NekoTorvic
NekoTorvic
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You do not need high DPI to flick with Blight. he has a base 90 degree flick if you have even decent sensitivity and you can chain those to get around some round objects. You can do that on controller too apparently. There is no DPI abuse.
Although...some people just like high DPI, like those of us who have around 5 inches of mouse space.
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Flashbang is an awesome survivor perk. I would even be fine with them being more available.
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Split up on gens and even a Blight will not be able to keep up with multiple tinkerer procs.
Its a perk that gives information, and it's value is wholly dependent on the decision and plays the killer player makes. It only ever gives you value if you're doing what you're supposed to do. Even with Ruin, if multiple gens proc tinkerer, you cannot run between both gens to make them regress. You'll just waste time and if you don't commit to a chase eventually you'll just lose.
It only feels oppressive to survivors who don't know how to split up and who don't know how to make a chase last.
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I do the same. There are other reasons I might tunnel, mostly because it's advantageous at some point. But people blocking me with bt is a surefire way of making me focus my entire attention into getting them out. So far I can only remember 1 survivor that has made me regret that decision.
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A couple of reasons:
-I like DBD as a concept. I like the idea of this 1v4 killer vs survivor game.
-I like the idea of getting to play as these killer characters. All of them have something to offer and I particularly like a few of them quite a lot.
-Mechanically, I love how a lot of killers play. I enjoy engaging with those mechanics. Blight is the one that stands out the most. Such a simple concept but the way he plays is so satisfying.
-When the game works well and I get to chase people, it is extremely satisfying to outplay survivors. To make reads on what they're gonna do and either be right or wrong. To think several steps ahead. To manage all 4 of them. That is very fun.
What is not fun, is the fact that while I'm trying to outplay and manage my opponents all they're doing is "hold M1 to win videogame". It's especially frustrating when they're coordinated so they can play extremely safe, they barely even try to make plays at all, and they almost finish their objective in a ridiculously short amount of time. There's barely any gameplay with most killers on these types of matches. Luckily Blight can hold his own against these survivors, but this is the single most frustrating thing in this game. When I lose, I want to feel like I got outplayed, NOT outgenned, which is what happens most of the time I've lost or come near losing.
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The Twins are ridiculously powerful. The only problem with them is that the only way they can be played is in a pretty unhealthy sluggy/campy playstyle.
Yes, having Victor on your back does next to nothing, and yes they are extremely inefficient when it comes to time if you play the normal, patrol-chase-hook game. This is why you don't play like that with Twins.
Hopefully they get some rework that makes their playstyle a bit healthier.
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I second this. This would actually be an amazing change. Maybe the aura could appear only when there's like 3 crows and replace the noise notifications. It would definitely be a good QoL change imo.
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I like the Breakable walls in this map. Most youre better off not breaking, but sometimes you can break some to get better traversal.
However I agree that there are too many pallets with 0 gameplay at all. Literally just, drop pallet, break pallet, go to next pallet and repeat. I wish they had more medium loops and some more loops that required a mindgame.
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@Seanzu said:
*opinion that could literally fit the majority of players in dbd but we single out streamers for no reason at all*
Well it was mostly because of the sniping part. because I find it hilarious that I've gotten that before, and it was just on my mind cuz I literally had just checked a VoD where streamers accused me of sniping.
But you are right, bad attitudes are not limited to streamers at all, and absolutely not all streamers are like this. And I don't mean to single them out for most of these. it's just the celf centeredness of assuming someone is going through the trouble of sniping you just cuz they have game sense seemed kinda funny to me so I thought about making the post and seeing if other people shared similar experiences with some of the ttvs they've gone against.
So far the people who have responded have been pretty positive, which I didn't expect, but I'm pleasantly surprised by.
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@Karao_Ke said:
I've for the most part had good experiences when it comes to streamers but just recently had one call me every insult in the book because I supposedly "camped and tunneled him" and that I was dogshit because I kept leaving him when Tinkerer activated. Oh yeah, when I gave one of his friends exit-gate he kept telling him to teabag me, which he did lol.
