TheClownIsKing
TheClownIsKing
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@storydove said:
Cheryl Mason. I play her as someone altruistic but not stupid. Meaning I will risk a lot save others, especially when against her nemesis, Pyramid Head. But I won't die for a lost cause. Also I'm not brave in real life, so playing a daring and sefless character is a real thrill.
And I always play solo, so having the perk Blood Pact gives me a connection to the killer's Obsession, I never feel that alone in the game.
“Meaning I will risk a lot save others, especially when against her nemesis, Pyramid Head. But I won't die for a lost cause.”
Hehe, this is EXACTLY why I actually LOVE the perk Buckle Up. I prefer to play altruism/medic builds, and help as many as I can. BUT... I don’t want to waste my time on anybody that’s a “lost cause”, so I like that Buckle Up tells me which slugs are recovering, and who’s just damn lazy and I shouldn’t bother with.
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@Pulsar said:
I still don't think he is good on Console. I think he'll end up like Oni, good on PC, but bad on the Consoles. I can't remember the last time I saw a Xbox Oni, but hey, if you are enjoying him, good for you :D
I’m playing on PS4 and I’m coping fine (now anyway). It really just falls down to keeping a cool head during a slam to look and reposition before launching into another rush. Slam duration add ons has definitely helped me practice not “panicking” and spamming another rush prematurely before I know/decided where I’m going.
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@Dabihwow said:
BLight still is terrible for me, literally when trying to learn him I get depressed and I began to not give a ######### anymore about playing killer, glad your enjoying because I'm, not
I felt exactly as you did. But don’t give up. Eventually you’ll have a match where how he works just falls into place for you. It’s also a good idea to not try using the power at loops until you feel very confident in controlling his power
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1620628#Comment_1620628
Totally agree that these are the two main times you get value from it. I think the related question, though, is are those benefits worth it being a Hex? To help answer that question, ask this: If the Blood Favor wasn't a Hex but was just an ability with a cooldown would it be overpowered? If the answer is "No" then it shouldn't be a Hex.
For comparison, look at Devour Hope for example. If Devour Hope weren't a Hex and it was just a permanent ability it would be kind of broken. Every game you'd have unlimited Exposed hits and in the late game unlimited kills. The only reason this isn't overpowered is because it's a Hex so the survivors have the opportunity to destroy it before it gets to the at point.
Or on the flip side, look at Hex: Third Seal. If it wasn't a Hex then you'd be looking at permanent Blindness by the mid-game. Is that actually overpowered? Blindness is a little annoying but it's one of the weaker conditions overall. So I'm a bit skeptical that Hex: Third Seal is actually that good as a Hex (other than maybe fitting a build built around slugging?)
I'm a bit skeptical that Blood Favor's benefits are actually Hex worthy, I think it's more like Third Seal above in that it's a decent benefit but even if it was in play the entire game it probably wouldn't be overpowered, it would just be good. Being a Hex that can be eliminated by a lucky cleanse just makes it kind of risky for not enough reward.
Personally I'm inclined to like the idea that they keep it a Hex but buff it by removing the range restriction. So all pallets across the map would be blocked for 15 seconds when you hit with a Basic Attack with an appropriate cooldown (maybe lengthen the cooldown a bit to 80/70/60 seconds if the current version's 60/50/40 cooldown is too short.) I think that effect would be Hex worthy and make its reward worth the risk of it being destroyed.
The reason it is also a hex is for two reasons:
- pallets are a primary survivor defence. They need to have counter play for that defence periodically being taken away from them.
- It then means Blood Favour also becomes a stall perk. You only need to have survivors downed a small number of times due to not being able to use a pallet they normally would before they’ll start wasting time with “We need to get rid of that”
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@MadLordJack said:
The amount of "I told you so" that is going to be going around the community in a week already has me cringing. I'd be willing to bet that you are only the first of very, very many to wake up to Blight's capabilities.
Yep.
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@Mandy said:
I'm really glad to hear this.
This is why we always request people to not make snap judgements about things and try things out to give it a chance.
I think The Blight is a lot of fun to play and play against, it just does take some time to get used to playing as him - his skill cap is pretty large I think.
Blight is definitely the most challenging killer to date. Requires lots of patience, but it’s totally worth it.
