SuzuKR
SuzuKR
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LMAO NO. It is completely overpowered and impossible to balance.
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/3034083#Comment_3034083
Personally, for me, Blight is at a playability level where his power is hard to use, but it rewards well use of it without being that terribly oppressing. You are right, he doesn't need the extra speed or the automatic reload tokens and it's that reason why those add-ons are essentially broken on him. They give no chance to react and continuously create lose-lose situations.
You are not supposed to react. You are supposed to predictively out mindgame. That’s why speed add-ons are a non-issue.
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The only problematic part of Blight is C33/21/Ring.
C33 - Remove Hinder, currently it makes it basically impossible to gain distance against.
C21 - Aura reading mid-chase kills mindgaming. Needs full rework.
Ring - Busted, removes his downtime. Needs full rework.
Everything else is fine.
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@Nos37 said:
Alternatively, they can stop cleanse progress from resetting.
If someone stops me from untying my shoe and then I resume untying... how is my shoe fully tied again??
Or... you could solve the Box.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3030828#Comment_3030828
The killer should have to go interrupt a hex cleanse
Why? That’s literally part of what the Chain Hunt is meant to do. Go solve the box. You literally have the counterplay right there.
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Wow, almost like that is literally the point. Go solve the box.
Chain Hunt spawns chains in sets of three, three times in a row. Then there's a large break you can solve the Box uninterrupted in. Then it'll repeat the 3x3 spawn again.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/3030516#Comment_3030516
ok but why is it not meant to be guaranteed...? and why do you think it working for both hook states would make it stop tunneling...? the way it is now, it kind of encourages tunneling once you've been hit by it because now you know whoever used it wont have it again.
I agree with OP. let's make ds actual anti tunnel while removing the skill check. If you're being tunneled, your anti tunnel perk should help with that.
It is not, nor was ever intended to be anti-tunnel. That is literally why it only works once. Undoing a down + entire chase is absurdly powerful.
@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3030554#Comment_3030554
It doesn't disincentivize killers from reckless tunneling. If I hit the killer with it, they'll know that I don't have it thus INCENTIVIZING tunneling.
This doesn't help with the 3-sec stun nerf. Mind you, players were already asking for it to work twice even when it was 5 seconds.
Eating the DS in the first place means you wasted the entire chase that you now have to redo. Against good survivors, that is an extremely big risk a killer cannot afford to take recklessly, which is why slugging is another strategy used to deal with that so someone has to come pick them up while you chase someone else. This is what discouraging reckless tunneling is. A killer cannot just randomly choose to eat it without getting punished hard if the survivors are playing well. Survivors not playing well enough to take advantage of it does not make the perk weak. Yes, knowing the survivor no longer has it means they can tunnel them. Which still requires eating it in the first place, which doing is extremely risky against good survivors.
DS working twice would be beyond busted.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3030516#Comment_3030516
It's outclassed by Off The Record so just remove the skill check because as I already said, it's not reliable for SOME players and no it's not a skill issue before you assume. If the game won't let me use it then killers will just moan when other perks get used more.
BHVR just buffed killers and nerfed the DS stun. I understand it not being available end-game but the perk is now way too niche. My proposal is based on BHVR's new intentions for the perk. If they want to nerf the stun and reduce its availability thus making it less appealing, then give it the QOL it should have.
https://forum.deadbydaylight.com/en/discussion/comment/3030521#Comment_3030521
If you think DS is a plague to the game considering all of the nerfs it has received, idk what to tell you buddy.
QoL is different from an outright buff like making it usable a second time. QoL would be making the skillcheck appear later on the turn so early lag spike doesn't make you miss. I'm fine with skillchecks on it being removed personally, despite it being unnecessary. I do not support it being usable twice, because that goes against the entire point. You are not meant to have a counter.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3030486#Comment_3030486
Yeah I don't think BHVR wants to but either way, why would those changes be unnecessary? I already gave reasons for those ideas.
The skill check exists because it is not meant to be guaranteed. You are intended to have the ability to mess up and miss, and thus not get it.
