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NekoTorvic

NekoTorvic

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NekoTorvic
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  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469180#Comment_2469180

    Can we relax, they announced these changes a couple hours ago.

    You haven't even played it in that time

    His chain still breaks instantly, his power in the PTB was useless against W holding and he lacked lethality. My judgement is of what we've been shown and based of what we've been shown.

    However, I do agree with you in that this is just my current opinion given what i've seen and played of him. I am genuinely hoping he is less lackluster when released, but I am frustrated with his current version. I am sincerely hoping that I am wrong on all accounts and that 3 weeks from now I start speaking of how good the Cenobite is after people have had a lil time with his live release.

  • You know what's low skill high reward? Holding M1 on separate generators 🙄

    Seriously, there is not a single thing in this game that is as low skill as doing generators...I guess maybe AFK wraith, but at that point you're not even playing.

    Until that is fixed, and killers actually need to be outplayed to be beaten, then despite the fact these tactics are annoying, i will be vehemently against getting rid of them, because ultimately, there are matches where survivors do nothing but hold m1. they go down instantly, they don't look behind them, they throw pallets down without even trying to make plays, and the only thing they do is hold M1 and somehow win the game. In those games, you get one out of the game asap, you force them out, because they're not entitled to free saves, they're not entitled to be spared or to have the killer go easy on them.

    How about that? how about they work for their saves and to stay alive instead of just having the game safeguard them and gift them rescues for free and getting them out of a chase for free? Countless times I have been DSd only for the survivor to die in less than 3 seconds after the stun, because they don't know how to chase, they just have a Jpeg to babysit them. At the very least, a killer going after someone over and over again, means they need to outplay that person for at least 1 hit over and over again, and while camping you have to manage potentially up to 3 people coming for the rescue.

    Ultimately though, I think both sides have stupid ways to end games quick by depriving the other of meaningful gameplay and by removing the need for themselves to perform as well as they would otherwise. I hate both, and I wish the game focused a little bit more on both sides having to outplay the other instead of it being Quick gens, vs tunneling, vs second chances, vs slugging, vs swf bullshit vs camping.

  • I think it can be very annoying on the eyes when survivors click their flashlights very fast in your face. I assume it might be a hazard to people who are sensitive to flashing lights.

    There should be a delay of like 0.5s to turning on your flashlight after you turn it off. You'll still be able to click to tease the killer, but you won't be able to potentially causing harm to people who are physically sensitive to that sort of thing.

  • Right now, I am honestly seeing no reason at all to spend money on this killer. A killer that looks flashy, but get's annihilated by the most simplistic things...oh and the mighty W. Here's your counter to the Cenobite, hold W, put on spotify and turn your brain off, by the time he catches you all gens will be done, tbag at the exit gates and pretend you actually outplayed someone.

    I was excited for this killer, which I guess shows in how annoyed I may seem from what I said.

  • I'm totally excited for a third of my games to be against hackers, and for the rest of my games to be a sweat fest for me, while survivors just split up and hold m1 while listening to music and stacking up second chances. Totally fair. Much excitement.

  • A third of my games were hackers.

    70% of the non hacker games were wins where at around 6 minutes in I had to slug everyone or else I would lose. They were wins with around 5 or 6 hooks.

    The rest of the games were games with less than 3 hooks where survivors split up, held M1, stacked second chances and escaped with barely any chases.

    High MMR, means there's barely any macro game, cuz there's no time for chases, there's no time for getting rid of pallets and making dead zones, going for multiple survivors, etc.

    I hate that system and I hate their ridiculous mentality that they wanna have a 50% win/loss ration. Because it's not about the amount of ######### wins or losses. It's about how those wins or losses happen and whether or not players on either side are allowed to express their skill.

  • For your own good, I suggest the following:

    Don't be toxic for the sake of being toxic, but don't shy away from effective "scummy" tactics because survivors don't find them fun. They wont care about doing gens as fast as possible and leaving. Don't cripple yourself playing like a saint/.

    However, being malicious about it is poisonous for yourself and it makes you a bitter person. You'll feel bad about yourself in the end.

  • When you say, "destroyed a killer all game" do you mean everyone outplayed them in chase and they couldn't catch anyone and had chases that lasted minutes at a time, or do you mean, you did all 5 gens in 3 minutes? Cuz I would only classify one of those as "destroying" and Noed activates on both.

