Best Of
Re: Where is the variety?
The devs spent the last year doing practically zero balance changes to develop anti systems they canceled. Line of course people are running the same things because nothing changed. The game is basically the same as it was at the start of last year.
Re: Is The First OP?
If the dev team's official "counterplay" to the killer is "run sprint burst and prerun," yes the killer is OP lol
Why Making the Blight 4.4m/s is a Bad Idea
Good afternoon ladies n gents its a pleasure to have you here but it's even better to have me. The Blight has been a hot topic recently so Ive taken it upon myself to express my controversial opinion that may or may not be valid. That opinion really stemming from one thing: indoor maps.
Blight already struggles on these maps due to plenty of tight corners and LoS breakers which prevent him from using his power in chase effectively. It would simply be a hold W simulator which can already be experienced by killers who are 110% and have a power requiring open spaces/LoS.
Then we have outdoor maps, it would barely make a difference. The loops he can play around with his power will still be playable, and the distance lost from now being 4.4 will barely mean anything since he can just catch up again using his power all the same with barely any difference time wise. In the end all this will really do is increase his skill floor which is just unnecessary.
The real issue with Blight is the fact that in some cases (mainly filler pallets) where a survivor couldnt play any better, the Blight still comes out on top and thats due to cooldowns.
So, what would I do to address Blight? Well Im glad you asked because Im also gonna do just that! While also giving my thought process as to why I would make these changes
● Rush count reduced from 5 to 4
This aims to keep his skill expression intact by chaining rushes together using bump logic, but also reducing the amount of correct reads a survivor needs to make to avoid a hit
● Token recharge time increased from 2 seconds to 2.5 seconds
This is to counter act the reduce in tokens, this way if he exhausts all of his tokens, the cooldown remains the same, while also buying a little extra time for other upcoming changes
● Breaking a pallet consumes 2 tokens
This goes back to survivors making the correct play at times, but still dont get much value out of it. With this change, it gives survivors a chance at reaching something else nearby.
● Stunning the Blight whie rushing will only begin recharging tokens at the end of the stun
At the moment, stunning the Blight gives little to no reward in some cases and part of that is because by the time the stun is over so is his cooldown. With this change it makes pallet stuns at more unsafe filler pallets a bit more rewarding and prevents the Blight from immediately being on top of them.
● While rushing, increase movement by 3% for each consecutive Rush
Making Blighted Crow basekit gives The Blight more opportunities at certain loops to showcase skill expression, its also one of his most used add ons and for some that means they only really have 1 add on slot
● Add on pass
The Blight suffers from something a lot of older killers do and thats repeating add ons. A small refresh of these add ons to modernize them would feel appropriate if they ever were to change him again
Well thats all folks, go nuts
Re: Giving up seems to be so common now, why?
Not saying that the mentality is a justified one to have, but over dbd's ten years of existence, the game's pacing has been constantly creeping to a nature of whoever gets the better start is almost guaranteed to win.
It's not just a mentality, it's the truth. You can say it doesn't justify all the giving up, but I believe this is the heart of it all. Not liking the Killer/perks/map/etc. are just the cherries on top.
Re: Giving up seems to be so common now, why?
Most people quit because the current meta doesn't support their play style. Not everyone is looking to play the sweaty perk bogged monstrosity that is current dbd.
Re: Giving up seems to be so common now, why?
You're saying "increase MMR" as though it's a blessing. Higher MMR means harder opponenents. I'm not personally out here looking to raise my MMR beyond what I can handle as a "reward." Give people potential in-game comeback mechanics, give them BP or shard increases, but MMR increases are not a reward.
Same with MMR reduction. You want to tank people until they get to baby levels? That also means worse opponenets and easier matches. Go play on a fresh account and tell me that's a punishment. It's only a punishment for your opponents.
Also, the game trying to auto-disngtiush genuinely bad playing from intentionally bad playing would be impossible without tons of false positives. People already complain about getting penalties for being tunneled too fast. Do we just want everyone to quit the game because of more unfair punishments?
Re: Why Making the Blight 4.4m/s is a Bad Idea
my most played killer is blight, even tho i dropped him recently and play billy instead, i can tell u why i did it, cause blight is ez mode boring killer, i can get 4k after 4k every single game its not even a game anymore, its just stomping ground boring experience for me personally, blight not only need the 4.4 movement change, he also needs his tokens to be removed when he injure a survivor and when he break pallets, u could add 2 different addons which will negate those changes, also give blight purple addon that can give him 4.6 movement but he loses 2 rushes instead, so he will be 3rush blight with 4.6, this change would fix him completely. he will be strong but not busted.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Spirit seems fine at 4.4m/s
The first seem fine at 4.4m/s
Dont ask me why hag is 4.4
Ranged killers usually are 4.4.
Philscooper
Re: Why Making the Blight 4.4m/s is a Bad Idea
Honestly I'm not sure I agree that's a particularly huge downside.
Map-based variation is something that's baked into most killer kits, and while there are certainly extreme ends that become unfun, to a degree it's an intentional weakness some killers have to offset their powerful strengths. I don't think it'd actually be damaging to Blight if five maps out of the game's total forty five are ones where he's slightly disadvantaged comparatively.
Killers like Hillbilly have worse map spreads than Blight would have at 4.4m/s and that doesn't immediately make them weak or unfun to play, they do just fine.
Re: Is The First OP?
Guessing what the killer is going to do is the literal definition of counterplay.