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  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164484#Comment_2164484

    It does seem like that challenges you. It's as if differing opinions are for discussing or something, huh?

    What are you talking about? You immediately assume he supports every killer nerf and doesn't care for killer at all just because he doesn't think the nerf to Twins is that bad.

    It's so obviously not a comment on your opinion, which I even agree with, the nerf was stupid.

  • I mean they don't compete with the map pressure of Freddy, Hillbilly or Blight for example, but I disagree that they are bad, and I personally enjoy using them a lot.

    If you've got enough setup, they can definitely help you get to a far away point on the map extremely quick, sometimes even quicker than with the former mentioned killers. Their effectiveness kind of decreases the less distance you have to cover with them, but even at not too far ranges they can still be helpful.

    I think Demo would be far weaker without them.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166143#Comment_2166143

    Yeah maybe a camped survivor could get a much higher chance to unhook and have a built in BT like effect?

    I honestly don't know what they could do. Decreasing the bleedout timer speed if the killer is close would be one idea as well, but that would need to take other aspects, such as not working when the killer is in a chase or a survivor is within that radius of the hooked survivor, into account as well.

    The problem with the exposed effect is that the camping killer could easily prevent the survivor from even unhooking, meaning the camped survivor would remain on the hook while the killer now also has another survivor downed that he just slugs.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166018#Comment_2166018

    Yeah I could see holding a button down before a survivor tries to unhook working. I would still want to do away with the whole grab mechanic due to inconsistencies and replace with exposed, even if the window stayed the same.

    Camping killers do suck and I'd like more counterplay to camping but that's somewhat of a seperate issue imo.

    Fair enough, but as long as camping isn't somehow nerfed heavily, making survivors exposed while unhooking is not an option in my opinion.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165968#Comment_2165968

    With that though the survivor on hook could kick the unhooker away to cancel the animation though.

    Right now grab essentially doesn't work because of how glitchy it all is. I dont see hook denying working if the animation window stays as short as it is tbh

    I mean, I think there is enough time to press unhook denying in the right time. If anything though, they should then just implement it so holding the unhook denying button prevents survivors from unhooking. Butt increasing the time to unhook a survivor is not a good idea. It was decreased for a reason. If you then add to that survivors getting exposed while unhooking, and camping killers will have no problem at defending a hook at all anymore. It would be broken. With those changes, it would be pretty much impossible for the camping killer to not hit the unhooking survivor while they unhook for like 2 or 3 seconds, which would then end in an instant down. Not to mention that the killer wouldn't even have to drop the survivor in order to just slug them and keep on camping the hook.

    I sure would stop playing survivor if I knew that the game was 100% over for me as soon as I get camped. We definitely can not make it even easier for killers to camp someone.

  • I mean, they did a fairly good job on Freddy in my opinion. The slowdown addons are gone, which is great, and survivors getting a 30 second immunity to entering the dream world when waking up via the clock is also great. Perhaps the nerfs to his snares missed the point a bit, but I can't judge that yet.

    The Twins nerf was bad though, I agree with that. Although I like the buffs to the iridescent addons.

    I don't think BHVR is as bad at making good balance decisions as some people might think, but I do think that BHVR doesn't always understand what exactly makes a certain killer problematic or too weak. But it does depend, as they have also made a lot of good changes to killers as well.

  • @IWasLeft2Die said:

    I think hook interactions would need a few changes to make this work. Otherwise it would be a mess with trying to prioritize kicking away, unhooking, cancelling unhook, and killer grabbing all at the same instance.

    1. Remove cancel unhook ability- this is already super glitch and inconsistent. Survivor has to commit to unhooking

    2. Remove killer unhook- also a big part of the glitches. Replace with unhook survivor being exposed during the animation only.

    3. Lengthen unhook process- this would allow both the person on hook and the killer to respond properly. It's a bit too fast to respond while on hook tbh. Make it maybe 2 or 3 seconds? I believe it's 1 now

    This would be awful in my opinion, since having survivors exposed while unhooking and increasing the unhook animation time would be a huge buff to camping killers, and that's the last thing this game needs. It would be nearly impossible to unhook a survivor against a killer who is camping, because the survivor unhooking would just go down immediately and not even be able to unhook the other survivor.