It is once per game, because it is not meant to stop or counter tunneling. It is meant to be a one-time disincentive to discourage reckless tunneling. Against good survivors, it will be punished hard already, as you have just lost your down and must do an entirely new chase to get them again. In which time the survivors will crank out gens against you. And the time you spent chasing for the down up till now will have been rendered mostly useless. It does not need a buff.
It does not work in endgame because expecting the killer to not tunnel in endgame is nonsensical.
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Or just revert it to 5s and not make either of those unnecessary changes.
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BHVR literally said they don't like posting stats because people take them out of context.
Kill stats they post are basically meaningless, because they don't account or control for factors. It's all regions, all skill levels, all player build types, solo and SWF combined, all seriousness levels (people throwing for challenge/playing casually versus going all out), all maps, combined.
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@Megmain80 said:
Killers are supposed to have a narrow field of view…it’s not a mistake. I hate first person view as much as the next, but it’s there for a reason. Giving killers a wider field of view would be a huge buff.
It is not a huge buff. That has been completely debunked and explained above. Everything possible against killer because of low FOV is already useless and impossible if the killer pays any attention whatsoever.
Hiding right beside killer: If the killer sees the survivor suddenly vanish, there is literally no other possible place than right beside the killer.
Stuns/fatigue: They push the camera down so the killer can’t see forwards regardless. Even on base (87°), you’d still see if a survivor ran to the side because Shadowborn only gives horizontal FOV, not vertical. You do not see any more vertically than you would without it regardless.
Seeing someone on peripheral: Killers should be looking side to side while traversing the map/before picking someone up/etc regardless to look for survivors or scratch marks, not just straight ahead.
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@Oiry said:
I dunno how people flick with Oni using dpi. never worked for me.
What did work is flicking mouse to top-side, and then down-side. So basically sharply looking up and then down while flicking sideways. This way I could flick past sharp corners for almost 180.. I'd say it was at least 150 degrees
The way Oni does it is a diagonal 45° mouse movement upwards to the left or right, to turn to the desired direction, then drag the mouse straight down and attack.
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Exhaustion does not need a buff whatsoever.
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Oni flicking past 90° is a bug. Blight cannot flick past 90° in a single frame. The current methods Blight uses to reach past 90° are both intentional design: pre-turning and double flicking.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3023130#Comment_3023130
It shouldn't cause exhaustion then, which I'd say still warrants a bug report.
That’s not a bug. You used it against a situation it doesn’t work. Using flashlights against Lightborn doesn’t mean you don’t lose flashlight charge. Messing up a pallet save and dropping it too early doesn’t mean the pallet gets un-dropped. That is on you for messing up and doing it at a time it won’t work.
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Oni’s flicks are intended to be capped to 90°, but they’ve been bugged for years, which is why only PC can do it via higher DPI.
Blight is not DPI-dependent and can be done on both low and high DPI, which is why it works on both console and PC. Blight has a maximum of 90° turn in a single frame by default (before add-ons). The way Blight goes past 90° is by one of the two following methods, both of which are intentionally created as mechanics:
- Pre-turn 90 while Rushing and sliding (note: You do not need to use hug tech to slide. Hug tech is unintentional but sliding mechanics are intentional: https://www.twitch.tv/mclean_yep/clip/SullenProductiveAlmondPastaThat-3gIl_qyQ2UAmaqun ). Then, flick 90. Since you "already" turned 90° in the slide itself, the following 90° flick makes it a net 180°, but is still only a 90° flick itself in actuality.
- Flick, then attack to end the current frame and go to the next frame, so that you can turn 90° again. This is called double flicking, and this is also an intentionally created mechanic. https://www.twitch.tv/mclean_yep/clip/AmorphousFaithfulKleeTheTarFu-jPzbiLNS-Dku-899
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3021754#Comment_3021754
Except I've been witnessing, a killer walking to a hook, deciding not that one and choosing to hook the survivor on a different one.
You have this weird idea that it’s not designed that way on purpose. It’s almost like that’s literally what bodyblocking/well-timed sabotages/etc are for. You are not meant to wiggle off almost ever. That is on purpose. You went down. Why should the killer be punished for you going down? Why should you be rewarded for going down?
