danielmaster87
danielmaster87
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It's hard to get value from any of his add-ons, primarily because they all suck.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2801431#Comment_2801431
It's obvious that you guys don't play blight. Hell try to watch the game where OhTofu tries the add-on, he even has the quote. Blights new strongest add-on, which he admits in the video is just click bait. In that video he consistently misses rushes that he wouldn't have missed had he been running any other add-on. The turn rate reduction is a big deal and unless you're a very good blight the bonuses don't make up for the deficit. Up until this recent change is was straight up worse. The adrenaline vial is fine.
Add-ons that should be nerfed for Blight are the blighted crow and the alchemist ring. And here's the real hot take, the Blighted crow is stronger than the alchemist ring.
None of Blight's add-ons are nerf worthy.
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Don't know why Pinhead is up so high.
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Honestly probably survivor. You're unlikely to live in solo unless you get good teammates. It wasn't always that way, but it is recently and I don't know why. Awful teammates these days.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2800204#Comment_2800204
Do you believe that 7 blink nurse is fair?
No, but her power is different from Blight's. He doesn't go through walls and ignore pallets and windows.
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It can be.
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I'm guessing the survivors didn't punish the fact that they were camping and tunneling?
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Because he can instadown and guarantee a kill off one down, which no other killers can do. That's why killers like Myers and Hillbilly do nowhere near as well as him. They can guarantee hook trades, but because of Leatherface's ability, he can always get a hook trade and then some.
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@Noz said:
https://forum.deadbydaylight.com/en/discussion/comment/2801010#Comment_2801010
So two to three people play it safe and lose a collective 40 to 60 seconds of time every three minutes, without ruin? That is up to three free pops repeatedly.
Totally a winning strategy that will not result in losing the game.
edit: Basically like pig-traps, just that it is always in the last box.
Just a reminder that Pinhead can sometimes hit someone with his possessed chain 6 times before he's actually able to hit them. You're not starved for time against him. And maybe perks like Kindred would help, which you should be using anyway if you're solo.
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@Noz said:
https://forum.deadbydaylight.com/en/discussion/comment/2800985#Comment_2800985
Ah yes, i am on a gen, surrounded by walls. I can maybe see part of the edge of the map. Surely i can just know where ALL my team mates spawned and where they went.
The big thing here is ALL. I can see that someone gets chased, i still need to know what the other two are doing.
Then play it safe and go for the box.
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@Noz said:
SoloQ. Ruin up, box spawns.
One of two things is going happen.
More than person goes for the box -> basically auto lose.
No person goes for the box -> basically auto lose.
There is a reason pinhead was leading the killrates, and it is not because he is such a great killer, but he is really oppressive against unorganized teams aka every soloq.
It's never that simple against survivors who know what they're doing, even solos. I cannot recommend hexes on any killer, except maybe NOED.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2800970#Comment_2800970
The developers already talked about this. When his new bottle was released. To entice survivors to go where the Clown wants them to go.
In my opinion, if we really wanted to make Clown oppressive: Combine both effects of bottles into one. The gas slows survivors and speeds up Clown. One bottle. One cloud. No switching.
Their explanation of the yellow bottle's uses made zero sense. Why would I want to speed up survivors to corral them to weaker areas when I could just slow them down at any area? It's literally counterintuitive.
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@deKlaw_04 said:
I have played 4 matches with him and in 3 of them survivors have dced. Worst part is I’m not even good with him lmao
They're giving you free wins instead of what should be difficult matches. Have you seen how quick his chains break?
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@Azshhh said:
Because the box is cancerously oppressive for most solo-queuers
Not to mention alot of pinheads like to run hoarder/franklins just to make you miserable
The box is oppressive because solos are lazy and don't want to play safe and go for the box. They always wait until the very last second or after the chain hunt has already started, and that's completely on them. Losing to Pinhead is also completely on them, because he is a weak killer. Solve his box once and it's over, or it should be anyway. Franklin's/Hoarder on Pinhead is a unique build, but it just doesn't work anymore since Larry's Remains and Engineer's Fang were unjustly nerfed.
