Chicagopimp2019
Chicagopimp2019
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- Username
- Chicagopimp2019
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Comments
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@Sandwich_Jesus said:
Some people say blight is similar to nurse in some ways (dont really understand why)
What makes people link the two together? skill cap, power strength?
Just curious
I think skill cap is the main reason.
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@HectorBrando said:
The other day in 10 games as Survivor I had 3 Midwich, 1 Lery, 2 The Game and 2 Hawkins, yesterday as Myers I had corn maps 5 times out of 8.
Haha...the only stalks that game were on the corn! 🤣🤣
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1683735#Comment_1683735
If that were to happen Im sure BHVR could release a Store Brand Krueger, a Killer with same power, same statistics, "same" perks and instead of being "Freddy Krueger, The Nightmare" it would be "Johny Koegler, The Unpleasent Dream" he would be heavily burnt from falling into a pit of acid, wearing a caked dirt bowler hat and an tacky blue and black vertical stripe sweater.
The license holders own the character and lore but they dont own the ideas of how they were recreated in the game nor the Perks BHVR created or anything of that, they can carbon copy them, put them into a slate blank Killer with different effects and art and call it a day.
I laughed so hard at "Johny Koegler" I almost choked....lol
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/196144/the-stupidest-part-about-ruin-undying-tinkerer
Yes, you will have to just suck it up. For the record, I prefer Hex: Undying, Hex: Ruin, and Surveillance. I find it far more effective than Tinkerer. The fact is the SWF have turned the Gen-Rush into a chasm of problems, and the DEV are trying to answer it with Perks to return balance. While I think this effort will fail, ultimately, and SWF and Solo will have to be in their own Ques, a temporary fix is better than no fix. I assure you that plenty of Survivors are adapting to the Meta Shift Crisis and are busily doing those Bones and still managing to defeat the Killer.
Yep, I agree. Ive probably done more bones lately than I have in awhile.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1662819#Comment_1662819
Being fair to her, she uses google translate to take things from her native language (which I think is French) to English, then back again with our comments- we had this discussion yesterday. Her English really isn't great, but she's trying to learn it; you learn what she means after a certain amount of times seeing it.
Oh, I wasn't being mean about it. It just took me a little bit to catch on and, when I did, the post made a lot more sense to me.
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@Bullettimegod said:
Umm...im sorry. What?
Nerve = nerf. It took me a moment to see where she was going as well.....
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@ClickyClicky said:
Please it’s finally the perk that makes other Hex perks worth a try. You no longer feel bad taking a totem like Devour or Lullaby and having it disappear 30 seconds into the game because now you get another chance.
I trust that unlike all these content creators you can see that the problem is with Ruin and how it works, not Undying. Why should Undying be nerfed when its balanced with every other Hex perk? Ruin is the only problematic perk.
All the other hexes either...
- require the killer to gain tokens which all get reset upon cleansing (Devour, Lullaby, Third seal)
- Do nothing all game unless the survivor chooses to cleanse them (Retri, HG)
- Lose strength everytime a totem is taken out (Thrill)
Even NOED isn’t that big of an issue because survivors have all game to spot Undying and cleanse it. How often does a totem stand 5 gens without being spotted?
We all know this combo is getting changed and everyone is throwing Undying under the bus to keep Ruin but I think Undying is a great idea and I think if you just change Ruin so it works in a different way then Undying would be fine.
If you took Ruin out of the game then Undying would disappear overnight, only to be seen 1 in 100 games when someone wanted to try Devour or Lullaby. We all know that’s true. At the moment people are only taking it because of Ruin. So I don’t think such a niche perk should get gutted.
I am finding that my biggest frustration with Undying when I play survivor isn't the hex totems getting transferred but rather that stupid aura detection within 2 meters. I don't have a problem with hunting and cleansing totems, but I've had a couple of games with high mobility killers where they are on me the second I start cleansing. I would be more than willing to compromise by just removing the aura detection.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1656349#Comment_1656349
What, more M1 holding? It’s not like cleansing totems is any more engaging than doing gens.
Haha...you are right. I guess doing totems really is nothing more than just holding M1 on something else! Point taken.
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To be honest, I don't think I've ever run the perk outside of a rift challenge. I had no idea it was even broken.
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@xenotimebong said:
Just stop doing anything other than gens. If you have a second free, do a gen. Split off from other survivors and pressure multiple gens. I used to do totems every match but I don’t bother now because it’s just a dangerous waste of time.
It’s like healing. If the killer wants to run every perk possible to make healing/cleansing a pain in the ass then why fight to do it when you can just rush gens anyway?
