NekoTorvic
NekoTorvic
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They are definitely powerful, but their playstyle is imo pretty unhealthy. And the reason their only viable playstile is terrible for survivors is because the killer is the most inefficient killer in the game.Good, coordinated survivors can still destroy them if they know what to do.
I'd honestly prefer if the devs made the Twins more time efficient and viable against really good teams, but limited their current slugfest playstyle.
Also that 5 second cooldown on Victor just feels awful...
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Badham to me is the worst set of maps right after Haddonfield. Those maps are disgustingly designed and they have ridiculously strong structures that just allow you to waste the killer's time for free.
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#ButterBlight4Evur
If you learn what you collide and don't collide with you can use slippery stuff massively to your advantage. Especially slippery cars and slippery shack. They are soo good.
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I'd get rid of the red stain removal. Despite the fact I hate how stupid it is that you can just see a bright red light when a killer is far away, when in an actual loop or chase, mindgaming with your red light is too useful.
I think pop is fine as is though. The idea is that you get one powerful kick after hooking a survivor and you need to make the correct choice of where to apply it. I don't think being able to choose is a necessary QoL change.
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Players that enjoy playing as the Twins should not get their killer destroyed because BHVR hasn't properly addressed the balance of the killer.
Right now, Victor being as available as he is is the only thing that allows that killer to not be destroyed by how inefficient they are with time.
While they work on a more substantial rework, I'd give victor a shorter stun when he lands a hit, but a longer stun when he misses a pounce. When Victor is crushed by a survivor give him a 15 second cooldown, but he keeps his short cooldown when recalled, and reduce the amount of time a survivor can kidnap him. Being without a power for 30 seconds at a time while also being so inefficient is just stupid. Make his hitbox a little bit narrower. Oh and make him explode if a survivor is hooked 16 meters from where he's standing.
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If the killer gets 3 tinkerer procs at the same time there's nothing they can do about it. That's all you need to do, basically the most efficient way to play survivor anyway. You just split on gens. Not even Blight can contest 3 tinkerer procs unless the survivors really, really mess up.
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Stun timer is 5 seconds, plus however long the killer took to down you in the first place AND however long you can keep the killer on you after the stun.
If you're incapable of converting a 5 second head start into a long chase, then that's on you, or the killer outplayed you and that's good on him.
You don't deserve anymore handholding just because you got downed, hooked and downed again. This is literally you asking the game to fix your mistakes cuz you got outplayed.
Good survivors already can make great use of this perk when they need it, the perk is not abusable anymore as it used to be, and if you're being tunneled it gives you a safeguard which you can then combine with your own skill at the game to waste an absurd amount of the killer's time.
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The Twins need changes 100%... the suck against coordinated teams that know how to deal with them, but stomp on everyone else by playing in a horrible way.
They're the most inefficient killer in the game unless played in a way that is just kinda terrible for the survivors. You cannot use your power to down, switch back, go to the downed survivor, pick up, hook and then go look for another survivor. You just don't have the time.
This results in Twins players using Victor to snowball while leaving everyone on the ground until enough pressure has been built.
The change they made to Twins did nothing but make them feel clunky to use for no good reason. Imo Twins needs changes and almost a full rework, and the fact they're adding AI to the game with the Nemesis makes me a little hopeful that they might do something like that with the Twins.
Imo, what they need to do is make the Twins more time efficient and in return make Victor available less frequently. For instance, say that Victor started dragging a downed survivor to a hook or to Charlotte, or maybe Charlotte gets her own version of different hook states like Pyramid Head involving Victor. Say maybe when you're controlling either of the Twins you can press a button to have the other stand still, or go roam around. This way, the power will feel more like a utility instead of just being useful to hit multiple people in quick succession. The Twins will feel like they are in two places at the same time, and Victor will be less available to snowball, since he will be occupied taking care of the survivor that was downed.
Just a thought, and I'm sure the devs are testing different ways to change them internally. I don't think it's fair to Twins players to just gut them while they await a rework, but I agree something needs to be done.
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Reasons I go back to a hook: I haven't found anyone and back at the hook there are two survivors, one of which is injured.
Reasons I tunnel someone: I need the pressure or they forced me to hit them with BT while I was not trying to tunnel them.