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A 3-gen can barely be described as a favorable situation for the killer, and it is far from unbeatable. Literally, split up and push the 2 of the 3 gens that are the furthest from each other, and you can overcome it easy. Don't overextend unless you know you can get the gen done, and you'll be fine. I've done it many times, but people still find 3 genning very difficult for some reason.
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I've said this from the beginning. I'd love to see an actual logical counterargument to this.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2800880#Comment_2800880
So unless the Killer plays it super perfect, three survivors can 100% save their teammate and get away. Is this fair? You call it unfair when the Killer manages to defend his hooked survivor. How would you solve the problem? The extremes and outliers always show the weak spots in a system, but you must also look at all the things it does right.
A killer has to fight hard for his hooks, very few survivors go down without a fight and a hefty time investment, and time is the most precious currency that killers have. And that's why a hook that's taken away hurts a lot.
One survivor can unhook another one savely when the killer is away, if he is nearby they can only trade, most of the time.
Two survivors can nearly always unhook and rescue a team mate, while 3 is nearly guaranteed.
That's why killers will strive to turn the 4v1 into a 3v1 asap. Then the remaining team must decide if they want to risk an unsave unhook or not, but they can't do both and stay on repairing a gen. With a 4v1 they can have the cake and eat it.
Depending on the hook in question sometimes the killer can wholly bodyblock one side and control the flow of the survivors around it, but that's not a given. Its far more likely for the rescuers to breach through and get away with everyone.
So this are just some mechanics and principles behind hooks and unhooking.
Tell em.
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@anarchy753 said:
I don't care if it's OP or not. I don't think anything justifies add ons like this that are basically "improves everything in lots of different ways." It's like when we had Yakuyoke Amulet for Spirit that was just better than everything because it improved everything.
Blight is an obscenely strong killer, and doesn't need a "do everything" add on on top of that.
What are your thoughts on Spine Chill or Resilience then? They speed up everything just for the survivor existing too.
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2800576#Comment_2800576
So because I don’t agree I’ve only played vs bad survivors? That’s such a poor frame of mind to have. If you’re struggling at ANYTIME as Blight with good add ons you aren’t very good at the game. Alchemist Ring is one of the most broken add ons in the game, and he has more that are super overtuned.
You seem to struggle with killer, so maybe you need to rethink how you evaluate the game. Blight wins chases incredibly fast, hold W doesn’t work against him and he can break pallets with his power. Hug tech makes almost all structures in the games mind gameable in Blights favor. He doesn’t struggle vs anyone if you’re competent.
He still has to contend with loops unlike Nurse. I don't see how his ability makes chases as easy as you say. He's overrated. Blight's nerf is coming alright, because y'all won't let it go. And then he's gonna be another Freddy, who was in a good spot but people made him out to be unbeatable, so then he was nerfed to be unplayable.
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They're camping because the game isn't balanced for them to win even when they do super well in chases. In taking away the viability of camping, you'll be killing off the last fount of power killers have left.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2800593#Comment_2800593
no, but a purple add-on shouldn't massively boost an already powerful killer, not to the extent alch ring does anyways.
Survivors are powerful so killers need to be powerful. I don't care how it's achieved, either their add-ons being strong or their base being strong, but we need that.
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@ObservantOfTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2800204#Comment_2800204
Blight is already kind of bonkers as is, the 1 second per token cuts his base recharge time in half, or by 50%. That is an astronomical number when considering other killer's add-ons, who shave a few percent off the cooldown. The cooldown reduction is, in my opinion, the biggest benefit of using this add-on, never mind the extra tokens. Imagine giving Nurse 2 extra blinks while cutting her recharge time in half. The downsides, if there are any, hugely outweigh the benefit. Adrenaline Vial not only gives Blight extra tokens to use his power, but it also brings it back in half the time. That's nuts, no matter which way you look at it. Does the add-on have to be bad? No, of course not. I just feel like this change was overdone, especially when considering this add-on alongside other add-ons.To contrast, Shredded Notes only reduce the cooldown by 0.3 seconds, and is the best cooldown add-on for blight. To have an add-on reduce it by 1 second AND give extra rush tokens is pretty nutty. The decreased turn rate is barely an impediment to competent blight players, so this add-on would feel right at home alongside other iridescent addons.
