Kaitsja
Kaitsja
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- Kaitsja
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2560080#Comment_2560080
Tell me why anyone should ever balance low to mid level play if it is balanced at the top 30% ? It is perceived as not balanced because YOU THE PLAYER SUCK and don't know what you are doing!
It is game destroying to balance around new to mid tier players (for money) because they always have the ability to get good. This game is one big churn. New players come in, get addicted and spend money in the store. They get good and discover how badly the game is balanced, get bored and frustrated and then leave or ######### on the forums lol.
This is the exact reason me and my friends quit playing Overwatch. It simply wasn't fun anymore and balancing around the highest levels of play meant that the game couldn't be enjoyed casually anymore.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/287054/rip-bbq-rip-injured-survivor
Killers only use BBQ for blood-points anyway, at least that's what all the Killers say when someone suggests nerfing it.
Unless the killer has mobility, the aura reading from BBQ isn't really all that useful.
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The one on Crotus (Asylum) that's literally just sitting next to a tree out in the open as you exit the main building via the window vault.
But I especially love the ones that spawn literally right beside a generator. Those are my absolute favourites.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2558937#Comment_2558937
Ghostface in my opinion is the worst killer. Didn't say he was the worst period but as far as his power, playstyle etc he is substantially weaker than all other killers
That is honestly a wild take. As for the subject of your topic, the developers care about both sides and have shown this time and time again. Keys are getting nerfed indirectly with the hatch not spawning until there's only one survivor left, and now no longer insta-open the hatch.
Boon Perks seem strong but honestly I don't see them shaking up the meta. Spirit and Deathslinger may be getting nerfed, but they're not being gutted. Not to mention other killers are getting add-on passes to make them better.
The changes for Spirit are going to make her a lot more fun to play against, and if you find yourself losing then maybe consider that you might not be as good as you thought you were. It's going to take out the guesswork for survivors, and challenge Spirit players to think outside the box.
The changes for Deathslinger aren't very significant, but ultimately necessary. M&A Deathslinger has a tiny terror radius, and quickscoping created a lose-lose scenario for survivors. When Pyramid Head was creating a lose-lose scenario for survivors, they nerfed him to rectify that problem. This is just them doing the same with Deathslinger.
While it may mean very little, I am a killer main but I also like to play survivor with my friends for fun. I see the upcoming mid-chapter update as nothing but a net positive across the board for both sides.
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I'm not reading that wall of text. Paragraphs, please.
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Repeated flashlight clicking, face-camping/proxy camping for the sake of it, bleeding out the survivors, bodyblocking, and the one that annoys me the most, Head On abuse.
How does one abuse a perk like Head On? Quite simple, really. Bait chooses a loop that contains a locker, survivor with head on hides in that locker before chase, mid-chase hits you with head on.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2531513#Comment_2531513
Your answer is simple. When u launch a game u expect yourself win, not standing afk while someone else plays the game and not being a toy in other players hands. And to win killers need to pressure survivors. Since survivors can 3 gen u in less than 80sec, u need to kill someone early cause it very very frustrating to play on 1-2 gens left with 4 man alive.
And about efficiency. More u play, better u become, so eventually u will get better and game will face u against better players. If u expect everyone to stuck at baby level, then it's not how it works. I don't think u enjoy playing against baby killers too.
You don't seem to really grasp the spirit of the question. I'm not trying to attack anyone for tunneling; it's their choice to do so. I'm trying to understand why they would want to get to high mmr as fast as possible.
I play both sides, so I do understand the need to be efficient when the chips are down. Baby Survivors and Baby Killers aren't at all what I expect, and I don't expect them to stay at low skill forever. However, there are survivors and killers of average to above average skill in between baby and high mmr.
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I don't like running double recovery add-ons. I'll probably just use chewed pen and ghost face caught on tape, as per usual.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2531483#Comment_2531483
Absolutely true and it's not an entirely fair comparison, I've gotta admit that. I just wanted to make it more clear to OP how inefficient it is for a killer to spread out his hooks.
Spreading hooks for a killer is the "nice" thing to do but it's also the most dumb and inefficient thing to do.
See, efficiency is only necessary at high mmr. It's not really necessary at lower mmr where the survivors aren't as skilled. The intention of my post is to understand why tunneling seems to be the norm now when rank no longer matters, and your hidden mmr is based on how well you performed in regards to your objective.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/283856/why-tunnel
Look, I know being tunneled is aggravating and boring. I've been there too but instead of blaming killers, blame the devs for their game design.
It's not the killers fault that killers heavily struggle with the timer (gen progression) and that getting one survivor out of the game ASAP is almost a necessity in higher MMR games. It's also not the fault of the killer that the most efficient way of winning the game is to tunnel survivors.
Imagine playing survivor and after completing 33% of a gen, you stop and go to another gen, repair it to 33%, stop and go to the next gen.
