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Exor

Exor

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Exor
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  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161699#Comment_2161699

    You're blowing my mind man. This thread is blowing my mind.

    Try it, it's really fun and works even against better players if you know what to do. My build is Devour/Thana/Infectious/BBQ.

    -Devour is obviously the fundament of the build.

    -Thana for the cleansing penalty (+ gen stalling but that one is just a bonus), since if you start the mori just as they start cleansing you may run out of time without it, but this can be mitigated by placing a portal before you start the mori.

    -Infectious to snowball at 3 stacks and if you happen to chase a survivor near the totem and can down them next to someone cleansing the totem, IF actually interrupts the cleansing process due to them screaming, so instead of having to leave the injured survivor to protect the totem, you can instead down them AND protect the totem at the same time.

    -BBQ because I am a BP addict.

    I would rate fun/10 and who doesn't want to cuddle with demo?

  • Didn't try it yet as a survivor but as a killer it kinda got every single survivor running it killed due to revealing their auras at the worst possible time (1 dead, 2 hooked and the last survivors aura gets revealed right next to me as an example). It is now a two edged sword since you can't control when your aura gets revealed unless you always are next to a locker every 30s, but it can also give you good information if you are in a good position as it triggers together with basically telling you which aura perks killers have.

  • Honestly, I almost expected them to nerf the Add-On from the PTB to destroy the exit instead, which would have been really funny since it would be his "meme Add-On" that would get nerfed.

    One of my favorite builds to try on the PTB was Devour Hope Demo with the rotten pumpkin and the lifeguard whistle. You put down a portal right next to the totem and activate it, with the whistle you will ALWAYS know when someone is near the totem and depending on if its in a corner or near a wall you can force them to be oblivious during the cleansing. If you are too far away to surprise them you just put down a portal and teleport, if they are close enough you attack them. Once you have 3 stacks it was mostly gg.

  • After investing 5.4k hours I doubt that I would be able to start over again and get all perks on my main survivor/all killers and P3 them. If I were to restart I would probably keep them at P0 and just get the most important perks, nothing more though.

  • Add Adrenaline Vial + Placebo Tablets for maximum fun.

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086144#Comment_2086144

    Now this is quite the treat. Some high tier Blight gameplay right here. I see you with that 2 perk no add-on flex destroying the survivors and reading them like books. Good ######### dude. And then leaving one alive so they can tell their friends about that absolute massacre.

    3:28 though lol. Gave me a chuckle.

    Glad you liked it! I don't always run just those two perks, I do sometimes add ruin/pop if I want more relaxed/less slug heavy games, so that everyone gets more points/has more fun. And yeah, flashlight blinds are usually such a non-issue that I sometimes get cocky and ignore them when I shouldn't like here, unlucky for me ha ha.

  • https://youtu.be/XW06LhgniZ0

    Here is my first game after seeing this, sadly it has a lot of lobby/loading screen stuff, since I am not that great at editing stuff. Hopefully the quality is bearable!

  • Yep, a game with three other friends vs a Wraith. Got stuck in a gen and had to DC, good times.

  • Not sure if this counts, but I had a few times where I spared survivors in hopeless situations (like everyone being on death hook at 4-5 gens remaining) and after some farming and the gates being opened they sometimes refuse to leave and either point at hooks or kill themselfes via EGC.

    As a Survivor I tend to give mercy kills whenever the killer either was a victim of matchmaking, they got screwed over by map RNG/bugs or my teammates were toxic. Sadly most killers refuse the mercy kill and carry me to the hatch/exit instead.

  • I did it on my fourth game by literally being a 110% m1 killer, never used any knives. It seems like his emblems are bugged right now so even if you manage to get a 4k with decent gens left you still won't be able to get 4 iridescent emblems with his knifes.

  • Basically what you want to do is stand halfway on top of the hatch and halfway off the hatch near the handle after its closed, since you can block the hatch by standing on it and if you position yourself right, you will get pushed into the right area to block the key after its closed (the key zone is not actually on the hatch like jumping in it is, but in front of the hatch by the handle).

    Then you just wait until EGC kills them, if they try to bait you away from the hatch just always keep an eye on them but make sure to stand between the survivor and the hatch, if they open a door stand close and make them afraid of grabs so that they can't open the gate in time.

