend on your teammates to have any amount of knowledge in the game. There is no real point to playing a team game where nobody on the team is similar skill levels.
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@vol4r said:
Look, what I am about to say, might be controversial. But i think we grew enough for this.
What if we add "killer exclude" system that would allow us to exclude 3 killers from our queue?
Personally I hate going against killers like blight, singularity - those killers make mostly terrible experience for surviviors. Especially those not experienced enough.
I can wait more time to find a match, if I have higher chance for better experience.
This would definitely make better experience for surviviors, would help a little with epidemic of DC and unaliving.
And I am aware that this would make harder life for problematic killers like blight, nurse mains.
But honestly, what kind of a match will it be, if surviviors just give up against you? I personally hate when surviviors give up against me, so I refuse to play miserable killers, just so I wouldn't play against bots or just stomp lobbies at 4-5 gens.
I believe some killers have too much power given to them and are too much for casual lobby surviviors.
This would be a huge W of a change. With so many more killers in the roster than there used to be, even the ability to just ban 1 would be ######### insanely good. Imagine never having to play vs trickster, skull merchant, or pinhead.
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I mean is this even bad. We know that they nerfed skull merchant so she can exist without ruining dbd for everyone. The point of her current state is so she is so weak that she does not get played until she is properly reworked.
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Thank god, hopefully the devs come to their senses. Removing Crouch tech from S tiers just makes the game so much worse.
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He does suck to play against. There are a handful of killers in the same boat as him though. Pyramid head is the same story, he just 50/50s you until you eventually die regardless of skill on either side he just guessed right. Trickster, likewise, doesnt get his downs by outplaying his opponent. Just following them around with knives until the surv eventually dies.
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I have spectrum and do not have an issue. I would be extremely surprised if changing ur ISP would fix your problem.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867146#Comment_3867146
So why did they remove Hugtech? That was fair, right?
I wish hug tech would have stayed as well, but hug tech required far less knowledge to implement. I do see the value in removing hug tech as a nerf; however, hug tech only affected arguably the strongest killer in the game. Removing crouch tech makes playing into S tiers harder than it already is. You cant just crouch anywhere and it makes you invincible.
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@ThMnWthNVwls said:
SUGGESTION:
Make the last survivor mori-able only if they were not in the dying state when the hatch spawns/when they become the only survivor left. This will discourage slugging for moris.
REASONING:
Ever since yellow mori became basekit, I've seen quite a few killers slug the last person, waiting over a survivor they want to mori, waiting until other survivors die on hook or bleed out.
This is really miserable to experience, and feels like being kicked when you're already down. there's nothing you can do, as the survivor, to prevent it, you just have to wait. Even with unbreakable they'll just down you immediately and continue waiting until they can mori - there's no counterplay except predicting where hatch would spawn and spamming the button. This is not a healthy game mechanic, and it's incredibly frustrating to experience. Please consider this suggestion Bhvr. Being slugged for up to 4 minutes is frustrating enough, but when the mori starts, it's just that much more frustrating - and if hatch spawned nearby and you get morid right next to it, it's beyond frustrating. In the first match I played in the last 2 weeks, I was left on the ground for 3.5 minutes for this, and I immediately turned the game off and I don't intend on playing again until something is done about that. I'M BEGGING YOU, PLEASE.
ive always thought the hatch should spawn after a time period that only 2 survs have been alive. Give the killer their time to close out the game, but i mean if 15 minutes roll by and nothing happens what are we doing here. If all 5 gens dont get completed and they escape from hatch the killer won imo. The other option that is just so obvious that it should exist; but for some possible reason that nobody understands doesn't exist, would be the option in the 2v1 to "let yourself go" immediately when downed and go next game. This fixes the problem for everyone and lets the game work the way it should.
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@Inosennatoki said:
Much like the rework of the Twin that was complained by survivors and then reverted everything or get later nerfed.
It hasn't been tested on PTB yet, but people are already complaining that the new Freddy is OP.