Reasons I camp people: I need the pressure or I put them in a key position where it makes no sense for me to leave.
Whether or not the survivor behaves in a toxic way has zero impact on my gameplay decisions. The BT thing isn't even toxic, I just detest it. Going back to the hook may be the smartest thing to do in a match for the killer. You don't necessarily know, you're not seeing the match from their perspective.
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Slippery stuff is an asset to Blight. If you know what you do and don't bounce on, you can play around them and make some sick plays.
#ButterBlightForLife
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@MMRSweatQTimeGunBLUL said:
https://forum.deadbydaylight.com/en/discussion/comment/2264605#Comment_2264605
you can already do that by going into settings and selecting the leave option once or twice about every 24 hours before the queue penalty starts hitting survivor levels in wait times. as killer it's best to afk it though. If they're just out of your league and not bming, just drop the controls and let them get chase points off you so they don't depip... and if you've done it because they're a toxic swf deliberately wasting your time and toying with you just position yourself so they don't get any more benefit from you and only waste their own time if they don't finally do the gens and move on.
I meant a way to give up, reward the survivors and just move on to the next match without the penalty, so I can use my time in a match that is more worth my time.
I have AFKd before after giving up on matches. That gives full control to how much the match lasts to survivors, sometimes they will literally stay there forever doing nothing.
Like OP said, survivors can just suicide, get no penalty besides points and maybe pips and move on to the next match. I wish killers could have a similar option.
Obviously I wouldn't want the killer to just be able to immediately give up because they get a map they don't like or something, because to be fair survivors also had to go through a queue, but at the very least if like a few gens are done and there was a match that was played at least for a bit, let the killer concede...
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When a hit connects and you drop the pallet at the same time it's a fair hit. You don't become invincible the second you press space, you only stop the killer's action when the pallet is dropped, meaning as you're starting the animation the killer can hit you still and then get stunned.
It has been a thing forever and should continue being a thing. You need to time your pallet drops and mind your distance form the killer, as all good survivors do.
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I honestly would love to have a give up button as a killer. I don't even care if it forfeits all of my points, and I'd be fine with it giving the survivors a massive BP bonus for it. I'd just like to be able to decide that a game cannot be recovered and move on to the next one.
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Knowing 100% that your teammates are on gens is a massively advantageous thing.
Solo survivors will be greedier with pallets cuz they don't know when their teams will need them, because they don't know if their team is fast enough on gens. This opens opportunities for mindgames and opportunities to punish their greed.
SWFs know for a fact if their team i sitting on gens so they can be very very safe with pallets, and they'll be able to tell their teammates what they've used.
In a game where holding W and predropping every single pallet can literally buy you enough time to finish gens, this kind of info is very strong.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2261236#Comment_2261236
“If he can hit you from 18 meters you can 100% see him and you'll probably hear the noise when he's aiming at you for a split second before he takes the shot.”
You said the key phrasing yourself: split second. There’s very little that can be done the split second when he comes into view, and he shoots at you.
And what part of “Yes, I have eyes, yes I use them. But maps are becoming more cluttered, and if my teammates leave the only gens to be worked on are the ones tucked away that don’t allow for situational awareness, what are Survivors supposed to do without Spinechill?” was difficult to understand?
Let me be clearer with what I meant:
If he can hit you from 18 meters you can 100% see him.
You will also be able to hear the noise when he's aiming at you. Said noise will likely last a split second, however the amount of time he's available for you to see is likely more than that.
It's not difficult to understand. It's irrelevant. It's your responsibility as a survivor to care for your positioning and the positioning of the gens you work on. Solo cue sucks, we all know, you shouldn't neuter a killer because survivors can do survivor things.
If your teammates only leave tucked gens to be worked on, then all you can do is keep very good track of the Deathslinger's position. You need to keep track of where he went, where he could have gone and how he could get to you, and if you can't avoid the first hit, keep yourself healed and have an escape route planned. Again this is all part of what survivors should do.
Also the closest he can get without you hearing he is coming is 16 meters. Which is long enough time for you to be bolting it out of wherever those tucked gens might be, because again, if you cannot see him within range, then he doesn't have LoS. If he has LoS, you can see him.