All they did to buff the add-on was to make its turn penalty not so harsh. Where were the cries for an Adrenaline Vial nerf before? It had all those benefits before, so what's this huge change in attitude about?
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@AnneBonny said:
i wouldn't mind the token regen being toned down but you run adrenaline vial mostly for the flicks and extra rushes, if you want fast token regen you run alchemist's ring which def needs a nerf.
Why? Is a purple add-on supposed to be weak like a brown one?
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2800160#Comment_2800160
Imagine if Spirit had an add-on that completely gave you back your power when you hit someone with a Grudge attack coming out of Phase.
That's what Alchemist Ring basically does and the fact that it has zero downsides is why I and many others find it unfair.
Alchemist Ring could be nerfed and Blight would still be completely fine. I'm not against killers having some impactful add-ons but the way Alchemist Ring functions currently it should be an iridescent add-on. The fact that it's a purple with no drawbacks is insane.
If anything Spirit deserves that add-on more, because she can't see or hardly hear you in her phase, when the survivors can hear her and she's 110%. If Blight didn't have add-ons like Alchemist's Ring, what would be the point of even using his power for damage? You might as well be using it for distance, going through the fatigue, and then hitting them normally. And at that point he becomes another Wraith, who is fast outside of chase and nothing else.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2800185#Comment_2800185
It’s on both because it shows the devs don’t know how to balance. Giving the killer with the overall strongest add ons another amazing one while pushing twins further into the pits of hell.
I’m not really mad about the actual nerfs since clown’s is essentially a placebo and I don’t play twins it’s more so the implications behind it
I thought the Adrenaline Vial buff would give more add-on variety, which is supposed to be a healthy thing. But you'll never see that if you just blanket statement "Oh, another killer buff".
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2800169#Comment_2800169
Yes, I do. Blights add ons are just way too strong for his base kit power. He’s one of the killers that feels strong base kit, and like the game is just playing itself when I equip any of his strong add ons. It feels like old Nurse and Spirit, strong base kit and just way too nutty with good add ons.
I doubt you've gone against good survivors though, because they make Blight even with good add-ons seem like he's nothing. You'd be playing catchup with them, not the other way around.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800236#Comment_2800236
There's no gameplay from the survivor side at pallets that are extremely weak. All you can do is hope you get the stun and the killer keeps building bloodlust. Its stupid
That is gameplay. You have to know when to drop it. Those situations aren't easy for the killer; they have to commit at some point too. And getting the stun resets a whole level of bloodlust, which sets the killer back 15 seconds. And the fact that we're talking about bloodlust at short loops. If the killer has to bloodlust to get you at a weak loop, is it really a weak loop?
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@th3 said:
Why wouldn’t you immediately break the pallet if it’s thrown, especially if it’s a strong pallet.
We do, but it's stupid because that wastes our time and the survivors get a huge lead on us, and there's basically no way to get them at that pallet once it's dropped. There's no gameplay from the killer side at these god pallets.
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Dragon Ball Z chapter. The killer: first form Cell.
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Unless they give back his quickscoping, I'm not playing him.
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The game is balanced to push you to using the best options, regardless of if they take skill or not, and NOED and Dead Hard are those options.
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@ObservantOfTime said:
My problem with adrenaline vial is the insane token recharge rate. My guy can use all of his tokens, and then two seconds later is ready to go again. The cool-down he goes through after using all of his tokens is enough to recharge about half of it, and then it's another second or two before he's ready to go again. Who needs alchemist's ring when the recharge rate is so bonkers that by the time you break a pallet, his power fully recharged? IMHO there ought to be a penalty to token recharge rate when using adrenaline vial. Other than that, it's okay. I was blown away by how fast 7 tokens recharge, and then you can make it even faster with cool-down add-ons. For all intents and purposes, his power has next to no cool-down.
Why does a killer's power or add-ons need penalties? Why can't they just be good?
