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dugman

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  • @CheyeneKL said:

    How often do yall run into a team with OoO that wrecks you? Be honest.

    I see OoO swf groups all the time. They’re not all 4-person groups but usually 2- or 3- person squads where one player has OoO and is constantly telling the other people where you are. There’s a reason OoO is super popular with swfs compared to solo players, it’s way more useful when you have comms to the point of maybe being broken.

    If I was going to revamp it I’d probably change it to be something that gives Object a different buff at the expense of the killer seeing their aura. So something like

    Object of Obsession - At the start of the match you are the killer’s Obsession. Gain a 10%/20%/30% progression bonus on all gen repair, healing, rescue actions and vault speed. If you are outside the killer’s terror radius looking in the killer’s direction they can see your aura.


    (Obviously I’m just making up the percentage boost here, that could be tweaked up or down for balance.)


    So the idea then is you get a strong personal buff but the killer is more likely to target you as a downside. It’s a useful perk but not necessarily more useful in a swf then it is for a solo player this way.

  • Nurse is definitely still top tier, assuming you can hit your blink attacks consistently. She’s the only killer that is theoretically entirely loop proof. (In a chase she’s kind of like a Hag who can just teleport anywhere she wants within range.) I also think she’s the least fun killer to play because staring at your feet for 1/3 of the match and having teleports be blocked by random invisible teleport proof parts of the map is super annoying. She could really use a revamp to make her less annoying to play.

  • @YoshisCookies said:

    how about letting us know which console people are playing from

    The devs said in the Q&A that unfortunately there are technical issues outside their direct control with being able to relay information on exactly which type of console the other players are on which is why they’re using the globes for the foreseeable future.

  • A few things:

    • The average at red ranks in those charts is 4 * .7 = 2.8. That is not "3 per game 100% of the time". It's more like 80% of the time red rank killers get 3-4 kills. (e.g. If they get 0 kills 7% of the time, 1 kill 6%, 2 kills 7%, 3 kills 60% and 4 kills 20% that would equate to an average of 2.8 kills per game and 80% of the games being 3-4 kills.)
    • That chart shows red rank killers versus all their opponents which includes survivors who are not red rank. It's not surprising then that those red rank killers have above average kill rates because a portion of their games include players who aren't as skilled. The more accurate chart is the one above it with All games at all ranks and has about 60% average kill rate. That works out to about 59% of games being 3-4 kills (e.g. 8% 0 kills, 16% 1 kill, 17% 2 kills, 42% 3 kills and 17% 4 kills)
    • That data is roughly a year old at this point so the numbers may have changed with the various patches and new characters and perks that have come out.
  • All they've said is Pyramid Head was the first killer using their formal process to evaluate and rebalance a new killer after release and that we'd probably see changes from that soon. They didn't say they were making him weaker or stronger, just that whatever tweaks they're making are coming. For instance it could be that they're making his ranged attack have a slightly longer delay to give vaults a little more mindgame, or it could be that they're improving Cages and Torment if they find they're too weak and underused (I think Cages are fine but look at how many people post that they don't use Cages very often because "it gives survivors a free rescue" to see there existing a possible argument for buffing them.) Or maybe they're tweaking his movement speed while laying trails? Who knows?

    Point being it's a bit premature to start complaining about "nerfs" when we have no idea what if anything they're changing let alone what kind of results those changes might have.

  • Do you have any good data on relative scores and kill ratios to go by?

  • Clown is the best 115% movement speed foot chaser. The killers that are better than him in a chase are Spirit, Nurse and Huntress but they are all slower than 115% speed. (I think Deathslinger and Clown are roughly on par with each other. Deathslinger is better in the open, Clown is better at loops with obstacles.) He's very consistent in the time efficiency of his one-vs-one chases.

    ... And that's it. He has no map mobility when he's not in a chase so he has to walk from one chase to the next at normal speed. He's got no stealth or tracking to help him start chases closer to the target, and no innate gen slowdown like Pig's hats. So he can win in chases but he's basically just average overall because that's all he can do so he's particularly vulnerable to the survivors splitting up and making him cover larger distances of the map.

    Fortunately the devs did say in yesterday's Q&A that they're working on changes for Clown. No specific on what they are but presumably they're something that will make him a little better outside of just a one-vs-one chase. (I like the idea of him having an alternate ability to drink from bottles for a buff but who knows?)