    20210324093641_1.jpg

    (This is the spot to block keys btw)

  • As a survivor when either a teammate or I get picked up VERY close to a hook and the entire team starts taking hits without MoM/WGLF (may still be a bad play but at least they had some sort of reason to do it) or when I get downed and I see everyone's auras hiding on the opposite side of the map.

    When I get Lerry's on Billy/Blight/Nurse or I get last second DS'ed on the killer side.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990887#Comment_1990887

    no. Billy chainsaw sprint moves at double speed which is 230%. Theoretically the fastest wraith could move is his new base 150%+15% from pwyf+8.33+6.66 from his highest teir windstorms+4 percent from noed= a total speed of 183.99%

    I may be wrong, but isn't speed calculated differently? A 15% increase isn't just 15% added to his 150% resulting in 165%, but instead 15% added to his base movement speed, so with double windstorm and pwyf you would get a total 39,99% increase.

    6m/s x 1,3999 = 8.3994 m/s for around 209,985% movement speed

    Man Wraith really is fast now huh?


  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1991305#Comment_1991305

    I just got hit by DS. But tbh the survivors were just trolling around and running around the hooked girl. One person apparently had DS and jumped inside a locker. The important thing though is that this DS didn't affect my momentum at all and I wasn't forced to grab him. That's a good sign.

    Yeah even though it's still possible to get hit by a 59s or suicide DS, now it's not as bad since you either KNOW that the survivor was unproductive the entire time OR they really wanted to DS for the meme by forcing it, but it barely wastes any time if they do that.

  • I got hit by it once when I went out of my way to tunnel a fresh unhook in the hopes of DS for more remember me stacks with my endgame build, since my obsession killed themself on second hook (and me downing him with knifes on accident two times, thus no stacks). Otherwise? Nope.

  • @glitchboi said:

    I love Blight's fixed POV. Just a few questions for those who know about them:

    1. Is it just me, or is there like, no dark border that appears during a lethal rush anymore? Is that intentional, or just a bug?
    2. Any thoughts on the new collision update for Blight? Seems like I've been bumping into a lot more on Ormond.

    I only played 5 or 6 test runs on the PTB, since the lobby times are actually insane, but from my experience they "mostly" fixed his collision and it feels great.

    I tried playing on the Swamp, Autohaven and Ormond, with Autohaven having working collision on every asset that I tried, including the small pieces of trash scattered around, and Ormond + Swamp playing MUCH better too, although both had 1 tile that still made you slide off them (A picnic table without snow on/near it for Ormond + a random stump for the Swamp).

    Still, while the chance exists that they broke already working collision with this and I just haven't noticed yet, I do appreciate them actually fixing the collision being screwed up on certain maps, since he did work "good enough" most of the time and could have been ignored.

  • No pic sadly but had someone in my lobby with Heathers head on Lisas body... that one was really cursed.

  • As a Survivor my favorite realms are the OG 3, so MacMillan (Ironworks), Autohaven (Gas Heaven) and Coldwind (Torment Creek/Rancid Abattoir). My least favorite realms as Survivor are probably the Swamp and Lampkin Lane.

    As a Killer my favorite realm is probably MacMillan (Ironworks) or Autohaven (Wreckers Yard/Wretched Shop), with my least favorite Realms being, again, the Swamp in general (currently a Blight main so the collision is extremely annoying, even Ormond is somehow more fun even though Blights power doesn't work 70% of the time there) and the Yamaoka Estate (mostly the Sanctum of Wrath).

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952095#Comment_1952095

    Huh weird i thought just standing on it was able to block it since its impossible for the survivor to jump in with you in the way.

    Yeah it's weird, but it always has been this way (at least since the hatch rework). If you stand in a specific spot you can even block both the jump prompt and the key prompt right after closing it, since the closing animation pushes you into the key interaction zone, so even if someone with a key is hugging you while the hatch is open you can safely close it. It's pretty niche counterplay, but I am still happy that it works.

  • I can confirm (at least in my KYF) that it still works, I think most people just get the positioning wrong (or maybe there are some inconsistencies, who knows with this game?).

    Standing by the hatch like this results in survivors not being able to use their keys at all. Important to note is, that you should touch the hatch to block keys, you actually have to stand in front of it.