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@dallasmedicbag said:
I don't think I've ever seen a Blight playing with no addons + no slowdown perks. Not trying to imply anything, just an observation.
I have, for some reason. I don't see why people want to handicap themselves.
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@fulltonon said:
Clown addon nerf is well deserved because that one hit addon were ridiculous.
Oh having ridiculous addon is good for game, though.
But that add-on didn't just give Clown instadowns. He had to hit you with the bottle directly, and then hit you within 4 seconds before you got to a pallet or window, or else he'd have to hit you directly with it again. Do y'all actually try to dodge his bottles when he's using it? If not, you're making Pinkie Finger seem way stronger than it actually is.
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@Phasmamain said:
It’s not really that adrenaline vial is too strong it’s that blight got another great add on while clown and twins got add on nerfs
I feel like our anger should be on those nerfs, not this 1 buff.
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@Aven_Fallen said:
I think at this point, people are just wondering why one of the strongest Killers in the game gets more and more Buffs, while the few problematic things (Alchemist Ring for sure, Speed Add-Ons and Compound 33 as well IMO) are not adressed.
Seriously, people are joking about Pig getting nerfed all the time, yet we can joke about Blight getting a Buff almost every Midchapter-Patch, despite already being S-Tier. And still, every Change to Blight does not include the change to one of those Add-Ons I mentioned. And Blight-Players know how busted those are, at the very least Alchemist Ring, because they used a lot of those when the Devs announced changes to Add-Ons for Blight (which turned out to be Buffs).
Now, instead of finally nerfing stuff like above, they gave him another really good Add-On. (Not saying that Adrenaline Vial does not deserve the Buff, it was horrible before, but I can understand people at least wondering...)
Before the Adrenaline Vial buff, Blight had not been buffed in a long time. So I don't know where people keep coming up with that talking point.
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@Stealthyfeng123 said:
https://forum.deadbydaylight.com/en/discussion/309361/do-people-want-adrenaline-vial-nerfed
He literally is stronger than nurse what do you mean he can travel a distanc from 100 meters in few second each dash without addons alone has 20 meter thats nurse main blink with addons is even azarovs easy nurse cant counter dead hard blight can a lot easier especially with Adrenalin
How is Dead Hard not able to be used against Blight, as compared to Nurse?
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@kate_best_girl said:
I want it nerfed to the ground. Not for any reason I just do.
And that's the problem.
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@ShinobuSK said:
I want alch ring and adrenaline vial both nerfed
So greens and purple aren't supposed to have significant effects, or what?
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@TruEternity said:
Anyone who knows what’s good for game health wants Blight nerfed. His add ons need a full rework. Billy lost tuning guide, Blight has 6 add ons better than tuning guide ever was. He’s a stupid killer that has almost no counter play. Hug tech needs to go, bs 180 flick because of Adrenaline vial needs to go, Blight’s stupid base kit doesn’t need the most broken add ons in the game with it.
Do you play him though?
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@Mtom912 said:
tbf adren vial is pretty strong, it's not extremely OP, but the fast recharge to zone break pallets then insta rush, also reduce turning doesn't mean much once you've practiced using it to adjust bounce logic, normal tiles you can rush on with bump logic without much turning at all, on fillers the limited turning is more impactful, but then fillers you can just zone then 2 rush break pallet, and by the time you break you've got rushes back.
if you compare it to nurse, double recharge is perfectly balanced for nurse then for blight double speed is perfectly balanced
but then crow + adren vial is like purple range + green recharge for nurse, kinda OP but not an extreme problem
"Kinda OP but not an extreme problem"?
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2797326#Comment_2797326
Adrenaline Vial has upsides and downsides to it. Alchemist Ring is just an insanely powerful effect with no downsides whatsoever and it's not even an iridescent.
I hate to draw. A comparison to Spirit since I know that they are different killers with different powers but I feel pretty confident in making this comparison anyhow: Spirit has two addons that fully replenish her power and both have at least a sort of negative trigger for this. Those being breaking a breakable wall or pallet OR being stunned. Both of these actions waste a little bit of the killers time but with Blight and Alchemist Ring you get ALL of your power refunded to you if you successfully land a lethal rush on someone. It's literally rewarding you for a good play with the means to chase them down even further with refreshed tokens.