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@Kagato said:
Ever since 4.2.0 released, I have been seeing an enormous number of Legion players pop up alongside the Blight. 25% of matches are Blight, 25% is Legion, the other 50% is everyone else.
Did Legion get buffed or something?
Legion just has good market appeal.
Angsty teens angry at the world brandishing a knife, wanting to vent, and dismantle the “system”.
Of course that appeals to many newcomers to this game.
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Killer: Clown...duh... but I also play Freddy, Plague, Doc, GF, a little of Demo & LF, and now Blight.
Survivor: David, but I’m now gonna main Felix.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1619952#Comment_1619952
"way too strong"
Lmao thats the entire point of hex's Strong affect but it can be taken away
https://forum.deadbydaylight.com/en/discussion/comment/1620628#Comment_1620628
- 16 meters is too short
- You can fake the pickup to get survivors waiting for a save to come out
- It only holds uprite pallets survivors can still use windows and dropped pallets
Everyone can argue how bad this perk is all they want. Personally I AM getting downs I probably would not have gotten because of this perk. Anything that significantly shortens chase times is good in my book.
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No, not really.
It’s always pretty obvious when a killer is using this perk, in which case once it’s suspected survivors start jumping on gens separately.
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@TAG said:
I started playing SWF with my friends only recently and have been having a blast. That said, I still believe that reasonably competent players who are SWF are still a problem from a balance standpoint.
They can be, no doubt. However they usually tend to be rather predictable, and sometimes that can be taken advantage of.
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- if you get a hit out in the open BETWEEN tiles, then you’re pretty much guaranteed a free hit when that survivor reaches a tile.
- If the killer happens to get a down AT a pallet before it was thrown down, then teammates CANNOT do a pallet save during the pick up.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620456#Comment_1620456
This. I've lost games going for a save on a slug only to thing over a minute has passed and they aren't even half recovered.
Exactly. The killers aura being shown is just a bonus so you know which way to not run. Buckle Up is really about making sure you don’t get yourself killed because of a lazy teammate.
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@NursesBootie said:
Yeah no. Second Chance perks are unhealthy.
This, and honestly Buckle Up is underrated for solo survivor
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@Avarice10 said:
This perk is just terrible, it sounds good in theory but it's just bad.
As a golden rule survivors recover within 30 seconds while slugged, about 20 if unbreakable, so the aura of slugged survivors is nice but negligible. The aura of the killer been seen after picking up the survivor is also neglible, 9/10 times you already will know where the killer is and it won't help the survivor who was picked up. Seems to be a perk designed to help noobs but offers no real value to experienced survivors. Why would I bring this over DS or unbreable? I wouldn't. Any other survivor main who would? probably not.
This perk should apply the endurance effect for 15 seconds after picking up a survivor or something.
Buckle up is alright.
As a solo player here’s the thing: not every slugged survivor bothers to recover while slugged.
Buckle Up truly has been a valuable regular perk in my loadout so that I can know from quite a distance away who to NOT bother running in to assist from the dying state. I lose count of the amount of times without Buckle Up i’ve tried to go get someone up, accidentally got the attention of the killer, the slug hasn’t bothered recovering, and now I’m taking a hit/in a chase for absolutely nothing.
The only buff I’d like to see to Buckle Up is if the user is in the dying state this also triggers reading the killers aura when you and your rescuer revive you.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1619643#Comment_1619643
Can you explain at what time it would be necessary as a strat? Do you mean like during endgame?
Sometimes there’s simply no reason to leave the hook. It’s either endgame, or survivors aren’t on gens and are floating around the hook giving free pressure to the killer.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1619602#Comment_1619602
How was it questionable? Before his cooldown, he was slowed so much, that he basically didn't have a power.
If a Clown was correctly setting up gas ahead of survivors (or in front of their path), the slow down during his cool down was a complete non issue.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1619358#Comment_1619358
A killer very good at 1v1 and shutting down loops should not have mobility.
Exactly. He can already end chases ridiculously fast (when you know what you’re doing). Increasing his mobility for the sake of map presence will just make his 1v1 even MORE oppressive.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1617297#Comment_1617297
Just give the man a little bit more mobility so he could put pressure on generators better and he will be a happy little God
He doesn’t need more mobility. Used correctly he denies a great deal of survivor mobility.