That's basically the same thing as a killer spreading out their hook pressure on purpose.
At this point it's the devs job to incentivize killers to focus on juggling survivors instead of focusing on one. VHS (a new asym. game coming out soon) for example, has a mechanic which makes the killer/monster want to hit different survivors instead of just one.
I understand the necessity of it at high MMR; you simply don't have the luxury of entertaining a 4v1. But at lower MMR, I fail to see the logic.
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@[Deleted User] said:
I ignore MMR as a background mechanic, i just prioritise survivors with the most hooks because it's the most efficent way to get sacrifices and that is fun for me
There's nothing wrong with playing like that.
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@blankfaced said:
I don't understand why the killers that are supposed to be trying to kill me are actually trying to kill me in the game where the core mechanic is a killer trying to kill me!
facepalm
I'm not saying killers shouldn't try to kill survivors, I'm saying I don't understand why you would want to be in a hurry to reach high mmr for games that are simply not fun.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2516719#Comment_2516719
When she is phasing, she is basically blind. All she has is sound. And as a counter now survivors have footstep visuals. I'd call this even. Do you remember the time when there was a sound bug on Spirit, so you would hear the direction of her while phasing. That bug made her unplayable. I would hate to see that happen again. Yes, she is one of the strongest killers, but not sure that she deserves such butchering.
I remember it not really being that big an issue. I think the visible footsteps is overkill, but directional phasing needs to be a thing. I have played Spirit, and I got a 4k with no perks and no add-ons. Scratch marks and sound is really all you need as Spirit.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2518749#Comment_2518749
I see you get what I was saying. I appreciate you for that. Nurse isn't impossible to learn, but how many will get utterly destroyed for 2 months just to learn one killer? Not many...
This spirit nerf is too much. Survivors already control the game and that can't be argued. If survivors play perfectly and the killer plays perfectly, the survivors will win every time. How is that fun when the killer is basically say the mercy of the survivors?
If the survivors make no mistakes, you'll lose with everyone except Nurse. I'm telling you now I know what BHVR will do. They're going to nerf every powerful add-on on these killers and replace em with gimmicks or give em downsides that just make the add-on worthless.
This add on pass is NOT good for killers. We saw what happened to Nurse, Legion, Freddy, BILLY, and soon others.
It's really not too much. The Spirit nerf is needed, and personally I'd settle for directional phasing. Not every survivor plays optimally, and not every survivor is running a full meta build.
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@Kirby_of_the_Stars I feel that a much shorter recovery time would solve the crux of the issues surrounding Ghost Face, and add-ons enhancing that are definitely an idea I am all for. Currently there's little to no reason to use any of the add-ons except for power recovery, so these ideas would go a long way to helping with that and hopefully the developers take notice.
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Bye, lol.
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That would stop the stand still mindgame but it wouldn't actually help all that much since Spirit can still hear your breathing and your groans of pain when injured. Directional phasing will go a long way to helping with playing against Spirit.
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It's completely unfair to be at a loop and have a 50% chance of being downed because you either waited too long or Spirit was faking. It's completely different to being outplayed because you were out-mindgamed given that Spirit holds all the information while you hold none.
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I only have one bone to pick with this entire thing and it's this: "Purple: Hitting a survivor while cloaked will apply the Oblivious status effect for 30 seconds. +6 Seconds to Nightshroud recovery rate when revealed by other means."
From the standpoint of someone who mains Ghostface and also plays survivor, oblivious is a rather redundant status effect for a stealth killer to apply. Oblivious hides your terror radius from afflicted survivors, which would be helpful if you were playing a non-stealth killer. But since you already have undetectable from Night Shroud, it's a useless status effect.
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I think the dust is overkill, but I am very much on board with the directional phasing noise. That is one thing that absolutely needs to be implemented.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2513858#Comment_2513858
I guess you are just trolling at this point, no reason to talk with you xD You just talk about the basic "counter" on these moments but everyone clearly knows that what you wrote here is just nonsense. You just dislike spirit and thats why you try to justify it by making exagurating reasonings.
Except they're right. If you wanted a circle-jerk, why didn't you just say so?
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If losing the guessing game part of her kit is enough to gut Spirit, then it means that Spirit was never good enough to be a top killer in the first place and relied entirely on survivors not being able to guess correctly.
Ideal scenarios for killers and how to play around them aren't the same as a 50-50 coin toss against a Spirit where they're either phasing and you have to guess right or they're not and you have to guess that they're not phasing. It's a lose-lose situation that involves very little skill on the killer's part and winning that 50-50 means very little when there's very little in the way of consequences for Spirit losing the 50-50.
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Base Kindred. Debuffing SWF isn't going to help; they'll just run perks/items to counteract the debuff.
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I, for one, like the map as killer and survivor.
