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About time to Nerf Blight?

Isn't it about time to nerf Blight when everyone is running him. He's low skill ceiling makes him easy to play, he has incredible map mobility, he has one of the best if not the best kill potential across all levels of play and everyone is running him. Throw in Tinkerer, Ruin and Undying and Blight's practically unbeatable.

With Nurse, at least her skill ceiling is so high that you can kind-of justify how broken she is.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,299

    I would say he is medium-level difficulty. is that time again where survivor complain to get another killer erased from the game? In-before dev increase the stun time for colliding on an object from 0.5 to 1.5 seconds and make blight as clunky as deathslinger where survivor mains say blight is the same. just git gud.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    He needs to hold less rush tokens (even just one less) and have a longer recharge rate on them. And nerf Alchemist Ring to a faster recharge rate rather than instant.

  • SuzuKR
    SuzuKR Member Posts: 3,910
    edited March 2022

    You're not generally meant to react to him anyways. The Blight and the survivor are intended to out-predict/mindgame the other. The survivor avoids the Blight by not being in their path in the first place, and the Blight tries to put themselves into the survivor's direction. Speed add-ons are a non-issue. Alchemist Ring is beyond busted though.

  • Brokenbones
    Brokenbones Member Posts: 5,231
    edited March 2022

    I disagree, speed addons are a problem. How do you expect survivors to learn how to play against something that's constantly changing its speeds? You can claim 'it's only about mindgaming' then that's not well designed or balanced. IMO.

    You can actually react to regular blight because he always moves at the same speed but the speed addons keep changing his speeds constantly.

    They shouldn't stack at the very least.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,102

    Ok first, blight does not have a low skill ceiling. He has an incredibly high skill ceiling. He is not easy to play well; he should be a strong killer.

    That said, some of his addons should get nerfed (mainly alch ring and rush speed addons), but basekit blight is completely fine the way he is.

  • SuzuKR
    SuzuKR Member Posts: 3,910
    edited March 2022

    Example: LT tile

    You predict:

    A. The Blight will use bump-logic

    B. The Blight will slide

    And so you:

    A.1-(#). Knowing how bump logic works, and having observed the tile and its surrounding objects as you originally approached the tile, can see what various paths he can take. It gives him certain options and takes away others.

    B.1-#. Knowing how sliding works, and having observed the tile and its walls/connected objects are laid out, can see what various paths he can take. It gives him certain options and takes away others.

    And so you:

    A.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot approach you from the route you expect him to take. Eg, actually taking the vault. Now you are completely out of his range and on the complete other side of the wall.

    B.(#): Cut off his line of sight, and once you do so, place yourself into a route where he cannot reach you from the route you expect him to take. Eg, faking the vault and heading towards the other letter (T if L, vice-versa). Then the Blight cannot physically reach you, as he must start the attack when he turns the corner, which sharply slows his speed, and thus his range.

    Conversely, the Blight is doing the same in reverse at this time.

    Now:

    Y: You successfully made the read and have probably avoided the hit (unless some extra factor is in, eg, sandbagged).

    N: You incorrectly made the read and have probably been hit (unless some extra factor is in, eg, someone stuns him/a perk of yours helps/etc).

    None of this is reaction-based, speed add-ons or no. Both sides predict what the other will do, and play accordingly based off those mindgames. Now, you add in complications like this:

    1. You have seen the Blight randomly alternates between sliding and bump-logic, and picks a variety of different paths for bump logic/sliding.
    2. The Blight sees you understand LOS denial and how bump logic/sliding works, and how to fake and commit to be random as well. For instance, you know, and he knows you, that Yamaoka's shack prevents sliding, and usually is messy collision overall and creates problems for bumping cleanly as well.
    1. Now, the question for both is. Will the Blight bump or slide? From and to where? Will the survivor fake or commit? From and to where?
    2. It is anyone's ball at this point. Who succeeds the trade will come down to whoever made the better mindgame or consequent read.


      Furthermore, speed add-ons are its own counterplay. If the Blight uses up rushes to speed up the later ones, you know you only have to dodge maybe 1 or 2 Rushes instead of 1-4 depending on the tile. It also provides the time to make any additional plays or movements, in the time it takes for him to prep the last Rushes while he does the first few slams. Especially in chase where he is essentially always at close distance, you can always count and keep track of the number of used Rushes.