    Don't get me wrong. Noed is bullshit, but gens are bullshit too.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467259#Comment_2467259

    Indoor maps, alot of the walls on Ormond don't work for me

    Ok, so indoor maps like hawkins and lerys and RPD can be a little bit sticky. For the most part you need to look down and grind along objectsto try and avoid collision. Unfortunately those maps can be pretty annoying with Blight, cuz it's hard to navigate through things. You can experiment a little bit, but you should use your power mostly at the more spacious areas in those maps. You'll get a feel of how to get around doors and from what angles, but you don't have to throw games for it, if just playing M1 killer would do just fine.

    on ormond, there is a rock that is pointy on the top, that hits your head and you wont bounce on it from that angle. The snow mounds are wider on the bottom, so they hit your feet instead of your collision detection, you'll slide on them.

    The inside of the ormond building is fairly consistent, the ouside can be slippery if you go at an angle of a bit less than 70 degrees or so. I prefer to go head on on those walls if i want to bounce, and at an angle if I want to slide. every doorframe has collision if you hit the side of the frame. Those pillars on the dark side of the building have inconsistent collision, but rule of thumb is to face them head on if you wanna bounce, and at an angle if you wanna slide past.

    The snowboard racks outside the building have collision on the short sides, but not on the long side.

    The small trees that are like 3 of them coming from the same root are tricky. They stick out more on the top SO it's very likely that they will hit your head instead of your collision detection that's around your chest. So to use those trees you need to bounce on specific angles.

    The little fences on the light side of the building by the row of rocks: for those you need to face the fence straight on 90 degrees, sometiems you'll still slide. However if you face the edges of the fences, you'll bounce guaranteed.

    Shacks in Autohaven, Ormond, Farm, McMillan and Asylum are very slippery, but there's some rules you can follow. The reason you generally don't collide with some of it is that there's a little stone edge on the bottom of the walls that protrudes out from the walls a little bit. This makes it so that your hit detection doesn't hit the anything since your feet get stuck on that edge, this is generally why it's really eazy to slide on those shacks. So if you wanna bounce always face the wall head on, this doesn't work on the short wall on either door side, so be careful with that. The doorframes are always bouncy but you have to hit the side of the frame accurately. It's easy to bounce head on on every corner on butter shack. if the shack has pieces of metal or cloth or wood against the walls, those are safe spots to bounce on head on or at a slight angle because those sports actually collide with your collision detection.

    The main building in cowshed has very little collision on it's walls, you're better off bouncing on edges, pillars and hay stacks. The outside brick wall on that building is 100% slippery.


    And this is all I can remember right now. if you have more questions let me know :) I'm always up for helping new Blight players.

  • Which walls are you having trouble hitting? Are you hitting them from an angle? Is it butter shack? please tell me it isn't butter, shack, because butter shack is extremely consistent.

    Blight is extremely powerful and the more you learn him the more you realize survivors need to be on point to play against him.

  • To be fair. Animations in this game are just cosmetic, so it's entirely possible that you are within his hitbox for the split second where the game registers the hit should connect, but since it happens so fast, to us humans with ######### human eyes, it looks like he wasn't near enough to hit. Add to that a little bit of latency, and also the fact that Blight's hitbox at the start of his swing seems a little wide, and then becomes narrow and long and you can get the feeling that hits are a bit wonky, but for the most part it works as intended.

    i've seen survivors complain about getting hit from basic attacks "when the killer wasn't even looking at them" when they're spinning the killer. It's the same principle, animations are just cosmetics, all that matters is the all mighty hitbox cone connecting with the survivor's hitbox pill.

    I'll give you a hint, instead of turning in one direction to avoid his power, try wiggling to one side, then turning massively to the other. Blight players that are good account for this, but even they can be thrown off, especially if they're not using shadowborn. They might swing right past you.

  • Clearing up what you said about Blight's swing:

    Blight is able to swing a maximum of 90 degrees per frame when attacking during a lethal rush. You can continue to move your camera in the direction you swung to add more degrees to your turn, or change directions for the duration of the swing to correct your swing in case the survivor moves. This allows you to to chain multiple turns in the same direction to get almost a 180 degree turn. However, to truly get 180s you need to preturn before swinging.

    _______________________________

    I disagree with you about Alchemist Ring. Even though Ring on a decent Blight player annihilates weaker teams, it's a really well designed addon that allows good Blight players to be limited by their skill alone in trying to directly compete against the survivors as a team and individually. The ring gives no value to a Blight that doesn't hit his rushes, but it gives time efficiency to a Blight that does, so that he has more tools to compete against efficient teams.