  • That's just them adding in the graphics for the stream, it's not part of the game. (I'd be ok with it being in the game too though.)

  • @SquirrelKnight said:

    These changes sound kinda rough for me. Wanting to remove bloodlust, heck, the addition of a hatch spawning offering is insanely powerful with keys in their current state.

    To clarify they said they aren’t removing Bloodlust any time soon, but they’re leaving it on the table as something to keep an eye on.

  • @Mooks said:

    No, someone from Germany could never be evil!

    i wondered why they would not include one killer.. and used Kate and Meg which both seem like to get constantly cosmetics..

    Another funny one would be Hillbilly in lederhosen. The Hills all have Eyes with the Sound of Music. 😄

  • Toxic is a synonym for being rude. Insulting people in chat after a game is the main example. Ragequitting is also toxic, as is cheating at the expense of the other players in the game. To a lesser extent things like excessive teabagging and flashlight clicking just to annoy someone or a killer standing at a hook hitting the hooked player for no reason would be toxic as well.


    Perks, Add-ons and specific characters are not toxic. If the devs didn’t want people to use moris or keys they wouldn’t be in the game, there’s nothing rude about using them. There are things in the game which have some balance issues but that doesn’t make them “toxic” or the players that use them “toxic”. Likewise running to strong loops to survive, “tunneling” an injured survivor, guarding a hook, and bodyblocking a killer during a chase to protect another survivor aren’t “toxic”. Playing to win the game is the object of the game, there’s nothing wrong with it.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614954#Comment_1614954

    PH can't force you to walk into his goo. Want to use his Rites of Judgement and Torment someone? Gotta add 1-2 more loops just to place that goo because you go at 92% movement speed.

    Those killer you listed are strong because you can't just mindlessly loop them and you got to think how to loop them which survivor aren't used to because running regular M1 killer is the same.

    Fyi Pyramid Head only moves 92% while planting his sword in the ground (basically a brief slowdown there), once it’s planted he moves 110% (so slightly slower but still faster than a survivor).

    Personally I mainly plant short trails specifically in pallet drops and next to windows. The only way for survivors to avoid those is by not vaulting or dropping pallets, and if they do that then it’s still a win. Since trails last 60 seconds (or longer with add-ons) you can plant them as you pass by the vault/pallet locations in transition to a new chase to help block them off if a survivor tries to run to them once the chase starts.

  • @Marc_go_solo said:

    Something about the DC system coming back either in the same or different form would be welcome.I've had 7 dcs in the last 3 matches alone!

    I agree, DC penalty can’t come back soon enough. It wasn’t mentioned one way or another in Q&A but that’s not too surprising since the reason it was disabled was due to hackers abusing it and they don’t normally discuss cheats on way or another.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614641#Comment_1614641

    Who said this isn't intentional? They literally just removed repair sounds so you can work on a gen next to the killer and they have no clue unless they count the pistons and face check every generator.

    Does that sound like a rational decision in a game like this?

    I can hear people working on the new generators same as I could on the old ones, I’m not sure what you’re talking about.

  • @TheClownIsKing said:

    I’m both excited and nervous about upcoming Clown updates. I most definitely will be angry about a rework, or dramatic change from his current power.

    If it helps they're definitely not talking about nerfing him, that's for sure! They said the buff to his throwing speed that he got in the Silent Hill patch was a first step, basically, so I'm guessing they're looking at maybe a secondary power or something for him. Maybe something like letting him drink from bottles to buff himself up? Who knows?

  • @Zozzy said:

    RIP Pyramid Head and Huntress then.

    We all know what their addon reworks and "slight" nerfs are like.

    Huntress will have literally nothing useful and PH will be f tier after the changes :|

    FYI They were talking about adding a new red add-on to Huntress so she would have two of them, not about "nerfing" her.

  • Clown and Trapper walk into a bar but Blight throws them out since he's the Bouncer.

    Untitled Image


  • @KingFrost said:

    Obviously its time they add some new Ultra Rare offerings.