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As killer, I carry the survivor around on my shoulder with Starstruck just for a bit of fun. As survivor, if the killer is afk I do totems because they might have noed.
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Same deal on PS4
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2493563#Comment_2493563
Basically you're saying there's no downside to OP's proposition because those who use scapegoats will do so anyway.
There's no upside either. People who blame swfs for their lack of skill will find another scapegoat when they aren't faced against a swf, but when they are and it's revealed they went against a swf, it'll just help prove their point about why swf is basically cheating.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2492092#Comment_2492092
Wouldn't being able to see at the end that they weren't against a SWF lessen that?
You'd think it would, but players lack that kind of maturity and would just find another scapegoat.
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No. There are no positives to revealing who was in a SWF after the match is over. Many players already attribute their losses to playing against SWF instead of attributing their losses to mistakes they made.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2486884#Comment_2486884
How can you say Spirit needs a nerf but not Nurse? Nurse is considered stronger than Spirit overall.
What Spirit needs is more reliable counterplay, but strength wise she can remain the same.
Nurse is stronger than Spirit, that much is true, but Nurse also requires more skill than Spirit. Spirit isn't strong for the same reasons Nurse is strong, Spirit is strong because Spirit lacks consistent reliable counterplay.
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Honestly, as much as I hate playing against Blight due to the nature of how he functions, I wouldn't want to see him nerfed. Nurse takes a lot of practice just to be consistently average with, let alone reach a point one could consider good.
Spirit, on the other hand, could do with some nerfs.
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Bye, lol. All the clues pointed toward Pinhead, but all the FNAF fans refused to consider anything but Springtrap. Even the final clues which all but confirmed it was Pinhead were twisted to fit what the FNAF fans wanted.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2408375#Comment_2408375
Here's my question. You say she lacks consistent counterplay, but why does it make her problematic when she's changing her tactic to outplay survivors who have changed their tactics to out play her?
What tactics have survivors come up with to outplay Spirit? What tactics has spirit had to change from and to in order to outplay survivors? You've asked a question and given me very little information to work with.
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Spirit is the problem. She lacks consistent counterplay, and there's no telling if she's faking her power or actually phasing. Not to mention that when phasing, Spirit has every advantage over the survivor while the survivor has to guess which move will be the correct one.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2399907#Comment_2399907
Please, how many hours do you have in the game bud, I'm sitting on 3k hours. By no stretch of the imagination a new player.
How much killer do you play? Because I play 40/60 leaning towards survivor rn because of queue times.
Anyone with general knowledge knows that at higher levels of play (not even talking tournaments here bud, just efficient survivors) you need to tunnel and slug. Everyone. Either your a troll, a survivor main or new to the game.
I don't know how efficient the survivors you've played against are, but I main Ghost Face, have around 700 hours playtime, and I don't see a need to tunnel off hook.
Punishing mistakes and leaving a recently unhooked survivor slugged aren't what I'd consider tunneling, personally since I see tunneling as removing someone from the game as quickly as possible.
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/2401308#Comment_2401308
and they don't already bring?
Instead of it being only occasionally, it would become far more prevalent. I don't play on PC, so I cannot speak for PC Survivors but as a Console AU Player, I don't see a lot of Toolboxes/Prove Thyself.
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Punishing players for playing within the confines of the game is never a good idea. Players should instead be incentivised to go after more lucrative prey by way of awarding extra BP for targeting a different survivor.
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SWF isn't the big bad everyone says it is. Your average SWF isn't playing at the same skill level as Oracle. Nerfing SWF would accomplish very little. If you apply a gen speed penalty, watch them bring toolboxes and Prove Thyself.
Solo queue needs to be buffed to be on par with SWF, and then changes can be made from there. But simply nerfing SWF will get us nowhere.
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@IamFran said:
The laggy was you then.
The hit validation is supposed to favour the one who has better ping.
All I know is I run at 53ms ping on average, dropped the pallet, killer hits pallet and I get downed from it.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2394952#Comment_2394952
This. I have been playing since the game launched back in 2016 and I have NEVER had a Survivor give me a hook. They always twerk out the Gates and 'ezgg baby Killer'.
And yet, on these forums, they ALSO claim Killers should: Give the final Survivor the hatch (you know; 'Be happy with a 3K' and 'Stop sweating for the 4K'), stop using good perks, stop using good Killers, stop using <insert tactic here>, stop being a 'tryhard' or 'toxic.
And speaking of 'toxic'; they clicky-click, and twerk, and bodyblock and emote to anger me, and 'It's in the game! Get thicker skin!'.
But if I'm near the hook for 0.0000000000000000003 seconds after hooking a Survivor. Even if a friend is 3 feet away, waiting in line to unhook them: 'WWWAAAAH! Camper! Stop being toxic! Change the game, devs! 😥😥😥 '
I've had a few instances of survivors giving me a pity kill. They're few and vastly far between though.