    I don't even want to imagine that.

  • The fact that hook suiciding is discouraged with this new struggle system is good in my opinion. But hook farming is a problem yes, though I would argue if someone wanted to farm you off the hook with the old struggle mechanic, they'd very likely do it before you can actually suicide after the animation.

    Kicking a survivor away from you when hooked could work. I do fear it could be abused though, even unintentionally, when the hooked survivor doesn't realise the survivor coming for them despitte the killer nearby is their last hope. Or they don't know that the survivor who is unhooking them has Borrowed Time. And of course there is the problem with trolling, although I could see that problem decreasing after like the first week or so. Still, there are survivor players that can get ticked off by anything, so they'll resort to griefing. Wasting survivors time by having them come run all the way over to you and then not letting them unhook you can screw over the entire survivor team.

    So I'm kind of torn on this idea. A much simpler way to try and discourage hook farming would be to award survivors with no Bloodpoints for the unhook actions, and instead award them all the Bloodpoints once it's a safe unhook.

  • @Phasmamain said:

    Why though? Wait what am I saying I know why

    https://www.twitch.tv/videos/926510102

    Skip to 18:35. You want to see the profanity you’re speaking

    Never knew he had actually streamed. This showcases so well why this guy constantly posts here.

    Lord_Tony, you take this game clearly too serious. And no one can win every game. Losses need to be accepted as well.

  • I personally haven't experienced these deadzones myself yet when playing survivor.

    But I am sure the number of pallets that spawn on average on these reworked maps are slightly reduced. I do wish they wouldn't reduce the amount of pallets but instead rework more of the pallet loops to make them less safe, so they can be mindgamed by both sides. This way survivors would less likely end up with no pallets and thus always have some form of counterplay, but at the same time killers also had some counterplay because they could actually mindgame those pallets.

    Badham is a fairly good example when ignoring how strong and safe the main buildings are.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163754#Comment_2163754

    My man, what is the point of this post, exactly? I don't have the power or right to take their opinion away from them. I do have the right to voice my opinion on their posts, and I did just that.

    I guess there was no point to the post, you just seemed to have gotten a bit offended by his different opinion.I am just surprised again and again how many people on this forum are seriously challenged by the idea that different people have different opinions.

  • @Lord_Tony said:

    4 of his best add-ons became 100% useless overnight.

    enjoy those 1 hour queue times survivors.

    Lol yeah I am sure survivors will be seeing 1 hour queue times because of the changes to four of Freddies addons.

    Like is it even possible to become even more killer biased than you?

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163376#Comment_2163376

    Dude, we get it. They isn't a single nerf to killers that you don't love and agree whole-heartedly with the devs on. But instead dancing on graves, why don't you imagine for a second that you actually enjoy playing killer and empathize with others frustration over another unnecessary, over-thinking nerf? Not to mention the shadow nerfs that feel VERY unnecessary and lack reasoning (taking away collision from Charlotte removes a whole tool from twins, and it definitely had it's place and uses that weren't related to camping)

    Or, you know, let them have their own opinion. If someone thinks this nerf isn't that much of a deal, they are allowed to have that opinion and express it.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141443#Comment_2141443

    I feel like what really messed it up was when they changed rank reset. That's when crap got real bad

    Yes that is true. Before the change the people that weren't that good would really only reach red ranks shortly before reset again. But after the change they were quickly back at red ranks. Shame they made that change.

  • I don't know. I didn't find the matchmaking before to be really better. People can get to red ranks as long as they play enough.

    The shame is that at least until now, the matchmaking doesn't seem to have gotten better. That's at least my impression so far.

  • @Marigoria said:

    Another post about "TTV bad".

    I would also be annoyed by having someone afk in my team, it's a 4v1 for a reason, not a 3v1 + dead weight.

    Hello? His dog was choking and all she said was not my problem, and complaining about them ruining their "last game". That's just pathetic behaviour.

  • @Seanzu said:

    You know the majority of people don't actually struggle against SWF. The ones that do just seem to congregate on this forum and create a huge echo chamber, I would suggest putting more hours into killer, it's not that hard.

