Avatar

SuzuKR

SuzuKR

About

Username
SuzuKR
Joined
Visits
0
Last Active
—

Comments

  • Get better at mindgaming.

  • Glad the best-designed and best-balanced killer is back. Missed playing as and against her.

  • Why not? It's a dev-accepted and endorsed gameplay strategy this game is balanced around. Survivors can punish reckless camping by playing smart.

  • I'm fine with it appearing after every single gen is done. It should absolutely never ever appear before that point though as long as there's more than one person still alive. Multiple people escaping without finishing their objective was stupid and busted.

  • Nothing is wrong with holding W in of itself. It's just that it's interactive, and without mobility, a killer has no way to address it or do anything about it other than take forever to catch up. Same with uninteractive anti-loop designs (eg, Nemesis). Survivor either vaults/drops pallet and gets guaranteed hit, or they don't, and killer will hit them a few seconds later anyways. It gives no agency for either side to actually express their skill in any meaningful way.

    That's why killers like Nurse and Blight are the two best designed in the game. They both counter holding W. You will have to actually try and loop/mindgame them. But everything about their chasing/anti-loop can also be mindgamed. You make the correct read/bait a fake read/the killer fails to make the correct read or bait, you avoid the hit. You don't/they correctly make a read or bait, you get hit. This way, chases come down to not "well, I can't do anything about this except just also hold W till I catch up, eventually"/"well, I get hit either way here and I can't do anything about it", but "I succeeded or failed this trade because I/my opponent played this more skillfully than I did."

    Anti-loop/mobility is good design. It's just the anti-loop should be interactive, so that there is room for skill expression, not just "M2 for hit at animation lock".

  • I'll ignore the comments from people who support broken designs just because they are biased.

    I don't know why you expect anyone to care what you think if you're going to ignore everyone that doesn't parrot your opinion. People can just as easily dismiss your point of view for also being biased by that same logic, and ignore all counter-claims, just like you do. If you want an actual discussion, you should keep an open mind.

    I also don't know why you expect anyone to believe your claims without any proof. You can claim she has no counterplay as much as you want, but the fact of the matter is, she performs at a 2K average at the highest levels of play, when against equally good survivors on an even-sided map. It's just MMR is not consistent at giving even skill match-ups or reliable for getting even-sided maps, etc. That's not a Nurse problem. If the match/match factors is significantly in one side's favor, of course the results will be uneven.

    Like so: "[insert map] is broken and it should be disabled forever because it is a broken design, and anyone that supports it is biased, so I'll ignore anyone saying otherwise. It's impossible for survivors to lose ever on that map when they go against a killer that is significantly worse than them, has an ability that is extremely poor-suited for [insert map], and doesn't know how to play against coordinated teams." Does this example sound like a problem with that map to you? Or an MMR/match-up/map RNG/etc related cause?

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841744#Comment_2841744

    The one where he spun around a lot, and it looked really goofy.

    Ohhhh, the helicopter Blight removal.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841722#Comment_2841722

    It was the patch that introduced the large angle turn nerf, because Blight had an exploit involving really large angle turns. Sadly, most people still don’t understand what the large angle turn nerf actually does, and they will still throw their mouse across the table if they want to quickly turn more than 90 degrees.

    Oh, you mean J-flick removal?

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841577#Comment_2841577

    BHVR did make a patch that greatly improved console Blight, but some of the improvements broke when they later released a patch to prevent a certain PC exploit.

    Was not aware of it. Do you mean the lag flick fix patch?

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841694#Comment_2841694

    You mean get pulled off the generator because I'm forced to hard focus nearly impossible skill checks? Got it.

    Skill issue. Git gud.

  • Hit the skill checks.

  • There's no unspoken rules if you don't care about random made-up nonsense from people of either side. They don't like it? Tough. They can get over it.

  • @jeremycarinio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841149#Comment_2841149

    thats exactly we are questioning, because huntress and nemesis hitboxes have a size of bus.