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@Yamaoka said:
How would you feel if the devs merely buffed his bottles by making it so survivors affected by the gas suffered from the slowdown AND heard some sort of distorted circus music while seeing all kinds of colors making it more difficult to evaluate where exactly the Clown is during the chase?
More blur and more sound distortion (or music) would be great.
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@Aven_Fallen said:
The thing is, Sabotage should be weak. Because in the end, hooking Survivors is one of the Core Aspects of the game. Denying this on a regular Basis would only lead to a lot of slugging which is not fun for either side (at least for most people).
Exactly.
It also means more planning around having someone else ready to do the revive on the dropped survivor while the killer is distracted by another survivor.
Despite the OP complaints, I think Sabo has been made a way more accessible strategy and makes the game much more dynamic. I could have just found brown tool box in a chest and now actually consider running in to Sabo a hook i think the killer is carrying a survivor to. Whereas before it would be “too bad” because the hooks weren’t prepped.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1619234#Comment_1619234
I hate when people say "just do bones" but in this case yes lol, just do bones. Me and my friend play 2 mans swf, we both take Inner Strength, theres no way in a game with us HG would ever activate more than once. Some survivors really are lazy with totems.
I’d like to add that Retribution makes more sense with the introduction of Undying. Those two paired together makes cleansing ANY totem dangerous.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1619234#Comment_1619234
I hate when people say "just do bones" but in this case yes lol, just do bones. Me and my friend play 2 mans swf, we both take Inner Strength, theres no way in a game with us HG would ever activate more than once. Some survivors really are lazy with totems.
Undying has no power if there aren’t any dull totems to transfer Hexes to. I’ve been in games where I’ve lost my Ruin or Blood Favour being cleansed first even where Undying still stood, and it can only be because those survivors were not ignoring dull totems they came across.
Undying has been one of the healthiest additions to this game in emphasising that it’s crystal clear that totems are the second objective.
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@herrik666 said:
I feel you brother. There's a lot of people who think Clown's only salvation is a ground-up rework; but he's just so damn fun I don't want them to do that. On the plus side they said that no major rework (major as in Freddy/Doc levels) was coming this year, so I'm fairly confident that they'll buff him in some way without reworking him completely.
That’s a relief.
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@MadLordJack said:
"We're not done with Clown yet!"
*Nerfs redheads pinkie finger*
"We're now done with Clown!"
I’d actually be ok with a RHPF nerf. I don’t think he really needs it. I hardly use it.
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@luvcraft said:
It counters any map request offerings from survivors? I see those so rarely, and it seems so situational that I don't see the point.
Really? You see them that rarely?!
Whenever I have a suspected SWF in my lobby 9 times out of 10 they throw down a Strode Key or a Heart Locket.
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I LOVE his TR music and chase music. It’s so eerie and sinister.
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@Godot said:
I absolutely adore this Killer, both as a Survivor and Killer. I love going against him, and I love playing as him. Best Killer they've released so far, imo.
Yeah I personally find him scary to go against as survivor with that insane speed. Plus he has great TR and chase music.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1617597#Comment_1617597
His perks are extremely rare lol so no one really knows if they are bugged.
I know it’s not confirmed yet, but there’s been bugs/exploits with Vigil & Wake Up in the past. Can’t recall the same for Pharmacy but it wouldn’t surprise me.
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@TheMonadoBoi said:
He's a great killer.
Only held back by the devs' stupid limitations which in this case is his flick potential. If they give him the ability to turn more similarly to Oni's he's easily Top 5.
I think the reason he has restricted “flick” is because the hit box is huge, and because Blight has the ability to always be up a survivors backside.
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Geez... it’s always a Quentin perk that randomly pops up with an exploit every now and again 🤣
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@Deadman316 said:
Change my mind...
Or they’ve just been tilted by one survivor in particular
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@SirCracken said:
The short version
He kicks ass and is tremendously fun to play.
The long version
The Blight easily has one of the highest skill ceilings in the game. I'd argue that Nurse is a bit higher, but not by much. His power requires acute memory of all tilesets in the game, familiarity with your mouse DPI, and good reflexes.
This makes learning him quite a task. But my god if it isn't fun once you do. Here's a quick summary of what the Blight has going for, and against him.
