SkeletalElite
SkeletalElite
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@Harold_Shipman said:
The fact that the shroud offering for killer separates the survivors, and the survivor ones bunch them up at spawn, shows a clear lack of understanding in the true weaknesses of killers (or rather, it does when they were first added, and they just havent been updated since)
When the addons were first made the game was still incredibly survivor sided and no one really understood how to play it. These were there when the game came out in 2016.
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I don't really think it provides all that much of an advantage, even if all 4 survivors have items I wouldn't consider changing anything about my build unless it was like 4 keys or something, in which case I might equip franklin's, but in most other circumstances any changes to your build to counter hte items is probably just making your build weaker for a marginal advantage.
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@Mysterynovus said:
If you played the recent two REmake games, you know that the RPD is divided into west and east sides. Since the DbD version of it is a near complete replica, this means it also has west and east sides, allowing players to deduce north and south.
So if you've played the REmakes, play in SWF, and your friends have played them too, you can call out "I'm repairing in west second floor" or whatever.
sweaty teams have had call out maps for a long time. If you've ever watched a comp team play you've probably heard a callout that you just didn't understand because the maps are often defined by arbitrarily numbering sections of the map. Usually in a clockwise fashion.
Some sweaty teams also use discord screen sharing and 2 monitors to completely remove the need for many callouts (just look at the other monitor)
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@MintberryCrunch said:
They aren't the same.
Visionary helps you find gens near you.
Deja Vu shows the three that are closest to each other, not you.
It's a good idea to get gens that are close to each other done, because if you need one last gen at the end and all 3 are together the killer can easily patrol them and keep you from finishing.
3 gens that are closest to each other is 40% of the generators at the start of the match. There's a pretty good chance at least 1 of those gens is going to be the one closest to you. That chance only increases as generators are completed.
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/2221868#Comment_2221868
Yeah so I don't understand whether it is useful or not.
Nemesis can see zombies Aura in white basically...
It's so you can tell if they recently attacked someone. It can be useful if a zombie gets a down across the map to know which zombie it was. But otherwise it's kinda meh because you can see where the survivor is by which zombie is chasing someone.
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huntress, deathslinger is boring and gets free zoning by just existing because there's no cooldown to aiming or stopping aiming. Not to mention a good one with a crosshair or piece of tape on their monitor will literally just quickscope every time making it completely unreactable.
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I was bored so I came up with a more comprehensive list of ways the survival points could be tweaked
Increase Wake up points vs Freddy
Increase cleanse points vs plague
Near miss swings against all killers should award a small amount of survival (killer hits window behind you or almost gets you but you are saved by pallet stun, you juke the killer, ect.) Near misses with a power should always be worth more and have more generous ranges. Such as blight in rush, oni in demon dash, wraith lunging out of a cloak and billy chainsaw dashing.
When against Freddy, if you step in a trap while in a chase and don't get within ~8 seconds, get a small amount of points
When against death slinger, slightly expand near miss point range and increase point value
When against death slinger, add a new "miss" point value that's worth less than near miss but also far less restrictive for distance
When against hag, you should gain some survival if you do not get hit within ~8 seconds of triggering trap if you are in a chase when triggering it or if she teleport to the trap after you trigger it
When against trapper, each attempts at trap escape should award a small amount of survival, in addition to the chunk you get for successful escape.
Stealth killers in general award extra near miss swing points due to their ability to surprise survivors.
When against doctor, get more points for snapping out of it. Dodging a shock gives a small amount.
When against leatherface, chainsaws that don't result in a down while he is chasing you award a small amount of survival
Against clown, if you do not get hit within ~8 seconds of your slowdown ending, gain some points
Against spirit, while being chased, if she does not get a hit within ~8 seconds of ending her phase, gain some survival
Against legion, if he fatigues while chasing you without successfully applying deep wound, gain some survival.
Against ghost face, increase outlast reward (survive being marked)
Against trickster, increase reward for having laceration decay successfully
There's a few killers I didn't mention specifically but those are some of the other ideas I've thought of and of course the general ones should apply to those killers as well.
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Ah yes the tried and true spirit counter.
Throw a pallet every 12 seconds so that every pallet is gone in the time it takes your team to finish the first 3 gens. If they even manage it because you sandbagged their generator to throw every pallet near it.
Good chase times yes, but bad in the 4v1. I've seen comp players (talking about tournaments) that 20 seconds is a good chase against spirit as long as you make yourself die as far from the generators being worked as possible.