    Some ideas:

    -Bloody Buffet (3x Bloodpoints for all in the trial)

    -An offering that guarantees a survivor spawns closest to the killer as possible

    -An offering that has the exit gates spawn close together

    Hmm, an offering that affects the gate spawns sounds interesting. 🙂

    What about an offering that shows you how many dull totems are in play on the HUD? It could be useful for both killers and survivors who have builds that are affected by dull totems. (I'm not thinking it has to be an Ultra Rare, just in general as a game mechanic.)

  • @wownicedeadhard said:

    Dont know how i feel about people wanting to emoving bloodlust, but im hyped for clown. and i think Keys and Moris need reworks asap.

    To go into the Bloodlust thing, I believe the argument is that Bloodlust was originally introduced as a workaround for maps that had literally infinite loops. With an infinite loop a killer literally couldn't catch a survivor there without something like Bloodlust to help them catch up. Since the devs have worked to eliminate actual infinite loops from the game there's now an argument that Bloodlust is no longer needed and might actually be causing some negative issues of its own. (I'm not one of those people, FYI, I'm just relaying what I seem to recall reading from posts about it.) The devs though feel that Bloodlust at this point is fairly well ingrained in the game and is beneficial to newer killers so are reluctant to remove it without a solid reason to do so. But they haven't completed discarded the idea and do discuss it behind the scenes so revamping or removing Bloodlust is not entirely out of the picture.

  • Just for reference, in the dev Q&A stream this afternoon they specifically said that the new MMR system is definitely coming back sooner rather than later. They said it's still been running in the background collecting game data since they disabled it and it is going to be turned back on at some point, at which time ranks will literally be totally useless until they figure out something else to do with them. (They also said this is the main reason they haven't reallowed killers to change their character in campfire pre-game lobby, they don't want to reenable it only to then have to disable it again in a few weeks or a month or however long, in particular because doing so requires a client side patch each time.)

    https://www.twitch.tv/videos/737094054


  • I think Cages are underused because there's a common lack of understanding of how much time the Cage saves you over hooking. On average it can take up to 12 seconds to hook a survivor (2 seconds for the pick up, 1-2 seconds for the hook and about 8 seconds for the carry unless they happen to be right next to a hook when you down them). Cages only take 2 seconds total, so it gives Pyramid Head an additional roughly 10 seconds of extra time per Cage to go start chasing someone else. For context 10 seconds is enough time to walk halfway across the maps at his 4.6 m/s movement speed which is plenty of time to reach a new survivor. Or you can think of it as getting 1/2 a Pop Goes the Weasel trigger worth of extra time whenever you Cage.

    That time bonus alone makes Cages worth using, the fact that it also gets around all survivor hook based perks is a bonus.


  • @GoshJosh said:

    My only qualm with this perk is that the exposed status remains even after the exposed survivor is downed. It should immediately be taken away upon either downing or hooking a survivor. It's served its purpose up to that point.

    Well, hypothetically, let's say you were healthy when you touched a gen that was under their perk and become Exposed. The only way the 60 second duration matters is if, within that time frame, the killer downs you, then you are revived back to injured, then healed to full health, and then the killer downs you again. That's quite a lot to happen in just one minute, it seems like it would be fairly rare.

    Also do any of the other Exposed perks have that restriction that the Exposed status goes away after you are downed or hooked? Maybe I'm forgetting something but I don't remember any of them being canceled by those events (e.g. NOED and Devour Hope last until the totems are destroyed, Make Your Choice lasts its full duration.) I think Make Your Choice is a good comparison here, by the way. It triggers on a hook rescue, which is less frequent than kicking a gen, but also has a cooldown at rank 3 of 60 seconds versus a cooldown of 80 seconds for Dragon's Grip.

    I'm not saying this perk is good or bad, just pointing out some data points on it.

  • FYI the devs mentioned this bug on their Q&A stream this afternoon so they are working on it (if it's not fixed already.)

  • I think pallets are more fun so I use them. Sure they don't trigger as often as snares but when they do trigger it's a guaranteed instant hit and you know the survivor is probably shouting something at their screen.😄 That being said I think snares are more flexible and probably more effective overall.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612405#Comment_1612405

    Hell no!

    Clown will always be my main killer. He’s still ridiculously under appreciated, and so few realise just how strong and oppressive he is.