    They don’t though. They have normal correctly sized hitboxes. What you’re confused on is latency, which is unavoidable.

  • Why are you commenting on things if you don’t know anything actually true on the matter? Flicking is intended. It’s not a bug nor exploit. J-flicks were an exploit and were completely removed a long time ago.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840953#Comment_2840953

    I think you're getting way too far into the philosophical element of meta evolution.

    In truth, Blight gliding around corners because he's looking down isn't some form of meta strategy like looping or chasing that is a core part of player interaction - it's just a failure to validate collision.

    Blight was not intended for this, not because Behavior wasn't creative enough to think about it (Like loops and such) but moreover, it's because the Blight was designed to run in straight lines and use bumping to flick around and change trajectory. By using collision validation against the system, people are running around corners, and that is not what the killer is about - not in design, nor in practice. Survivors should know if they are safe by running around a corner from a blight, because it is part of his Kit. Allowing such an inconsistency into the kit is not professional for any developer. If they wanted to make Hugging a strategy element, they could add code to make it possible - but less difficult with more tokens expended - you can't hug for the first 2 dashes, but the latter 3 are increasingly more 'huggable'.

    Right there. That's how you bring something into the meta and make it clear to both sides the rules of engagement.

    As is, saying that an exploit is a feature because 'look at looping and Bloodlust! it's exactly the same!' is not a valid argument to be made.

    Uh. First of all, sliding was LITERALLY an intended mechanic developed by his creator, explicitly attached to his camera angle for that reason. The only unintended thing was removing collision by starting hugging the object already, not the sliding by looking down. Blight’s Lethal Rush has two collision components. One is his model direction itself. The other is attached to his camera and can thus be intentionally shrunk by looking down. You are literally not intended to be safe just cause you turn a corner. That would be an incredibly dumb hard counter that has no relation to actual skill input. Hard counters are bad design, because something out of one’s control takes precedence over player vs player mindgame skill.

    Second of all, any exact item will ALWAYS have the same collision as itself. For instance, Yamaoka’s shack. It will ALWAYS be the same collision (unless BHVR updates the map itself entirely). For instance, a tractor on Coldwind. It will ALWAYS have the same collision as all exact tractors like that (ie, the exact same truck model regardless where it’s copy pasted by RNG generation on Coldwind). The Blight and survivors both learn that and thus they know what each can do around any given object/tile. Collision is always consistent to its own specific object.

  • Blight’s Lethal Rush hitbox is not a cone specifically so you can’t take a single step away to the side to make it useless.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840073#Comment_2840073

    I see just Blight. So a crazy DPI on a mouse for him is no different than the input delay and dead-zone joystick movement in even a max-sensitivity controller? Good to know.

    Listen, I know you don't want them to mess with Blight again, and make play different or even worse, a legit concern. We all remember Billy's last changes. However I want Blight to play the same on any Platform, even on the Switch. But I'm not convinced they can do it.

    The only thing DPI affects is how far you have to flick. It’s not a barrier in of itself like it was with the old J-flick exploit. (Low DPI couldn’t do JF at all) You can flick on any DPI you want. Higher DPI is just more convenient because you don’t have to flick as far each time. Something you’d do on eg, 600 is 10x that of what you’d do on 6000. But both are still completely possible. It’s just if you’re flicking repeatedly throughout a game, there’s no reason to do 10x the effort multiple times when you can do 1x the effort multiple times.


    Console struggled with flicking in the past, and BHVR explicitly made a patch to boost the capabilities of console SO that they could do the same things. If you want, I can link you console Blight gameplay so you can see they ARE capable of it.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840946#Comment_2840946

    Yes.

    . . .

    Thank you for proving my point?

    I fail to see how much of anything you said truly conflicts with what I said. Perhaps you're trying to say that the top 1% of Survivors are even with the top 1% of Nurse players. But when it comes down to it, there are several reasons for this - and a lot of it has to do with balancing concerns that supersede the argument about the Nurse itself.