    20210217152150_1.jpg


  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952043#Comment_1952043

    Tested it multiple times in kyf even positioning myself over the handle as michael my friend just ran infront of me and opened it.

    Hm well it would really suck if they removed one of the only ways to outplay a key once the hatch spawned, I will try it out myself and report back, I really hope it's just a positioning thing and not impossible in general.

  • I assume your positioning is off, judging by the video it seems like you stood directly on the hatch, to block keys you need to actually stand in front of the hatch by the handle (the side with the keyhole before the graphic overhaul), instead of standing on top of it. Unlike the jump prompt which is directly over the open hatch, the key prompt appears while being in front of the hatch, thus being on the hatch doesn't prevent keys at all, but being in front of it does.

    If you were actually in front of it the whole time then yeah seems they screwed something up again.

  • A build that I found REALLY effective is Alchemist Ring (optional but a huge boost) + Coulrophobia/Infectious/Distressing/Deerstalker or Nurses, although I prefer Deerstalker.

    This build HEAVILY relies on slugging, but once you get a snowball going its possible to wipe out even 4-6k hour SWF teams with multiple unbreakables in only 4 hooks.

    The downside to this build is that Survivors barely get any points, often ending up with 2k on the low end and 9k at max and games end up being extremly short, which is why I usually run BBQ/Infectious/Pop/Corrupt or Ruin/Undying instead.

  • You actually can, you can even go from blocking the open hatch into blocking the key prompt if you position without ever giving the option to use the key, if you position yourself right as you close it.

    If you stand in front of the hatch grip (on the other side of the open hatch door) you actually prevent survivors from opening the hatch, allowing you to stall for EGC or grab them off exitgates, you don't even need to touch the hatch.

    in Hatch Comment by Exor
  • In my opinion, yes.

    Even perkless it's more than possible to win 90% of matches, just for the the reason that he can both counter almost every strong or common tile in the game (shack, L-T walls, most, if not all, jungle gyms, almost all main building setups etc.) and has the mobility to back up his killing power. While he does have counterplay, it's still possible to counter the counterplay as him, resulting in no easy recipe to beat him, unlike some other killers.

    Add his Add-ons (heh), which are almost all really good at what they do, like the alchemist ring for example, which allows him to wipe out an entire team that doesn't know exactly what to do in only a minute or two, while still giving a huge advantage vs really good survivors, combined with the usual meta perks and even the best teams will struggle vs a very good blight.

    Really, the only thing holding him back are screwed up collision and, to a lesser degree, his camera, if those issues get fixed I would truly put him in S tier.

  • Tried to do a fancy Blight play, accidentally hit the same wall two times, used a panic lethal lunge to cancel my rush, and ended up getting a hit and downing a vaulting survivor by accident. Or I sometimes miss a rush, just to hit the injured survivor hiding in a bush behind the healthy one I aimed for, without even knowing that they were there. A surprise, to be sure, but a welcome one.


  • @Pogosama said:

    Its a band aid solution since the game is inherently too fast in its current state, necessitating meta perks for consistency. MMR plans to address this by leveling the "skill" playing field, but that would be less necessary if a killer didnt lose the game in the first 30 seconds if they guess the wrong opening gen.

    Go play in reds for 5 games as killer and tell me you can get those wins without having some meta build. You slow the game down a little for survivors and suddenly tons of things become more viable. The game is just not really fun rn imo. Too fast, too sweaty. Slow everyone down for all I care and maybe I can enjoy some of the diverse and interesting perks a little better on either side

    I think some killers suffer more from this than others. A god tier Nurse or maybe even Spirit could win perkless, hell even with perkless Blight its possible to win more than 90% of all matches, but most other killers without combined mobility and lethality are way more likely to require at least decent perks even as a good killer vs average survivors.

    The main problem is the big difference in efficiency between the killers, not gens going too fast in general. If you were to slow down the game for everyone then killers like Nurse/Spirit/Blight would dominate even more, the real problem is that too many killers are simply too slow at what they do vs decent teams, whether in chase or outside of it, although simply giving them extra speed in areas they lack can quickly turn them either oppressive, or be small enough to avoid exactly that, just to end up being meaningless which is why balancing some killers is harder than it may seem at first.

