danielmaster87
danielmaster87
About
- Username
- danielmaster87
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
One of my favorite strategies is to use my crouch/dash attack mid-chase as Pig. It's a lesser known part of her gameplay that some people know the counterplay to, and some don't. It's basically impossible to play her in that way if the survivors drop the pallet early.
-
@konchok said:
Blight add-ons and his mechanics are good. But Blight is undoubtedly over-tuned overall. Therefore I propose reducing Blights move speed to 4.4 m/s. This makes it so that Blight has some counterplay in his kit, which right now he does not.
So outside of his power, he'd just be a garbage killer? Because that's 110% killers in a nutshell.
-
@Sluzzy said:
He is definitely not fine. He is high mobility with 5 chances to hit you, with virtually no cooldown after his power has ended. A Blight has no counterplay due to his exploits.
Add in the killer meta and the survivors usually don't have a chance. Worst balance there is.
Actually he has 4 chances to hit you, because he can't attack with his first rush.
-
@livecola78 said:
Opinion: I feel I have inconsistent success with some add-ons for the Hillbilly because the drawbacks make his power more situational. It stops them from making Hillbilly S/A tier I feel. I don't mind the add-on that applies a -5% base movement speed for 25% increased charge time if I am on a indoor map for example. But if I don't get an indoor map, I feel this in a bad way. Just thinking if there was no negative side effect to this add-on is dreamy! I feel the Blight's add-ons are very good in the sense that they offer a significant bonus with little restriction towards his power. There is basically no threat of making his power inconsistent or more situational while he gains significant improvement from his add-ons. I do believe Blight's base kit fine, he is a lot of fun and more importantly effective for the goals of the game. His base kit is better than Hillbilly's I believe. Based on the changes to Hillbilly, any buff to Blight's power should modify his power in some area(s) because of this. Maybe this is the issue people have with him? I understand that Hillbilly has an instant down ability, and Blight does not. However, I account for this in my argument already because Blight can start and end chases very efficiently. While survivor competence is a factor, I believe Hillbilly's power is more manageable & counter-able than Blight's personally. As much as I enjoy Hillbilly, I understand this from my personal experience. I rate Blight with no add-ons A tier by default in my opinion. The on-demand double movement speed power is very powerful and hard to maneuver around. I use my main (Hillbilly) as an example because Blight uses a similar property in his power btw.
Killer add-ons shouldn't have any downsides. That defeats the purpose of them being "add-ons".
-
@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855149#Comment_2855149
Eh that one I barely notice so it doesn't really change much
I keep making jokes about any Blight nerf resulting in add-ons like that though. Because he does have good add-ons, but they're not THAT good. Any less than what they are now, and they'll be barely worth bringing.
-
Why should I let survivors have a free escape through hatch when the 4k was basically mine anyway?
-
Killers who unironically BM, assuming they're the initiator, lack self awareness even more than BMing survivors. Because you know what? For every game where there's a BMing killer, there's 10 where the killer played well, fair, and without BM, and still lost tremendously. So what you're looking at is a killer who got super lucky either because of his perks working out, or the survivors just not being good enough to beat him. The guy's so happy he's BMing, because he got a super easy killer game, which is abnormal.
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2855157#Comment_2855157
Undying
than stop whining to me when RNG isn’t in your favor.
But even when Ruin/Undying is still up, what's stopping a survivor from coming back and finishing the gen after you've pushed them off? There's no guarantee that the regression you got brought the gen back down to 70% for another Tinkerer. And even if it did, what are you gonna do, drop chase to go back there? You're trading pressure for pressure in every instance, meanwhile the survivors are advancing on their objective because they win the war of attrition.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2855138#Comment_2855138
Because it gets rid of his main weakness that balances him.
No. Killers will always have a weakness. We have yet to see a killer with no weakness. Even Nurse is countered by blocking los and wiggling when she's about to blink to you.
-
@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/2853960#Comment_2853960
The old do you even player killer ploy. Come on try harder
I legitimately question it so much though. These people sound like they've never struggled with killer, not even once. They rarely offer any insight, from the killer's perspective, as to why something does or doesn't need nerfing.
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2853910#Comment_2853910
That’s what ruin is for?
What Ruin? It got broke in the first 45 seconds.
-
@pizzaduffyhp90 said:
It's why I like Blight he adds a good challenge to the game where as the other killers most of the time don't get much benefit in a decent high mmr where as Blight can.