If your teammates only left deadzone gens to be worked on, then this is not a slinger problem, it's a solo cue problem.
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If he can hit you from 18 meters you can 100% see him and you'll probably hear the noise when he's aiming at you for a split second before he takes the shot. If the map is cluttered enough that he needs to get closer, you can 100% hear his TR (more specifically the heartbeat itself), regardless of M&A.
If you KNOW it's a Deathslinger (because the match as progressed), it is your responsibility as a survivor to mind where you work on gens and your positioning, and to keep constant track of where he is.
Getting a shot from 18 meters is ridiculously inconsistent, you'll most likely not get to m1 the survivor since it's very easy for the survivor to put something in between you and them enough that the chain breaks.
Deathslinger's stealth is one of the few things he has going for him aside from his relatively strong 1v1, which isn't even the best because good survivors are damn hard to hit even by incredibly experienced Deathslingers.
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Blight is an awesome option, but if you get into him you have to understand that you'll have to spend time learning how his collision functions at different structures. You can do some sick plays with him, he is definitely my favourite killer by far.
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@DatFastBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2255410#Comment_2255410
Right ! Slippery shack is probably one of my favourite tile to play because you have lots of options instead of playing it like a normal M1 killer
Literally just got called all sorts of ######### by salty survivors that dont care to learn how to loop Blight, because I make good use of slippery shack XD
If they ever fix slippery shack I'll be so sad. Blight is sooooo versatile at butter shack.
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Slippery shack is the best thing to have happened to Blight and makes him extremely lethal in that tile. I will defend that forever.
If you practice a little you can learn the exact places Blight has collision in shack and then you can use the other slippery walls to do some mad curving around shack.
#DontGetRidOfButterShack
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This would literally just allow survivors to mindlessly run towards the hook for an unhook...bt already is mindless as it is, even though it's a necessary evil, I wouldn't go back to it protecting both survivors.
The best camper, Bubba, would literally be unaffected because he can chew through it, it would literally just affect other killers that are not even as good at camping in the first place, and which can be beat by survivors actually playing as a team instead of relying on a perk to safeguard them from any and all mistakes.
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The Twins is an inherently time inefficient killer. Meaning the best thing a Twins player can do is leave survivors on the ground to try and get as much use of their power as possible. It's not uncommon on twins matches for survivors to be left for several minutes on the ground.
Also survivors detest anything that makes unhooking the slightest bit unsafe so because twins does it a little better than most they must be hated. God forbit someone has to work for their unhooks...
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2248460#Comment_2248460
:D Exactly, they are introducing basic bot matches next patch though, so maybe there is hope, that we can choose every killer with all add-ons and a map in the future, since now it seems like predefined, the system copies the perks from your killer though, i believe.
I see, i believe i understand how to do it, i also saw a video on it. So basically its a multi frame flick, you have to reach max degrees every frame. But it is completely irrelevant what you do while you are at it ? So you don't have to give a input in the other direction or something to reset the cap !?
You don't have to imput in any other direction. You just have to flick to 90, then flick again, then flick again if you can.
Some people with high dpi can do a very smooth motion and do 2 90 degree flicks almost instantly which looks like a 180, but then they still can fully adjust as long as they're lunging. I can't do it as smoothly, I just flick, lift my mouse, move it back, flick again, and repeat, cuz I have a minuscule mouse pad XD
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2247546#Comment_2247546
xD Damn, yeah the forums can be a hard place sometimes.
Yes that's true, the thing is they keep changing what objects are and aren't slippery and there are so many maps that it becomes quite hard to even hit all the objects in normal gameplay. It would be much easier to learn all of that in KYF mode but sadly you can not play it alone to test all of this for hours on hours.
Oh thanks, i have to look into Z-Flicks than, haven't heard about them yet.
It is kinda sad how there aren't any solo custom games. some of us are lonely arseholes who just wanna learn a new killer XD
Z flicks are actually pretty simple. So they added a hard 90 degree cap when you lunge. However, nothing really stops you from turning multiple times. So essentially you can just turn 90, then another 90. If you do it fast enough you can do pretty consistent 180s, or at least very very tight turns. You can do this on controller too apparently.
It's super useful to get those extra few degrees after surfing, or to get around medium objects like rocks and tables entirely.