    Normal Blight rewards hitting a rush with: up to 10 seconds of holding W and not engaging in Blight's gameplay. And it punishes survivors that get hit by a rush with: more time to put themselves in a good position, we wouldn't want them to strain themselves by asking them to think and act fast fast. Alchemist Ring rewards being able to hit your rushes by immediately letting you get back on it again, and it punishes survivors who cannot play around your rushes. They have to earn their reprieve by making you miss, they don't get it for free because the game decided you can't use your ability for X amount of seconds.

    _______________________________

    Butter shack is incredibly consistent. You just have to learn what parts of it to collide with and at what angles. But because shack is so slippery you can literally bounce on the doorframe on one side, slide around the walls, go around shack and hit into the door on the other side on ONE single rush. Butter shack is where Blight is the most dangerous. Other shacks are way more in favor of survivors because they depend on objects outside of the shack itself. I think ever since I learned how to use butter shack there have been 2 times that I've slid on it by accident, and those 2 times it was my fault.

    There are some objects that are slippery from one side, but not the other like the tree stumps on cowshed and shelter woods, some snow piles on ormond, some rocks on ormond and shelter woods and all of swamp is inconsistent. That is very annoying. But some slipperiness is waaaay more preferable to everything being super sticky.

    ______________________________

    IMO, the worst bug that Blight has is one where his hitbox sometimes fails to connect with a survivor that's standing in front of him, with no elevation or anything that could obstruct the hitbox, his hit just doesn't register. I've lost at least one game because of it, and i've gotten close to losing more than 2 that i can remember from missing a hit at a crucial time because of this bug.

    Regardless, though, Blight is my favorite thing in this entire game. Ever since his PTB i knew this killer was gonna be my favorite. I didn't realize how strong he'd be at the time, but i quickly saw his potential and have played him almost non stop. He's a beast and I love him and I wish BHVR would stop messing with him since he's in a decent spot right now and every time they do stuff to him its hours upon hours of relearning muscle memory and what he bounces on or slides off. He's the one killer that feels like it's my micro and macro skill against the survivor's.

  • I honestly think they should add some type of visual and audio cue for when the server rejects your hit. I've gotten used to always checking to see if the survivor goes down or not, but it is still a waste of a few fractions of a second. If the game immediately told you very clearly that your hit was rejected it'd be better.

  • Stunning Blight with a pallet is supposed to be difficult. If anything I think it's been made a lot easier for survivors since they fixed pallet stuns. Still. It's supposed to be hard to time it right, because if it were 100% safe and in the control of survivors, the killer would be unable to do anything about it.

    Console Blights have full access to flicks, 180s and most other things Blight has access to on PC. Joysticks are harder to be accurate with, but you have every single tool you'd have on PC, so don't feel discouraged about it! It takes a lot of time and practice to master Blight, because it's a mechanically intensive character either way.

    Survivors always have a chance to win against any build or killer. Yes, that Ruin/Undying, Pop, Tinkerer is very strong on Blight, but it is beatable. If the killer is good though, you need your team to be on point too, that's the tough part.

    Unfortunately, in the game we have currently, you can't tell, as the killer, if you're gonna go against average teams that will be destroyed by a strong build, or if you're gonna go against a sweaty deathsquad that will need such a build. Better safe than sorry, I suppose, but for what it's worth, I hate gen regression perks and i wish the game weren't balanced around those.

  • Moving around the map undetected and at the right time for things. Gens are bullshit and i'll never acknowledge them as skill, but there's something to be said about survivor teams that make it feel like they're everywhere and nowhere at the same time with how much stuff they get done around the map, be it hook saves at the right time, totems being destroyed, teammates being healed etc, all the while making it hard to actually find them to chase them.

    Making right reads consistently, because they know the killer they're playing against and know how killer players play structures. Not just easily reacting to things that are telegraphed from a mile away, but actually knowing how to make reads with incomplete information.

    Having tricky movement at the right time. I'm not talking about A + D spam that dodges like 50% of killer powers. I mean actually knowing how to wiggle at the exact moment to make the killer's play so much harder to do.

    Looping is the most basic chase gameplay survivors do. I actually think survivors that can chase rather than loop are way more skillful. It's easy to hold W around a circuit while the killer catches up at 0.6m/s and then press space on an inanimate object. But it's hard to go through a window, threaten with a pallet to break line of sight, make a read to have enough time to reach a new structure, get to an angle that the killer's power can't get you and then keep going, constantly using new stuff you find. Like, a survivor that does that is not even looping, they're just skillful with their use of the map, their reads and understanding of the killer.

  • The massive disparity between killer and survivor objective.

    -Killers need to individually outplay every single survivor and be in chase, interacting with them constantly, and ultimately outplay the team.