Strengths
- Map Pressure
The most obvious of his strengths, the Blight moves at 230% movement speed while rushing. That's the same speed as Hillbilly's sprint. But unlike Hillbilly, Blight is not limited to going in a curved line. By "pin-balling" against obstacles you can cover a distance of up to 138 meters if you perfectly time and distance your rushes! This gives Blight the best mobility in the game par none.
Combine this with the relatively quick recharge of his power, and a decent amount of practise, the Blight becomes unwaveringly oppressive. Especially if combined with perks like BBQ, Surveillance, and any other perk that benefits from arriving at a location within seconds. If he's not chasing someone already he's going to start very soon.
- Chase Potential
Although still susceptible to very tight loops, the Blight can shut down quite a lot of otherwise safe positions for survivors. Some of you might question how he can do this since you might think that his lunge is predictable and can't be easily controlled. Allow me to explain how this is not the case.
The Blight's lethal rush propels you in the direction you are looking. But while rushing you cannot look more than around 60% to the left or right. However, attacking out of a rush will push you in the direction you are attacking. Also remember that the lethal rush cannot hit walls and is exempt from the dreaded "aim dressing", allowing you to curve around obstacles and get hits.
I cannot stress enough how important it is to learn this skill. Especially since Blight has a very generous attack hitbox which can hit survivors who aren't even on your screen! Trust me, that thing puts Huntress's thrown mini-fridges to shame.
- Strong add-ons
With the exception of his farming add-on, and the ones that increase slam duration, every single add-on the Blight has is good. I'm honestly hard pressed to say there's a best combination. He's got insta-downs, wallhacks, better steering, breaking pallets and walls with his face, and training wheels for when you're learning him. You really can't go wrong with any of these.
My personal favourite is a tie between the insta-down + reduced rush tokens, and stacked animal add-ons. Using both the blighted rat and the crow you can go up to a staggering 270% movement speed on your final rush! Survivors barely have a chance to register your terror radius before you're right on top of them.
Weaknesses
- M1 Perk Anti-synergy
This is my biggest problem with the Blight, not that I have many. His lethal rush does not count as a basic attack. Meaning that 2/3 of his perks don't work with his power, including every single other M1 perk in the game.
I'm not a fan of this design pattern at all. It just reinforces the incredibly stale meta of PTGW and BQQ since many killer perks have heavily discouraged use on most killers, (but not the most powerful killers in the game for some reason). Demogorgon, Pig and Legion all have the same problem and I wish the devs would stop giving new killers the same problem.
- Indoor Maps
This point is very self-explanatory. But it's not as bad as people think. Lery's and The Game reduce the Blight's overall map presence since he has so many walls in-between gens. However, I've found that these maps offer much more use of his power at most loops. Especially running his ultra-rare add-on that allows him to quickly break pallets by rushing into them.
These maps do take some getting used to. But with enough experience on them a good Blight can still be just as effective.
- His P3 looks bad
https://us.v-cdn.net/6030815/uploads/V1SZQ5D9816L/p3-blight.jpg
It needs waaaaay more blood.
Summary
I'm really baffled by the community response to Blight so far. Many people claim that his power is useless at chases, calling him clunky, and some even have the sheer audacity to compare him to Legion in terms of power.
He has so many things going for him. Constant map pressure, good chase potential and good add-ons. But so many people just write him off because they haven't taken the time to learn him.
I've had at least 40+ games with him since his release, and although I typically don't like using antidotes, I've 4K'ed in 90% of those games. I know for a fact how strong he is and I hope this post has convinced you of the same.
It took me tonnes of frustrating, embarrassing losses with Blight (went from rank 3 to rank 10), but I’m FINALLY getting the hang of him, and letting go of ingrained things that work with other killers that simply don’t help Blight.
I’m having fun with him now, actually getting some pips and double pips, and his perks are great. Damn hard to use. Fun and rewarding once getting the hang of him. I still find attempting to use the power at most loops frustrating rather than helpful, but that might be a PS4/console thing.
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They don’t usually actually.
They’ve only changed the opening movie for Oni, Deathslinger, and Pyramid Head.
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@crixus006 said:
I don't know why you want to nerf him, he isn't op nor weakness, he is a good killer.... I have played vs him. Sometimes won and lose ... Please check it carefully
They’re going to review him. REVIEW.