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Sometimes when I play killer in maps like Autohaven it's almost impossible to see some survivors. Like they just look like a black stain on my screen, blending in with the shadows. It genuinely makes me miss hits and miss survivors entirely cuz I can't see them.
Honestly, people already use a bunch of different stuff, making their games look like a ps1 game just so they can have advantages...why not just add a brightness setting already?
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2151231#Comment_2151231
You gotta teach me the mental model needed for blight. I bought him for his perks, but haven't actually played him worth a damn.
Well you constantly need to keep in mind where survivors are going to go, so you need to understand how survivors move around tiles and in general.
Then you can constantly think like this: "Ok, if the survivor moves like this, I can bounce here and cut them off there"
You need to constantly keep a look out for things you can bounce off of on the ends of loops and at tiles like Shack.
You need to learn what structures and objects you slide off of so you can use them to your advantage in chase.
Basically getting to understand what Blight players call "Bump logic"
One thing you can do with objects Blight slides against instead of colliding is you can rush a long them, turn towards them as you rush, and then flick around them for an almost 180 degree turn.
There's lots and lots to learn playing him, which is why it's so satisfying.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2245758#Comment_2245758
I knew it under the names of Surfing, Prop Surfing or Surf Tech. You can also do it on cars, to hit around the whole car. Basically all slippery objects. They recently said, they fixed sliding off of objects but it did not really seem like it changed much at all. Many objects still have the wrong colliders or physics materials. The new maps as well. It seems like they succeeded in disabling J-Flick though. Most people who complained about it had no idea about other things like surfing to get more angle. Dont think J-Flick was a huge problem. Its sometimes really annoying to have many inconsistency's with blights power. Like for example the double stun where he throws the syringe twice. Or sliding of an sliding object, causing you to fail your rush get stunned and need to wait until you can rush again.
Mate, I had a long ass discussion with someone here on the forums explaining to them how J flicks were gone and that it's not actually a 180 turn when you just surf around a slippery object and they wouldn't get it XD I almost lost my mind lol.
Blight's problems get mitigated by just learning what he collides with and what he doesn't...obviously that requires a ridiculous amount of hours tho, but the more you learn the more comfortable it feels to control him.
To be honest, I kinda prefer the Z flicks they introduced after they killed J flicks. Z flicks work so well to go around medium rocks and other things. Honestly think Blight is currently the strongest he's ever been, which I absolutely love.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2244996#Comment_2244996
This is part of the Surf Tech or what you wanna call it, if you slide along an object you can turn up to around 180° degrees around it.
Exactly! I didn't know this was the name of it, but yeah. you can use his slidiness to your advantage by turning towards an object and then flicking for an almost 180 degree turn.
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@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237370#Comment_2237370
How is he lethal at shack if he just slides against the wall like an idiot.
There are some walls that you can actually consistently bounce on. For instance the wall on the right of the pallet door. You can hit that wall, then rush around the window wall of shack, because you slide off that wall you can turn towards shack as you slide, meaning you will 100% be able to hug around the entire other side of shack, which catches a lot of survivors off guard since they're not expecting you to be able to hug shack so well. You can do the same from the other side. This is literally impossible in normal non slidy shack.
This is just an example. You can test it out yourself and you'll see how awesome it is to be able to curve around shack really tightly because of this.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2242188#Comment_2242188
That's fair enough, didn't mean to be a party pooper. You're probably right but I personally think it's kind of dumb that sometimes, walls just don't exist according to the bump collision. I think it's mainly annoying for me because the game clearly recognizes there is an object or wall (He slides off it rather then just phasing through it) but the game just decides '######### you, man. You ain't bumping off that wall, lol'. I do understand though that if they made a huge fix to his collision then it might make some maps more bearable, but would likely make indoor maps like Hawkins a nightmare. Not really sure what the correct answer here is. Unfortunately, the Developers clearly never intended for a Killer like Blight to be added to the game as evidenced by how indoor maps were designed. I'm happy to agree to disagree on this. At the end of the day, we both want what's best for the human pinball.