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@SmarulKusia said:
Sometimes even whilst hitting the great skill checks, you barely reach half way on the wiggling meter. The only times that I've genuinely wiggled off without interruptions (eg, flashlight, stun, bodyblocking) is if the killer is being silly with where they are going, or being OVERLY greedy.
Feel like especially with the new changes that are favouring killer gameplay in chase, there should be some change in regards to wiggling, hooks or the speed a killer walks at whilst carrying a survivor.
That is literally on purpose. Wiggling is literally never ever meant to be a reliable way to get off, UNLESS bodyblocking/well-timed sabotages/etc happen. You went down, why should you get rewarded for that? The entire point of wiggling is exclusively to (1) prevent taking the game hostage bleed out pauses while carried), and (2) prevent them from taking you across the entire map to the basement. Punishing the killer for getting a down is stupid.
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No one deserves to get old Legacy unless they went through THAT grind which was WAAAAY worse.
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@StarLost said:
Now - I'm a fan of the changes, as these amount to a solid buff to a lot of M1 or hybrid M1 killers, many of which are struggling right now (Onryo still needs love though).
However - they are also going to be a buff to Nurse (and to a lesser extent Blight), which is going to make these two problem killers even more dangerous.
The other issue is that these feel like a change made on behalf of SWF. Solo is already tough. I do understand that it's almost impossible to balance between the Fox/Chicken/Corn puzzle of SWF/Killer/Solo, but these feel like changes that should have come with an adjustment to a handful of addons on these specific killers, and some help for solos.
Something as simple as making Bond basekit for all players not in a party would be a huge help.
Gens being 10s longer, sure. Kicks doing 2.5%? Negligible unless paired with other perks they’d use or not use anyways.
Nurse doesn’t break pallets. Blight uses alternate break which isn’t changed.
Attack cooldown is irrelevant because both fatigue. Bloodlust is irrelevant because their power immediately cancels Bloodlust build-up. The 0.2s shorter on-hit run speed, yeah. The DS stun reduction from 5 to 3, yeah.
But the new Dead Hard is even better than before against them. 0.5s of immunity becomes 1s of Endurance. Nurse has only a 1.5s window to attack before fatiguing and has to use both blinks to reach the survivor to begin with unless the survivor horribly misplays (3 blink is busted, not counting that). Blight would have to either Lethal Rush, or bounce around and come back after baiting it out (if they even have enough Rushes left), or not attack. He goes so fast if he doesn’t attack, he’d go past the survivor, and would either have to fatigue or (if enough Rushes remain) try and come back around for a second attempt at a hit.
I get people’s concerns, and I’m not a fan of some things like DS stun reduction, but I think people need to give it some time and see first.
Regarding solo, BHVR did say they’re working on icon indicators to show what teammates are doing (eg repairing).
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Given everything else also retroactively improves, I’d assume all past stuff would automatically unlock.
Gonna hijack it with a related question in case BHVR also sees. About the part where it says we can buy a perk in the Shrine multiple times to raise the tier, can we do that in the same Shrine rotation? Or once max per rotation? For example, if Distortion is in the Shrine for week A, can we buy Distortion 3 times in a row in said week A?
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@just_one_player said:
The tentacle's cooldown is 2.5 s, while breaking a pallet by default will take 2.34 s. Some might argue that he can move while breaking the pallet, but the speed is so slow that it hardly changes anything. If I want to devour pallets it will be much more reliable to use brutal strength, where it will take 1.87 s
Breaking from a distance and not being forced to look down.
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You cannot be serious.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3017687#Comment_3017687
doesnt make it any better overall experience agaisnt nurse who def needs a nerf anyway, not like dead hard holded a decent nurse back from winning most of her games specially with certain addons.
Nurse is balanced.
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New Dead Hard is better than current Dead Hard versus Nurse. The dash is irrelevant, the attack nullification is what made it good, which got doubled. (0.5s of immunity->1s of Endurance), and gives even more distance if proc'd.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3017476#Comment_3017476
Lgbt DBD players worried about representation.
Thats me. i am worried about how my community is represented in media. it is so often done horribly
People realizing they are LGBT+ later on in life is a big thing as well.