There's always going to be a few bad apples out there, and the best thing you can do is not generalize every streamer you see because of a few bad experiences. Oh well.
Yeah, I'm making fun of this attitude but I hoped that the very emphasized "some" in the title gave off that impression. Yes it's just some people that are like this. A few bad apples as they say... but I do try to go with a fresh mind every time I look at a VoD from a ttv.
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Your counter to a bad survivor using DS is them going down in 3 seconds after the stun is over because they didn't actually know what they were doing. It's up to the survivor's skill to make that stun be worth it, and it's up to your own skill to make sure that it isn't.
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I honestly prefer to watch youtube videos while on cue than playing on Haddonfield, Badham or against a key. The stress, and the amount of effort needed because of bullshit design is just not worth my time most of the time.
I'll indulge it from time to time tho.
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If you learn what he collides with and what he slides of, every realm is good for him, except for RPD cuz those doorways are too narrow XD
I especially prefer realms with slidy shacks, like Autohaven, Crotus Prenn and Farm maps. Blight is a beast at butter shack if you learn how to use it properly.
Swamp has very inconsistent collisions so that one is a bit meh.
Haddonfield and Badham just suck in general, so those could be bad for him too.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2295499#Comment_2295499
I honestly feel like old Ruin should be basekit on every killer but Spirit and Nurse. Make survivors objective take more skill.
I think there could be some sort of mechanic where something like huntress lullaby is default on gens the more progress they have. Like skillchecks start normally, at 25% the skillcheck warning is lower and gives you less time to react, at 50% even more, and at 75% theres no warning. Like the noise of the generator is muffling the sound around you.
You could even reduce a killer's TR by a percentage depending on gen progress, this would help generators be less safe, cuz currently i think it's too safe to do a gen, especially against non stealth M1 killers. You just run as soon as you hear the TR and the killer would spend too much time just catching up.
That could make it take a bit more skill to do a generator without really changing it too much.
Honestly a full rework of the gen repairing mechanic would be ideal, but at this point it's been suggested so many thousands of times for so many years that I don't think the devs have any intention of reworking that part of the game.
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Killers are not little fragile babies that can do nothing. Most of the time you'll do alright with any killer, because even if the killer is on the weaker end, survivors generally don't have the coordination and game sense to win.
The problem is that what killers have to do in a match is way more demanding that what survivors have to do (killers have to outplay every survivor in chases, survivors have to hold M1 on a thing), and survivors have very impactful safeguard perks that can be stacked. Once you do have a decent level of skill and coordination from survivors, they can easily overpower most of the roster or just give them a ridiculously hard time.
Generally speaking, I absolutely despise the fact that while I'm sweating my ass off trying to control a match, every survivor I'm not chasing is basically just holding a button and listening to music while winning the game. And most games where survivors finish their gens, if I do something to have them actually play and interact with me, they immediately just all die, because they didn't actually outplay me during the match, they just outgenned me. That should not happen.
This imbalance breaks the game in favor of the survivors when they get too skilled. However if you're good with killer you will most likely have more than 60% win rate at least with most killers. Killers have their bullshit too, lets not pretend they dont, but let's be honest and admit that this game is too much in the survivors' control at higher levels.
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More like "Press E to fix mistake" lol. This perk pisses me off too.
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No. They should balance around providing players the tools to let their skill show, be it their mechanical skill, their planning skill, their game sense, or their ability to capitalize on the other side's mistakes. This is regardless of how many times players win or lose or how many people escape or don't.
Getting to the point where 2 people escape means the gens get done and you're in a terribly precarious situation as a killer here you have to sweat your ass off to try and scrape something. Which would be fine, if it weren't for the fact that for the survivors that's a way more chill position to be in.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2294336#Comment_2294336
I mean apart from additional objectives they could just make it so gen skill checks become increasingly more difficult to hit the longer you are repairing a gen. Or just make it so that Great Skill Checks are required to progress while Good Skill Checks slightly regress your gen, like old Ruin.