    @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841004#Comment_2841004

    It should be Basekit.

    You'll never know if your blink is bugged or not until you get there or not.

    As a Nurse Player I never even knew there was a Plaid Flannel in her Add-ons until I've played her for 200-300 hours. I never used add-ons for most of my killer matches cause I'm greedy and I think they're all crutches until I've hit my peak playing in High MMR for a month as Killer.

    Do you even need to mind game while playing Nurse at all? all you need to do is get close hit your 2nd blink reliably, i think it's extremely one sided for "Veteran" Nurse mains to practically hit a single charge blink and down survivors 10 seconds later.

    What we need to do is to prevent the first blink from become a good clean hit without any resistance at all, Unlike Nurse mains Survivor's don't get to master playing against the Nurse's blink timing. making it extremely difficult to play effectively against a Good Nurse

    This will also help with the Latency Problem when playing against a Good Nurse.

    Latency is the Nurse's best friend, She can hit you before you can react cause in the Nurse side of the game she already landed the blink even before you see her clearly appear on your screen. that makes it even worse when practicing timing against Good Nurses.

    This would lessen the hate for Nurse Mains and it would makes it less stressful for newbie players to play as the Nurse.

    ??? Nurse is a non-issue. The only reason uneven matches happen are ones where it would make no sense for it to not be uneven. Good players in an even matchup can play as and against her just fine. Literally every single thing in her kit is mindgameable. It’s not even remotely one sided if the matchup is actually even and the survivors know how to play against her.

  • Nurse is back, I’ve missed playing Nurse.

  • @Plsfix369 said:

    NURSE SHOULDN'T BE STEALTHY AT ALL.

    It should be basekit along with allowing survivor to see it as well so we can introduce her to newbies and balance the Nurse much better.

    Think of it as a tool to prevent Nurse mains from sniping you from afar, it won't stop them from catching up to you and downing you, but it would give you a split second to run and extend the chase for a little bit more time.

    Nurse with Hex: Plaything is BROKEN.

    What on earth are you talking about? LOL.

    With or without Plaid Flannel, the blink is still the same range and something an experienced Nurse player can do themselves via muscle memory. Plaid Flannel is literally distracting for anyone except brand-new/inexperienced players, and leads to reliance on vision instead of on muscle memory.

    Also the survivors seeing the indicator would make it drastically worse. The entire point is you mindgame it. Seeing it defeats the whole point.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840989#Comment_2840989

    Think for a moment what the hook rate is compared to the wiggle off rate. In fact I'd love to see some data on that if its out there. Killers getting a hook is common. Survivors wiggling off the killer is rare.

    Yes, because you are literally not intended to reliably wiggle off by yourself. Ever. That is why hook sabotaging/bodyblocking/protection hits/wiggling perks (eg, Breakout/Boil Over) exist. Wiggling would be busted if it was even slightly reliable in succeeding with zero outside help. The entire reason it was implemented in the first place is so the killer can't take the survivor to the basement across the entire map (without the aid of a lot of things like Mad Grit/Agitation/etc) + preventing the killer from taking the game hostage (since it pauses the bleedout timer).

  • Good job on missing the point. I'm clearly talking about the progress itself not being 100% on their end.

    I don't know why you expect anyone to care about your opinion if you don't care about any opposing ones. "The fact the killer reached a hook means you failed to wiggle off. The progress at that point is irrelevant, the hooking started. It should take priority over wiggle. I don't care if the survivor reached 100%, it doesn't matter for ME." See how that works?

  • Fortnite is also owned by a multi-billion dollar corporation that is one of the largest in the entire world in the gaming industry. Just sayin'.

  • Don't get right beside the survivor. Keep a small bit of distance, and just do a non-lunge M1. It's nearly impossible to get spun doing this.

    in 360s. Comment by SuzuKR
  • Sounds like a you problem.

    "And please don't feed me this "well the wiggle bar wasn't actually 100% when the killer hooked you." I don't care. On MY screen it was."