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@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/2212807#Comment_2212807
Eh they have uses now, Trail of Torment could be a good stealth perk and Mindbreaker now effectively counters the players that sit on gens till last second to just sprint burst away.
Mindbreaker is not a good counter to sprint burst lol, mind breaker is an enhancer for sprint burst. You just enable players with sprint burst to 99 it whenever they want since they can tap a gen, 99 and go.
It's decent against dead hard I guess though.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2212753#Comment_2212753
You never notice because it has a time limit. I made it so it’s permanent and make it known that it can block up to 3 windows at once
I don't know, current timing is same as bamboozle and I think bamboozle is a pretty fair perk so I don't really think it needs that much of a buff.
Maybe it could use a slight increase in time though. Like 4-6 more seconds.
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It can already block multiple windows at once. It's just except for maybe L T walls any other spot with 2 windows 14 seconds is enough for you to run both in the time it takes block to expire most of the time.
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2208901#Comment_2208901
I woudn't risk it anyway. There are other games that use EAC and forbid you the use of reshade, like SCUM for example and one thing is using your hardware software and another complete different thing is using injected dll files that modify a game in many ways.
They really aren't different things in fact 90% of reshade filters you can just drag and drop into your nvidia freestyle directory and they will work just the same there as they do with reshade
The only reason you have a DLL file in your game files with reshade is so that the game automatically boots it when you run/saves your set up, which isn't necessary with freestyle, since it's always running in the background on the machines of people who have it
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2208426#Comment_2208426
Preferably, to include filter options in game, so that everyone has access to them and to ban the stretching of resolution.
If you're on PC and have an nvidia graphics card, you already have access to filters, use the geforce experience overlay (Alt+Z, you should already have it because it's how you update your drivers) and then press game filters. Tweak to your liking.
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No survivors don't get told you have the hex until they've been hit with a basic attack for hexes that have basic attack conditions like third seal, noed, and devour hope
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The grind sucks, and it grows by 4.5 bloodwebs every chapter release on each side for each character.
Removing perk tiers means they no longer limit design space, ie. you don't need a scaling affect anymore while also reducing the grind and the rate at which it grows in 1/3
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"Guys how would vampire killer work?"
The oni sucking up loads of blood orbs:
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@DemonDaddy said:
Simple fix:
Switch grab to the pickup button and then the game can properly deny a grab without forcing a miss
This should absolutely not be a thing.
Before the doctor rework, doctor could grab survivor but otherwise had no m1 ability while in treatment mode. so doctor players could facecamp and literally mash m1 and it was literally impossible to unhook because with no skill on the doctors part, they could not be tricked into hitting you and if you ever committed it was a guranteed grab. This would make hte exact same thing happen with EVERY killer. Survivors should be able to do something to try and save their team mates from a camping killer even if that situation does favor the killer heavily, which it does.
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Vigil
In addition to reducing the duration of bad affects, it increases the duration of positive ones. Total percentage increased by like 15% but no longer stacks with itself, so no cheesing 4 vigils for super long sprint bursts or whatever.
Also now affects perk cooldowns like Q&Q and limited time perks like lucky break and off the record.
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You should just see all other survivors perks in the lobby IMO. Would make survivors make smarter plays especially if they know you have stuff like deliverance ready to pop and can just unhook yourself last second while they do gens.
An indicator for certain perks being active for power struggle and deliverance to other survivors would be nice as well though.
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Loading in at the same time doesn't even mean it's SWF. I see solos load in at the same time all the time and I see SWFs not load in at the same time.
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Baiting grabs has been a thing (that worked) long before grab cancelling was ever a thing that even happened lol.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2205153#Comment_2205153
"The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices."
No, just because they aren't on comms doesn't mean they are inherently not going to play well. That's completely ridiculous.
"They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with."
Just because SWF is better and has more information doesn't mean solo is weak.
Regardless of the strength of solos, the gap is a problem.
This game can quite literally never be balanced as long as it exists. There will always be an overpowered role when 1 of the 2 sides can either be strong or weak from match to match based on something entirely out of control of the game mechanics.
If the game were to truly be be balanced survivors would essentially need a base kit totem counter, basekit kindred, basekit 128 meter range bond, and base kit alert at the very least because that's all information a SWF group with 2 monitors has without equipping ANY perks by simply sharing screens with one another on discord.