Sure that'd be a pretty hefty nerf for new players but I honestly despise playing survivor solely because of how boring it is to hold M1. Yeah, I could let myself get chased for the entire match (if I was good enough at that) but that's not my point. Gen repair is too generic and doesn't require any kind of skill.
Good Skill Checks could at least be harder to hit... It's basically impossible to miss a skill check if you're not absolutely distracted by your cat suddenly setting your curtains on fire.
I honestly wouldn't be opposed to something like, the more a generator is progressed, the more it muffles or gets rid of skill check warnings, cuz it's getting noisier? Maybe even make it harder for a killer's terror radius to be heard the more progress a gen has. Just something to make them harder and less safe.
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Yes, please. We need this.
I dont think you should be able to just end a match instantly cuz you got a bad map or anything, but if you see a match is pointless and lost, you might as well be allowed the chance to give up and move on.
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It is only survivor sided when survivors know what they're doing and are decently coordinated. This is the biggest problem.
Survivors at a higher level have too much control, and too many safeguards from mistakes. Also what they have to do is too simplistic. Gens are a pathetic objective.
Thing is, most survivors are not coordinated or good.
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I think the speed itself isnt a problem. The biggest problem for me is how safe gens are and how little they require from survivors.
Holding M1 and occasionally getting a "are you awake" check is pitiful for a mechanic, and most survivors think it's dreadfully boring. They need to be harder or more demanding in some way.
Both because of big maps and because of the terror radius mechanic, gens are just too safe. All you have to do is start running as soon as you hear a TR and most M1 killers would waste too much time catching up to even bother. Kicking them does nothing, and then all you have to do is go back and keep holding m1. It's too safe.
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TL walls are the fairest tile in the game and depend entirely on your ability to predict and outplay your opponent. Best designed tile imo.
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The last thing I want is another killer whose power is so ridiculously predictable that it's almost entirely in the hand of the survivors whether or not they get hit, and the killer basically needs to be a god to hit the power...like PH.
Lingering hitbox helps him a little, if the killer knows how to use it.
If you have problems with Nemesis, let me introduce you to the W key. You just press it, and hold it for as long as you can. You will also need to hold Shift. That will do the trick. Guaranteed time waste without even having to think.
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I use the aura reading quite a lot. Yes it is super counterable, but when you start pressuring survivors, the extra info it can give is very useful to make decisions. The BP is an amazing bonus for it too.
The way it currently works is awesome, and there are quite a few counters to it. It's a fair perk, and as much as it doesn't really prevent camping, it encourages killers to go around since they immediately have a new target.
Survivors only complain about it because god forbid killers have perks that actually reward them for doing something right with a useful effect. And because most survivors can't be bothered figuring out how to counter the perk.
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It is literally possible to lose mindgames and misplay as a survivor in a loop but make it irrelevant because you pressed E and the killer can't do anything about it before you make the pallet.
There should never be a perk that's just "Fix mistake by pressing E", but here we have Dead Hard.
Like others have said, it's total uncounterable BS when used for distance.
But it's especially frustrating when you use all of your rushes as Blight, you perfectly predict where survivors are going to go and then when you're about to hit them they just use that ######### and undo the fact your play should have outplayed them.
I used to think it was fine, and that DH for distance at least required some map knowledge. i've since changed my mind. Pressing E to fix your mistake is representative of exactly what is wrong with this game.
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They don't even have to escape to make keys useful. If there's a key in the lobby, at around 2 or so gens, you cannot kill people even if you have the whole team on deathhook. You just have to slug and hope they don't pick each other up enough.
You miss out on pop, and any pressure from killing survivors in a game where killers are literally expected to let some gens go at the beginning...meaning survivors have pressure at the start of the match and at the end of the match because you can't start killing them. Nevermind that you held a 4 gen for 10 minutes by actually outplaying them. They have an item, you see.