    -Survivors need to hold M1 on inanimate objects, their mistakes are much less impactful. Their objective is too simplistic, and doesn't require them to actually be able to hold their own against the killer.

    It is very annoying that most matches I struggle with, are not because survivors outplay me in chase massively, it's because they split up on gens and hold M1. Now that's not to say that killers are little babies that can't do anything against the mean survivors, and it's not to say that there isn't skill in survivor gameplay at all. There are clearly survivors who can destroy you with their skill and knowledge, however therein lies the problem. Survivors don't need to be skillful to give you a hard time, when they actually are skillful it just kinda breaks the game in their favor.

  • Here's what you do at shack. You collide with the corners, and if you see walls with bits of wood or metal plates that cover the wall, you should be able to bounce on those no problem. Otherwise Butter Shack is the best thing they have ever done for Blight, it makes him extremely dangerous at shack.

  • Oh yeah...it was so much fun to have games end in less than 6 minutes regardless of whether i won or lost because there's no time for anything, having survivors not outplay me at all but still make it to endgame JUST because they held M1 on separate inanimate objects, while stacking second chances to stall, and having a 3rd of my games be hackers.

    Oh and lets not forget that since games were so quick, barely anyone got any points. Neither I, nor the survivors I went against had a good time while MMR was on. Except the hackers tho, they had a good time doing whatever they wanted.

    This game is not balanced for survivors that know how to play the game. Once it is, then bring the mmr. I honestly think if they just make ranking up a lil harder, you'll find a better assortment of people in the ranks where they more or less belong.

  • @MyNamePete said:

    what were the hacking survivors doing

    In one match they finished gens in 1 minute and insta opened the exit gates.

    Next match they caused gen repair sounds to appear around me and made it impossible to hook a survivor. I left the game, then they started sending racial slurs in the endgame chat using my username, luckily I started recording my matches.

    Then I had a dwight that insta headonned me, and made the stun animation slow motion. He also made the blind effect from his flashlight last an absurd amount of time. At the end of the game, after I AFKd he started hooking himself multiple times and left the match. I recorded and reported that one.

    Then I had a Nea that finished a gen from 75% to 100 instantly. It was the last gen of the game too. I know this because Tinkerer activated and the gen got done instantly, that person had no gen perks and no toolbox and they were the only survivor working on gens. This one is the one that scares me the most, cuz it was more subtle and the ONLY reason I know it happened is cuz I had Tinkerer. Who knows how many matches killers lose in general to survivors with subtle hacks...we will never know.

    Then I had survivors that insta healed each other and themselves constantly.

    Then I had a survivor that insta-finished a gen and hooked themselves multiple times by themselves after I downed them.

    This is just the ones I can remember right now. I'm sure there were more. I'd have to look through my recordings.

  • @OldHunterLight said:

    Keep your recordings just in case.

    And sadly there is nothing you can do, I still see the same hacker I found about 7-8 months ago, they haven't been banned yet.

    So yes, there is nothing you can do other than have evidence that you didn't do anything bad.

    That's a sad sad state of affairs I guess... But at least I got proof that I didn't do anything. Kinda crazy how these people can just use your username to say this stuff that can get you permanently banned.

  • @TerrorUnleashed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422206#Comment_2422206

    https://forum.deadbydaylight.com/en/discussion/272356/any-tips-for-a-new-blight

    Thanks for the input. Yes, I am aware of hugging, as I'm not a new player -- been here for a while, lol -- and I'm glad to say that I'm really enjoying Blight now. I've just had four odd consistent games with him, and I feel I'm improving with every one. First game after this post was Father Campbell's, and, as my edit states, I racked a 4k easily and had great fun in the process. I'm loving him. Once more, cheers for your replies. I'll definitely see through to implementing them into my playstyle. I've got to say, at this rate, I might be a Blight main in no time. :D

    Glad to hear! And I hope it helps. Blight is the best thing bhvr have made for me XD I love him so much, and I truly think he is the best designed killer in the game...despite a few annoying bugs. Do hope you have a blast with him too! :3

  • Also, if you watch the video you'll see something called "hug tech" which is hugging an object really close during your slam before initiating a rush. This can still be done, but you have to look down as you initiate the rush or else Blight just goes into fatigue.

  • Watch this: https://www.youtube.com/watch?v=9sp_0PCdSOo

    Best Blight guide available imo.


    Blight is powerful enough that he barely depends on any perks at all. My go to build on him is BBQ, Tinkerer, Infectious, Enduring. I use alchemist ring + Blighted Crow cuz it makes him more fun, but any addon will do. For a beginner I'd avoid using the slam duration addons, the monocle and the one that turns you to the nearest survivor automatically cuz they'll mess with your muscle memory or just be obtrusive.