Of course killers can be buffed to compensate for this, but as it is right now. This is why SWF has a problem.
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@Blueberry said:
A mistake I think you should be careful not to make with stats like these is drawing the conclusion of kills relating to balance.
IE you look at high kills and you see "unbalanced". What if most those kills were the survivors playing really badly? What's more important, the kills themselves, or how/why those kills were acquired? The correct answer is the later.
You don't judge balance by people playing stupid in other words. You judge it by people playing well to determine an objective balance. This is to say I'm not discrediting your data, but I am questioning the conclusions you are drawing from said data.
You see what I mean?
The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices. They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2204608#Comment_2204608
My best advice is to run blood echo and thana. That gives me much more cleanses
or just farm, done in 1 match no risk
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I'd just rework adrenaline vial entirely.
I'd remove the downside of shredded notes (-.33 seconds from recharge isn't even that strong, its 8.3 seconds to recharge 5 tokens instead of 10 seconds)
Then I'd make the adrenaline vial a higher tier shredded notes with -.5 second recharge. That would be 7.5 seconds to recharge all 5. or 5.8 seconds with both. It would be very fast with both but I don't think it's any stronger than alch ring which is instant recharge if you hit a rush.
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The EGC only exists as a way to force the match to a close so that the game cannot be delayed much longer than it should by survivors who are skilled at looping.
There is no reason to open the gate as killer except to begin the end game collapse, in order to force the match to a close.
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hag
her entire playstyle is about minimizing the fun part of the game.
All she does is put traps down and if she chases it's only to push you into traps.
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@zarr said:
Self-Care is a hard meta staple in Korea, and Koreans are some of the very best players of this game.
How valuable a health state is cannot be overstated. People talked about how OP Mettle Of Man was and how strong Exhaustion perks are, yet also seem to think you can "just stay injured" as if it would be a waste of time to heal. You can take a hit "for free" if you are healthy, and it slows down the killer while giving you a speed burst - It's Mettle and Sprint Burst in one, every single time. Being healthy allows you to aggressively pressure generators, hooks and other potential objectives, which is regularly either impossible if injured or at least very risky. It enables you to play much more boldly in chases as well, and best case you get rewarded for those bold plays while worst case you merely take a hit and sprint off. If you are injured to begin with on the other hand, any bold play is a risk that can cost you your life. You can try to force basic hits even against killers like Leatherface and use that to your advantage, not least because you can 99% your heal and bait them into basic attacks. You can take hits for other survivors, another thing that can have a huge impact on games. And generally, the more survivors are healthy, the harder it is for the killer to snowball; Twins, Nurse, Spirit, Hag should have long taught people how fast games can spiral out of control if they keep people injured, and the same is true (if to a lesser extent of course) for all killers. Against stealthy killers you will obviously want to be healthy whenever possible as well, else they'll not seldomly down you without there having been much you could have done to prevent it.
Self-Care more than any other perk allows you to reliably and consistently heal up, on your own, no matter where and when, even if you are in the middle of a chase and have to finish a heal. And it is actually not more time-consuming than having someone else heal you, either: it takes twice the time it would take someone else to heal you, but in the latter case it would obviously be two survivors occupied with the heal, so in terms of time efficiency, Self-Care comes out even. And in a lot of cases, SC will actually be more time efficient because getting someone else to heal you requires you to run around looking for other survivors (then necessarily also leading to survivors clustering up, which can be detrimental). Not to mention of course that sometimes it is altogether impossible for other survivors to heal you.
Med-Kits are definitely great to have, but not only does that mean you have to bring an item every time and cannot bring any other type of item either (and are vulnerable to Franklin's Demise), but even the most stacked Med-Kit only comes with 60 charges, which only gives you 3 full heals. In a lot of games 2-3 heals can be enough, but it is also not seldom that you are in a position where you have to, ideally want to or at least could benefit from healing more often. Plus you won't always want or be able to be using the rarest Med-Kit and best charge add-ons to begin with - pairing a lower-rarity Med-Kit with Self-Care can give you between 1 and 3 fast heals while still providing the ability to heal as often as needed beyond that. It's also particularly nice a pair-up with Syringes and Styptics on a brown Med-Kit, as you can then get 1 full fast heal out of it and still have charges to spare for the add-ons.