    No one cares what you think either. By the same logic, on the killer's screen it probably wasn't. Latency exists. Get over it.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839509#Comment_2839509

    Way to go - you failed at reading comprehension.

    Blight has a good balance at high levels. Yes. But high level play involves these exploits. If you remove the exploit, you remove it from the 'balanced' high level play. You're going to have to put something back into the Blight to keep it balanced at higher ranks if the people who use these tactics are yielding 'balanced' results.

    And something we've seen a lot from the dev team, generally, is their blatant incapability to understand numbers. According to their statisticians - old DS was fine and balanced (50/50) and needed no change. They also argued that old Object Of Obsession needed no rework, because it did not give any advantage to players.

    Just because Behavior is releasing 'conclusive' data doesn't mean diddly. Never rely on their statements.

    Logically, though, if you take a strong tool away from a GOOD thing - you're going to have to put something back to keep it GOOD.

    Just cause something was originally intended doesn't mean it is unable to become accepted as intended. This is exactly what happened with the early design of DBD way back in 2016. DBD was originally a hide-and-seek oriented game, not a chase-oriented one. That's why infinites existed, because they were never meant to be chased around. People realized looping is possible, and started doing that instead of hiding. Since the community was a fan of it, the game got rebalanced around chases instead of hide-and-seek, and that's why loops were readjusted and made to not be infinites, etc.

    Hug tech adds mindgaming depth to a chase, because it allows for more options for both sides in an interactive manner. Without it, there are some things that can be hard counters, which is not good gameplay design. Chases should come down to whoever is more skilled, not things out of one's control like map/object generation RNG. And succeeding at mindgaming/baiting false reads is the expression of exactly that. It comes down to whoever is better at adapting to and reading the opponent. It makes more chases and areas a 50/50, based off whoever makes the right read/play. Everything about hug tech can be countered via mindgames. Just make the right read. This is exactly what experienced players do versus experienced Blights.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839501#Comment_2839501

    If you have to make a 'training' addon - you've already messed up your core philosophy.

    And if you think she's balanced at the highest levels, you haven't stepped against a top-tier nurse before.

    Fun fact, the best Nurses in the world versus the best survivors in the world while playing on an even-sided map averages out to... 2K. And this is WITH heavy restrictions on survivors (the Nurse is also restricted, but far less so). When all restrictions are completely removed, Nurse's average drops to a negative (below 2K).

    Fun fact 2, MMR does not guarantee consistent or even skill matchups, nor any of the other factors that affect a game's result (map RNG, tile RNG, how serious each side is, how knowledged each side is on their own characters and perks, how knowledged each side is on the opponent and how to play against them, items, add-ons, offerings, perks, level of coordination between the survivors, voice comms or no, etc). When a matchup is significantly uneven, the results will also be significantly uneven. This is a given. Which is why it consistently averages out to a 2K in the cases where it actually IS an even matchup.

    Fun fact 3, most average players are just not that good. This isn't meant to be degrading. That's just the given, average is average. Against average players, you can win with basically anything ever. Hell, any genuinely good player could do 4K streaks with zero gen regression Trapper against average players/perkless escape streaks/etc and do fairly well. Tier anything is pretty much irrelevant to the average game.

    Fun fact 4, learning Nurse to a decent level requires a ton of game knowledge, since her chase is all about out-mindgaming the survivor she is chasing, which requires knowledge of how survivors tend to play, knowledge of maps, map tiles, specific areas with and without line of sight and how to navigate/play around those properly, so on and so forth. Most survivors don't have the same level of knowledge in return, since all of that isn't needed to generally beat a standard M1 killer. If one side is significantly more knowledged on gameplay than the other, the results will be slanted. That's a given. Which is why it consistently averages out to a 2K in the cases where it actually IS an even knowledge matchup.