I'm the same, I prefer to just play a Killer's base-kit (Unless they're a killer who really needs add-ons to be good e.g. Trapper). Besides, I don't really like add-ons that kinda mess with muscle memory i.e. Speed add-ons. However, I've seen some good Blights use ring and 9/10 it's a slaughter, lol.
Apparently the spatial hitbox for objects is different than the hitbox the object has to detect when a killer is hitting them, which is the one Blight uses to detect his slides. I think it's silly.
Honestly, I think Blight was alright having his own hit detection separate from the basic attack hit detection... But the devs decided to just scrap that and use basic attack detection, thinking that would solve all problems...little did they know basic attack hitboxes on objects are just as busted as Blight's old hitboxes used to be XD
Either way, it does indeed seem they never expected a killer like Blight in the game. Hopefully he just gets better to play overtime.
I absolutely detest addons that buff a killer's power. Addon's that change how they work are interesting. Addons that buff the killer's power are just cancer. Cuz then they make the killer's power less interesting and more lackluster compared to using addons. Like...using Ghostface without recharge addons is painful, and using Deathslinger without reload addons is annoying...it just makes you use your power less.
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If someone prevents me from going after their unhooker because they have BT, I will tunnel them out of the game.
I'll wait out the BT or get them after the hit, I'll get them after DS if they have it, and once they dont have DS anymore they're an easy target to get out of the game.
Like...i'm literally going out of my way to NOT tunnel you and you're forcing me to because you get a free hit to tank. So very well, get tunneled.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2240657#Comment_2240657
Honestly, as you said yourself, Blight doesn't really need any of these. The third idea would be nice for QOL I guess but it's mostly unnecessary. At most, his recharge takes 10 seconds which is honestly nothing when you consider that he is tremendously faster then the Survivors whilst rushing.
In my opinion, all the Devs have to do is iron out his collision and nerf alchemist ring in some way. Whilst slippery tiles i.e. Shack do enable hits that normally wouldn't be possible, they also regularly rob hits. I've been in many situations where Shack being slippery made it impossible to use my power as there may be nothing else to bump off of. This is an issue most prevalent on the farm maps where there is usually nothing to bump off of next to Shack. Indeed, even when there is something which could seemingly be bumped off of, the Blight sometimes just slides off it instead.
I sincerely doubt that they would add new environmental objects to each map where this is a problem, just for Blight. Especially since, whilst possibly only minor, it could be an indirect nerf to killers like Huntress, demo etc. As such, I wouldn't be opposed to the Devs revisiting how his collision works again.
I think alchemist ring needs a nerf because just negating the power recharge mechanic entirely on a successful hit is stupid. Good Blights become god-like Blights with this add-on because there is essentially zero means to escape. He's way faster then you as a Survivor so you can't make any distance. If the Blight is good then all the Survivor will get to make distance is the mere 3 seconds of successful hit cooldown. After which, they will be swiftly on your ass in mere seconds. Especially if they've paired ring with blighted crow. Furthermore, if the Blight player has mastered when to flick and when to simply use good bump logic (as good ol' Ascension put it) then they'll be able to hit you at almost every tile in the game. So you can't make any distance because they can immediately use his power again, and you can't loop them at most tiles because they know when to flick and when to use simple bump logic. It doesn't help that it kinda makes the token management system less important as there's no real penalty to using all 5 rush tokens to get the hit as you'll just immediately get them back. Overall, ring is completely busted in my opinion and desperately needs some kind of change.
Yeah I just kinda wanted to propose some changes, given the spirit of the thread. But really Blight just doesn't need any of what I said.
In the video you showed, had you tried to slam into the wall on the right of the door instead of the wall on the left you would have hit it. That side of the wall has better collision. Honestly I think the biggest problem in shelter woods are the tree stumps with no collision. Those can actually screw you because their presence can create dead zones where there's nothing close to bump off of because the game decided to spawn those stumps.
Overall I like slippery shack for the most part, and I don't trust the devs to fix collisions and no make everything have a way bigger collision than you'd expect, making it so that Blight can't navigate anywhere.
I mostly play without addons, cuz I honestly kinda hate the addon system and what it does to killers' powers, but fair enough alchemist ring is a bit busted.
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@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2240715#Comment_2240715
I third the pet Demo motion. Also a boop for Pig's snoot.