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I like this quite a bit... Probably my favorite Twins suggestion I've seen.
I'd add three things to it:
-Charlotte should be able to attack a survivor that blocks her path, or else there's no indication if you're controlling Victor that Charlotte is being blocked somewhere.
-The transition between Victor and Charlotte should be shorter. At the moment switching back to Charlotte is so slow that it almost kills your ability to do pinching strategies with them. Transitioning faster would just allow a more interesting back and forth stile.
-I think survivors should not be able to kidnap Victor for so long. It's just too much time to have your power removed for no good reason imo. Maybe shorten it to 25 or even 20 seconds, before you can recall Victor from a survivor.
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It shouldn't ever instadown. However, I wouldn't be opposed to it either always doing damage at T3 or maybe at T3 you are able to hit multiple targets, like a survivor and a pallet or multiple survivors.
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You could also just, you know, be good enough at the game that tunneling you is more of a hinderance than a viable strategy... then stack up some safeguards like DS in there and there you go.
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I agree. I love PH and Nemesis, but for the most part I like original killers more
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Here's some general stuff I follow in almost every match. It can work on any killer you're good with, but it might fail if survivors are too good and you are using a weaker killer that you may not know as well. Generally speaking, playing like this I have only had 1 played match where I didn't kill at least 3 survivors with my main Blight in the past like...3 months or so.
- It's useful to find a 3 or 4 gen area that you can defend as hard as possible. Slowly try to get deadzones going around those 3 or 4 gens you're trying to keep. I've legit won games as M1 killers just by focusing on defending my 4 gens even if survivors seem to have a good start with gens.
- I don't know what you mean by "relatively quickly". Some people think 40 seconds is "relatively quickly", when that's actually like 90% of a full gen with 2 people, and if you have 3 people on separate gens it's literally half of all of them. Some people have a 15 second rule where they leave a chase after 15 seconds if they haven't gotten a hit or a pallet. I think that's too much time to be chasing for nothing, but generally speaking it's a calculation of what you're gonna get out of it. An injure state can be good, but you shouldn't waste time trying to down a survivor outside of your control area, if a survivor is in a good position it might not be worth chasing them. Sometimes 30, 40, 50 second chases can be worth if IF you know what you're doing, but that depends on the individual match and your individual circumstances, usually at the start of the game it's too much time.
- Keep track of who you have hooked and you you haven't. Especially on High mobility killers, if you down someone and you know they're working on a gen in an area you want to keep, just leave that survivor on the ground and go defend your 3/4 gen.
- Don't ever try to hook all 4 survivors 3 times unless you know for a fact the team is inefficient. You need to focus down 1 or 2 survivors, not necessarily hard tunnel them, but generally focus your hooks around them so you can get people out of the game.
- Do not let unhooks happen uncontested unless you already have secured extra pressure from a chase. I try as best as I can to never let survivors heal for free. Two healthstates is a ridiculous amount of time from a survivor just holding W. The more I can keep them injured the better. Eventually you will wear down a team.
- Hook close to the area you want to your 3 or 4 gen area. Make sure those hooks are hard for the survivors to get. Don't ever get discouraged by survivors talking ######### about "proxy camping". That's BS. Their main objective is to hold M1 for a couple of seconds. You have the right to make your main objective easier on yourself by protecting your area.
- Try to eat DS early if you have the pressure for it, or if it's a survivor you know for a fact you can catch quickly after their DS. This will prevent them from getting insane pressure on you by being aggressive with DS when it actually matters. And absolutely ALWAYS punish people who deactivate their DS in front of you. If a survivor starts healing themselves after being unhooked, that's survivor is going right back on the hook. Having a survivor on death hook is huge pressure.
- Remember that focusing on the macro 4v1 game is waaaaaay more impactful than having good individual chases. And depending on the killer you're using the chase is massively in favor of the survivor. Focus on the 4v1, and even if you make some mistakes in the 1v1 you will have a better chance.