  • I played perkless Blight sponsored by the Survivor Rulebook (Always run to the opposite side of the map after hooking, even if you see someone next to the hook, never attack the last 2 survivors hooked and don't slug) tonight and while many really liked the meme, I did end up being flamed for "tryharding" by a team that I 4k'd, which was honestly pretty funny.

    I think some survivors don't like losing, that's all to it. It doesn't matter how fair you play and how much counterplay there is, if they lose then it obviously had to be unfair etc.

    Thankfully that, along with a DC on Perkless Deathslinger according to the Survivor Rulebook, were the only 2 examples of bad sportsmanship out of around 12-15 games that were mostly chill and those Survivors are just the minority.

  • In 5.4k hours I saw 3 obvious hackers (speed hacks, heal/hitbox hacks trying to bodyblock me from other survivors etc.) and those were bad enough/didn't have the advanced hacks to prevent a 3k.

    I dont think a 3k or even a 1k would be possible vs the type of hackers that I see on certain videos.

    The real problem are the non obvious hackers. From time to time I notice that some chases last way too long since I barely gain any distance as a 115% killer, like in one game vs a feng. Took me way too long to realize why I kept losing her, she didn't have any scratchmarks either, but if it weren't for that I would have just thought that the extra speed was just my imagination.

    I do sometimes wonder how often I have killers/survivors in my game, who just increase their speed by a few % or make use of wallhacks without being obvious about it.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878418#Comment_1878418

    I'm sorry, but if it's something you have to mess around with settings for and isn't available to everyone, it's an exploit. I'm certainly never going to use it because it's overtly unfair - the only counter to Blight is being able to run around junk. This takes that away. And it really, really is an exploit. Just because a developer bragged about it doesn't make it false, or console players would be able to pull if off.

    You don't really need to mess with settings, you can achieve a close effect to this by just breaking your wrist while you launch your mouse across the table, high dpi is just a more reasonable alternative. I am curious though if the devs consider this an exploit or not, since there are still counters to this if the survivors realize you can do those kinds of flicks, like running away from the loop as soon as they are out of LoS.

  • @Hoodied said:

    Keys are not fine cause the killer cannot do much against it once it is used, as soon as a survivor opens hatch (Which btw, a survivor can literally use hatch infront of the killer and they cannot do ANYTHING about it), this can also be used to let every single survivor get out or even be the reason survivors die, so yeah Keys need a change

    To be fair, there IS something a Killer can do in a 1v1 situation, it's just (very likely) not intended and is in general pretty stupid.

    You can block the open hatch prompt by standing in front of the hatch, on the side with the grip on it. This way you can force them to go to an exit gate or they will die to the EGC. Once they move to one of the exit gates you can always keep yourself between them and the hatch (easier on some maps than on others) and when they commit to an exit gate it's possible to either go for a grab, stand right next to them to make them afraid of a grab and with that stall them out till EGC kills them or, if the exit gates are far enough away from the hatch, hit them and get them before they make it back to the hatch (works best with mobility killers).

    Now is all of this intended as counterplay? I really doubt it, it's really annoying to do and for the best effect requires you to stand on top of the hatch till you see the last survivor and then close it, thus promoting hatch camping until the last survivor gets bored or does a gen.


  • @Fastball said:

    https://forum.deadbydaylight.com/en/discussion/219265/blight-is-a-seriously-underrated-killer

    It really depends the kind of survivor you are fighting, and whether or not you are using his pink pallet-break addon.

    He is horrible in chases around most loops but against amateur survivors, he is really good because they dont understand how easy it is to dodge his rushes.

    And with the addon, even against great survivors you get a free m1 because of how fast he catches up to people after rushing the pallet.

    So id say he is add-on dependent against the best, and mid-high tier normally.

    I respectfully disagree here (at least on PC). While I can't say how effective he is vs tournament tier survivors, I can say that he is the opposite of Add-on dependent. Hell, he doesn't even really need perks, I am currently doing well with him with only Infectious + BBQ, no other perks needed even vs 2k+ hours SWFs, although a lot of practice is required, kinda like nurse.