Make it so that if every survivor pets the Demogorgon, he gets an animation like a mori...but a petting mori, where all survivors pet the Demo at the same time. If that happens everyone gets 50k bloodpoints and the game ends with everyone double pipping.
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@NomiNomad said:
Wraith.
- The ringing of The Wraith's bells now instantly kills survivors.
Demo.
- Survivors can now pet the Demogorgon.
The only buffs we need
I second the demo pet motion. We need this in the game. Literally stop the development of the RE chapter right now to patch this in.
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@Luciferr_2nd said:
https://forum.deadbydaylight.com/en/discussion/comment/2240657#Comment_2240657
They just need to fix his collision honestly
It depends. Slippery shack is literally the best thing for Blight. It makes him SO much more lethal around shack.
There's also a lot of slippery objects that are useful, but then there's others that are bad. Most of the time objects having too big hitboxes are worse than objects being slippery... I honestly just don't trust them to be able to do his collisions right so that they dont destroy him.
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@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2240657#Comment_2240657
These are the kind of changes I like to see creative and effective I really like the 2nd and the 3rd ones the 1st I don't get a whole lot but then again I don't main blight so I don't know how effective that'd be. Now that I think about it I should play more blight.
The first one is my favorite. If a survivor get's slowed for two seconds if they're within 3 meters of the place you slammed, it would prevent them from rounding corners or making it to pallets or vaults. Extremely useful if you know how to flick around medium sized objects or around tables. Also it makes sense that when Blight slams at full speed against something he just gets squished up and spews out filthy yellow gas XD.
Everyone should play more Blight. playing killer in DBD needs to become pinball simulator lol XD Honestly though, Blight has been the best thing they've added to this game imo. I wish he had an original map.
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I have three possible changes to Blight:
-When Blight slams against an object he emits a faint cloud of yellow gas within 3 meters that hinders survivors for 2 seconds. So basically a very tame version of one of the effects of Compound 33. I think this would make him insane around loops, and would prevent survivors from just getting up in his face to try and dodge him...in my eyes that's basically abusing the fact that the FoV is terrible.
-Blight gains an additional 1m/s speed up per rush. This is a tame version of the Blighted Rat/Crow addon. Those addons should be nerfed to compensate, BUT it makes it so that there is a risk/reward system for using more tokens.
-Blight's power cooldown when ending a rush or after a hit now starts recharging during the injection animation instead of after the animation. This is basically normalizing it with the pallet break animation which does have the ability recharge during the injection. Relatively minor but would allow Blight to use his power more often.
Do any of those to Blight and you don't really make him easier to play necessarily, but you do make him way stronger, which he doesn't really need realistically, to be fair.
Edit: I wrote "fair cloud" instead of "faint cloud"
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I think there's something to be said about preemptive counter play regardless of whether you can know what killer youre going against or not before the match.
Once you see what killer you're dealing with within a match, if you're a good player, you immediately have to use all of your knowledge of how the killer is typically played. This seems to me to be almost a hybrid between preemptive and conditional counterplay.
People will say "how are you supposed to condition a killer in the relatively small amount of interactions you have with them during a trial". The answer is: if you're a good survivor you have vast knowledge of how the killer is played at a higher level in general, so there's already pre conditioning happening. you'll expect certain plays, because those are the plays a person of x level will have. The more right reads you make, the more you build a profile of the player in your mind.
Killers do this literally all of the time and no one cares because it's killers... but FOR INSTANCE:
If you are at a structure where you lose LoS, and you make a play expecting a certain pathing from a competent survivor, if the survivor keeps their course and does not adjust, there's a very good chance that survivor is not even looking behind them, so these kinds of mindgames that would work on more attentive survivors do not work. In that one interaction you're able to build a profile of the player you're going against, because you're immediately comparing it to what a competent player typically does.
This happens so much that throughout a match, a killer will, after 1 or 2 chases be able to accurately say exactly what the survivor is going to do before they do it, even if they can't do anything about it.
So this is just something I think is pertinent regarding your overall point. When you go against a player, using a specific character, you don't go from nothing, you go from all your previously accumulated understanding on how the specific character should be played. With this, you can make some pretty accurate predictions about the playstyle the player will have, and with 1 or 2 interactions you can build a profile of their actual playstyle.