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DBD players when LGBT character exists:
Everytime someone complains, another character becomes LGBT /s
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Just going to make this clear, cause it seems no one realizes this. The new Dead Hard is stronger than the current Dead Hard against killers like Nurse, Spirit, Blight, etc. The entire reason Dead Hard was good against the high-tier killers was its ability to bypass an attack, not the dash they’d catch up with in a few seconds anyways. Guess what? Said protection duration has doubled. 0.5s of immunity has become 1s of Endurance.
The sole and exclusive meaningful difference is that Dead Hard is no longer busted against weaker killers due to the currently uncounterable dash (unless you are one of the few killers on the roster that can).
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At-will Surveys are inherently unavoidably biased regardless of direction because only people who care and on the given platform to even know it exists will respond.
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Fun fact, defending disconnecting is against forum rules, there is no valid excuse.
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People unironically defending breaking rules just because they don't want to face something in the game and meant to be a playable option, yikes.
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No thanks, corn existing as one pain to see through is more than enough.
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Yes, they should appear in the killer’s terror radius. You should not be hiding that long. The crows need to be improved anyways to work in more situations to prevent hostage situations where survivors hide and refuse to do gens but also move to prevent crows.
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@BastardKing said:
Sorry, I only skimmed it, but in the first 4 or 5 paragraphs, I don't even see a description of what Hug Tech is. Just speeches about how it makes things intractable and why some bugs are good.
My bad. Hug tech is when Blight starts a rush pressed up as close as possible to an object ("hugging") it, which will reduce/remove his collision, and thus facilitate easier sliding. An example of a successful mindgame with it is https://www.youtube.com/watch?v=eDv7Kt1q2S8 at 3:57.
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@MrPuppier said:
https://forum.deadbydaylight.com/en/discussion/comment/2945552#Comment_2945552
Lmao. I wanted you to show me evidence for the lie you told me about me. You're still making ridiculous requests of me for something I didn't say. Besides, the Nurse against of you only has a meta perk. You can't expect her to win when she hasn't got any gen perk. After all, the survs do gen rush as soon as the game starts.
Still waiting for your evidence she consistently overperforms against players of equal skill on an even-sided map. If you don’t have proof, your claims are meaningless and irrelevant.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2952649#Comment_2952649
There's no need to try and be smug other than for your own Ego - which is obviously hurting because your favorite toy is about to lose something very dear to you.
I read your post and I disagree with you. No killer power should be as such that it always has a counter for every little thing the survivors do. Consider the idea of counterplay. A power should be fun when you use it and it should be fun when it is used against you. Blight in his current Omni form isn't fun to play against. Remove Hug tech and suddenly Blight is a lot more fun to play against. As a killer I know how killers like to run loops. And when the Blight can't hug tech you can make them miss in a number of really fun ways (besides pressing E).
I think you need to go spend some time playing some of the really limited killers this game has to offer. Go play a nice game of trapper with no addons. Send yourself to the crow map and remind yourself how easy your gameplay has been : in part thanks to hug tech.
Most of the time I get called "killer main". But sometimes I get called "survivor main" too. In truth I am a centrist. I would like the game to be fun and balanced for both sides. Generally speaking this means nerfing things that people enjoy because they are too strong or severely impact the fun of the opposing side.
There was an exploit somewhere around 2016 where Billy could clip through certain walls with the chainsaw. It was fun while it lasted. It even made the old suffocation pit with an actual infinite loop "fair". The devs were very quick to remove the exploit even though they didn't have a solution to infinite loops for 3-5 months later.
As for the argument ,"this was supposed to be in the game", I will remind you that the devs are not always aware of what they put in the game. The release version of DBD had an infinite loop so strong that it often took people 20 minutes of chasing to get a survivor off unless they had NOED. At the time NOED lasted forever, gave you 9% movement speed, was not a hex and could not be removed. Even with 9% movement speed it still usually took a minute or two to get survivors away from the "cow tree". Truetalent showed some old footage last night from this era on his stream. M. Cote was quoted as saying : there is nothing resembling an infinite loop in our game.