    Don't be afraid to use your rush at loops when you're learning. The better you become at Blight, the more you become aware of how to use his power at loops.

    Also a little tip. Blight's collision is tied to his camera but also his directional speed, this second collision detection is more or less in the middle part of his character model. If you see an object that extends outwards at the bottom, it's possible your feet will collide with that extension and you'll slide on them, if you see an object that extends on the top, it's possible your head will collide and you will not slam against them either.

    Here's what that looks like

    image.png image.png


    Here's a couple of good ones if you don't mind loading up on slowdown perks:

    Ruin, Pop, BBQ, Tinkerer is super mean and consistent

    Lethal Pursuer, Corrupt, Pop, Tinkerer (you can swap Pop or Corrupt for BBQ if you want). This build gives you an excellent early game chance.

    Ruin, Undying, Pop, Tinkerer is nasty.

  • You have to put yourself in a position where you cannot be ignored, like you constantly pressure a gen that will break a 3gen, but make yourself harder for the killer to catch, so it's damned if he does, damned if he doesn't for him.

    If you ever go against me, try getting in my way to tank a hit with BT, thats a surefire way of getting my attention devoted exclusively to you although you better be prepared to run me for the remaining gens because if not you're going and out instantly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367308#Comment_2367308

    I'd like Exhaustion, it makes it a more significant choice on when to do it, and yeah, doesn't need to be as long as Exhaustion Perks, so 20s sounds nice.

    Do you recall if picking up a Pallet causes a notification? If it does, I don't think it should.

    The more I'm thinking about it the more I like the idea of a shorter exhaustion for it.

    I do not think it makes noise. And I agree it should not.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367291#Comment_2367291

    yeah the biggest counter to twins is to stick together, if victor gets a down and char is far enough away you can just heal them back up, i think there honestly harder to master than nurse.

    also the myth that twins camp and slug isint that true, only experienced one twins camp so far

    Camping is not that necessary, and also survivors literally call anything camping. However, slugging is essential against decent teams or else you'll never be efficient enough with hooks to compete with gen speeds.

    I think they're different to master than Nurse. Nurse is more of a mechanical killer, whereas Twins, while they do have mechanical requirements, are more about map awareness and map presence mastery.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367275#Comment_2367275

    Hmm. Certainly the number of pallets would then simply be monitored. But that's a passive analysis after the fact.

    Moving on, the question is the implementation: Do Survivors get exhausted from it without the use of a Perk like Any Means Necessary? If so, how much? Should the presumed scoring event be abuseable? Obviously not, so what should be the defining criteria for Picking up a pallet? Would the Exhaustion effect act as limiter for that?

    Yeah, the idea is to create a thing that survivors need to worry about at the start. Adding more pallets to "compensate" would literally kill the point cuz like you said, survivors would just let killers waste their own time, and slam gens anyways.

    I would just have it work exactly as AMN, maybe increase the picking up time to 5 or 6 seconds, considering it'd be base kit, so that a survivor that goes around picking up pallets is still investing time. Maybe i'd have on a cooldown of about 20 seconds-ish?

    There is no need to cause exhaustion, because that would be draining another resource and could be seen as quite the hefty price. However, i wouldn't necessarily be opposed to every pallet you pick up causing exhaustion for 20 seconds. Could be a stand in for the cooldown, and it would create an interesting choice for the survivor: "Do I keep my exhaustion perk in case the killer shows up in the next 20 seconds, or do I get this resource for later?" I like the idea, but I was trying to keep it from costing too much to survivors for it not to be seen as a horrible abusive nerf to survivors, you know? 😅

    A 20 second cooldown, or 20 second exhaustion effect, would make it so that it's not really worth "abusing" the score event. The points awarded could be reduced from what AMN gives to compensate for the fact that you'll have it available at all times.

  • An extremely powerful killer if you use them well. I don't think they're at the level of Nurse, Spirit, hag and Blight, but they're not too far from them.

    I think their efficient playstyle is not the most healthy for the game, and it does tend to rob survivors of meaningful gameplay a lot. But they are undeniably powerful when played that way. However, they're heavily countered by a team that is coordinated and is ready to face Twins.

    I'd rather they reworked them so they stay just as powerful, with better time efficiency so they could do something other than slug and camp, and that they did something to make them less of a joke against survivors who pair up and heal each other with good coordination.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366785#Comment_2366785

    Yep, basically Breakable Walls ver. 2.0

    I like it.