The more changes they make like this to slow down all the survivor side objectives, the more survivors will have to learn that those secondary objectives are not required. Gens are.
Because just rushing gens and holding M1 is boring. Having a secondary objective actually gives me something else to do.
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@gatsby said:
The Detective's Hunch+Inner Strength combo is now part of my standard Survivor build.
Hope you guys are proud of yourself. Ruin+Undying can eat my Ash (Williams).
Oh no. Now you only have two perk spaces left to run DS + Unbreakable!
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1654365#Comment_1654365
And Van Halen's song "Jump" is about someone getting ready to jump of the side of a building.
Foster and the People's song Pumped Up Kicks is about a school shooting that a kid is imagining.
Escape (the Pina Colada song) is about a couple trying to cheat on each other. WITH. EACH. OTHER.
Not to mention stuff like Better Man, Run to the Hills or Exit/Gloria.
Yeah, I always thought Escape (the Pina Colada Song) was pretty shady. Rather than talk with each other about things they were interested in to improve the relationship, they both took out personal ads for some side action. I am pretty sure neither of them would have been thrilled when they went to the bar to meet their hookup and discovered the other half was trying to do them dirty like that....
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Ghostface and Myers can fight over "Private Eyes" by Hall & Oates....lol
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643955#Comment_1643955
Multiple downsides actually,
1- Makes you the obsession, which can be detrimental to yourself if the killer is running Rancor or Remember me.
2- Requires you to be unhooked to even get use out of it.
3- You need to hit a difficult skill check
4- You can be slugged
I was with you until you said DS has a hard skill check. Define hard skill check. It has a very generous skill check zone and the reason people usually miss it is because so much is riding on it. If the great skill check zone was the same size for gens, hex ruin would have never been nerfed.
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@Rivyn said:
'...right when you get off the hook.' Shouldn't that blame be placed in your team mate for doing an unsafe hook, then? They pulled you off, and apparently didn't have BT, or body blocked. Why should the killer go after a stronger target at that time? Because good manners?
Yep...i always love the feeling when a teammate is running to unhook me with the killer hot on their heels. I almost wish there was an option to kick them away...lol
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1577025#Comment_1577025
Never thought of that, but its true. At Red Ranks, I run Iron Will and Dead Hard and only heal if its convenient otherwise I just do gens
Yep, and I also run Resilience so I repair those gens even faster when I'm injured...lol
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1634951#Comment_1634951
Hehe, not even little.. green keys literally do nothing without addons
I only said little to get in front of the people asking "what about add-ons " lol
I agree with you.. Green keys arent worth a damn.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1633497#Comment_1633497
Alright, I checked the wiki for mathematical values. The probability of a key is 7% without plunderer's and 14% with it. Sounds like a very low percentage. Remember that GREEN keys are included.
HHa..if I find a green key in a chest, I leave it right where I found it. No sense in putting a target on my back for something that offers me little in return!
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@PingBallMaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1633283#Comment_1633283
Does it look like im being sarcastic. Look this was hell going against this david, im soo bored of this.
Then you obviously aren't a "pingballmaster" yet
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@leviivel said:
Is this sarcasm?
That's what I was thinking. It has to be bait...
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@Kumnut768 said:
who?
Lol 😆
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@GoodBoyKaru said:
Uhh, who?
You beat me to it :)
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@[Deleted User] said:
I can approach this question as someone who plays killer at a high level and also plays in an optimal 4 man SWF.
Base gen regression is not worth the time spent kicking the gen at a certain point. You are not stopping a 75% gen by doing a normal kick if someone else is in the area. ESPECIALLY against a 4 man. I can't think of a bigger time waster than kicking gens without Pop. In fact, we'll often bait killers into repeatedly kicking a gen, running us off, and chasing us in an area of the map while someone else does the gen we actually want to get done. It's a common strat of ours in late game scenarios. "Hey, look over here!" Oops, different gen got done and the person you're chasing had Adrenaline.
Overall I don't think gen speed is an issue. The issue is map size and an overabundance of safe tiles. My team shouldn't be able to pre-throw pallets for the first 3 gens and never even feel squeezed on resources while we 4 man out. That shouldn't be a viable strat, but it is on 90% of the maps if your team is slamming gens.
I think you hit it right on the head. Map size is a tremendous indicator of what kind of match is going to be. I had one match on a large map where I did almost a whole lap around the map without finding any greens being worked on, only to finally return to my starting location and have the gen completed in my face. Smaller maps definitely have a greater sense of urgency to them, both as a killer and survivor.
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@[Deleted User] said:
Damage Generator action I believe only counts when you kick it for regression.