I'm not even saying Blight should be nerfed into the ground either I think he's pretty okay for the most part but Alchemist Ring is another level of busted for being a purple rarity add-on and should be looked at. I'm always in favor of lesser used killer add-ons being reworked / improved and problematic ones being toned down.
If Alchemist's Ring is rewarding the killer for playing well, why is that a bad thing? I'm not against add-on rarity changes, like why is Iridescent Blight Tag a pink instead of a purple or green?, but I'm against getting rid of good add-ons as we know them because weaker survivors can't win against them.
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@AngyKiller said:
There's not a program or machine invented that can tell the difference between a DC and a crash.
To the game, and to every internet-connected system; you just disappear. Crash, power outage, ragequit; it's all the same; it's all your connection goes away.
Until we invent a system that can read your mind; that's all it can ever be. How is the game supposed to know THIS DC was your power going out and THAT DC was you unplugging your PC or router?
But can't it tell the difference between a disconnect and someone literally presssing "Leave Match"? It's a feature vs not a feature, so how is it recognized as the exact same thing? I don't know why they made it so complicated.
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They said they fixed this, but here we are.
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The maps in this game just have bad design overall.
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@Brokenbones said:
imo, I don't think Blight should be nerfed but I think giving the stronger killers addons that give them more uses of their already strong power should either be higher rarity or not as powerful as other addons
Nurse, for the longest time she had a bunch of addons that gave her more blinks. They were stripped down and reserved for ultra-rare slots for good reasons. 5 rush tokens is already a lot, 7 is just insane. To me at least, if you don't think so that's totally fine
No, it's exactly what we should be doing. Buffing underused killer add-ons is how you get more add-on variety for killers, not just nerfing the strongest add-on, then the next strongest, then the next strongest. That's how you kill a killer. And yes, it's 7 rush tokens, but how many times in a match really is he gonna be able to use all 7 in one rush? You'd usually catch up to survivors before then, so it's redundant. Adrenaline Vial also reduces your turning, not by a little, but by a lot. You have to use a turn rate add-on with it or you'll be going in near-straight lines, which stops the crazier flicks from being possible.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2797307#Comment_2797307
Somewhat balanced killer roster? Bro if the killer roster was really balanced you wouldn't have pig'/trapper only being good with x and y addons and perks.
Not even "good". More like "half-decent", and that's still pushing it.
Pig starts everyone with a head trap. Cool. So she shaved off the few seconds it would take to put a head trap on them.
Trapper injures people when they disarm his trap. So now they can push gens while injured, which you can do against M1 killers anyway.
And those are with pink add-ons. People overrate the killers in this game to a whole other level.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2797299#Comment_2797299
Adrenaline vial is insanely strong. Having 7 rushes with insane token recharge is busted!
But you have massively reduced turn rate while rushing. That's the downside of the add-on. You're not gonna be able to make those crazy turns with him like you're used to doing.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797356#Comment_2797356
No? When did I say it should be nerfed? I was just saying it’s a great addon now along the lines of those others
You're saying it's as good as Alchemist's Ring though, which people say is his best add-on which needs to be nerfed, so how is that not what you're saying?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2797340#Comment_2797340
On the flip side you can say you can do fine as survivor as long as you get a potato killer. You act like it is easy for survivors to escape but dismissing that a good killer won't let that happen as in Otz is a good example here. When he obliterates 99% of the survivors he faces, it proves that killers are stronger than survivors.
He's never had a lose streak that I'm aware.
Otz's matches, especially on his streaks, don't reflect high level gameplay. He can beat high level survivors sometimes, but that's usually not on him. It's on the survivors. Survivors are literally running into him when they hear his terror radius. Instead, they could be holding forward, using meta perks, being a SWF, being efficient on gens, using boons well, lasting at least 30 seconds in chase, etc. But because they don't do any of that they get owned, and Otz looks godlike when he's not really playing crazy that match.