    (And no, they don't need to run around to go pick them up, they could just let the Killer waste time breaking them themselves, overall pallet numbers might need to be adjusted upwards though, and Killer Shack should never start dropped)

    I would not adjust the number of pallets up. Like you said, it's very easy for survivors to just leave those pallets up, and have the killer waste time if they just have more of them. If they're just as limited then all of a sudden you have a situation where pallets can be wasted at the start of the game if you don't do something about it. Killers with decent mobility like Blight, Wraith, Billy can quickly scout the map and break them and find survivors in the process. M1 killers that quickly get rid of a couple of them can also really make up for it in chases that will be cut short by their absence.

    It's also not as BS as breakable walls. Breakable walls are extra resources that create god loops, they are something adding to the pallet count. What I'm proposing would not.

    Now imagine this: You're at a jungle gym, a survivor runs you there for 15 seconds, then they drop the pallet and escape to the next tile. That was a lot of time wasted. Now imagine if that pallet was predropped and no one picked it up. This means there's no longer 15 seconds of looping before the pallet drop. That can seriously add up throughout a match, especially if you instead find it and break it before they get to use it. This means that there is no longer a jungle gym pallet.

    Also, unlike Breakable Walls that are totally uninteractive for the survivors, survivors can actually do something about the predropped pallets.

    And yes I agree that Shack pallet should never start dropped. That's the only one that should always be up. Every other pallet, safe or unsafe has the potential to start dropped.

  • You know what could be interesting? If survivors all had Any Means Necessary by default, and at the beginning of the match 25% of the pallets in the map started dropped and survivors would have to frantically go around trying to lift them before the killer has a chance to break them.

  • I think a better option would be to just make it work 1 time per downed survivor until they're hooked, they're picked up, hooked or escape the killer.

    This way, it still rewards you if you manage to down multiple survivors fast, but you won't be able to just drop a survivor and pick them up to get the effect again.

    Thrilling Tremors isn't even that strong of an effect to slow down, but its info can be useful. I never understood why a cooldown was even necessary tbh.

  • -It's interesting, because I've found that slugging makes the game much more interactive for the survivor team as a whole. Obviously not for the survivor on the floor, but when survivors are slugged their teammates actually have to get off their butts, off of gens to try and save their teammates. It creates this scenario where the killer needs to manage survivors that are constantly coming into their territory, and survivors need to be smart about how they position themselves in order to get saves.

    It's also a good way for a killer to build pressure without depending on slowdown perks, which I've been told by survivors is a sign of being bad at the game or something. Slugging is useful. Slugging everyone and never hooking anyone is bad though, and I would hope the devs can figure out something to make that better.

    -Regarding camping and tunneling, I think there should be a better reward for survivors helping their teams. Survivors that distract the killer all game (camped or tunneled) should get a load of points and then extra points for every teammate that makes it out, in fact all survivors should be awarded points for teammates that escape. However, controlling an area and making unhooks difficult is a valid tactic, so is focusing on a survivor that is weaker.

    -I could get behind survivors maybe going through 5 or 6 broken pallets, picking up their pieces and making a new one wherever they want. It could really come in clutch, it'd give survivors something else to do, and like this i don't think it'd be overpowered at all. There should never be a perk that just allows survivors to make more pallets around the map.

    -Because of the disparity in perk utility, if you do that you'll see meta survivors that everyone will use because they have the tier 4 version of a strong perk, and you will never see certain survivors. Likewise, some killers could get some ridiculous tier 4s.

  • The issue with the camping thing is that survivors will abuse it by having chases right by the hook. It has happened before because BHVR did try something to discourage camping based on killers being close to the hook.

    Also, even if the issue with bubba can be problematic, you're not entitled to a free reset just because you got downed and hooked. You have 3 teammates for a reason and you should work together to get a save if the killer is making it hard, which is his choice to make.

    Who knows, maybe the devs have already thought of a good way to discourage camping, or they're working on it...maybe someone out there will think of one. I am not convinced by your proposal, because aside from what I said, it also is another perk solution to a game problem.

    Also, what happens there at the pallet is that you messed up your timing and positioning for the fakeout. The killer got in a better position, and you messed up yours, you deserve the punishment for messing up your positioning.

  • They might be, however, putting a survivor on a hook you can control is one of the few ways killers can control a match. Killers, unfortunately, do not have all the time in the world to patrol every corner of the map. Killers need to establish certain more controllable areas around points of interest. One of those points of interest consists of hooked survivors.