    One can't deny that swf survivors certainly have their advantages though, that at the very least some killers can't hold up to. The information they get allows them to be potentially very fast with gens, and that's something not every killer can hold up against.

    But the balance gap also tends to get exagerrated as well in my opinion.

  • It's a necessary feature in this game, without it many people would stop playing this game.

    The only solution to this is to buff solo survivors as close as possible to the level of swf survivors via information, kindred as base kit and a totem counter being the main contenders here. And then buff the majority of killers that aren't top tier yet.

    But I do also sometimes feel like some people exagerrate a bit how much stronger swf is. There certainly is a fair share of killers in this game now that can deal with good swf teams as well.

  • I agree. Do you mean survivors that are downed or just survivors in general? Nevertheless I would agree anyways.

  • @Dragonshensi said:

    Nurse and Spirit are the only ones who can counter and have a chance at high ranks. You want to nerf Spirit? Ok. Well prepare to only face Nurse forever. Instead of asking for nerfs, you need to ask for more buffs for killers. Except those two killers, it’s almost impossible to have a decent match in high ranks.

    There are other killers now that can deal with the high level survivors. Blight comes immediately to mind, but he actually has some counterplay, which makes him very fair. Oni, Hillbilly, Freddy, Huntress or Hag are also strong contenders.

  • @RenTheCat said:

    • People will do this unfair and clearly broken stuff without thinking twice or considering the other side's fun.

    That's survivors for you.

    Sure, because killer players never do that.

    Please stop with this survivor vs killer mentality. If you think all survivor mains play that way, you are delusional.

  • His lore is great as far as I know, although I don't know too much about it or dbd lore in general. I also really like his visual design.

    Gameplay wise he is one of my favorite killers easily. He is extremely fun to play as and go against in my opinion. And he is easily one of the most balanced killers in the game. Actually viable thanks to great map pressure and good chase potential while still having fair amount of counterplay against him for the survivors. Which to me is the best design for a killer.

    The only problem are the collision bugs that make him slide off of objects sometimes, and his j-flick that needs fixing. He is strong enough without it.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091487#Comment_2091487

    50\50 guessing and getting better map rng are not valid forms of counter-play

    50/50 mindgames are actually exactly what this game needs. Why should mindgames be in favor of the survivor? Or am I misunderstanding you here?

  • @NoObzBoiYT said:

    It’s better this way stop complaining.

    Yeah no, people are allowed to complain about this type of stuff. It's definitely a nice change, but it still requires solo players to use a perk slot for information that swf have for free. This does not help with the imbalance of swf and solo survivors.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102512#Comment_2102512

    While this is true, you have to admit Freddy had a bit too much going for him. I however don't agree with the immunity from being asleep also being added. That was a step overboard. Nor do I think dream pallets needed a nerf. Everything else is fine, though.

    I agree that Dream Pallets didn't need a nerf, but I would argue the immunity from falling asleep is the best change here. Now the clocks are more worth the time you spend getting to them. It's a nice little nerf that adds a bit more counterplay against Freddy.

    However, if we really want to claim that 99% of survivor players are bad, then we can say the same about killers. Just look at all the posts of killer mains crying on this forum. There are still people that push the narrative that BHVR only cares for survivors, which at this point, is beyond stupid it's not even funny anymore. These people also seem to believe they are better than they actually are and blame the game for their losses.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/242027/don-t-let-the-door-kick-you-on-the-way-out-freddy

    And these are the type of posts that are the problem. Instead of learning to actually play. Folks like you cry they're "too strong" until they get nerfed to the ground and you can have easy mode.

    Most people complain about how boring he is to go against. There is not a lot of counterplay against Freddy that is in any way engaging. And he is very strong. Only the fewest people actually want an "easy" mode.

    You might not want to believe this, but this killer sided forum is not fully representative of the general DBD community.

  • There should always be one obsession, no matter if there is an obsession perk in play or not. That would fix this issue. Of course tunneling and camping are a problem in and of itself, but at least it would fix the issue of increased camping, at least I'd hope.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090394#Comment_2090394

    Sure, let's break line of sight in their new reworked Autohaven maps which are literally just empty space.