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Him sliding off some shack walls makes him pretty lethal at shack if you know how to use it in your favor.
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When survivors turn corners scratch marks just dont like telling you where they went.
Your best bet, if you don't see them turn a corner, look one way for one second and move the other way, if you see scratch marks, follow them. if you don't just turn around and follow them.
Is it free distance for no reason? Yes, enough distance to make a pallet or window you otherwise wouldn't have.
It's gonna be bs in the new map where corridors are so tight, scratch marks just don't tell you which way a survivor went immediately.
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@Orion said:
A few things I'd like to note. Keep in mind that this is mostly speculative, but based on my understanding of the game:
If a survivor's hitbox makes contact with this cone at any point while this cone is active, it will register a hit and THEN trigger the animation.
If the cone has more than one target, it will prioritize one target over all others, depending on multiple variables like distance, where the killer was "aiming", and so on. So it is possible that a survivor's hitbox will be inside the cone, yet the survivor will remain unscathed.
If it's a lunge, the animation plays at the end of the lunge, but the cone lingers juuuust a bit longer than the follow through of the swing, so the same rule applies.
The game doesn't actually distinguish between quick attacks and lunges. It's all the same animation, but one lasts longer than the other (depending on how long you hold M1) and has a formula applied to it to determine how long the recovery period is going to be, based on how long the animation itself was. The killer's movement speed is also adjusted to give them all the same reach.
"The game doesn't actually distinguish between quick attacks and lunges. It's all the same animation, but one lasts longer than the other (depending on how long you hold M1) and has a formula applied to it to determine how long the recovery period is going to be, based on how long the animation itself was. The killer's movement speed is also adjusted to give them all the same reach."
Yeah I agree that this seems to be the case. I guess what I was trying to do is explain why sometimes it looks like the swing ends, but then a survivor can still get hit for a split second. It's the same reason: Regardless of the animation, the cone is still active.
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Out in the open, just wiggle a little bit at irregular intervals. That alone makes it very risky for the Slinger to shoot. You don't have to wiggle all the time, sometimes wiggle, then mix it up moving straight, then a bit diagonally, a little wiggle, and you'll see they'll avoid shooting you. The idea is to lose the least amount of distance possible, although being out in the open is really and against him.
On medium and long loops with high walls, you can 100% predict when he's more likely to shoot. Usually Slingers will try to get you before you make a corner, but you'll have to mix it up since it depends on the player. There's a mindgame where they will try to predict whether you're gonna continue on a straight line or try to dodge. You have to be very mindful of your distance to the Slinger and your positioning in a tile. Sometimes he HAS to go for a shot or he will waste too much time, and you can use those times to mess with his reads.
Also you can be a lot riskier when you're uninjured but when you're injured you should be safe with pallets.
Ultimately there is no 100% guaranteed counter to him, because the killer's skill matters a lot. Your job against him is to make it as hard as possible for him to land his shots.
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How about this for an excuse:
I camp/tunnel regardless of what killer I'm using because I determine it's the most effective thing to do at the time to either secure a victory or try to take back control of the match.
I don't have to give any excuse for my gameplay decisions, just like survivors don't have to do it either.
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I'd be fine with flashlight's having a 1 or 1.5 cooldown so they cannot be spammed.
I don't mind survivors using it to try and tease the killer, if you can tilt your opponent making them play worse, then that's valid.
However, I recently faced a survivor that clicked his flashlight extremely fast and it was horrendous to look at. I don't even have issues with seizures, but I imagine if someone is susceptible to that, that is an actual hazard to those people.
Aside from that though, I think flashlight's are fine. Flashlight saves can literally destroy more than a minute's worth of a killer's time. So they should be hard to pull off. It's easier if survivors play smart.
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You need to start taking note of what objects he collides with and how and which objects he doesn't collide with from certain angles or at all. This will help you develop strategies to use your power around that.
Get used to playing him without any addons, since addons really change the way his power works and usually are quite powerful.
Learn how to control your camera bump detection vertically. You can sometimes avoid hitting an object you're trying to navigate around by looking up or down, so then you can flick around it with your lunge.