Just like everything in this game it needs to have elements on surv and killer side that are enjoyable. Skull Merchant is a good example of this. She was never op or even really considered strong, but received nerf after nerf. A killer has to be enjoyable to play into for them to be strong. That's why people play blight games and DC nurse games (I know people dc blight games, but broadly speaking.) Generally people can deal with blights strength because there are elements to looping him that are fun. I think the Freddy rework is in the same boat. If it is going to be this boring to play into, survs are going to dc/complain until the killer is either weak or fun to play into.
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Terrible news for the heal of the game. Crouch tech adds a skill element that just made the game so much better.
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They are quite hard to get right from survivor side. When you pick they need to be extremely close to get the save so if you clear out a small area and know there arent survivors flash bangs wont be an issue.
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@KingOfDoom55 said:
Buff the perk by increasing the haste from 5 to 10% or more, increase the timer from 8/9/10 to 10/12/14 while only activating AFTER recovering from attacks just so it makes it WORTH losing bloodlust, bc as it stands now, the time to recover takes .5 second to a full second, losing entire second to recovery and the boost is so small it doesn't really provide ANY value whatsoever
A buff like this would not only make it more useful but also allow it to be worth losing bloodlust and to use in general.
This perk is already popular on a ton of killers in a ton of situations. It is in the perfect place right now I would argue.
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@Rudjohns said:
My ideas
Counterforce
Cleanse and Bless totems 20% faster
Every time a totem is cleansed by any survivor, you gain 1 token. Each token increases your cleansing and blessing speed by 20%
When you finish cleansing a totem, the aura of the totem farthest from you is revealed to you until you are 16 meters from it
Small Game
Keep the notification
When you cleanse a dull totem, reveal the killer's aura to all survivors for 8 seconds. If it's a hex totem, the aura is revealed for 12 seconds
And some other perks as well
Better Than New
Increases their Action speeds for Blessing, Cleansing, Healing, and Unlocking by 30/40/50 %.Calm Spirit
Remove the pointless penalty
Inner Strength
Add blessing as well, but can only activate once per totemMaybe, but thrill should still come down quite a bit.
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@jesterkind said:
Not that I agree with the change Shoulder The Burden got either, but it's extremely dramatic to claim that survivors don't get strong perks because of it, imo.
The most recent releases have all had at least one genuinely strong perk, except for the DnD chapter. That one's an outlier, those perks were only okay.
What perks do you think were strong from trevor, sable, alan, ellen, or nic? because not a single one of those survivors has a perk that is meta or even considered top half of perks in my book. Like I love some of the perks from these survs, especially nic, but I cant make a fair argument that any of these perks are strong.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845944#Comment_3845944
He definitely needed nerfs but they nerfed the wrong thing. It was the bat form that needed to be nerfed.
Theres a fair argument for that for sure. Especially with medusas hair or whatever that gives hindered. That add on is major problem imo. I think hell fire needed a major tick down though. the cooldown on it was just way too insane that, outside of teleporting, the only form draculas spend time in is his vampire form.
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I mean does anyone think dracula didnt need a bit of a nerf? The majority of the community views this as a good change, Dracula is still a very very strong killer.
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It would be good to see a world where you could actually get chased by oni and it be a back and forth/skillful encounter. Right now if you are a decent oni, its virtually impossible to get looped when ur in your power. That being said, I tend to agree with others that perhaps he would need strength somewhere else in his kit to compensate. He is currently a great killer, but not op by any means. I think this problem would require a handful of rebalancing changes to implement.
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@theonryo123 said:
Whenever I play killer they be looping so good they know how to double back and fake a window vault they know how to loop in good tiles they be so slick
The bots are woefully bad…Like almost worse than not having a teammate bad. The bots do not even make an attempt to not instantly die in chase right now lol.