I kind of figured. That would be too ez.
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@SirCracken said:
The short version
He kicks ass and is tremendously fun to play.
The long version
The Blight easily has one of the highest skill ceilings in the game. I'd argue that Nurse is a bit higher, but not by much. His power requires acute memory of all tilesets in the game, familiarity with your mouse DPI, and good reflexes.
This makes learning him quite a task. But my god if it isn't fun once you do. Here's a quick summary of what the Blight has going for, and against him.
Strengths
- Map Pressure
The most obvious of his strengths, the Blight moves at 230% movement speed while rushing. That's the same speed as Hillbilly's sprint. But unlike Hillbilly, Blight is not limited to going in a curved line. By "pin-balling" against obstacles you can cover a distance of up to 138 meters if you perfectly time and distance your rushes! This gives Blight the best mobility in the game par none.
Combine this with the relatively quick recharge of his power, and a decent amount of practise, the Blight becomes unwaveringly oppressive. Especially if combined with perks like BBQ, Surveillance, and any other perk that benefits from arriving at a location within seconds. If he's not chasing someone already he's going to start very soon.
- Chase Potential
Although still susceptible to very tight loops, the Blight can shut down quite a lot of otherwise safe positions for survivors. Some of you might question how he can do this since you might think that his lunge is predictable and can't be easily controlled. Allow me to explain how this is not the case.
The Blight's lethal rush propels you in the direction you are looking. But while rushing you cannot look more than around 60% to the left or right. However, attacking out of a rush will push you in the direction you are attacking. Also remember that the lethal rush cannot hit walls and is exempt from the dreaded "aim dressing", allowing you to curve around obstacles and get hits.
I cannot stress enough how important it is to learn this skill. Especially since Blight has a very generous attack hitbox which can hit survivors who aren't even on your screen! Trust me, that thing puts Huntress's thrown mini-fridges to shame.
- Strong add-ons
With the exception of his farming add-on, and the ones that increase slam duration, every single add-on the Blight has is good. I'm honestly hard pressed to say there's a best combination. He's got insta-downs, wallhacks, better steering, breaking pallets and walls with his face, and training wheels for when you're learning him. You really can't go wrong with any of these.
My personal favourite is a tie between the insta-down + reduced rush tokens, and stacked animal add-ons. Using both the blighted rat and the crow you can go up to a staggering 270% movement speed on your final rush! Survivors barely have a chance to register your terror radius before you're right on top of them.
Weaknesses
- M1 Perk Anti-synergy
This is my biggest problem with the Blight, not that I have many. His lethal rush does not count as a basic attack. Meaning that 2/3 of his perks don't work with his power, including every single other M1 perk in the game.
I'm not a fan of this design pattern at all. It just reinforces the incredibly stale meta of PTGW and BQQ since many killer perks have heavily discouraged use on most killers, (but not the most powerful killers in the game for some reason). Demogorgon, Pig and Legion all have the same problem and I wish the devs would stop giving new killers the same problem.
- Indoor Maps
This point is very self-explanatory. But it's not as bad as people think. Lery's and The Game reduce the Blight's overall map presence since he has so many walls in-between gens. However, I've found that these maps offer much more use of his power at most loops. Especially running his ultra-rare add-on that allows him to quickly break pallets by rushing into them.
These maps do take some getting used to. But with enough experience on them a good Blight can still be just as effective.
- His P3 looks bad
https://us.v-cdn.net/6030815/uploads/V1SZQ5D9816L/p3-blight.jpg
It needs waaaaay more blood.
Summary
I'm really baffled by the community response to Blight so far. Many people claim that his power is useless at chases, calling him clunky, and some even have the sheer audacity to compare him to Legion in terms of power.
He has so many things going for him. Constant map pressure, good chase potential and good add-ons. But so many people just write him off because they haven't taken the time to learn him.
I've had at least 40+ games with him since his release, and although I typically don't like using antidotes, I've 4K'ed in 90% of those games. I know for a fact how strong he is and I hope this post has convinced you of the same.
Very good assessment of the Blight. I agree he is a very competitive killer and I've come across a number of very impressive Blights as a survivor as of late! People are definitely getting the hang of him.
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@[Deleted User] said:
I've seen an influx of pigeons landing on my balcony. Did they get buffed?
God help us all if they did!!
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Hmmm...one vote for yes, and one for no...lol. Anyone want to break the tie? :)
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1619570#Comment_1619570
TBH it really doesn't need a cooldown given that regressing generators are immune to surge.
Aka Surged generators are immune to being surged again until a survivor begins to fix them again.