    Damn straight Clown is underrated, preach it! 😄 I still think Clown is the best in one-on-one chases out of all the 115% movement killers, with the possible exception of the buffed Bubba being pretty scary now. The only killers that I think are actually significantly better in a chase are 110% Spirit and Huntress and 92% movement Nurse. (I think Clown might be on par with Deathslinger in a chase, Deathslinger is better in the open while Clown is better at loops with obstacles. Huntress is better than both of them because of her very dangerous one-two combo and ability to get instant downs across pallets.)

    Blight is kind of the opposite of Clown. He's great outside a chase and then is just a vanilla killer in one most of the time. He's definitely fun in his own way though!

  • Tea. Coffee tastes like dirt. 😝

  • Legion is an average “good enough” killer. They have great tracking and can stall the game by injuring survivors efficiently, but they have trouble sealing the deal with downs afterward since their ability can’t down anyone directly (aside from the corner case of someone accidentally forgetting to mend). Their abiity does give them some extra map mobility but it isn’t quite as good between chases as Blight’s or Billy’s (they move almost twice as fast with minimal cooldown between uses and a shorter stun after using it.)

  • Do you have any data showing the game is unbalanced against killers? Because the balance goal from the devs is around a two kill average per game and the last stats they released had killers averaging a little above that. Is there any evidence that killers actually get lower scores or get 3-4 kills less often than they get 0-1 kills per match? If so that would support your case and it would be interesting to see. If not then I’m skeptical.

  • @TheShape13_TDZ said:

    I've had Pyramid head since he was released and too this day I have never got a daily ritual that includes him.

    I was just wondering if this is just due to my luck or if he even has a daily ritual and what it is?

    I literally did his mission yesterday (send 4 survivors to Cages). It’s probably just random chance. Keep in mind, if you own all the killers, there are 21 killers plus all the survivor daily missions so the probability of getting a Pyramid Head mission on a given day is only around 2-3% or so I think. You have to go through around 30-50 missions on average to see Pyramid Head specifically.

  • Peak players on Steam yesterday was the highest it’s been all month (a little under 60k). And personally my queues the last two days have been very quick. So it’s not an issue with people not playing the game. It could be something in your region or maybe just a higher than usual number of players playing killer to try Blight messing up your matchmaking, who knows?

  • He has the best map mobility is the game. Basically he sprints like Billy but can make turns in any direction at walls and keep running. And his cooldown is very short, he can sprint pretty much whenever he wants out of a chase. Also his ability isn’t even that hard to use I think out of a chase, when you slam into something you have about 1 second to sidestep and turn in any direction you want which is plenty of time to avoid accidentally hitting something if you decide to hit the power button to keep running. I’ve had more issues with his low point of view making it harder to see things than accidentally bumping into things. There’s pretty much no reason not to be Rushing pretty much all the time unless you are actively chasing someone.

    His one weakness is simply that in a chase he’s mostly a 115% movement basic attack killer with a situational ability. But his mobility between chases more than makes up however much extra time it takes him to get a hit using just basic movement and attacks. Right from the early game he will constantly be in chases all the time because of his speed. When he gets a hit he just Rushes after the person again and catches up to them. When he gets pallet stunned he breaks the pallet and either Rushes after that survivor again or Rushes to a different gen and starts and chases again. So he’s constantly in chases over and over. Which means his early game he’s getting hits or pallet drops quickly, leading to a later game with large dead zones of dropped pallets where he can get easy downs.

    The people who think he’s weak are either trying to force his Lethal Rush to get hits too often or aren’t taking advantage of the pause after Slamming an object to do a proper course correction or aren’t using Rush enough when they’re looking for a new chase. Or they’re like me and aren’t the strongest basic foot chasers, but that’s a player problem and not a Blight problem. In particular saying he weak because his ability is “hard to use” is a little like saying Nurse is weak because she’s hard to use, having a steeper than normal learning curve doesn’t make him ineffective for players who have learned to use his ability correctly.

    Personally I’m not the best foot chaser, I don’t have all the strong tiles memorized and get outlooped by strong runners, but even I was doing pretty well with Blight last night (once I turned down my graphics to Low resolution, the new assets are causing me frame rate problems at higher settings for some reason). So I can only imagine that, like with all the streamers I’ve watched who are dominating with him, if you are already a strong chaser at loops as a player then Blight has great potential for you.