As opposed to someone like Freddy, and his add-ons. Green add-on: "While survivors are in the dream world the sounds of their grunts of pain are 50% louder."
-
@SuzuKR said:
Alchemist Ring nullifies his intended downtime at no downside.
Except that it's a purple add-on. Why's it need another downside? He still goes through his normal fatigue, which lets survivors get to the next safe loop.
-
@Tiufal said:
Well rounded killer. Sure. If you only think of your own "fun".
Like all killers, he is fun to play if you get rewarded for your skill by getting a win. Most of the time though, you're sweating just as much with him as you are any other killer, because he's more complex and still hinges on your getting full value out of your ability. When I've played my heart out with him and still lose by a landslide, no it's not very fun.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2854141#Comment_2854141
It renders Blight's fatigue meaningless, aswell as making distance while Blight is recharging his Rush
Trust me, you still get loads of distance. Are y'all never looping him at a main building or what? Because he literally can't use his power there most of the time.
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/314590/blight-is-fine
Also on the list of counterplay
: Gonna get hit? Well don’t.
Because there's far less pressure on the survivor to avoid the hit than there is pressure on the Blight to get the hit. If you don't avoid every rush, that's fine. You just need to avoid the one that downs you. Literally use logic against him like you would a normal killer. Don't loop around an extra time if you think he'll get a hit, and keep running the loop if you know even with his speed that he can't catch up to you unless he makes a crazy read.
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854338#Comment_2854338
Not based on data, that's just my opinion.
The speed addons when stacked make his speed extremely high on the later rushes and not only make his speed more unpredictable as it changes on every rush, but also reduces a survivor's potential reaction time. Base blight is always the same speed. Tbh, these addons might be fine if they didn't stack, but basically no other speed-modifier addons in the game work that way so that'd be a weird exception to make.
Alchemist's Ring is bad design. Blight's fatigue + power recovery time normally gives the survivor ample time to get to a position after a hit where they have a chance to juke the blight. Alch Ring removes the recovery time entirely and only leaves the fatigue which isn't very long, and holding W doesn't work against him due to the nature of his power.
Compound 33 also has very little counterplay. Survivor throws a pallet, and even if they get the stun you zone them (if you need to) and break the pallet with a 1.5 second cooldown then almost immediately rush at the survivor again at 230% speed while they're also running 3% slower, as you only need to recharge 1 token after the pallet break instead of 2 like you normally would. And on top of all that it can be used as a mini-whispers as you get a score event for hindering someone. Overall this addon is pretty ridiculous and in the right hands there's pretty much no getting away from it.
And btw, they can nerf all of these, and Blight will still be an S tier killer as long as they leave his basekit alone. And his basekit doesn't need to be nerfed at all.
If you've played with Alchemist's Ring, you know you don't actually catch up to the survivor that fast. I'm mashing the power button to try and rush immediately, but it still seems slow. It makes you realize how mediocre base Blight can be. He's not S tier without his add-ons.
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854242#Comment_2854242
Blighted Rat, Blighted Crow, Alchemist's Ring, and Compound 33 are all overpowered (especially when stacking the first two). I think Iri Tag is actually fine though.
The Blight can slug the whole team real quick with Crow/Alchemist's Ring if they allow him to. But do you even realize how much multitasking and flawless gameplay it takes to pull that off? 1 miss with his power, and the killer's whole strategy falls apart. Why shouldn't the killer get rewarded for playing well with those add-ons?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2854178#Comment_2854178
Did you just say adrenaline vial ? 🤣
People are desperate to get Adrenaline Vial nerfed. I don't understand it either.
-
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2854240#Comment_2854240
I think you might have a misconception of what a mind game is if you think knowing exactly what the survivor is doing through walls allows to mindgame. It's actually the opposite: it removes all possible mindgames.
It's exactly like the OoO bug from this weekend. An addon like that should have never been implemented
The problem is that killer SHOULD have more info on the survivors than they have on him, baseline. So I don't think the killer sacrificing an add-on slot to see auras is OP. If you suspect the killer has an aura reading add-on, you change up your gameplay, mostly by playing safer. I really don't think All-Seeing Blood or Compound 21 needed a nerf, nor does Cigar Box. Is seeing a survivor's aura just inherently OP to you? What about the Trapper one?
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2854248#Comment_2854248
Isn't it more or less skill issue?