    Fun fact 5, not many people know how to play against Nurse in the first place, as she's not that common due to her extreme difficulty and harsh learning curve, so it's not a regular enough occurrence they'd have that much experience against her, or have looked into learning how to face her. When one side doesn't know how to play versus the other's specific loadout (in this case, the killer choice), of course the results are uneven. That's a given. Which is why it consistently averages out to a 2K in the cases where it actually IS an even counter-knowledge matchup.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839683#Comment_2839683

    That was the point of the change. They were trying to stop the 180 flicks but pc users keep finding ways to cheat the bad coding.

    You should learn what you're talking about.

    https://www.twitch.tv/mclean_yep/clip/AmorphousFaithfulKleeTheTarFu-jPzbiLNS-Dku-899

    (The second part of this is talking about J-flicks, which was flicking over 90 in a single frame by using extremely high DPI, which got removed.)

    Non-jflick 180s (aka, actually intended flicks) are done via turning 90, M1 to reset turn limit, and turning another 90 in the next frame. Current flicks can be done with basically any DPI whatsoever. You'd just need to flick further+faster on lower DPI. It's not like J-flicks where you had to have high DPI to do it at all. Alternatively, preturning 90 (eg, sliding against a wall facing the wall), and then M1+flick 90 for the last 90 degrees. Here is where McLean talks about how console got intentional improvements to help bring them up to the level of PC in doing said intended mechanic.

    https://www.twitch.tv/mclean_yep/clip/SullenProductiveAlmondPastaThat-3gIl_qyQ2UAmaqun

    Maybe don't comment on things you don't actually know anything about and haven't looked into at all?

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839514#Comment_2839514

    Oh really? Please show me how to use a M&K to play DBD on my Xbox? Or use filters? Or sound cards? Or change the graphics setting? Or get more than 11 fps inside of Lery's middle room?

    Good on you for intentionally missing the point when I’m clearly talking specifically about Blight flicking. Why are you like this? What drives you to be like this?

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837316#Comment_2837316

    I mean sure, but the game isn't balanced around SWFs.

    It’s balanced around both solo and SWF.

  • If it was unintended, BHVR wouldn’t have literally made improvements to console turning so they could flick easier.

  • The majority of stuff in this game is balanced and most complaints are just skill issue.

  • @Vampwire said:

    its an exploit thats how lol

    You should look up what that word means. Fun fact, it’s not “intended design feature”.

  • You have no idea how to tell your MMR. It also doesn’t guarantee consistent matches.

  • Console can do literally everything PC can.

  • @Valik said:

    The only issue is - if they remove it, they basically are flipping the bird to killer mains.

    It is an exploit and gives an illegitimate advantage to Blight mains. However, this is not how things should go.

    There's a reason why Blight and Nurse are so strong. There's a reason why they're also no fun to play against in these circumstances.

    Yes, they should patch it so that this exploit is no longer a concern for players. However, they should find a very small way to Buff the blight to balance it out.

    If all the top players are only winning matches because of an exploit, make sure you do more than REMOVE the exploit. Or else you're sending a lot of players home empty handed.

    And yet… Both Nurse and Blight remains balanced at even the highest levels of play even. It by no means is uncounterable, either. It’s a 50/50 mindgame back and forth that promotes skill, since it means more possible mindgames for both.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837432#Comment_2837432

    I can just repeat. I think TECHNICALLY this should not be possible to hit. The Blight can curve, so it would be a hit if he flicks behind the tree. The scene shows how he aims away from the survivor. The way this scene looks is in my opinion not a hit because the killer does not even have the survivor on his screen. I also dislike for example that you can be blinded as killer while not seeing the survivor on your screen, this just feels like BS.

    He flicked beside the tree into the exact direction the Meg ran. The Blight read her like a book.

  • @Valik said:

    Behavior just needs to gut up and make the hard choice:

    Either get rid of the addon, or make it base kit.

    The fact that we're here deliberating if the training wheels are detrimental to learning curves is evidence enough that this should either be a part of the base experience or not.