  • A pirate chapter would be kind of sweet. How about a map which is a small spooky deserted island with a pirate ship docked on one side and treasure being buried in the middle with corpses of pirates littering the ground, that sort of thing?

    I think tying his ability to chests somehow would be pretty thematic and unique among the killers. Some random ideas

    • He could have an innate ability to see survivor auras within a certain distance of a chest, a bit like Hangman's Trick with hooks.
    • If he hits someone he knocks loose a pouch of "plunder" which he can pick up. If he delivers the plunder to a chest he gets a strong buff for 60 seconds.
    • Maybe he could send people to "Davy Jones' Locker" by carrying them to a locker instead of a hook? There would have to be a benefit comparable to carrying them to a hook obviously but something that is a bit different from both hooks and cages. For instance maybe when they're put in a locker they disappear for 30 seconds "sent to Davy Jones' Locker" and can't be rescued during that time, after which they "wash up" at a random location on the map in a dying state where they can be revived or crawl away or whatever. The pirate wouldn't know where the survivor reappeared so wouldn't be able to easily camp them, but the survivors would have to hussle over to revive them or else the pirate could possibly get there first and pick them up for another hook or locker. (Not sure if this one is a good idea or not, just trying to think outside the box so to speak.)
  • Quick follow-up, I played today on Low Resolution and no frame rate issues. (I think it also helped a bit with Blight seeing through tall grass as a bonus.) Ah well, Ultra was fun while it lasted but the game still looks ok on Low I guess. 🤷‍♂️

  • Or make the effect better to warrant it being a Hex. For instance, remove the range restriction and increase the cooldown, so it would be something like:

    Hex: Blood Favors - When you hit a survivor with a basic attack block all pallets for 15 seconds. Cooldown 80/70/60 seconds.

    Blocking all pallets across the map periodically for 15 seconds would obviously be a stronger effect more worthy of being a Hex.

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606467#Comment_1606467

    By that logic, we should just make the effects of all perks SWF get for free into base-game features.

    Should solo survivors get free locations on where their teammates are, where the killer is, where gens are, where Hexes are, and where gates are at all times? What makes a totem counter different from other SWF "freebies"?

    Solo survivors don't get Bond or OoO or Detective's Hunch for free without a corresponding perk/item, why should a totem counter not cost a perk slot?

    You're mocking giving all survivors Kindred, for example, but that's an idea that is a serious suggestion to even the playing field between solo and swf survivors and make the match results with them more consistent. Of course if you do give all survivors a buff like, say, everybody having Kindred then you also should probably slow the gens down a bit to keep the killer-vs-survivor balance roughly the same. The idea would be to give buffs that help solo survivors more than swf survivors and then also give killers a boost through gens taking correspondingly longer.

  • @TheVVitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609853#Comment_1609853

    I have been running Shadowborn on him and have yet to get a corn map so that could be part of the reason I haven't had any issues.

    He just feels like a lowrider killer lmao

    I ran Shadowborn but that doesn't improve looking over grass, just around it. Also as of this patch I started running into frame rate issues and ended up taking Shadowborn off to lower the strain on the graphics a bit (not that has much to do with Blight, just mentioning that I had to take it off.)

  • Clown is definitely one of the best at footchases, no doubt. Blight is the opposite, he's awesome at getting around the map and covering a wide area and getting to chases quickly but in a chase he's pretty much just a basic killer. I think they're both fun honestly just in different ways (other than Blight's height being a problem for me, curse you plants-in-my-face!)

  • @TheVVitch said:

    He's a hunch back killer. It's sorta expected he has a lower POV. After maining hag, this isn't that much of a change for me personally.

    I don't think anybody is arguing the view isn't thematic in that sense. 🙂

    Also Hag's low point of view isn't as tough for me to work with because she doesn't actually chase survivors that often, she mostly sets traps and teleports in for a quick hit when they go off. Sure she chases now and then but I think if you're usually in long chases with Hag you're probably playing her wrong. Blight, though, is entirely about foot chases so is more susceptible to corn and grass blindness and not being able to see survivors over generators, etc.