- If you have a slug and a hook in the area you want to control, and especially if the other survivors are injured, there is ZERO reason to leave the area to look for the other survivors. Let them come to you to try and rescue, it doesn't matter what stage the game is in. This is massive pressure for you.
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This is the reason it's been months if not years since I stopped caring about being nice.
When I go into a game, I try to secure a win. Once the win is secured I'll play more chill, if the survivors haven't been annoying.
The outcome of the match does not matter one bit. Survivors will trash talk you for no reason, and they'll feel good about themselves because it's 4 on one.
My advise, if it makes you feel frustrated, which I understand, turn off the chat or stop looking at any messages sent. If you want the chat on, then just recognize it's a bunch of people together in a circle jerk to try and feel better about themselves by trying to belittle you, so their words mean absolutely nothing.
Either way, play in whatever way you want. If you want to chill, then play chill and have fun, if you want to win, then do whatever you need to secure the win.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2287356#Comment_2287356
Capitalizing on someone else's mistakes because I'm in a match with them and they don't have BT or the knowledge to take a hit, means I should pay for THIER mistake even though I'M running BT and try my best not to let the killer see me? No, that's not fair to the guy who was literally farmed off the hook. That didn't take skill or anything. DS is a second chance for 60 seconds if you don't help progress the match any farther for those 60 seconds. It literally deactivates.
The only this does is punish someone for getting an easy down on someone who was pretty much defenseless. If BT was reversed, no one would care then but it doesn't. I shouldn't be punished for another survivor's stupidity. Also, if you attack me right after and I get BT, that was YOUR choice to try to down someone who couldn't do literally anything while they was unhooked. That isn't SKILL. We are IMMOBILE until we can move. No BT or the killer is face camping you? I guess the killers' skill was high enough to down me after I can finally push a button.
Survivors are a team. Survivors work as a team. Survivors share an objective as a team. They live and die as a team. Again, I'm sorry solo Q sucks, and you get farmed. It's unfortunate. Matchmaking is #########, this is an issue that 100% needs addressing.
However, people tend to play better, and the better people play the more these safeguards become busted.
It's neither the killer's fault nor your fault that you got farmed, but your team (you included) is the one that suffers the consequences of your team's mistakes. This is the case in every team based. You cannot punish the other team because your team sucks, and you cannot have the game safeguard you against your teams mistakes to the detriment of the other team, because eventually when your team doesn't suck, your safeguards become busted.
Also, shoutout to survivors that bodyblock with BT making it literally impossible to not go for the unhooked survivor.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2285515#Comment_2285515
How is it a mistake on the player's part if the game is not functioning as it should? Standing under a pallet for a full second without the context key popping up, mashing up against the window and the game delaying its activation so you miss a running vault, those are 'player errors'?
'Hitboxes are fine', have you ever, even once, played a match against a Huntress where you did NOT get hit through a solid obstacle? Because I haven't.
Latency: So it shouldn't punish the killer, but it SHOULD punish the survivor. Gotcha. Also, no, you can't account for latency because it is not a consistent factor. Just had a match where a Plague caught me because her lag image circled clockwise while the actual Plague went counterclockwise, leading me to run into her. She hadn't been lagging up until that point. And no, she didn't double back, I saw her rubberband into me.
Errors on the part of other survivors: It does blow a hole in your idea that any time the survivor is downed, it was due to an outplay on the killer's part.
DS is still massively powerful, good survivors can still be aggressive while using it, and it's especially devastating during late and endgame.
It is really not, because it comes at the expense of you being unable to act otherwise. It is designed to keep killers from tunnelling and currently it just fails to do that because one five second stun means the perk is gone and that's a big ol' green light for tunnelling.
Let me be clear with this again: Nobody, not killers, not survivors, should get massively impactful safeguards that literally negate the fact they got outplayed unless they actually require them to do something demanding. Like Pop, for instance, regresses a gen, but it requires you to outplay your opponent and win a chase. More of a reward for your good job than a safeguard from mistakes, unlike DS, or even Spirit Fury.