In an ideal game, yes. But the hitboxes for the different obstacles are very rough and unpolished. That's why even experienced Blight players are bumping into things on accident. I think some of the hitboxes are inconsistent. Bump sometimes, slide other times.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/314590/blight-is-fine
c33 and alc ring are op no question. c33 literally just makes chases braindead and takes no skill alc ring you atleast have to hit rushes but thats not exactly hard
Blight can instabreak pallets with Compound 33 if you drop it early, but then you get the chance to run to the next pallet, and the next one and the next one. You can also mix it up and not drop pallets instantly every time. Not all loops are friendly to Blight's power. It is hard to hit rushes if survivors don't just give them to you for free, so Alchemist's Ring isn't OP. It just rewards you for getting a hit with your power.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2854235#Comment_2854235
What? you can still hit like usual.
Yes but the entire reason you brought the perk is to use its instadown effect. That's like not using Pinky Finger to instadown. Players are perfectly capable of planning and executing Blight hitting someone with his final rush, but it still hinges on the survivor being predictable and more importantly, the game not giving you a bad bounce for whatever reason. It's why some people, even me at times, hate Blight's sliding, because if you don't know what the result of your bounce or lack thereof is gonna be, you can't execute your awesome play you had planned.
-
@sizzlingmario4 said:
He needs some addon nerfs. His basekit is fine.
But why?
-
@egg_ said:
Alchemist ring isn't his only problematic addon. Compound 33, compound 21, adrenaline vial and the fact that speed add-ons stack are all things that should be reworked completely
They're all fine, but it's interesting you say Compound 21 needs another nerf or should disappear. What is it about aura reading add-ons that's so OP to y'all? The fact that the killer can do mindgames instead of the survivors, which survivors can still counter if they play safe?
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2854157#Comment_2854157
I think blight instadown addon is best designed addon in this game, it require skill, it requires thinking, and it punishes those who play too greedy.
No, it punishes those who played it right but got screwed over by the game bouncing them a second time on some huge hitbox, making him an M1 killer for the next couple seconds.
-
@Chocolate_Cosmos said:
I would honestly rework Alch. Ring, nerf a little bit the speed addons (-1% for each addon tier), and maybe rework the insta down addon as well because on one trick blights it's disqusting.
Other than these things, he is fine.
You think his instadown add-on is too strong? Oh dear.
-
@jakubr21 said:
@danielmaster87 do you use hug tech?
I try to slide sometimes, like around shack or a jungle gym. But I'm not a big Blight tech guy otherwise.
-
@fulltonon said:
I still don't get what's so strong in alchemist ring tbh.
Yeah, me neither.
@MikaelaWantsYourBoon said:
Except Alch Ring, i think Blight is best balanced killer. Good and fun power. Strong. Fair counterplay.
So sad i am so bad with him. I tried him but i failed. He was seriously harder than Nurse for me.
@ThatOneDemoPlayer said:
Just nerf Alchemist Ring, it's the only Add-on he has that isn't fine
So what's so strong about Alchemist's Ring? In an individual chase, where you go from healthy to injured or injured to downed, what makes his counterplay (which clearly exists) harder to pull off?
-
@fulltonon said:
Who said he isn't?
Everyone, it feels like.
-
@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2853960#Comment_2853960
Yeah, it's called play a better killer / build. Your mistake is typically at the killer selection screen.
Can you really expect to go into games with a weaker killer and off meta builds and beat full meta survivors?
There's plenty of ridiculously strong killer builds to choose from. One's that basically take a full meta SWF on comms to beat. Nurse? Hello? You pick that character and auto-win against solo Q. If you don't have dead hard against her you basically just die in 2 seconds if she is really good.
Same thing with any other top tier killer running meta builds. Auto wins against any survivors NOT running full meta. And they are basically auto wins against solo Q teams even if they do have the meta. Worst case they are typically still 2king. All it takes is one survivor getting tunneled and not having DS and the entire team dies.
Overall the game is pretty killer sided outside of SWFs. Solo Q is typically a slaughter. What other game are people going on 50+ winstreaks at their real MMR? It's unheard of in a game like League if you are not smurfing.
But that's not how the game should be. I shouldn't have to pick from 2 different killers to compete. You're talking about playing smart in the current meta. I'm talking about trying to change it, so killers don't have to bring best build or lose. And really? Of course solos are gonna lose to killers. Most of them are stupid, and it wouldn't matter if they did have meta perks, because they don't even know what their objective is. But they aren't like that all the time. The higher MMR you go, the survivors aren't as stupid, and meta perks or not, they will beat you with gen rush alone. So when you actually get a competent team with meta perks who know how to rush gens, that's an auto loss.