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@Generic said:
https://forum.deadbydaylight.com/en/discussion/comment/2394579#Comment_2394579
Tunneling nor Genrushing shows a lack of skill. It shows a lacking variety in the gameplay. People gravitate towards things that are too powerful as a strategy or tool to not be played without.
There is nothing skillful about picking off a target that cannot feasibly make it more than 10 meters from the hook. Likewise, there is nothing skillful about stacking perks and items to complete generators in as little time as possible.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2394324#Comment_2394324
Genrushing shows a lack of skill from Survivors. It's unnecessary.
Tunneling is the same thing as Survivors focusing on nearly-completed gens; it's doing whatever gets the Survivor or Killer closer to their goal (popping gens or killing Survivors, respectively). This BS about 'tunneling/camping/slugging means Killers have no skill' needs to STOP. It's just an attempt at peer pressure to control how Killers play.
On top of that; it's wrong. They all have their places, and tunneling a Survivor is no different than a Survivor going back to the 80% completed gen; it's the smart move to do your objective as quickly as possible. But for some reason, Survivors have got it in their heads that Killers being efficient is somehow bad because 'we get removed from the game! 😱' so they act like Killers should be forced to not kill them until they have had 'enough fun', as if there's a fun quota Killers need to meet before they can do their goal.
I know you said they have their places, so this rant is not directed solely at you, but I did want to respond to the whole 'lack of skill' you said, because that's getting old to see on these forums. It's just people trying to shame their opponent into playing the way they want.
Tunneling shows a lack of skill, and yes Genrushing does too. Genrushing is boring, and tunneling is boring. Both are unnecessary. Not tunneling doesn't mean being nice. I really only have an issue with off-hook tunneling, where you can be rescued with BT and the killer will tunnel you for a good 30 - 60+ seconds just because.
Genrushing and tunneling are core problems, so no amount of balancing will fix them. Peer pressuring killers, and survivors, into playing this less like an esport is the only way and can only be good for the game.
Don't misunderstand; the game needs to be fun for both killers and survivors. Tunneling causes Genrushing, and Genrushing causes Tunneling; neither of which is fun for either side. It just results in very boring and unengaging gameplay becoming standard practice.
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Tunneling shows a lack of skill from the killer. It's unnecessary. Of course, most people here mistake not tunneling with being nice.
If the survivors make an unsafe unhook in your face, then by all means punish it. Personally, I like to give survivors a chance to get away from the hook. That's it. After that point, if I stumble across you again, you're getting slugged.
From a personal standpoint, I would much rather be slugged than tunneled out of the game. Tunneling may very well be part of the game, but that doesn't mean people have to be happy about it.
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PS4 - Still experiencing frame drops when using Lithe.
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If you play in a way that is fun for you but unfun for people on the receiving end, don't be surprised when they aren't exactly appreciative.
Too many people listen to streamers on what is and isn't a good play. More often than not, a good play is simply making the smart choice. Tunneling and Genrushing are not smart plays. Sure, they have the potential to be efficient, but they also have the potential to backfire.
Just like a good killer will protect select gens to force a 3 gen, a good survivor will loop a tunneling killer long enough for several gens to pop which almost guarantees their team escaping.
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How about no? It's a legitimate issue and it needs to be fixed.
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The only change I think Hag needs is to not be able to trap within so many meters of a hook, similar to trapper.
Whilst it may be inefficient to do so, a player can place three traps around a hook and tunnel or get a hook grab. Either way, it's a lose-lose situation for survivors.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2367857#Comment_2367857
Ok. That does not make the tactic inefficient for everyone, every time.
You're taking one example, which is not guaranteed to happen every time, and saying 'If this can happen once, the tactic is always bad'.
It's far from being a one-off. It can and will happen fairly consistently against any survivor that's halfway decent at looping.
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@GrimReaperJr1232 You're spot-on about range add-ons being addictive. I'm addicted to double range add-ons. They're just so much fun.
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Ghost Face, Myers, and Nurse. The thing about Nurse is you either get a baby Nurse or you get a 4,000 hours Nurse main. There's no in-between.
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Not a Nurse main, but I do consider myself somewhat decent at playing her. I play on PS4, and personally, I like to run Play With Your Food, Surveillance, Ruin and Starstruck.
Depending on how accurate you are, you could just as easily take off PWYF and Starstruck, and swap them out for M&A or Shadowborn and any tracking perk of your choice.
I play at 86% Sensitivity for all my killers. As for advice, if survivors try to lightburn you while you're charging your blink, throw them off by short blinking. As for add-ons, either run nothing, plaid flannel or use the chain-blink/missed blink attack fatigue reduction add-ons.
Also, make sure you're only using your blink attack when you're right ontop of the survivor.