Killers have far, FAR more perks with little investment and massive pay-off. Their entire board is littered with perks that are easy to trigger, if they even have a trigger, that make things considerably more difficult on survivors. Should we also remove Ruin? I'm All Ears? Corrupt Intervention?
Imagine, BT and DS giving you essentially 3 health states while you have to do NOTHING other than hit a skill check and still think that you need more.
Imagine being dumb enough to get baited into a DS not once, but twice. Talk about getting outplayed.
Okay, I guess I didn't understand what you meant when you said context key errors. Yeah the game not functioning properly is no one's fault. It affects both killers and survivors, but the devs shouldn't just reward either side because the other got robbed of something.
Huntress's hatchets have a bit too wide a hitbox sure, but for the most part that's latency. And on the topic of latency, it affects both killers and survivors. It shouldn't reward or punish either because it's not something a player can control. It just so happens that it sometimes punishes people in certain things which is a mess up on BHVR's part. Still it's no excuse to award survivors a massively powerful safeguard.
Errors on other survivors that the killer capitalizes on 100% means that the killer is capable of capitalizing on your team's* mistakes. Note that again, as survivors, you work as a team, your objective gets completed as a team and you live and die as a team. I'm sorry the solo Q experience is pitiful, it doesn't change the fact survivors are a team and their mistakes and their successes are for their team. Again, it's no excuse to give each individual survivor a massive safeguard because their team might screw up. Because this literally breaks the balance of the game when you have survivors who are actually competent.
Yes, this is a massive problem with this game where both sides get ridiculous perks that safeguard them or do something massively impactful for no reason. We don't need to add more to the pool of perks that do this #########. The most powerful a perk like this should be is something like Iron Will or Enduring. Both of those give you a benefit for making a mistake but they're arguably not that impactful by themselves. I don't think Ruin is like that though, it requires you to apply decent pressure on gens. If you're bad at pressuring gens then you don't get value through it and survivors with mild coordination can get through it. (BT is a necessary evil, unfortunately, and so is current DS).
It's not even about being bated, mate, it's about survivors getting a powerful safeguard from their mistakes. It's ridiculous design. The instance I gave you is literally a survivor getting 3 healthstates, however long they take to get, because they got downed, hooked, unhooked by a teammate who put a jpeg on their loadout, hit again and downed again and the hardest thing: hit a skillcheck... 3 healthstates is too much for this requirement. It's BS, and you want this to be possible twice in a match.
DS is still powerful and it is a good safeguard. It's just not busted like it was before, and because it's not busted, some survivors are complaining that they don't get to have their cake and eat it too.
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I would love for Trickster, Blight and Twins to get their own maps. Sadly, it seems that is not happening.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2285376#Comment_2285376
Not everything in this game is down to personal skill. There's plenty of issues that can occur that can leave someone unable to fight back, like context key errors, bad hitboxes, latency and errors on the part of other survivors.
DS ONLY works if the killer is on your tail before you can do -anything-. It's perfectly fair to have it activate twice per match as opposed to the arbitrary once per match it is now.
Context key errors: A mistake on the player's part, should not punish the opposing player and reward the player that made the mistake.
Bad hitboxes: Hitboxes are fine. it's a cone in front of the killer, and the animation is just cosmetic, once you understand that you know how to play around it. It's a skill survivors should learn.
Latency: A true issue, BHVR should fix their servers. However no reason to punish the killer and reward a survivor that got outplayed, and you can more or less account for latency once you experience one hit with weird latency.
Errors on the part of other survivors: Survivors have to work as a team, even if most of them just can't. There's a reason their actions are cooperative. A mistake on your team's part should not punish the killer taking advantage of it.
DS is still massively powerful, good survivors can still be aggressive while using it, and it's especially devastating during late and endgame. The rest is up to you as a survivor. My point still stands, if you're unable to turn a 5 second head start (plus however long the killer took to down you in the first place) into a good chase that buys your team time, then that is 100% totally on you, and you have no reason to deserve that kind of safeguard twice in a match.