Tunneling is absolutely not as effective as y'all say it is. You'd have to wait near hook both times they got unhooked, hope they don't have BT, DS, or body blockers, and hook them again. Meanwhile the gens could all get done. And 50 win streaks are absolutely dead as killer, if the MMR system is working correctly. All you need is to go against 1 good team, and they take your streak away. No amount of skill or advantage is gonna change that outcome for you.
-
No, I'm pretty sure you've got that backwards. Survivors can win perkless if they're coordinated enough. I've had perkless survivors escape me multiple times, because guess what? I was playing around a DS and an Unbreakable they didn't even have. That's how game changing those survivor perks are, that just the threat of them causes you to play safe, which is sometimes a misplay. We can destroy many of the survivors we go against if we had enough time, but the gens go too fast no matter what perks we bring, so they destroy us instead. The depip squad would still win today.
-
@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2853824#Comment_2853824
jajajajajaja really? or it was just a joke? i will take it as a joke. a bad one but funny
No, it wasn't a joke. Do you even play killer? At what point do you ask yourself, "Could I have done anything to win that match?" You can make basically no mistakes as killer, but the survivors have too many second chances which take up too much time, and so they all get out regardless. Doesn't ring any bells, or you just haven't hit that level yet?
-
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2853649#Comment_2853649
Wait - when did we buff solo survivors to SWF level? I missed that patch
SWF can deal with any killer of any caliber. Good solos can deal with almost anything. Bad solos can't deal with much. So we've been getting god awful balance changes targeted towards bad solos, so that maybe if they're only a little incompetent, they can win any killer. Wraith's lunge nerf, Pinhead's add-on nerfs, Clown's add-on nerfs. Did good players have any problems dealing with those killers, even with their strongest stuff? Absolutely not. But did disorganized solos have problems? Oh yeah. So that's the mentality the devs have chosen for nerfing killers, so that bad solos can beat, not just SWF.
-
I lose hits all the time to this garbage. Literally costs me matches.
-
@Gigante said:
https://forum.deadbydaylight.com/en/discussion/comment/2853844#Comment_2853844
The fact that it's practically a third health state it makes the game extremely boring. At high rank people use Dead hard in the perfect frame when you're going to hit, or is used to take distance, and since the change in hit detection, it's practically impossible to deal with.
There's gotta be an auto-Dead Hard cheat as well. How long these guys are waiting to use it, exactly when I attack... No. No way they're legit.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2853844#Comment_2853844
It's annoying everyone. Watch any streamer that dares to play killer amongst the absolute sea of survivor main streamers and look at their reaction every time someone dead hards. They may not say anything, but their body language says it all.
I can imagine.
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2853878#Comment_2853878
The Hex’s are all prayers to the RNG gods.
Using tinkerer for the Undetectable is like using Undying for the Aura reading.
Lol. So you're using it to stop the generator from being done? Gen defence is pointless. If it's already that far along, it's already gone anyway. Either the survivors will finish it in your face, or you'll push them off, and they'll come back and finish as soon as you go away.
-
It's not OP. All I can say.
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2853671#Comment_2853671
Depends, some perks (I.e Ruin, Tinkerer) can be OP on killers like Blight but trash on killers like Slinger who have poor map pressure.
Perks that are universally good (NOED) are most commonly complained about for a reason.
But you can break Ruin and NOED, and clearly hear the Blight rushing with Tinkerer.
-
No, but only because I have baby teammates who consistently lose to M1 killers. I'm not even having fun playing as her, because I get the opposite kind of survivors.
-
@hiken said:
is understandable with so many killers with extremely powerfull attacks, ranged attacks, TPS to certain position, extremely fast approaches seems only fair to have something that at least gives u a chance to reach something... other perks arent good enough for the most part so this happens.
No, other perks are good. Botany/Empathic connection is 40%+ healing speed on someone else. Any Means Necessary let's reset some very strong pallets. Desperate Measures lets you heal faster for each injured person, and unhook faster by the same increase. It's just that those can't be used in chase to give yourself a third health state. That's why people run Dead Hard instead. You shouldn't rely on a perk to react to the killer's actions. You have more than enough time to react baseline.
-
I must be the luckiest player alive because I face Nurse like maybe 1 in 50 games.