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Honestly wesker in his current state is not an overpowered killer. The issue is his hitbox is 3 semi trucks wide on his power and it feels lame to play into as survivor since you completely didnt get hit on ur screen.
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Anybody worth their salt at survivor knows that WOO isnt even in the top 20 strongest perks in the game.
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People that think WOO needs a nerf dont play much surv in my opinion. They just see people running it every game and assume it is op. It is just a good quality of life perk, but there is no way it is an op perk or strong as things like exhaustion perks, deli, ub, etc.
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This looks like the most trash thing they may have ever done.
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Hope is in a perfect place balance wise imo.
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Disagree
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I disagree.
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No
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Should also hide items, the entire concept of giving one side information to intentionally counter the other side with perks is a lame mechanic.
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I think the current iteration of DH is fine, I wouldnt mind them changing it back to the distance thing to kinda make it stronger, but the 2 uses per game seems like a good place to me.
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Thing about those games is youre trapped in a game for a long time, in dbd if you up the dc penalty people will just die on hook.
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yeah, looking forward to next patch where they tone it down. Machine learning is super ######### obnoxious rn.
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You saying the previous version was survivor side is why nobody in this forum is going to take ur opinion seriously XD
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People are still just not going to play, getting rid of this would just make ur experience with a ######### teammate longer
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True, itd be so nice to be able to put the chase music at the volume I want.
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I mean there really isnt a way you are going to get survivors to keep queing up in 2v8 without some massive changes. The main thing is getting chased by two killers basically just defeats the entire point of the game from survivor side. Nobody is playing this game to do gens or hit healing skill checks. I think if you were to give endurance for like 10 seconds after getting hit by a Killer. That would stop two taps from happening when getting chased by both killers at least forcing them to win a chase twice like the game was intended.
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I mean im not going to agree or disagree with your idea, but what I will say is DBD considers anything a protection hit assuming you are at least on the same realm as another survivor. Run forced penance once, the game has literally 0 idea when a protection hit is occurring.
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That'd be a pretty surprising nerf. That change would make the perk devoid of use entirely. I really do not understand peoples hatred of distortion, but I also think once you get a few hundred hours on killer aura reading becomes way less important. Interestingly, Distortion is a weird perk in that weak killer players find it wildly over powered and extraordinarily strong, but any killer who has reached right about average skill level does care one bit about distortion. This paradox is found inversely in the issue as well because any survivor who is good will never consider distortion worth running.
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@le_epic_noob said:
trickster players have been complaining about tricksters current gameplay and bugs for 7 months now and bhvr still hasnt even said anything because of the combination of many of the trickster players not having the platform to get bhvrs attention and the community not exactly caring because of how much of a joke trickster is.
the rework removed any reason to use knives, made him have no skill, 70% of his addons becoming useless, removed any personality he had and made him absolutely boring to play as and against. not to mention his lobby animation being removed/bugged, his animations being of synced when using a certain addon
trickster may be "better" but he is not only boring but unhealthy. not only that but right now, there is NO reason to play trickster when huntress exists. everything he can do, she can do better.
please, we just want our old killer back
So back when I used to work on game balance for another game we had a character come out that was a cute cat. This cat was initially made to be super new player friendly and allow people with skill discrepancies to enjoy playing together more. abilities were basically impossible to mess up, but also not really a lot of special things you can do with it in terms of expressing skill. the character ended up becoming a nightmare to balance because of this and some other reasons, and basically ruined the game play at pretty much any level of gameplay. For awhile we updated the character with patches, nerfing and buffing various things in hopes to get the character in a better state. After about a couple years of literally nerfing or buffing the character she was in her most unhealthy state. As a team, we had to just bite the bullet and say, "hey, this one did not work out, we cannot balance them to be fun, enjoyable, or have counterplay." What we eventually did is nerf her so hard that they had the lowest winrate in history of the game of any character ever. She was literally the most unplayable guaranteed lose that I have every seen in a video game. She has been reworked some and today can get picked, but by no means is strong.