I think one reason why Self-Care is not popular anymore in the "Western" meta is that more people play SWF. If you are playing and more importantly communicating with friends, coordinating heals is much more reliable and efficient than it is in solo queue/without communications. While I think that SC is still valuable even in an SWF setting, at least then I can actually see arguments that other perks can be more valuable. Since a lot of the better players in Western regions regularly play in SWF, I assume the opinion that SC is "bad" has trickled down from that setting to the general playerbase. Either way, if a player is actually using critical thinking when deciding whether and when to heal and knows how to utilize health states, SC is absolutely a great perk.
That all said, I don't think SC needs a buff (or nerf for that matter). It is in a good spot where the healing time is not prohibitively long but does reward killers by slowing down the rounds if they can injure survivors consistently.
SC is bad because you can take the value of all those things you said about SC, throw it out the window, equip a med kit. Get the exact same value for half the time spent healing and run a perk that's more useful.
Most stacked med kit is 4 heals.
Purple kit 2 heals. 16 charge addon 1 heal. Syringe 1 heal. Many matches you won't even need more than 2 though. 3 you will need some matches, 4 is pretty rare.
Also it's not like the other items are useful. Flashlight saves are pretty reliant on the killer making a mistake. Very stacked toolboxes are good but only the most stacked toolboxes are better than even a brown medkit. Maps are only good for cleansing totems but at that point you can bring inner strength which would be more ideal than SC if you have map. Keys are strong but let's be honest they're gonna get nerfed soon.
Franklin's is also very easy to play around once you know about it and I don't know what it's like in korea but I only rarely see people run franklin's and when they do it's usually over keys not medktis.
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Self care is bad because you can just bring a yellow med kit with a brown addon instead and waste much less time healing and be able to heal yourself 2 times
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@Anara said:
I dont agree with you, Yun Jin and Elodie got really good perks.
Deception and power struggle are niche and mediocre garbage
Appraisal is a looting perk AKA thrown on a white ward with no item and just loot chests while everyone dies and contribute nothing to the team. It's not even the best looting perk, but it pairs well with others. At that point you're basically throwing though.
Fast track is not good. If you are getting any significant amount of bonus progress out of it, it means you are losing badly and it's nowhere near enough to come back.
Smash Hit is probably the worst exhaustion perk, maybe better than head on but that's it.
Self preservation is mediocre garbage.
Soul guard and repressed alliance are niche but at least they're dominant in their niche.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2199961#Comment_2199961
What did they change to make him better on console? I only played him the first week on Xbox and gave up.
Yes they massively upped the turning for controller so it's comparable to PC
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Do the gens, unless it's a killer I know I can save against without just giving them a free hook or throwing the match
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I play both
I play pretty sweaty and sometimes I'll BM in the match (people make mistakes when they get mad), but I'm always nice in post game chat. I think when other people are mad in post game it's hilarious though.
Only the ones I play.
Occasionally if I'm on a bad streak, but I just take a break and play again another time.
Sometimes.
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With the right addons wraith is very good. No addons is just decent, maybe B tier. With strong addons though I think you can argue A tier
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2199753#Comment_2199753
Not that strong on console though.
I've been told by some console blight mains he's really good now in a discord full of blight mains I'm in.
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Blight for sure, blight is very strong and he's got undying which is a very good perk.
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I've noticed crossplay on PC load times have been quite long but custom games with me and my friends have still been very snappy though we're all on SSDs
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Hag and trapper but especially hag.
I don't find prep killers fun their entire shtick is basically spending time doing something tedious and boring (setting traps) in order to reduce the amount of time you spend doing the fun part of the game (chasing)
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@Ghost_Face_Main said:
When it comes to perks, it is essential that you avoid a majority of "basic attack" perks like Save The Best For Last, because it works against his own power. Perks that favor mobility suit him the most. Perks like BBQ, Infectious Fright, and Tinkerer are great examples of good Blight perks.
Moving on to add-ons, let's push aside his worst add-ons:
Rose Tonic and Pustula Dust
- Both increase the duration of your delay after achieving a slam, allowing a larger window to readjust yourself to continue Rushing.
- Not exactly the best add-ons to use, because when you want to stop Rushing, you have to wait longer for the slam delay to end, which can be costly at times. Still...they come in handy when necessary.
Chipped Monocle
- Displays a ring at the center of your screen while Rushing. You can easily tell where you are rushing, and collision can be very inconsistent. Basically ignore this one.