Thats a great point. What is the CD really for then?
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@Generator_Repairer said:
It doesn't do any sound so I'm not sure if it means they crashed, but this happens almost every game that someones game crashes or they disconnect.
I'd like to think their game crashed, but I'm going to guess that they just rage quit. I've been playing with and against a lot of babies lately.
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@ZtarShot said:
Run UB too. Go smol pp.
I prefer the "big swinging D" build....lol....no healing and no exhaustion perks.
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@Zeidoktor said:
I've experimented with it on the Doctor and it can be used there to fire off Static Blast from the Obsession.
I also include it on Freddy as part of my "stupid build" where I load Freddy up with Terror Radius perks like Distressing and Infectious.
I don't have it on doc, yet, but was curious if it worked like that. I definitely have to get the perk now because that sounds awesome.
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Kindred. Its practically meta for solo queue players.
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I used to use nothing but pallets and got mixed results. After I ran out of pallet add-ons and had to use snares, I found them to be a lot more useful. If I put a snare down somewhere on the map, I get instant location info if a survivor steps on one.
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@Ribbles said:
The game is buggy as hell. I DCed yesterday because I would down someone and they would literally disappear/teleport to somewhere else on the map and get healed up before I could even find them. No one should put up with crap like that.
That sounds more like a hacker than the typical DBD bug.
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Yeah, I've definitely seen an increase in killer DC's lately. Seems like a waste of BPs. Even a bad game as a killer usually earns you a decent amount of BPs.
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I went against a fantastic Blight last night. So good to the point where I was sure it was going to be a streamer. I think the Blight has great potential, just needs plenty of practice.
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@sorrynotsorry23 said:
Ochido lives
No he doesnt....lol
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Resilience....hands down. There have been times where it was the only reason I was able to open the exit gate before the killer got to me.
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To me, that just screams boring. Why have all the same builds when you can mix up your perks and try something new?
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This is pretty much one of my go-to perks. I don't use healing perks and, on the occasion when I can't find a teammate to heal me, I at least get the benefit of faster action speeds. Not to mention, it has saved my hide a few times when I was able to get the exit gate open before the killer could reach me.
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@multibingles said:
Ran in to a guy using a lag switch, got locked in to a grab animation forever and then had to disconnect.
But hey. As long as you punish killers I guess.
https://us.v-cdn.net/6030815/uploads/MPPS67VD74BM/20200822221544-1.jpg
I'm done with this game.
The person has a 1020 ping. How do you know they were cheating? Maybe they were just using McDonald's free wifi.....
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1558769#Comment_1558769
Not if the Nissan 350z was damaged in some way, but we didn't know about it because we didn't get to test it.
True, true. But I'm also a "glass half full" kinda guy :)
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@johnmwarner said:
So apparently the changes are significant enough that even McLean didn’t want to play the PTB version of Blight... yet we’re still testing him?
It would be like going to test drive a Honda Civic and the dealer telling you “by the way when you come back tmw to pick it up we’re gonna give you a Nissan.”
But, if I was test driving a Honda Civic and they gave me a Nissan 350z at the end, wouldn't I be better off? If the new Blight turns out to be waaaay better than the one in the PTB, then we still come out ahead!
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I was receiving error 111 every game and now receive error 112 every time. I am on steam and would be more than happy to test any fix you might have!!!
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@CaptainSkel said:
Totally agree that it's stressful. It's a great perk for the information it gives but that information is often confirmation that the team is working on that gen I really don't want them to finish.
Especially when it keeps going off on the same gen. I know a completed gen notification is imminent.
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@animalmak said:
100%! It’s good for that first bit of information to get there and get a good Frenzy off, but after that, I feel the same as you. I get that feeling of “if I don’t abandon this chase for that gen, I lose it,” even if staying in the chase is the smarter move.
Exactly! Glad to hear I'm not the only one.
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@EarthToGravity said:
https://forum.deadbydaylight.com/en/discussion/comment/1393880#Comment_1393880
Discordance is so good it's insane. Finding 2+ survs working on a gen at the beginning of a match and then using feral frenzy to wound them both is just so fun.
Exactly! Legion is at his weakest when survivors split up on gens. If I know there are a group working on one gen, it's easy to hit them all and slow down their progress.
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Thanks to the rank error bug that seems to be more prevalent after the recent patch, my rank rarely goes up anymore and I have been sitting at the same rank all the time. Rank definitely means nothing because mine never goes up.
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Love the Legion (probably because I was an angsty teenager back in the day).
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I dont know for sure, but I think that is definitely a well thought out possibility. Makes total sense.