    THose maps have always been good for ranged killers. But there is still some stuff to work with as well.

    The Trickster does have counterplay.

  • Old Legion had 0 counterplay. That won't be the case witth Trickster. You will definitely still have ways to prolong the chase as long as possible. The main counterplay being breaking line of sight.

  • @Pior_Morte said:

    Devs listening? What?

    They often do. I don't understand the narrative that BHVR never listens to feedback.

    When Hillbillys overheat mechanic was way too much in the ptb, they toned it down a lot so it wouldn't restrict him even nearly as much anymore.

    Twins got some serious counterplay against them fixed.

    Onis flick was toned down after it was too good.

    Those are just some examples.

  • Well Blight isn't really fixed yet. His field of view is, but he still slides off objects way too often.

    With that said, I do agree. Killers have been getting buffs again and again, and in general are being more and more brought into a good, balanced spot, so I really don't get how there are still people here crying about how the devs only care for survivors.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085397#Comment_2085397

    Getting hit through a pallet is new? There's a delay between the killer and the server and the survivor and the server. The killer's hit went through the same time the survivor threw the pallet. Both event are registered. I could make the case the pallet shouldn't of been thrown after downing a survivor.

    It's not new, and often the hit can be fair enough, since the killer can get the hit right before the survivor hits the killer with the pallet.

    But no matter what, the killer would normally get stunned, and that's not the case here. And it definitely looks like the hit happens clearly after the pallet should already have stunned the killer.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083497#Comment_2083497

    They waited at the pallet and was late in throwing it. They got greedy.

    They were hit through the pallet instead of the killer getting stunned how it should have been. That has nothing to do with the survivor getting greedy.

    This seems to be a new bug with pallets.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085375#Comment_2085375

    The thing is, it wont change anything. Someone who wanted to suicide will not continue playing normally. So it does not matter for the Survivors if that person is dead or still playing. If anything, it can get worse with them on the team.

    Like, I have seen people following me the entire game trying to sandbag or throwing down every Pallet, when I (in the first case) or someone else (later case) got them before they suicided. Which is the main reason why I dont try that again, they are better of dead than sandbagging.

    https://forum.deadbydaylight.com/en/discussion/comment/2085368#Comment_2085368

    Talking only about Hook Suicides here. No need to understand me wrong on purpose.

    Generally it won't change anything, exactly, except that struggling will be much more beareable. I would also argue in general it's better if a survivor can't suicide anymore, since that ######### up the team just as much as just being afk. So it's not worse in any way.

    In fact, it could help against camping killers, now that survivors can't suicide anymore they will at the very least be forced to keep the camping killer at least a bit occupied.

    People starting to sandbag because of it could be annoying I guess, but that again just happens when you unhook them. And I doubt many people will do that. If anything they will just go afk, as you said, which isn't better or worse than just suiciding on hook except for the fact that, again, camping killers will have to stay at the hook a bit longer.

    Survivors are a team, and it screws the team up when one survivors just suicides immediately. Now they at least don't get to just hop into the next match immediately.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084858#Comment_2084858

    Yeah, once again something only done for Killers. There is nothing gained for Survivors that Hook Suicides are prolonged, someone who wants to suicide on hook will not play the game normally after getting unhooked.

    At best, they go afk, at worst, they sandbag the Survivors who unhooked them. Yay.

    It's a quality of life change for survivors. It might have some negative side effects, but most people don't want to have to button mash like crazy. How does one turn this into "yet another improvement for killers"?

    Not to mention the fact that suiciding only ######### up the rest of the team. So it's good if that's not possible anymore.

  • I do agree that regression it too weak at the moment. If BHVr doesn't nerf gen rush in any other way, I feel like regression could get a buff. Though there was some talk about an early game phase, so maybe that will be enough, if it actually does happen, which I wouldn't bet on.

    I think they could start to see how 150% is though, of course nerfing Ruin to 150% as well. And if that still seems to weak, I could see 200% regression as the norm being fair as well.

    I do think that 3 seconds is too long in order to get started on working on a gen again. I think 1 second would be enough, as long as survivors can't tap the gen while being chased.

  • I mean maps that get reworks also get their totem spawns reworked. Has always been that way.