Placebo Tablet
- A handicap add-on that grants bonus points for using your power at the cost of your Rush speed being significantly decreased. Surprisingly has some value with certain combos, but not an add-on you should run normally.
Adrenaline Vial
- just no.
Compound Seven
- Automatically faces you towards the closest survivor (in view) within 16 meters of your location after a Slam. It's okay, and it makes Adrenaline Vial alot more bearable, but why would you run Adrenaline Vial?
The add-ons you will use the most out of any other include:
Blighted Rat and Blighted Crow
- The more you Rush, the faster you will go. Makes Hillbilly look like Nurse.
Canker Thorn and Foxglove
- Decreases fatigue length when you miss a Lethal Rush. Your best friends for 90% of your playtime as Blight.
Plague Bile and Umbra salts
- Increases Rush turn rate. Blight recently got his base turn rate buffed, so you might not need these, but they are pretty good.
Vigo's Journal
- You are Undetectable for the entirety of your Rush. Best paired with Blighted Rat/Crow for speedy stealth plays on gen jockeys.
Alchemist's Ring
- Landing a Lethal Rush instantly recharges your tokens. By far his strongest add-on, period. Combine with any add-on you choose. (Best get your Lethal Rush attacks down before testing this beast)
I'm not including his Ultra-Rares due to them being effective, but a mixed bag.
Perks you should run often:
BBQ and Chili
Infectious Fright
Tinkerer
Hex: Ruin
Enduring
Pop Goes The Weasel
Starstruck
A Nurse's Calling
I mostly agree with this assessment of addons and perks. The only thing I disagree with is pustual dust/rose tonic. More slam duration can allow you shimmy through door ways far more easily and can be very useful in indoor maps or some of tighter tiles like buildings. Usually if you want to just fatigue it won't matter because situations where you want to fatigue in the survivor won't actually start running and gaining distance on you until you've actually fatigued because of the threat of rushing again, even if they do you can just choose not to fatigue and rusher after them instead.
With that in mind I think the addon is okay, but it's still not his strongest. You also didn't mention either of his pink addons. The iri blight tag, while it can be tricky to use can allow a skilled blight to get some serious 1 shot value, especially if used with crow to make that last rush super hard to avoid. Compound 33 has 2 effects. The 1.5 second pallet breaks are absolutely amazing. Spirt fury enduring is 1.5 second stun. Basically if the survivor runs away from a pallet you catch up real quick with your power while leaving the pallet up, if they stay at a pallet you basically use super brutal strength on it after zoning them for an easy m1. The slowdown has some tracking value but otherwise only occasionally gets you a hit you wouldn't get otherwise.
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Blight is easily the hardest killer in the game to play well. Harder than nurse even.
Nurse takes a lot of muscle memory and tracking but once you got that down nurse is a piece of cake. Blight requires the tracking and muscle memory of nurse to play at that level and more.
Got 6 tips for you
1) go long on your rushes, get as much distance out of each rush as possible and try to bump closest towards the end of the rush as you can. Even if you're just ending every rush 6 meters early. That's 32 less meters across your entire usage of your power. Maximize that distance.
2) Learn the bump logic of tiles as you play it. You need to know where you can bump to catch up to survivors attempting to loop you. That 5k hour blight probably pulled some crazy flicks on you but it's often better to have optimal bump logic and go for straight on unavoidable hits rather than flicks, if a survivor reads you and sees a flick coming they will simply take different pathing and walk right of the way of your flick because of the speed of blight you won't really be able to react to this and adjust most of the time. Where as a straight on hit is unavoidable.
3) Don't give up. Blight is very hard to play at a high level, but don't let that discourage you. You will have losses, you will have embarrassing defeats. Use it as a learning experience, how could you have played better.
4) Many blights just use their power for mobility and act like m1 killers with very good mobility. They throw on ruin undying tinkerer and protect gens. Their chases aren't anywhere near as good as they could be because they don't allow themselves to use blight to his full potential. You are not an m1 killer. Take m1s if they're easy sure, but try to go for those lethal rush hits, you will thank yourself in the long run.
5) Don't be afraid to lethal rush past a survivor a bump a wall and try again for another straight on hit. It's an effective way to bait out dead hards which can be crippling to blight or even just make a survivor who is good at dodging dodge themselves out of position for an easier hit.
6) Blight is blessed to have many great add-ons and they can carry you, you should use them, but don't become over reliant on them. Use some basic blight every once in a while, when I'm doing basic blight I throw on summoning stone and soul chemical since they can do something but don't actually affect how he plays 9/10 times.
