Suggested Change to Alchemist Ring Part Three

Greetings everybody.

I posted a discussion regarding Alchemist Ring about a year ago and wanted to give an update on the change for this add-on. This change is originally from Lilith Omen.

*Before I begin, I want everyone to know that Blight is one of my mains, but I also play survivor. I always try to play both killer and survivor as equally as possible to avoid being biased on one side. I'm open to being wrong and corrected.*

Alchemist Ring

This add-on has a simple effect; once you hit a survivor with a lethal rush, you gain all of your rush tokens back. Simple, but very powerful. This add-on, along with Compound 33, have been under a lot of criticism and it’s very justified as to why. However, I personally believe that just because you equip an add-on, doesn’t mean you will automatically win. The risk to this add-on is that if you don’t land a lethal rush, you won’t get any value from the add-on. However, this risk is outweighed by the reward. Therefore, making Alchemist Ring a high reward-low risk add-on. Because this add-on requires you to use your power as efficiently as possible in order to get value from it, I would like to keep this aspect of the add-on while changing what it does. 

Change: When equipping Alchemist Ring, this add-on starts with zero tokens and a penalty to token regeneration at the start of the trial. The penalty will increase Blight’s token regeneration to 12.5 seconds instead of 10 seconds. Blight’s token regeneration is 2.5 seconds per token. You gain one token up to a maximum of five tokens every time you successfully hit a survivor with a lethal rush. Each token gained will decrease the total token regeneration by 2.5 seconds.  When the Alchemist Ring has zero tokens, token regeneration is normal at 12.5 seconds. One token gained = 10 seconds, two tokens = 7.5 seconds, three tokens = 5 seconds, four tokens = 2.5 seconds, and five tokens = 0 seconds. At five tokens, it’ll be exactly the same as modern day Alchemist Ring. The added risk or downside to this add-on is that if you miss a lethal rush, you lose all of those tokens and you have to regain them back by successfully hitting survivors with a lethal rush again. Essentially, with this change, we’re giving Alchemist Ring the Save the Best for Last (STBFL) treatment, but the treatment is severer. 

To address some complications with the effect, let me address some common concerns. 

Firstly, the effects of this add-on will ONLY take place during a chase. If you use this add-on for map traversal and you have tokens on you, you will NOT lose them. Secondly, breaking a pallet or breakable wall will NOT make you lose tokens either. Thirdly, the way in order for the add-on to work consistently, apart from the chase mechanic, is to also use Blight’s hitbox.

For those who don’t know, Blight’s hitbox is essentially a very wide, but short cone. However, the hitbox becomes longer and narrower if he decides to cancel his lethal rush by m1’ing out of it. Once the chase starts, and you go for a lethal rush, the game will decide if you lose or don’t lose tokens based on the proximity of your hitbox to the survivor. In cases where you try to hit a survivor at a pallet, but the game prioritizes the pallet over the hit on the survivor, you will not lose tokens and your rush tokens will recharge at 2.5 seconds per token. The same applies for map traversal. 

With this change, Alchemist Ring will become a high reward-high risk add-on that remains strong but not consistently strong and, most importantly, healthier for the game. As mentioned before, I'm open to being wrong and corrected.