    He only really has problems with his camera and faulty hitboxes on a lot of maps (including reworked asylum, although the game seems to be fine), but if those were fixed he could use his power on what feels like 90% of all loops, and the loops he couldn't use it on are m1 mindgameable for the most part, giving him stupid map pressure due to his mobility AND lethality.

    Now this is not to say that his Add-ons don't help him, most of them are VERY good (except for placebo and adrenaline vial IMO), with the alchemist ring probably being his best Add-on, since it fully refills your stacks if you land a lethal rush hit, allowing you to either down a survivor REALLY fast or letting you bounce between multiple survivors, quickly injuring/downing most of the team. Compound 33 is also obviously really good, so the blight ends up having a ton of Add-on options to further increase his power in different ways, instead of just having one optimal set.

  • I tried this on the PTB with Infectious + BBQ on Blight, my results are that it is semi reliable.

    From my experience the totem spawns on the disturbed ward are still mostly garbage, same with campbells chapel (I saw around 4 totems facing gens that are a few meters away on both of these maps). On the game its WAY more reliable with decent spawns (although I saw 2 questionable totems on that map too). Even with all those spawns I still managed to get it to trigger 9 out of 10 games, and the one game it didn't trigger still ended up being a win, since the Survivors sacrificed hook states to destroy the totems in time.

    The greatest strength of this combo IMO is the fact that once Survivors notice you have it, they panic and focus hard on the first lit totem that they find and even if they manage to break it, it usually happens once you already have 4-5 stacks, at which point the game is more or less over, unless they get lucky with both spawns being broken early.

    Of course all of this was on the PTB, so there was no matchmaking in place. Against more coordinated teams (or simply teams with more experience) most games could have ended without it ever triggering OR causing enough panic for the survivors to lose.

  • Congratulations for both the Achievements and the Bear Trap stats! Some of those Achievements are a pain to get.

  • On the survivor side currently DS + Sprintburst or Deadhard. Always ran those two since they are just very effective at what they do. Now I mostly just run WGLF for the BP and Plunderer/Ace in the hole/Appraisal for ultimate item stockpiling. I escape less compared to me running those perks but its still fun. Only had 2 games that made me miss running DS with the killer genuinely tunneling me, which did however let everyone else escape, even if I died.

    On the killer side I mostly stopped running Ruin/Undying/Tinkerer/BBQ on my Blight around a month ago, since I both assumed that it will be nerfed anyway and since I wanted to become less perk reliant, although I do sometimes go back to Ruin/Undying/Infectious/BBQ for a bit to have some chill games.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849407#Comment_1849407

    https://forum.deadbydaylight.com/en/discussion/comment/1849411#Comment_1849411

    To be fair,i can count on one hand how many good blights i've seen since his release.

    Nobody wants to play him :(

    Agree, I sometimes even get confused when I hear his TR since I barely face him and if I do it's mostly vs m1 Blights. On the killer side I get accused as hacking/cheating, since people keep underestimating how much a Blight can turn and from which angles he can hit people. Inexperienced Blights are sadly the norm, which results in either survivors never learning how to counterplay a good one trough survivor gameplay, or them never wanting to try him since they think he is weak.

  • It's more about how they behave than who they play, if they are obviously new and/or scared I often give them the hatch, same with people that I think are doing adepts/no perk achievement runs. If I had to guess I generally let the obviously new Dwights, Megs, Claudettes, Jakes and Bills go.

    Sometimes I also let people go after they just give up and they come crouching towards and start to look up at me (as much as you can look up towards a Blight). I can't bring myself to kill them unless they just point at a hook for me to end it.

  • Blight takes the nr.1 spot for me. He just has everything I like about a killer: mindgames (outside the normal m1 mindgames), anti loop on basically 90% of all structures, speed and, as a result, lethality. He also counters the hold W after a hit/pallet strat and most of the time also counters bodyblocks, since it's really easy to slip by a healthy survivor or a survivor with BT and get a lethal rush hit.

    There are also tons of ways to improve while playing him, due to his high skill ceiling and tons of different strats for chases.

    On top of that he both doesn't rely on add-ons AND has really good add-ons to spice his gameplay up, one of which even makes him situationally even more lethal than a nurse.

    The only downside right now are faulty structure hitboxes on some older maps + most reworked maps and his camera position, with one of them being confirmed to get fixed soon-ish.