On a lot of loops, you can turn during your rush, then right at the edge of the object, turn 90 degrees towards the loop, this will make you turn almost 160 degrees.
If you're on pc remember you can flick your mouse multiple times during a lunge, meaning you can chain together multiple 90 degree turns. On console you can do the same with max sensitivity and pressing the trigger multiple times during the lunge while holding the stick in the direction you wanna turn. This is massively useful against small/medium round rocks and other objects.
You can use slippery shack to your advantage by pre turning during your lethal rushes. You'll be able to get around the shack in ways survivors don't expect, and if you flick at the right time, you can go into shack door from the window side, it's pretty nutty.
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It depends on the teams you go against.
If you go against the average team, with an alright killer, that combo is a bit overkill and it'll probably be a chill match.
If you go against an efficient team that does gens, that combo might be the only thing that allows you to have a chance.
So, as with a lot of things with this game, it all depends on the skill level and efficiency of the survivors you go against.
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It's both and it's a feedback loop.
If I like how a killer looks and their general concept I'll gravitate towards their gameplay, if they're gameplay is something I enjoy then it'll make me like the killer's design even more until I inevitably end up playing Blight 24/7 while making Blight noises.
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Spirit: I find her boring to play.
Billy: He's the clunkiest killer in the game for me. I just hate playing him.
Plague: Ever since they added a slowdown when she finishes vomiting or cancels her puke she feels extremely sluggish to me.
Pyramid Head: I used to love playing him. Then they just made him feel sluggish and clunky.
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Blight Main, red ranks here.
The most consistent build I have with Blight is: Ruin, Pop, BBQ and Tinkerer. With this build you're always on the move, going after people and chasing them. I do not use addons, but Blighted Crow and Alchemist Ring are insane addons. You can combine the 2 speed up addons that make you faster every time you Bump into things. This will definitely give you a good chance against sweaty teams and will make matches relatively chill against average teams.
A more fun build I used to love before I got tired of SWFs and efficient teams is: Enduring, Brutal, BBQ, Agitation. Also feel free to replace any of them with Shadowborn. This build is focused on just doing things fast. You recover from stuns fast, break pallets fast, hook fast and are constantly finding people. It's not the type of build you can recover from a bad start with, unless you do some serious tunneling or slugging.
It was said above, but you have to learn which objects you collide with and which objects you do not. The objects you slide against can come in handy for some crazy plays.
Slippery shack can be super deadly and give you some angles survivors do not expect at all. You can bump on the door side, and slide along shack while turning into it to get a super tight angle around it.
The cars and trucks on haddonfield and autohaven don't have good collision if any, so they allow you to rush in a direction, turn into the car or truck during the rush and then right at the corner you do a 90 degree flick, which results in an almost 180 degree turn. It catches a lot of survivors off guard.
At pallets with a long side and a short side, if you keep the survivor at one side, you can bump into one far end of the loop (if you have Blighted crow or rat you can do it multiple times to gain more and more speed), then you fake going on one side and rush on the other side. They'll have very little time to react.
I'd recommend you learn how to do Z flicks to round a few medium sized objects, but I don't know if you're against that kind of maneuver. They're basically done by flicking multiple times in a single direction during your rush lunge. You can do multiple 90 degree flicks. If you're on controller apparently you do it by holding the analog stick in one direction and repeatedly pressing the trigger. No high dpi requirement.
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Removing survivors' ability to 360 is essentially removing one of the few options they have to do stuff against the killer.
Pallets and windows are gifted to them by RNG, sure they need to now how to use them, and that is a skill component, but getting a jungle gym, into TL, into TL, into shack has nothing to do with their skill, and even a mediocre survivor can waste your time at those.
DH, SB, Lithe and other perks are more the survivor outperking you then outplaying you.
Survivors having unpredictable movement and juking you is actually 100% on them and their ability to move erratically. As much as it is annoying to have a survivor disappear because they got too close to your camera, at least it's them making the plays, and you can counter play by waiting, having good reactions, having good awareness to keep track of them etc.
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That was a good hit tho...
The killer would have missed if you had kept running, but you went back to the pallet, meaning you went back in range of his hit and they got a last second hit. You can get hit as you drop a pallet. That's normal.
This is not even an example of bad latency...it's just a normal hit.