  • I don't use BBQ and Chili as it is now because I don't need the BP bonus. Maybe if the bloodpoints actually counted on the endgame score or let you exceed the 32k cap for victory points I'd consider it?

  • Yeah, grass is my mortal enemy with Blight, it's like having mini-corn fields on every outdoor map. I don't have a problem using his Rush but boy do I need a weed wacker!

  • @Axe said:

    Hangmans trick would be better lol. We have so many better info perks that tells you where survivors are. discordance, nurses, thlling thremores 4 second aura is not really worth it unless u play Nurse or Billy

    And now Blight too

  • I think Blight is a lot of fun. 🙂 I had no problem using his Rush ability, the trick is after a bounce just taking a moment to make sure you sidestep and turn in the direction you want to go before hitting the button ti charge again. He moves as fast as Billy’s chainsaw but can turn 90 degrees at walls, how cool is that? 😄

    In fact the one thing I do have a problem dealing with is his low point of view makes it really hard to see through grass. I lost count of how many times I lost survivors while chasing them through a patch of grass. It’s like having little patches of corn blindness on every outdoor map. 🙁

  • Spine Chill is a strong perk. In addition to the obvious benefit of giving you a warning that a stealth killer is looking at you and the small vault bonus it also is useful in a chase because it helps you gauge if the killer is still actively chasing you or has broken off. There’s a reason it’s a fairly commonly used perk. (Not quite as common as Decisive Strike or Dead Hard but in the top five or six I think, I normally see at least one or two Spine Chill survivors per match.)

  • If you are running the game at a text resolution over 100% in Windows that is probably the problem. Check the display settings on your desktop and if it’s more than 100% text resolution then here’s the fix

    1) Go to the DbD install location (Steam: ..\steamapps\common\Dead by Daylight) and right click for Properties

    2) click "Change high DPI settings", then check "Override high DPI scaling behavior." and set the following option to "Application" instead of System

    This will let the game run at its preferred text resolution without it getting into some sort of conflict adjusting the resolution back and forth or whatever between the game window and the desktop.

  • I think he’s fun. 🙂 I played like crap with him last night but that’s on my poor looping skills, not his ability. I didn’t have a problem using Rush, I did have a problem with losing people in the grass though due to his low point of view. And on a tangent the new graphics update seems to be causing frame issues for me, I had to turn down the graphics to High or Medium from Ultra and still was getting jittery frames for some reason. (I may have to turn down the resolution from 4k as well if that persists.)

    But if I was a better looper in general he’d be a solid killer for me. I was using Tinkerer plus Pop Goes the Weasel and it worked great since he can just Rush while Undetectable straight to a gen about to be completed and chase them off. Shadowborn seemed good too since the extra field of view helps him reorient after a bounce but I had turn remove that perk because it seemed to exacerbate the frame rate problem.

  • @WARW0LF said:

    people really thing the "your using 2 slots" excuse actually makes sense, this community sometimes cracks me up, let me guess you guys use BBQ for its extra points right?

    the effect of undying, seeing peoples auras is already strong in its own right, buffing other perks, especially strong perks, throws any form of balance the devs thought they had, out the window, i find it quite funny that the surv perks are pretty much useless but the killer perks are borderline OP, classic BHVR

    Interestingly I have a poll up currently asking people if they would use BBQ and Chili without the bloodpoint bonus and as of right now it’s an even split 22 would use it, 22 would not use it and a few people don’t use it currently. I don’t use it myself either because I don’t care about the bonus BP enough to use a perk slot for that.

    Also seeing auras is nice but the range is only 2 meters so it only is really only triggers when someone is cleansing the totem. It’s comparable in that sense to Hangman’s Trick which shows auras within 6 meters of a hook. There are way more hooks than totems on the map and 6 meters is three times the range but even then Hangman’s Trick doesn’t show auras often enough to be all that useful. (I mean it’s not literally the worst perk in the game but it’s pretty bad.) Hex:Undying’s aura ability alone wouldn’t be worth a perk slot, especially as a hex that can be destroyed.

    Obviously the strength of Hex:Undying is pairing it up with a different perk, similar to how Thrill of the Hunt is mainly useful pairing it up with another perk. Undying works great with Ruin and Haunted Ground, but not so great with Devour Hope since that one loses its token if destroyed and needs at least 3 tokens built up to be useful. Basically if you want to use a Hex that requires tokens to work, pair it with Thrill of the Hunt instead of Undying. If you use a Hex that doesn’t use tokens then Undying might be better.