Edit: oh yeah another couple bonus tips
There is 2 ways blight bump collision works. The first method is a raycast (a tiny line) coming out the current movement direction of the blight. While this method works on most (but not all) objects it requires a very head on approach. The other method uses the attack cone to see if it intersects with an object. However this cone fails to interact with some objects. You will have to learn over time what objects you bounce on and which ones are slippery. If you know an object is slippery you can use it to your advantage to slide around it and get a hit the survivor does not expect because very few survivors know what blight objects are slippery. You can test if an object will fail to be intersected by the attack cone by just swinging at the object with an m1, if you whiff air it will fail. If the weapon hits it, you will bounce when rushing. Additionally you can abuse this by looking directly up or down which will move your attack cone out of the way, allowing you slide in situations where you might normally bounce.
A DPI switch/clutch can make it easier to turn with blight as high DPI will make even in rush turning feel very responsive. If you're on PC and have a mouse with DPI switch/clutch capability, set one up with a higher sensitivity to use mid rushes.
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In some cases the incentives can also improve the killer experience as well. For example, it's well known that the counterplay to plague is to cleanse sparingly and only cleanse on fountains that are too far for the plague to go to without losing.
A larger bloodpoint incentive can lead survivors to use the fountains more often making plague gameplay more fun all the while letting survivors have more BP.
More BP incentive for survivors to heal means they may be more likely to give you sloppy butcher value instead of gen rush.
That's just a couple examples, but using BP as incentive for good gameplay is the way to go.
For example, while this applies to both survivors and killers, you could grant a small amount of bonus BP to the "give props" action, like 3k BP from getting props, or maybe 5-8k if you tie to max 1 props bonus per match.
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Lots of comp players already argue that sprint burst is better than dead hard and I'm inclined to agree. SB and DH are fine.
Lithe should get a buff so that a fast vault that activates it is always a fast vault, regardless of how much run up or what angle you have on the window.
Balanced landing they should either remove the exhaustion and speed boost from it entirely so it's just a fall stagger perk or they should up the speed boost to 4 seconds.
Smash hit is already 4 seconds, instead it should slightly increase how long a killer is stunned for when used like a 25% longer stun.
Head on should grant 150% speed for 2 seconds after successfully stunning the killer.
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Spirit, I sure do enjoy just rolling the dice and hoping the spirit isn't good enough for it to not matter what I do.
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for off the record to be good they either need to up the duation to like 100 or 120 seconds or they need to give it the lucky break treatment and let it hide scratches.
Lucky break treatment would probably be the better of the options and it's not a stupid perk unlike lucky break which causes you to just lose chases part way through, It's okay to have a high time because it prevents chases from starting in the first place. Which is not as bad for the killer's pressure.
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Old freddy was literally an m1 killer whos power put him at a disadvantage so he was boring but his power was more thematic
new freddy is boring because he's mindless and takes no skill
(voted hate both)
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Only change they should do to flip flop it convert 100% of your recovery meter to a max of 50%
Mettle of man should have protection hits reduced to 2. Right now you basically have to give the killer 3 health states to gain an extra health state, basically net -2 health states. With it reduced to 2 it's only net -1 health state.
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@bjorksnas said:
The problem with a survivor perk that interacts with breakable walls is that it is both highly varied and game winningly strong on 19/35 maps it can be abused for multi use strong god windows, and 11/35 of those maps are on there because they don't have breakable walls meaning on 19/35 maps its really strong, 11/35 maps its worthless, and 5/35 maps its just ok / niche
on maps with breakable walls that create god windows you get to use that breakable wall up to 13 times groaning storehouse god window, coal tower window, Thompson house windows, suffocation pit window, rancid abattoir windows, torment creek, cowshed, gashaven, wrenched shop, midwich, family residence, Ormond, dead dog, its like adding 3 extra god pallets to 19/35 maps just by bringing a single perk throw coordination or map offerings into the mix and its just downhill from there
They said that a wall can only be reeconstructed once, so god windows only get 1 extra use
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Still occurs after 4.7.1
sometimes it seems to occur even if you weren't stunned recently, not sure what the condition for this occuring is
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Still occurs after 4.7.1
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This would make it unusuable for distance on short loops but if you're on a long loop you can just use your DH for distance earlier and it's still the same effect.