The reason we nerfed her to this point is in our opinion it was just a flat out failed design. Just a 0/10 design that cannot exist in the game, and needs to be so so so weak that nearly nobody picks her. This is what happened, nobody picked her and the character was largely forgotten.
Trickster is DBD's "Yuumi." There is not a way to balance trickster so that he is fair or fun for both sides. Trickster is either going to get bullied by his slow downs he gets with his knives, or get main event so fast its so oppressive that its impossible to lose with him. In my opinion, and frankly most of the communities, Trickster is just a garbage experience to play into or as. They have tried changing some numbers and things about trickster and really, both the killer side and survivor side pissed and moaned about it. This is just one of the killers that didn't work out. It was a bad design and BHVR should just nerf him to a place where he gets 0 gameplay until a full remaster/rework comes out that is 100% unrelated to the current iteration of trickster.
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@Rauy556 said:
Its always seemed very weird to me how blight is consistently regarded as one of the most hated killers by survivors. Blight is by far the hardest 'feature' to learn in the game due to how overly complex he is at base not even mentioning his map dependent interactions. As a result, it should be quite obvious that a good blight player has clearly devoted a large amount of time to learn and become good at the character, so why is it such a big problem that they are rewarded with one of the strongest killers in the game?
I personally suck at blight (PS5 things XD ) but do not have any hatred towards anyone who stomps me with him when I play survivor, instead I am quite amazed and respect the fact that they actually invested the time and had the patience to learn the hardest killer. I think it is perfectly fine that a character that is difficult to play and master is extremely strong, as why would someone want to dedicate all that effort to a killer relative in strength to a legion for example, that is very easy and quick to get good at. (Granted I do think his basekit is fine but his add-ons were 100% overtuned in the past and NEEDED nerfs, but there are still a lot of players that complain(ed) about base blight)
I also think it is quite odd that players complain about blight yet they mainly play survivor which is some of the easiest gameplay in a mainstream game, seriously the hardest thing is to learn how to loop which is a universal skill relevant to all killers, where as learning blight is not a universal skill. I think its fair to complain and voice your opinion when something is disproportionate in terms of input required and in-game results but that just seems so outrageous when it comes to a character like blight. Like if someone dedicated that much time to be able to stomp players on a regular basis, they've earned it and instead of being upset that you lost, it would be more productive to just get better and dedicate the same amount of time that those players did to become good at blight and then maybe you could go toe-to-toe with that same player.
Survivors arent complaining because of how much skill a killer takes. They care that there is meaningful ways to express their skill vs killers. A survivor doesnt care if they get hit by a 360 no scope 420 moonrush J flick blight. If there is 0 counterplay or ways the survivor can play and win in chase the killer sucks to play verse. Just because a killer is harder to master, does not mean that there shouldn't be counterplay.
Saying things like looping is a universal skill and that it is the easiest thing in the game is really disingenuous as well. Anybody at the average or better player level clearly knows that every single killer requires practice to play against. While there are certain skills that can transfer, if you play vs blight the same way you play versus huntress you aren't going to get good results. The learning curve to become a good survivor is thousands of hours. Aint nobody below 3k hours of survivor gameplay alone plays survivor well. blights learning curve is/was less than that. A person could 4k every game with blight with 500 hours of blight games easy.
All this said, he was the easiest killer to win with for years. That's very much so a good reason to hate him. Yes, he might have takes a commitment of games to learn, but once you get the basics down on blight it was pretty ######### hard not to 4k at 3-4 gens every single game. Its the equivalent of playing in a swf with for bnps/dh/ds/etc. It was, for a long time, just the easiest way to win and people don't really respect that.
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That awkward moment when most streamers/comp/experienced players got vecna in S or A tier XD
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@Arkck said:
I've been seeing it everywhere today as both killer and survivor.
I love this perk because watching the killer run into walls is peak content imo. Boil Over is also lowkey an amazing anti tunnel perk if you know where to go.