Let me be clear with this again: Nobody, not killers, not survivors, should get massively impactful safeguards that literally negate the fact they got outplayed unless they actually require them to do something demanding. Like Pop, for instance, regresses a gen, but it requires you to outplay your opponent and win a chase. More of a reward for your good job than a safeguard from mistakes, unlike DS, or even Spirit Fury.
Imagine, BT and DS giving you essentially 3 health states while you have to do NOTHING other than hit a skill check and still think that you need more.
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Lethal pursuer allows you to see exactly what every survivor is doing at the start. You can start a chase and zone the survivor to bother other survivors.
You can make a decision about which gens to prioritize and which ones to let go. You can decide which group of survivors to tackle because you know for sure how many there are at a given location.
Once you get into a chase with the knowledge of everyone else is more or less, if you're good, you can start pressuring survivors immediately.
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I guess being careful with your positioning is not a skill survivors should develop :v
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How about you learn to lead the killer on a chase after getting a 5 second head start because you were allowed to escape the killer for free after he literally outplayed you twice?
Good survivors make massive use of this perk. They barely need safeguards in the first place because they have the skill to turn a 5 second head start into a huge chase.
That's the value DS gives you. It literally allows you to undo the fact the killer outplayed you to down and hook you and then downed you again to give you an extra health state for you to work with. If you can't work with it, that should not punish the killer, and the game shouldn't hand hold you.
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Here's how you counter him:
-Find the W key, or otherwise use the joystick to move your character forward.
-Find the Shift key, or the button you have bound for sprinting.
-Press and hold both at the same time.
...
Also, if you're decent, you can just like, learn to read when he has to go for a tentacle hit and when he will likely go for a fakeout, just like you do against Huntress... He has even less range and his tentacle is very thin compared to hatchets so irregular movements make it very very hard for him to hit even up close, and if he misses the punishment is pretty severe.
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Keys are massively annoying and in a game where you're bound to spend most of a match contesting the final 2 gens if survivors are mildly competent. It can feel ridiculously frustrating when you massively outplay survivors to make a comeback only to get it robbed by a key.
I try to avoid keys like the plague.
That being said, the game is only really too survivor sided when survivors are actually good and stack up safeguard perks. Otherwise killers can always do something in a match. If you're good, you'll likely have more than a 50% win rate on regular, public matches.
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As a Blight main, I'm dreading that map. That map is the epitome of M1 Blight gameplay. It's worse than every other indoor map for Blight.
Very pretty map though.
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I think lethal pursuer being base kit would probably eliminate like 50% of killer frustration when it comes to early game issues. Being able to instantly get into a chase and know where survivors are at the beginning just completely eradicates the need for an "early game collapse" imo.
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Surge on Blight would be so much fun if it didn't have the M1 requirement.
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I object. Leon is objectively, the cutest, and sexiest survivor in the game. Nobody can convince me that this is not the case.
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Blight: When pallet stunned sometimes you'll be unable to use your rush until you perform another action like attacking or breaking a pallet.
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The only problem I see with Blight right now is the bug where he cannot use his rush even with 5 tokens after getting pallet stunned. You need to attack or do an action to fix it.
Other than that his slidiness is standard and just as useful as it was before. His basic 90 degree turning feels fine. Z flick is still fine but it's a bit clunkier.
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He's the only killer other than old freddy that could hit a survivor and not get a healthstate down, which I don't really like.
He's weak to W.
Other than those issues he's alright.
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@toukent said:
https://forum.deadbydaylight.com/en/discussion/comment/2269524#Comment_2269524
I'm not asking for them to be destroyed. I just want slugging and camping with them to be completely destroyed.
Unfortunately slugging is the only way this inefficient killer can do anything.
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I find it funny that those bots can waste your time as an M1 killer about as much or more than regular survivors. They're just bad at doing gens.