CHILL OUT...
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1616668#Comment_1616668
That's too specific, and the range is not big enough.
It’s not that specific at all. Killers like Blight and Clown usually achieve their hits between tiles.
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@hillbillyclaudmain69 said:
Blood favor isn't good. Good survivors won't keep looping a pallet they got hit on.
Guess you skipped the part in this thread where I said multiple times that Blood Favour shines when you get those hits in BETWEEN tiles.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1615133#Comment_1615133
You can block survivors from vaulting a pallet that's thrown down with the perk.
No it doesn’t.
It should.
But it doesn’t.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1614978#Comment_1614978
Exactly, and one takes 5 hooks to do anything worthwhile, the other takes 3-5. That's not worth bringing 2 hexes to try to get those stacks when they keep being removed.
Better than it being removed entirely. It’s not like hooks suddenly stop happening after Lullaby or Devour are cleansed.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1614972#Comment_1614972
I've heard it doesn't transfer it since it went live.
Undying works with all the Hexes you mentioned. The only thing is Hexes that build stacks need to build their stacks again.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1612409#Comment_1612409
Then nothing would stop killers from Running Hex: Undying + Hex: Blood Favour + Bamboozle and probably STBL and deny any and all loops in the game. There have to be limitations.
No pallet but there's a window? Block it. Pallet but no window? Block it.
Exactly. The devs have put thought into this perk, making sure situations where survivors are 100% defenceless are minimised.
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@BaldursGate2 said:
The perk is bad. Why? Because the range and duration is too short. If you hit a survivor in the range of a pallet, they just injury sprint through it and to the next pallet, that did not got blocked. If they double the numbers, maybe it would be a good perk.
See my above comment. I’ve personally been getting downs because of Blood Favour
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I think Undying is a fantastic perk. Undying + Any other hex significantly increases game stall for 2 reasons.
- 1. The obvious one being that the survivors will either transfer a hex to a dull totem, meaning they still need to find the correct hex. Or they cleanse Undying in which case they STILL need to find the correct hex.
- 2. When survivors realise Undying is being used it forces them to not ignore dull totems they see.
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@Avarice10 said:
It's getting confusing, places where there used to always be a window are getting blocked up and I end up running into a dead zone and dying. Can't the Devs get the balance of windows and pallets right the first itme? Evidently not.
Of course this will always be reviewed and changed. No one get something right first time without data to support a decision, in which case it was never “first time”
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Mid chapter of course 🤣
Lol, roughly 6 weeks after a chapter release.
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As Killer here’s 3 things I’ll regularly do if I’m not taking the match seriously.
- lots of spinning on the spot.
- Find a survivor, stop and stare, slowly walk backwards, if they chase me then I run backwards away from them.
- Wait at the basement stairs until the confused survivors come looking for me, and I hit and/or down anybody that tries to enter. Some survivors “get it” and it becomes a competition to see if they can get past me and down those stairs.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1614792#Comment_1614792
Okay, then i just don't understand how you get value out of that perk. xD
I tried to synergize it with STBFL and undying, but most times it either blocked nothing relevant or i wouldve got the down anyway.
It’s those hits you manage to get BETWEEN tiles that makes it worthwhile, the kind of hits Blight usually gets. It significantly shortens chases when the survivor reaches a tile only for them to find it’s not safe. They can’t loop it, and dashing towards another tile is mostly lose/lose for them.
Having just 2 or 3 chases shortened by Blood Favour, that otherwise would have been extended (or potentially abandoned) is already quite valuable. Couple that with the time survivors then spend trying to find the hex so it can no longer block their primary form of defence during chases, and the perk both SAVES time and STALLS time.
Well, this is my perspective on it anyway.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1614474#Comment_1614474
At what rank are you playing if i may ASK?
Was rank 3 (shy of a pip for rank 2). I’m usually back to rank 4 to 1 after every reset.
Blight set me all the way back to rank 10 with a LOT of miserable matches. (A lot).
But the persistence has been worth it. I’m getting him now, and the perks make sense.
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“Your killer”
You make them sound like a purser.
“You’re designated killer today will be Trapper. Please also note the exits on your right and left. Have a safe trial.”
🤣🤣🤣