    Nerfing loops isn't directly a bad thing. One problem with DBD is that there are still quite a few maps that have a lot of pallets that can't really be mindgamed without bloodlust, if the survivor is good enough. Of course they shouldn't become useless like many pallets on hawkins as well.

    I am not even sure if that extra hay stack is even a nerf. The bigger a loop, the better for survivors in general.

  • They definitely need improvement. However, there are a few totem spawns that are arguably a bit too good as well. I guess having a few of those isn't awful, but in general I hope they further improve totem spawns without overdoing it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076415#Comment_2076415

    It depends. There's the killers that camp from the offset, and then there's the killers that use proxy camp at strategic times.

    I think a lot of people don't enjoy playing in that way but the sad truth is killers don't have time to run around and 12 hook everyone and never hook the same survivor twice in a row. I wish we did, and I try to play nice if I'm against beginners but against teams that have their sights set on the objective you simply don't have time as killer to play nice, not when the survivors are playing sweaty.

    I understand that. My complaints are mostly towards complete camping, i.e. killers that sit right in front of hooked survivors. Proxy camping is of course a strategy that is sometimes the best solution for a killer.

    I think a gen rush nerf, as well as a tunneling and camping nerf need to go hand in hand. Giving killers a bit more time to compete with survivors would be great, but they should only be able to do well when not using insanely unfun tactics. It would help the game so much.

  • @BubbaDredge said:

    Here's what you can't understand:

    THEY DON'T WANT TO ADDRESS THESE THINGS, THEY ARE ADDRESSED IN THE RULES!

    Tunneling, facecamping, teabagging, slugging, sandbagging, body-blocking, these are all specifically addressed in the rules, and THEY ARE PART OF THE GAME.

    You can use perks to stop them, you can play to counter them, but THEY ARE NOT AGAINST THE RULES, THEY ARE PART OF THE GAME. You can either play against them or don't, doesn't matter, THEY ARE STILL PART OF THE GAME.

    it's an important distinction, I'm not saying they are technically allowed, I'm saying they are SPECIFICALLY MENTIONED AS BEING ALLOWED.

    TLDR: THEY ARE PART OF THE GAME

    Dude. This isn't about some rules lol. Why is this argument always made? It completely misses the point. Most people aren't complaining about people camping and tunneling directly, but about camping and tunneling generally, and how these are effective strategies in the game.

    It's simply no fun to get tunneled or camped from the get go. And normally a video game tries to be as fun as possible for all players.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076421#Comment_2076421

    ... SWF would completely destroy the killer, as they could just call out whenever they get posessed by the killer.

    Not really because as I said, you would only give signs until YOU want as a killer.

    Until you decide to act, no visual cues nor auditory ones.

    OK fair enough, however you'd still be at an disadvantage against swf, since against solos you could take control much earlier and therefor choose where to go with the posessed survivor, meanwhile, with swf survivors, you have to hope the survivors goes to a different survivor in order to do something.

  • @sesawyer3127 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076415#Comment_2076415

    My honest confusion is when people say "camping and tunneling doesnt happen that much" or "only at the end of the match because there are three gens or so done and the killer is at his/her last resort", when that is not the case at all. Most of the camping/tunneling games happen right at the start of the game never at the end,,,its like the "go to tactic"? I am honestly confused why so many people say it doesnt happen that much when it happens in just about every game. I cant be that unlucky to have it happen that much. I dont count the occasional camping or tunneling so this is not an exaggeration,,,I am talking about from the beginning of the game til the end. Oh and a lot of those campers and tunnelers are very toxic writing ggwp or ggez when all of us got hooked trying to save and maybe one gen was completed. They are not trying to be nice,,,they are being toxic.

    I mean in that case I would argue you have been getting unlucky, I at least never had almost all my matches start with camping.

    But I do agree that it is a fairly frequent problem. And extremely unfun to go against. It's especially unfair when the killer also uses NOED.

    But I am talking about actual camping. Not the killer that occasionally proxy camps because it is the best strategy to do so.

  • I would love to be able to get rid of useless addons, but I do think these values would be too high. There needs to be a severe downside by doing so, or people will never run out of good addons ever, especially if they only play very few killers or survivors.