    Overall one of the best and most fun killers they ever released imo, just a shame that his power and lore don't fit well, would be interesting to see what an alchemist could do except running fast and hitting people with a stick.

  • Well not really recently, but I did switch from Billy to Blight after he released and started playing Survivor more often again.

    I did switch up my main build for Blight up though, from the classic meta of ruin/undying/bbq/free slot to just bbq/infectious.

    I do plan to maybe go back to Nurse for a while, since I've gotten very rusty with her and want to refresh my muscle memory again.

  • Honestly, even with over 5k hours I really REALLY need to get better at tracking as killer imo.

    It's by far the worst part of my gameplay and while its not terrible I still have a lot of room to improve in it.

  • I just run with 100% killer controller sensitivity, although I don't know if mouse dpi affects his curve at all, I don't think so though since the turning speed and not his turning angle seems to have a cap, unlike for example blight.

    The only real advice I can give is just that you should be using his power a lot at max sensitivity to get used to it, its better to have the option of almost 180 degree chainsaws if need be (like in the killshack for window hits after faking the window), since with enough practice you can even do smaller flicks just fine at max sensitivity, but you won't be able to do the bigger flicks with lower sensitivity.

  • Getting one of those Blight hits that either seem impossible at first or using all 5 rushes to position yourself and downing somebody in an otherwise really safe loop, nothing better than that imo.

  • Honestly, he needs two changes currently, one of which is already confirmed.

    1. Fix his camera, which the devs already confirmed is gonna happen
    2. Fix faulty collision, especially on reworked maps

    While the first one isnt even required to play him well, its a huge QoL change that makes it less annoying for newer players to learn him. The devs didn't say anything about fixing collisions, but I just hope that they do work on it in the background. Although it never cost me a game as blight, maps like Ormond (with what feels like more than half of the walls unable to be slammed into) are just a really unfun experience since it can and will rob you of some hits and will cost newer players their game or make them unwilling to use their power to learn what is and what isn't possible.

    The power itself however is absolutely fine, if you invest enough time into him he ends up being imo one of the strongest killers in the game, being able to keep up with the stronger SWFs, even if you don't run any Add-Ons.

  • You actually can bodyblock the hatch by standing by the side with the keyhole on the hatch, you don't actually need to even touch the hatch. Really good thing to know when only one survivor with a key is left and both the survivor and killer find the hatch first.

    There are plenty chances to outplay each other too, the survivor can try to bait the exit gate and either commit and open it, or try to go back and reach hatch before the killer can block it again and use the key, while the killer can always keep an eye on the survivor but also stay between the hatch and the survivor and either bait a gate grab or time them out via EGC (ofc insta downs also solve this without the need to time out survivors, not much the survivor can do at that point once they are found though).

    As killer I had a few people DC that tried to BM me on hatch and got timed out instead, one of the best feelings in a while honestly.

  • A very general tip I can give is to always overuse your Rush. Its better to look stupid when you fail some rushes than it is to never improve by being afraid to use them. With time you learn when to actually rush, which is surprisingly often even on loops you wouldn't except. Sometimes you have to stop looping in the direction the survivor is running around a loop and run the other way to get an angle for the rush.

    The faster you flick, the less distance the survivor gets, which can determine if you get the hit or not, especially with pre-turning the camera before the lunge (although PC players obviously have the advantage here). Higher DPI = faster and more extreme turning, even up to 180 degrees, but you can also do this with lower dpi mouses if you just flick your mouse hard enough.

    The problem with losing people during rushes is just an experience thing, I don't think much can help there except for maybe compound 21 and shadowborne, eventually you just know where the survivor most likely runs to, which lowers the chance of you losing them.

    I hope at least some of these tips helped you and good luck in your future games!

  • I think devotion 15 level 15 at just a bit over 5k hours.

  • Ormond as Blight is pain and to a much lesser extend azarov with its cars and random clutter.

  • @Greatamygdala said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796360#Comment_1796360

    Yikes man that's some BP heavy stuff.

    Got any tips or Youtubers I could take some notes on? I'm really having a hard time figuring out when to exactly use his Rush. So far I've been using it a awkward Billy saw to traverse the map and I would say I get some lucky hits with his lethal anything complicated pathing I'm doomed. to bounce like a pinball.