    Either players should be able to play Nurse with a clear, concise indicator of what they're doing - or they don't, and you're going to have to learn the hard way.

    Honestly, the Devs need to take a look at her and make some hard choices on how they want her to be designed. She's not at all 'noob friendly' and she's unstoppable if played by a good killer main. So, how do you make it so that people can approach the killer, but also don't make her SO powerful that a skilled player locking in is basically a GG at load-in.

    Dropping little cute 'training' addons to alleviate bad design philosophy is not going to solve the underlying problem.

    It’s fine being an add-on the way it is. It’s easy to get, since it’s brown. You only need it for learning at the very start and then you learn the rest without it. It gets distracting after. And she’s balanced at highest levels of play.

  • Flick faster/further.

    @IlliterateGenocide said:

    i wish they would do something about the flicks or corner turns like that.

    they take skill tho so not like i see them that often so it doesn't bother me 2 much

    Flicks are intended, as said by Blight's creator, as well as double-flicking (flick->M1 to reset turn amount->flick again).

  • @Heartbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837332#Comment_2837332

    Yes sir. That's enough to change the match on its own. I get why they changed it just effect the rescued person but if they're going to change BT then I don't see why reverting it to the old way would be an issue. I remember shrugging off a Hillbilly chainsaw with old BT and was quite thankful for it.

    Cause it was completely busted and made it a lose-lose for the killer even if the survivor divebombs the hook.

  • There's a snowball's chance in hell the community will come to good balance decisions, let alone a consensus on balance decisions.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837227#Comment_2837227

    Oh, I absolutely play him. I also main Trapper, Billy, Plague, Twins, Freddy, Hag, Cenobite and have dabbled in all the other killers. When I say he's easy, I mean he's freaking easy.

    Let me compare Blight's map mobility and power to Billy's since their powers are very similar.

    1. It takes me several seconds of revving to activate Billy's chainsaw, I can instantly activate Blights power.
    2. When I'm going to the other side of the map with Billy, I have to avoid every single tree, barrel and wall. To get to the other side of the map with Blight, I just run in a straight line vaguely head toward an object once in a while to bump into. The addon that slows down the recovery from a collision makes getting around objects easier if you are having any trouble and it's a yellow addon.
    3. If I hit anything with Billy it takes forever to recover. Hitting something with Blight is part of his power.
    4. Curving with Billy is very difficult. Curving with Blight is easy.
    5. Looping with Billy's power is pretty much impossible. Looping with Blight's is somewhat hard. This is literally the only thing Blight doesn't excel at. His power is only somewhat effective at looping. Take Billy, Wraith, Trapper and a whole host of other killers and their powers do nothing for looping.

    I mean, what is Blight's downsides? He does everything. At least the other killers have downsides.

    Have you considered that maybe it's Blight is in a good spot, and Billy is crap because he doesn't pay off the effort it takes to play him?

  • They've mentioned 2 kills + a few more hooks (eg, 8-9 hooks) before.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837334#Comment_2837334

    I'm wondering which of your version or the one from ukenicky (right below) is more fun or balanced (for both sides).

    https://forum.deadbydaylight.com/en/discussion/comment/2837234#Comment_2837234

    I kind of like them both.

    If it was Endurance, the i-frame window would have to be sharply shortened and made significantly more predictive-based, and not the near-guaranteed reaction you can do currently to basically everything except a point blank non-lunge M1.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837273#Comment_2837273

    That would be quite good, especially if it still triggers the exhaustion if the killer successfully baits it.

    That's a given. You'd have to actually use it properly in response to an attack, or it's completely meaningless.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837269#Comment_2837269

    I appreciate the example but you make a lot of assumptions about the chase itself and how it plays out

    What you are describing is each side REACTING to what is going on and how the chase is playing out. The speed addons heavily reduce the amount of reaction time a survivor has, as well as making closing the gap faster and faster which again is hard to REACT to.