    These are the values I would suggest:

    Coomon: 200BP

    Uncommon: 400BP

    Rare: 600BP

    Very Rare 900BP

    Ultra Rare: 1500BP

  • Can't comment on a lot of the changes, but I am beyond happy with Blights new camera. Shame his collision is still bugged at times. But it's still much better to play as him now, in my opinion.

    The Wraith buff was also nice but the decreased movement speed while uncloaking is too much in my opinion. Survivors can get to safe spots very easily even if Wraith sneaks up on them. Of course he still has more map pressure now, but I do think they need to decrease the movement speed reduction while uncloaking just a bit. If it really just is a bug, I'd be glad, but they did intend to decrease his movement speed while uncloaking.

    Trickster is really weak in my opinion, from the limited games I have played. But making him a 115% killer is not the way to go in my opinion. People are already saying that it's more beneficial to just not use his power, so that would just get worse if he had 115% movement speed. He would be stronger, but not for the right reasons, and if he really would only be a 115% movement speed killer with no worthwhile ability, he'd still be weak.

    His blades just need to be buffed. Perhaps decreasing the amount of blades to injure a survivor from 8 to 6. I think the best buff would be to reduce his recoil and spread by quite a bit. It's so frustrating to deal with at longer ranges. He'd probably need both buffs to be honest.

    On top of that, he needs to have normal 110% movement speed while main event is active, cause right now that ability seems almost useless if a survivor is at any loop the trickster can't shoot over, and the hitboxes of his blades also need some fixing.

  • This idea sadly has the same problem as the often shared idea of a killer turning into a survivor to fool other survivors. SWF would completely destroy the killer, as they could just call out whenever they get posessed by the killer.

  • @[Deleted User] said:

    "if they are aware these elements would get barred in actual big tournaments,"

    Like the Japanese DBD tournament recently that had facecamping Bubba? or tombstone myers?

    Or how about Hexy's tournament last year where most killers were doing proxy camp, tunnel and NOED.

    They wouldn't be banned at all in tournaments because they are "legit strategies" whether you like it or not. In fact they can be pretty powerful when used correctly.

    This is something I don't get though. Whenever people argue for nerfing camping and tunneling people here often argue that those strategies aren't that good and can easily be counterplayed. Yet regarding topics like these, suddenly the argument is that these strategies can be viable and powerful.

    I know the op's post is about not having these strategies used in competitive turnaments, but in the end the actual problem with camping and tunneling is that it's so unfun to go against.

  • @papabear2009 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076387#Comment_2076387

    OH i see i read it wrong,

    its easy to lose the game, lol

    Lol that's another way to see it. Everything makes sense if you look at it from the correct angle.

  • I guess it's kind of an issue, but not nearly as bad as it used to be thanks to more maps being fairly balanced and more killers being powerful now.

    Surely I wouldn't mind if survivors objective time was increased, but this would also definitely need many other nerfs to killer perks, top tier killers as well as camping and tunneling.

  • Lol.

    I mean in theory he is probably meant to be a rather easier killer, with his knife spam. It's just that he sucks real hard.

  • @TapPineapple said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075300#Comment_2075300

    https://forum.deadbydaylight.com/en/discussion/comment/2075300#Comment_2075300

    It doesn't cut down on anything. You just have to play against him the same way you would play against an oni with his power (which is super fun). Removing the J-Flick would completely kill him from being used in comp, blight without it is good but not against sentient survivors (without J-Flicks). If BHVR nerfs this like they did billy. I might actually quit the game. If they keep nerfing the killers that are balanced and fun for both sides I'm actually going to lose my mind.

    I mean the flick obviously doesn't help him with map pressure. So it either makes him stronger in chases and therefor cuts down on survivors counterplay, or it doesn't do any difference, which would then mean it shouldn't have any effect when being fixed. So it's either the one or the other.

    Fact is going around objects where the Blight has to turn more than 90 or 100 degree is counterplay against the intended Blight. But it isn't against the Blight with the j-flick. And in my opinion, Blight is already strong enough without that flick. He is easily my favorite killer in the game, to be honest, now that his field of view is fixed.

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