-
@Hawk81584 said:
and yet I see no killers saying they shouldn’t get extra speed in a chase when they aren’t skilled to catch a survivor, tell me again why a killer needs even more speed in a chase because they aren’t skilled enough o catch a survivor
It's not that they aren't skilled enough. It's that they physically cannot do it. Take Trapper for example. Survivor runs to a part of the map he has no traps set up at, he plays to TL as well as he could, he plays the jungle gym as well as he could, he plays the rock loop as well as he could, yet he doesn't catch up to them. He could set up a trap at a pallet/window mid-chase to close it off, but then the survivor can just hold forward to the next safe loop. Once the survivor's actually injured, then they Dead Hard right as he's about to get them. Then they get body blocked, lost, and then heal up at CoH for the next chase. Have y'all never had experiences like this or have you only played Nurse/Blight?
-
@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/314448/too-many-dead-hards
Thanks for your complains. Just type off posts I wish faster finish damn Rift, and never return to this toxic game and community. Players who want just easy wins, always will complain. Damn, it started to be annoying and useless. Why survs should always be nerfed, and killers who have a ton off OP perks and skill in a pocket, complaining about surv (skin + 4 perks) u damn serious???
We're dead serious. Name 1 perk killers have that's OP. Please don't say NOED.
-
@Pizzaman said:
The hyperbole echo chamber:
- "you can overcome anything"
- "it's blatantly broken" [...]
- "dead hard is an free get out of jail card every chase."
So, to keep it short. As long as Killers like Nurse or Blight are in the game, Deadhard has a reason for it's existence.
https://forum.deadbydaylight.com/en/discussion/comment/2852316#Comment_2852316
Eh, no. NOED has no place in this discussion. It has nothing to do with Deadhard. You can play play DBD "normally" even with NOED, just cleanse the totem.
We tried buffing survivors to SWF level, then balancing the game. It didn't work. We try it the killer favoring way now: nerfing survivor until all killers can compete and then balancing the game. It's only fair.
-
@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2852357#Comment_2852357
Same goes for us survivors too by the way.
But instead of playing the whataboutism game, how about actually facing the problem of DH being too prevalent in every game you play and balancing it according to the facts?
Your logic of not nerfing dead hard simply because "killers will cry over another perk" is moot simply because it holds no objective argument except for opinionated claims.
Thank you!
-
@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2852316#Comment_2852316
As long as face camping is viable killers will always do it. No amount of changes to discourage it will ever change that.
As for DH I really don't have much sympathy here. If it gets nerfed, killers will move on to the next thing they want nerfed. That's just how this goes.
Usually if killers are asking for it to get nerfed, it really needs a nerf. Survivors asking for killer nerfs is usually the opposite, which leads to some really out there, pandering to noobs kind of nerfs. Pop nerf, Hillbilly nerf, Wraith nerf, Pinhead nerf, just to name a few. I've heard "Cigar Box is OP", "Adrenaline Vial is OP", "Freddy is OP", "Hag is OP". That makes me wonder "Where does it stop?" because unlike the people saying those things, I actually care about killer. I don't use the role simply to score points in arguments and say how good I am at the game. I'm invested, so I actually take offense when killer gets nerfed and survivor appeasement perks, and survivors get more "win more"/bully tools. This game's balance changes, if the past is anything to go off of, will never legitimately provoke survivors into asking "Where does it stop?" They get instaheals (the ones that would instantly heal you from downed to fully healthy) nerfed, they get fast vaults from any direction/momentum nerfed, they get pallets every 5 feet nerfed. Never* is their way of playing the game at a basic and necessary level intruded upon. That would be like Self-Care or TLs getting nerfed. Killers on the other hand have suffered loss after loss in the power of their info tools (All-Seeing Blood, Compound 32), gen regression tools (Pop, Undying), and even quality of life (Deathslinger, Twins, new survivor animations). And I'm sorry, the buffs pale in comparison.
So you see, there's no agenda for killers here. We never ever think to ourselves, "Now that that's gone, what other strong tools can we take from the survivors? How much more advantage can we gain?" We don't have time, nor are we in the position, to do that. We're just trying, ironically, to survive. Killers have gotten nerfs that would never even be considered under a competent balance team. It feels like we're the ones who are scared, even outside the game because our very ability to have fun with this game is at risk, wondering what will be taken next? What killer/add-on should we go to the forums to plead not to get nerfed? It's beyond parody at this point.
-
Those people simply don't play killer, bro. At least not at our level. After they've lost entire matches countless times off of single Dead Hards, then they can look us in the eye and say how easy the perk is to counter. Or who knows? Maybe they'll figure it out all by themselves.
-
She's not that good.