    If you make hooks function like Pyramid Head's cages, you will make most of the roster completely unplayable unless you're playing against literal potatoes on top of keyboards and even the strongest killers will struggle against competent teams simply because they physically will not have the time to allow that kind of reset.

    It is in a killer's best interest to put survivors close to a group of 3 or 4 gens that they want to control, make those unhooks as hard as possible, make it so that even if the unhook happens, that the survivors don't heal, and slowly build up a dead zone around that control area.

    Now, would it be healthier for the game if killers allowed survivors to reset every single time? Maybe. It's not possible with the way the game is currently designed.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361304#Comment_2361304

    Ah, but Blight is far more easy to counter when he is charging. Not to mention Oni has stronger add-ons, more perk builds and as well just being able to locate survivors with his ability as well. You get more from good play with Oni. I love Blight, but you need to be on your A game and have little room to mess up and even if you are on top of your game, you still can be counterplayed far more easier.

    How is he easy to counter? you can use his power at most loops. He's deadly at both normal shack and butter shack, he can counter both shacks, he can use his power effectively on medium loops and LT walls, he shreads through pallets, he doesn't fall for W.

    Compound 33 makes pallets non existent, irri Blight Tag makes him insta down. Then there's the strongest addon combination: Alchemist Ring + Blighted Crow, with this he becomes a slugging machine, he shreds through BT, insta heals or anything else. His power is never not available to him.

    Survivors really need to know what they're doing to avoid getting hit around objects with Blight, whereas with Oni, again, he's an M1 killer until survivors mess up, which means he's weak to predropping and W holding in a way that Blight just isn't. It's much much harder to be good against Blight, than to be good against Oni.

    Obviously the Blight player needs to know what they're doing too.

  • I am glad I barely see Badham these days. I'll be happy if I never ever see them again. They're awful.

  • If I see survivors that are confident and do gens and very bold plays I play harsher than I would normally.

    That's not to say I play soft anyways. But with survivors that show me they have no fear and will go down to do gens, I just assume they will do gens instantly, as soon as I give them a chance, so I try not to give them a chance, no matter how early in the game it is. This is not out of spite, or annoyance it's more like I've seen what happens when I try for a second to be easy on survivors.

  • @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362095#Comment_2362095

    Don't rush back to the hook. I mean as blight this should be the opposite of your strategy. You literally have some of the best mobility in the game. Why wouldn't you pressure gens and chase survivors away? Why would you waste gen time chasing the same tw people over and over?

    Well the hook is a position of interest regardless of the killer you're playing. If you exert control over the area with the hook and a few gens then you force survivors to have to work together to get unhooks. It can be smart to control an area around the hook.

    Sometimes it's also important to not allow survivors the chance to heal and reset. Unless you're using alchemist ring, even with Blight, you'll have to wait for your power to recharge, which means having to deal with 2 health states per chase and survivors being bold because they're fully healed is not efficient.

    Also, sometimes survivors see that you rush ONE time and they're immediately unhooking. If you allow that to happen you'll have 2 reset survivors doing gens before you've even found a new chase, even with Blight. You can make the determination that it's better to come back and punish the unhook.

    There are tons of specific scenarios in any given match where bothering the guaranteed 2 people on the hook is better than meandering trying to find new survivors to pressure off gens.

    And and then you're trying to be a little nice and not "tunnel", but then the survivor gets in your way because he has endurance, and not only does he get in your way, he actively blocks you from going for the unhooker. I'm sorry, I understand it's the smart play, and I understand it's a necessary evil, but it's BS and I'm going to make it my mission to get them out of the game, because like I said, if that survivor is going to get my attention because they have a perk (BT) or two (DS) or three (DH) to protect them, they better also have the skill to back that play up, cuz I'm gonna do whatever I can to make sure those perks alone aren't gonna save them.

  • I'm honestly at the point where if a survivor that has endurance because of a PNG their teammate equipped disrupts my actions in any way for a millisecond, they're getting tunneled.

    If I'm trying to lethal rush the unhoooker and you get in my way because you have BT, make me not get a healthstate, waste rush tokens and go through a cooldown, I'll come right after you and I guarantee that in less than 15 seconds even through DS, you're going back on that hook.

    This is one of the few things in this game that makes me irrationally annoyed. I understand BT is a necessary evil, serving as a bit of a deterrent so killers think twice about going for a person off a hook. But if you try to use that ######### aggressively, you better have the skill to actually make use of that second chance.

  • There is no way that Oni, a basic M1 killer until survivors are sloppy enough to give him his power, can be above a killer like Blight, who has the best map pressure in the game and a power that is usable in and out of loops as long as their player's skill can compete.