    Also been using PGTW, Dragon's drip, BBQ Chili and Sloppy and I don't think this is really ideal with his power. What do you think?

    Already typed out an answer but it somehow didn't get send correctly, so sorry if this isn't a very detailled answer.

    Soo the only blight youtuber that I know of is ScottJund and he also uploaded a guide for the blight, although I haven't watched it yet so I don't know how good it is. I assume it is at least decent though and talks about certain tricks that you can use to your advantage.

    If I have to give some advice myself it would be that you should abuse the fact that a lethal lunge doesn't have collision with the terrain, which allows you to slide off objects and hit people that you otherwise couldn't, combine this with the most important skill next to map knowledge, which is pre turning your camera before a lunge, which turns a 45 degree lunge into up to 180 degrees. Many players will try to stay behind small structures like those random rocks on disturbed ward to avoid a hit, but by using both the lack of collision and pre turning you can hit around the rock no matter what, there are only a few specific sizes of clutter that I didn't figure out yet how to guarantee a hit and requires faking a direction. These are also extremly important to make 90% of the existing loops rush-able, combined with fast aiming after a slam.

    Another tip if you lose people during rushes, if you are ready to hit somebody running away from you, never run past them for your first slam so you can lethal rush them, since that wastes more travel time and allows them to lose LoS with you, you almost always can find an object between you too that you can quickly slam into and continue to lethal rush them without leaving them out of your sight.

    Other than that ALWAYS use his power when possible. As a new killer thats generally what I recommend, even if it loses you the game, since playing it safe also prevents you from learning what you can and can't do with his power. Its better to look silly if you fail your first 10 games going for risky hits and actually get better with his power and gain an understanding of it, than to never improve.

    Perk wise you have the standard build that benefits blight the most, which is BBQ (probably better perks out there, I am just a BP addict), Ruin/Undying and a free slot that I use for whatever, although many run tinkerer which admittedly is a great perk on him, especially if new, although you need to know priorities, it is better to let a gen go sometimes if its in a bad spot and you know you will get the down soon. Blight is REALLY good at defending both gens + totems and once you get good with him and use the alchemist ring you can turn into a legion that can down, its possible to quickly hit a person, run to a gen and make it regress WHILE hitting the person on it, THEN run to a totem and protect it while ALSO injuring that person in a span of 15-20 seconds. With that being said, your perks are fine, although I highly recommend getting ruin on him, even undying 1 is fine. This is just a personal opinion, but I really dislike running perks that only affect the m1 on my blight, since I can go multiple games with only ever hitting survivors via lethal rush, which makes those perks useless for me, although if you are still learning him and thus will probably use a fair share of m1's the perks you got are pretty reasonable imo.

    Overall just practice, practice and practice. Go for risky plays or even straight up dumb ones. Learn what is possible and what isn't.

    If you want we can also KYF and I can show you some of the stuff I said in practice.

  • @Greatamygdala said:

    Can I ask the veteran blight players here about what add on synergizes the most?

    Recently bought the character and still trying to figure out what works for this and that playstyle.

    What I usually run is Alchemist Ring (best Add-On for him imo, allows you to be a slightly less lethal nurse but with 115% speed and way more mobility) and Compound 23 (I think that was the UR one) if I feel lazy.

    This combo allows you to shred trough pallets faster than even a Bubba could and while Blight can destroy pallets basekit, he also needs to use 2 stacks and it takes longer. With these Add-Ons you hit a survivor with a rush, instantly get tokens back and rush after them, they often barely make it to a pallet, have to drop it early and then you just run into it, barely get stunned and by the time the stun is over you can rush again and down them. It also helps when you need to find the last survivor after closing the hatch by just running into walls near an exit gate, if you get points you know they are close and probably waiting for you to leave.

    While Compound 23 is an easy to use boost, the alchemist ring does require you to be good with Lethal Rushes, but once you are it's possible to down people almost everywhere, probably 80% of my average hits are lethal rushes, so Alchemist Ring always finds a lot of use.

  • Yeah hitboxes REALLY need to get looked at, Blight on new ormond is also pain since you just slide off on about 60% of all objects there (like snow piles). Azarov seems to be better in that regard, but even then certain cars and the random stuff strewn around also have screwed up hitboxes.

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