  • Trapper - Very satisfying when traps work out exactly like you hoped

    Wraith - Fast stealthy movement means a good chance to get a hit out of cloak before they get to a loop

    Hillbilly - Excellent map movement and the chance to get instant downs

    Nurse - Teleportation is cool, at least in principle

    Hag - Can win games without ever actually chasing survivors for more than a few seconds at a time

    Doctor - Very difficult to hide from for very long so is always in a chase most of the game

    Myers - His add-on that lets him kill standing healthy survivors in one attack is awesome when you can pull it off

    Huntress - The best one-two combo to down someone in the game

    Freddy - A solid mix of great map movement and anti-loop ability. Also fake pallets are hilarious. 😄

    Pig - Built in slow down with her party hats and a not-so-bad stealth ability

    Clown - Maybe the best 115% basic attack chaser in the game. (The better ones are 110% and Nurse)

    Spirit - A really good mix of quick movement and a catchup mechanic and anti-loop ability

    Legion - Always active and the tracking helps get everyone injured early in the match

    Plague - When she’s charged up she’s got a more powerful range attack than Huntress. Can also injure survivors indirectly just by puking on an object they touch

    Ghostface - Best stealth in the game (other than Spirit’s invisibility). One shot exposed hits are handy, and he has a really fun mori animation

    Demogorgon - His activated portals near gens are really nice. If the survivors leave them up then he can detect anybody working on the gen, and if they cleanse the portal he gets a noise notification on where they are plus it takes them 12 seconds to destroy a portal that only take Demo 2 seconds to place which is a net gain for him.

    Oni - My favorite pallet smash animation with his club in Demon Rush, plus a great punch through the breakable wall animation, and a really brutal looking mori.

    Deathslinger - Flick shots are fun (even though my aim is awful) and he has a neat theme.

    Executioner - Cages save him about 10 seconds per use over a hook which is enough time to cross half a map and get into a new chase. Ranged attack is also good at punishing vault use.

    Leatherface - Easier to land chainsaw than Hillbilly.

    Blight - The best map mobility power in the game. Moves as fast as Hillbilly but can course correct and turn in any direction each bump. Also his top hat skin is nifty. 🎩

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/ID4XZRMPQ1GJ/image.png

    Image a loops like this. I dont play Billy, but I see people does corner saw, makes him dangerous around loops.

    What Blight can do around loops? running away to bump on a wall 50m away and go back?

    Still, lets see how pro players use him in the future.

    Blight can sidestep a bit after a bump before you hit M2 and start rushing again. So in that diagram you might be able to even run into where the undropped pallet is, side step out of it, and charge again on the other side. Also there's usually something closer than 50 feet to bounce off of if you're really intent on doing that.

    Mostly though in a situation like that you just run the loop normally and force the pallet drop then destroy it, I think. After it's destroyed you can immediately Rush after them or to some other generator or whatever. (I don't have Brutal learned on him yet but I'm guessing it will be really useful!)

  • Nurse is WAAAAAAY less fun to play than Blight. I played like crap tonight with Blight but I had a lot of fun. He's actually pretty easy to control to get around the map, I just can't do basic loops for crap tonight. When I play Nurse though I intentionally just use Spasmodic Breath or her red add-on that makes her only blink once just so that I don't have to see her feet for 1/3 of the match.

    The only thing that's a little frustrating about Blight isn't his ability, it's that his point of view is so low to the ground that I kept losing people and scratch marks in the grass. Not like corn, even, just shrubs on regular maps. (I can't even imagine how hard it might be to see in corn with him! Fortunately I didn't have a corn map tonight.) Between that and the frame rate with the new graphics seeming to be an issue it didn't help my cause as a killer. 😕 But the Rush ability worked fine.

  • Quick thoughts:

    • Blight is fun. I'm terrible but that's my fault, not his.
    • For whatever reason I was getting really bad jitters or frame rate issues tonight and I've never had that before, and I run the game on Ultra on 4k. I had to turn it down to High or Medium and stop using Shadowborn to make it more playable and I still had some problems.
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