    If survivors play it safe, Blight shreds through pallets and catches them while they're in the open.

    With Oni, if survivors play it safe, Oni can break pallets, then waste a million seconds catching up to W holding, then repeat.

    If you're talking "objective", Blight objectively has more frequent tools at his disposal to deal with survivors at all times. Oni does not.

  • Blight has a few object with weird collision. If you dedicate enough time to learning what he collides and what he doesn't collide with consistently you will be able to use his slidiness to your advantage at almost any loop. Butter shack is an example of where Blight is insane because he slides on it, if you know how to use it.

    But either way, the point is, tho, that Blight gives the killer player the tools to compete against survivor skill and their tools as a team. Something that all killers should have.

  • @[Deleted User] said:

    Honestly I think it should be basekit, and that some Pallets on the map should start in the dropped state.

    I second this. Imagine how nice it would be for survivors to actually have to spend time going around the map getting pallets up instead of just immediately jumping on gens.

    Even without that change, I don't think i'd necessarily be opposed to Any Means Necessary either being base kit or having it's cooldown reduced way more. If it were base kit I'd probably have the time it takes to get a pallet up increased by like a second.

  • There are 4 killers in the game with the potential to absolutely demolish good survivors if the killer has the skill for it. The only tool survivors have is their own skill and teamwork.

    We need killers to be more complex and to have tools that are only provide them with benefits if used skillfully by their players, meaning every killer can compete, as long as their skill allows them to. Both their macro skill and their micro skill.

    I think Blight is an excellent example of a killer that allows that. He is an incredibly deep killer, he is not affected by cheap things survivors can do like holding W for an absurd amount of time. He is powerful at loops. His map pressure is one of the best, and the most limiting factor in his potential is the skill of the player using him. He's the epitome of player skill vs player skill. Also he's a great killer to manage the 1v4. Because W is not effective against him, he can use slugging very effectively and he can patrol an area around a hook and some 3 or 4 gens very effectively. Survivors need to play extremely well against a strong Blight player or they will die. A Blight player needs to be on point or else a strong survivor team will demolish him.

    Imo, every killer should be like this. They should have abilities or tools that allow them to tackle any team, provided the skill of the killer player is up to the challenge. Then survivors should be given tools that can reflect their skill way more as well, instead of just having 1000 safeguard perks that protect them from mistakes, and their main mode of defense essentially gifted to them by RNG. One of the problems is that no matter how skillful an M1 killer player is, if a survivor holds W when they hear their TR, it will still take them ages to even catch up to the survivor. There's no skill involved in either party in this, and like this there are a bunch of situations where most of the killer roster just can't do anything, no matter the player skill.

    I am not at all in favor or giving killers who cannot perform well safeguards. Safeguarding players from being outplayed is one of the biggest problems in this game imo.

  • There are discussions to be had about balancing, risk vs reward with certain things, what certain things give players vs what they ask from those players vs what the opposing players can do against it. All of this is valid.

    But, like you, I am utterly tired of people trying to moralize and tell others what to do or else they're literally less than an earthworm.

  • Mine would be like this:

    S tier: Leon

    A tier: Maybe new Quentin and Steve

    D tier, get away from me: Everyone else

    I'm a picky guy 😅

  • To be fair, I'm a Blight main and I hate how this game is seemingly balanced around slowdown perks. I would rather see most slowdown perks gutted, weaker killers made stronger and survivors having more options against the killer that showcase their skill instead of how blessed they were by RNG. A more interactive objective for survivors would be nice too.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357480#Comment_2357480

    I find cleanse instantly to be more effective honestly. Throws the plague off and if you cleanse them all she loses all her corrupt’s for just one

    It can work sometimes, but it really depends on the caliber of plague player you're going against or the team you have. Generally I prefer not to cleanse util the endgame or unless we're in a dire situation.

  • As killer:

    -Keys.

    -Survivors bodyblocking with BT when I'm not trying to tunnel them

    As survivors:

    -Teammates who cleanse against plague

    -Teammates who run towards a hooked survivor while chased by the killer

  • There is nothing easy about playing Blight. If you think youre getting stomped by Blight players, regardless of their build, either you or your teammates are just not that good. Not the Blight player's fault. That build is used for when they actually go against survivors that require it, unfortunately there's no way for the killer to tell what he'll be up against.

    Also, the game has 24 playable killers. Is that not enough variety? You also need to have the killers to use every build in existence?

    Also god forbid players are actually patient and don't just make things easy for you... I guess i forgot that trying to win and playing well as a killer is a sin.

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