    You cannot expect people to seriously know all of these different Blight speeds by heart considering each rush is increased by a % depending on which addons are in play. Base Blight moves at the same consistant speed which makes the back and forth in your example actually an interaction that isn't lopsided.

    In your example you also fail to mention what usually happens at L wall T walls.

    1) Blight can easily correct mistakes he makes because his power is really forgiving in the amount of tokens he has by default (Even more with the vial). With the speed addons these corrections are even faster and, once again, hard to react to

    2) The back and forth on tiles implies a level of balance in the chase, which there isn't. Not imo

    It's all well and good to go "well obviously ur supposed to do this and this and this" but that's not how it plays out in practice. Going into hypotheticals about how if Blight does x then you do y is all great but it still doesn't change the core of the issue which is reaction time.

    Spirit had this same problem, she had addons that made reacting to her phasing impossible because she moved too fast. She still has that addon in MDR. Movement speed addons reduce margin of error/reaction time, hopefully that's not a matter of dispute here?

    The speed addons aren't their own form of counterplay either, there's no penalty for using them. No Blight in their right mind would opt to not use them, His speed at 2 tokens used is already super fast and that's generally all most blight players need although you are right that the ones who decide to spam bump for max speed have less margin for error. That is true

    That's not reacting though. That's taking in the tile/map layout information, the knowledge of how the other player has been playing till now, and making a predictive decision to mindgame the other with.

    Then... they should learn it? Part of counterplay is knowing what the opponent is capable of, and identifying the tools they have to work with. Crow+Rat is noticeably different from just Crow, which is also noticeably different from just Rat. It's the same for other killers and variable add-ons/perks that can fluctuate throughout the game depending on usage.

    Vial largely reduces turn rate. Even with Umbra Salts to mitigate it, it is still very noticeable. Also, just cause he has tokens doesn't mean there are always angles to actually navigate around them with. That's part of the map knowledge and understanding of how the Rush works coming into play. You pick angles that make it hard or impossible for him to approach in certain manners.

    Blight chase is 50/50 on most tiles against an equally good player. That is balanced. Whoever makes the better read wins the trade.

    I mean yes, obviously? That's not a fault of the game though. That's a fault of the player for not playing out that instance better. It's like saying "Well theoretically, I could beat the other player in chess if I respond to their move like this and they do this, and I do this in return, (etc etc)". Doesn't matter if you don't have the skill to actually adapt and pull it off in game. That's on the player, not the game design.

    Uh, no. The problem with Spirit was you had no meaningful information on her phasing at all. You didn't know when she was phasing or where she was phasing. Meaning you never had any information to even ATTEMPT to mindgame off of.

    I mean, speed add-ons are strong, yes. But there's C33, which makes pallets near useless because of the quicker break + Hinder and effectively quickens his recharge (since he only needs 1 Rush rather than 1 and then a second into the pallet break attack). There's also C21 which nearly nullifies mindgames outright on tiles because he will just see what you are doing. Iri Tag gives Blight access to situational instant downs. Adrenaline Vial gives access to more Rushes, quicker recharge, and faster movespeed in return for sharply reduced turnrate. There's also the infamous Alchemist Ring. It's hardly an uncontested slot.

    Things don't inherently need penalties if the effect itself is already balanced. Adrenaline Vial has a penalty because otherwise it's a buff to every major part of his kit including his recharge, which is what is supposed to be his downtime since it makes him a useless M1-only killer. Speed add-ons don't, since they only buff one aspect and don't touch his intended downtime (recharge). Alchemist Ring is busted/bad design because it nullifies said intended downtime. So on and so forth.

  • Immediately is useless the second they have voice comms. No.

  • Just make it so you have to dodge an actual attack to get the dash. Problem solved. Person fails to use it to dodge attack, they gain zero distance and killer downs them after the momentary i-frames.

  • @Heartbound said:

    I'd bring back BT giving endurance to the rescuing survivor. That can turn a trade into an escape.

    That would be legitimately busted.

1 … 43 44 45 46 47 … 63