Despite the best of intentions sometimes what ends up being in a game needs to go away. Hug tech needs to go away. The devs decided it needs to go away. You should learn to adapt because this isn't some save the whales campaign. This isn't some bottom tier killer that sucks and is getting worse. This is the second best killer in the game changing to A+ rank instead of being S rank.
If you want to have the discussion, "but nurse is unfair to play against too" - we most certainly can. Nurse would be quite balanced if she:
- lost her omega blink addons
- Lost the abilty to cancel a long blink by looking into the ground
- Was forced to wipe her weapon before going into fatigue
Those three changes would make her harder to play but change her into an A tier killer that is still very viable, very strong and hard to play against.
As much as it sucks as an idea for someone who mains Blght; the beginning of DBD balance probably starts with no S tier killers.
You should try rereading what was actually said. You seem to really struggle with it. Hug tech is not that strong, and even its removal is only going to move him from high S to low S/high A. Removing sliding entirely would be removing a core mechanic, but that isn’t what’s being done. The sass from someone who was proven wrong is hilarious though.
Fun is subjective and is not a good standard for balance. Also, Trapper is one of my 3 favorite/most played killers, but keep assuming nonsense, it really just proves my point.
Ah yes, comparing it to a killer not designed for going through walls being bugged to be able to go through walls with an inherent instadown power.
Why are you responding to something literally nobody said? Literally nobody in this thread except you has said "this was supposed to be in the game". I can adapt, but that is not the point of this thread. It is better for game design to incorporate and balance around it.
Also Nurse is balanced already outside of range addons and three blinks, but that is completely irrelevant and off topic.
Try actually reading what people say, then try again. You keep making up strawman arguments literally no one is talking about. Is everything okay? You need help? I pity you.
@Yords said:
This is a tricky one, but I am still a little iffy on this. I think it should stay because of how much more interactive it can make chases feel. However there are times where it does feel a wee bit cheeky, but then again it can be outplayed. It doesn't completely break the game, but it is a massive part of blight gameplay once you get good with it.
I think that what makes it more on unfair side is when you start to use the speed addons with it. Because not only are you technically using a bug that is already cheeky, but now you have addons making it way harder or even impossible to outplay it. I think that this is the issue with the hug tech. But then again.... eh?
I think it should stay, and that bhvr should focus on more important things because as it stands it does not break the game. Since it is not entirely unfair and can be dealt with. However if it does get nerfed I think that BHVR should at least fix his movement a bit more and collision to make him feel smoother to play.
And this is precisely why I mentioned incorporation of a mechanic is what allows for further balancing around it.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2952618#Comment_2952618
I'm all for Blight not sliding all over terrain - but that might take a lot of work to fix all the terrain in the game because one killer slides (sometimes). It's likely not a priority.
You guys are acting like Blight is losing a core mechanic or as if he were losing his super strong addons. Neither is the case.
No one is acting like that. It’s okay to get proven wrong. The post literally addresses it as much as well, which you’d know if you bothered reading it at all. Also the busted addons should be removed or reworked anyways, which is also addressed in the post you didn’t bother reading. Admitting you’re wrong is the first step to you learning.
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@DBDVulture said:
Blight is supposed to bounce off walls and use that to hit people. Sliding is an unintended mechanic. Abusing the slide to hit people in ways your power was not designed for is just nuts.
Go back to 2016 and we had the ability with billy to make your chainsaw attack players at 90 degree angles from the direction of your chainsaw sprint. Many people wanted this to stay forever - because it made Billy WAY too strong.
I'm all for keeping strong killers Strong. You will be fine with the removal of Hug Tech. I feel certain you will learn new bounce methods to beat the very best loopers. And if you can't well you're still playing a killer better than every other killer in the game aside from Nurse.
Blight will still have:
- Very high mobility
- Very strong Anti Loop
- Very high chase Lethality
You’ll sound more credible if you actually learn what you’re talking about.
Sliding in general is an intentionally created mechanic: https://www.twitch.tv/mclean_yep/clip/SullenProductiveAlmondPastaThat-3gIl_qyQ2UAmaqun
One of the two collision components is attached to the camera specifically to let it be adjusted: https://clips.twitch.tv/SaltyBeautifulFoxTriHard-d5EklvyTscZluOLe
Sliding techniques such as scoot surf are intended design, hug tech wasn't originally: https://clips.twitch.tv/InnocentSlipperyPlumageBuddhaBar-Ta89Ag9JLRGNVoRQ
Only hug tech specifically isn’t intended. Sliding otherwise is.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2950267#Comment_2950267
There are two S tier killers. Blight losing hug tech will still be strong but not longer have an answer to every single little terrain element. He will have to "chase normally" sometimes. That is good for the game balance.
The quickest way to balance DBD is to :
- Nerf Blight and Nurse down to A tier. Note : (If nurse lost the ability to cancel long blinks by blinking into the floor, lost her "omega" addons, lose the ability to "look up" to get more blink, and one more minor thing I cant remember - and Nurse would have a LOT of ways to get countered).
- Nerf SWF ( example : you cant repeat any perk or item in a swf)
- Buff the 16/25 killers that are absolute trash.
- Give every killer some mobility option to move around the map or make maps smaller. In Monster Hunter world there were "holes in the wall" that only the monsters could use. Add these to certain map elements and bam all killers have "mobility". Or we could chop up all maps to be 9000m².
- Add server side checks to stop or highly limit the cheating. Had they done this two years ago the cheaters would likely not even be messing with DBD. Then again if they had thought about building the game with security in mind 6 years ago they wouldn't be in this mess either. (the game launched with the ability to edit your bloodpoints with : notepad.)
The “answer” involves mindgaming regardless. He should be able to mindgame every single tile 50/50. Which Nurse and he can currently more or less do, which is good. Which is why neither should be touched outside of some busted addons.
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The only healthy way to reduce tunneling/camping/etc is to buff not doing so so it’s not as necessary in the first place. You can make them more discouraged afterwards, but they will always still exist to some extent because there will likely always be at least some situations they’re needed. ie, the game fundamentally needs huge changes to achieve that
eg, as extreme examples, stuff like make your choice with no cooldown basekit incentivizes going for the unhooker instead of the unhooked, and then stuff like borrowed basekit but without collision so they can’t bodyblock for anyone to discourage going for them
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@Tr1nity said:
too long
Why make a useless post then?
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It’s a bug and unintentional and is planned to be removed, but it’s also simple to mindgame, so it’s not really a big deal either way until then.
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@Ula said:
https://forum.deadbydaylight.com/en/discussion/comment/2952438#Comment_2952438
I feel like once a blight player reaches a certain skill floor, he destroys survivor with as much experience in the game. It's not for nothing if blight is considered by most the 2nd best killer in the game behind nurse.
Furthermore blight has 115% move speed that helps him in areas he can't use his power to catch up to survivors, unlike huntress.
By the way, how would you feel if blight became a 110% move speed killer while keeping his current rush speed?
I would disagree on that part. He’s mostly peformatively balanced, outside of nonsense like Alchemist Ring, but matchmaking exacerbates it. I can try and look for evidence regarding this if you’d like me to.
I wouldn’t be a fan of it, because there are still loops the power cannot be really used on, and I think it targets the wrong part. His only real issues are some of the badly designed or overtuned add-ons. That said, I think he’d still be mid/low S or very high A. I just don’t think it’s the right target.
EDIT: Also, I think that balancing and adjustments with hug tech in mind as intentional would be better than doing so without. Either way, balance changes can be made, but the former allows for keeping an interesting part that allows for better skill expression in mindgaming from both sides.
EDIT 2: Also, in comparison with Huntress, it’s a bit different. You can’t exactly avoid a 40m/s hatchet, so the counterplay is making it hard for her to use them in the first place. Blight’s rushes can be mindgamed regardless, and so making him tank in places he can’t is a hit of a bad direction for balancing. Being a 110 on some loops is miserable.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2952438#Comment_2952438
Because i doubt they would like smash bros melee level of technical skill in their game.
It’s not super advanced technical skill in of itself like fighting game combos though. You press up close against an object and then rush. The only complexity is knowing when/where to use and apply it via mindgames. It’s the difference in knowing how to move a chess piece and knowing which piece you should move when. I think it’s better to have things that allow for skill expression on both sides like that (mindgaming potential going up).
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