  • Brokenbones
    Brokenbones Member Posts: 5,231
    edited March 2022

    I appreciate the example but you make a lot of assumptions about the chase itself and how it plays out

    What you are describing is each side REACTING to what is going on and how the chase is playing out. The speed addons heavily reduce the amount of reaction time a survivor has, as well as making closing the gap faster and faster which again is hard to REACT to.

    You cannot expect people to seriously know all of these different Blight speeds by heart considering each rush is increased by a % depending on which addons are in play. Base Blight moves at the same consistant speed which makes the back and forth in your example actually an interaction that isn't lopsided.

    In your example you also fail to mention what usually happens at L wall T walls.

    1) Blight can easily correct mistakes he makes because his power is really forgiving in the amount of tokens he has by default (Even more with the vial). With the speed addons these corrections are even faster and, once again, hard to react to

    2) The back and forth on tiles implies a level of balance in the chase, which there isn't. Not imo

    It's all well and good to go "well obviously ur supposed to do this and this and this" but that's not how it plays out in practice. Going into hypotheticals about how if Blight does x then you do y is all great but it still doesn't change the core of the issue which is reaction time.

    Spirit had this same problem, she had addons that made reacting to her phasing impossible because she moved too fast. She still has that addon in MDR. Movement speed addons reduce margin of error/reaction time, hopefully that's not a matter of dispute here?

    The speed addons aren't their own form of counterplay either, there's no penalty for using them. No Blight in their right mind would opt to not use them, His speed at 2 tokens used is already super fast and that's generally all most blight players need although you are right that the ones who decide to spam bump for max speed have less margin for error. That is true

  • SuzuKR
    SuzuKR Member Posts: 3,910

    That's not reacting though. That's taking in the tile/map layout information, the knowledge of how the other player has been playing till now, and making a predictive decision to mindgame the other with.

    Then... they should learn it? Part of counterplay is knowing what the opponent is capable of, and identifying the tools they have to work with. Crow+Rat is noticeably different from just Crow, which is also noticeably different from just Rat. It's the same for other killers and variable add-ons/perks that can fluctuate throughout the game depending on usage.

    Vial largely reduces turn rate. Even with Umbra Salts to mitigate it, it is still very noticeable. Also, just cause he has tokens doesn't mean there are always angles to actually navigate around them with. That's part of the map knowledge and understanding of how the Rush works coming into play. You pick angles that make it hard or impossible for him to approach in certain manners.

    Blight chase is 50/50 on most tiles against an equally good player. That is balanced. Whoever makes the better read wins the trade.

    I mean yes, obviously? That's not a fault of the game though. That's a fault of the player for not playing out that instance better. It's like saying "Well theoretically, I could beat the other player in chess if I respond to their move like this and they do this, and I do this in return, (etc etc)". Doesn't matter if you don't have the skill to actually adapt and pull it off in game. That's on the player, not the game design.

    Uh, no. The problem with Spirit was you had no meaningful information on her phasing at all. You didn't know when she was phasing or where she was phasing. Meaning you never had any information to even ATTEMPT to mindgame off of.

    I mean, speed add-ons are strong, yes. But there's C33, which makes pallets near useless because of the quicker break + Hinder and effectively quickens his recharge (since he only needs 1 Rush rather than 1 and then a second into the pallet break attack). There's also C21 which nearly nullifies mindgames outright on tiles because he will just see what you are doing. Iri Tag gives Blight access to situational instant downs. Adrenaline Vial gives access to more Rushes, quicker recharge, and faster movespeed in return for sharply reduced turnrate. There's also the infamous Alchemist Ring. It's hardly an uncontested slot.

    Things don't inherently need penalties if the effect itself is already balanced. Adrenaline Vial has a penalty because otherwise it's a buff to every major part of his kit including his recharge, which is what is supposed to be his downtime since it makes him a useless M1-only killer. Speed add-ons don't, since they only buff one aspect and don't touch his intended downtime (recharge). Alchemist Ring is busted/bad design because it nullifies said intended downtime. So on and so forth.

  • danielmaster87
    danielmaster87 Member Posts: 9,794

    Blight is actually pretty complex, so how could he have a low skill ceiling? Can my little brother just pick him up and be 4king endlessly by the end of the day? No.

    And no, Nurse's skill ceiling doesn't justify her being broken. If DBD wasn't so survivor sided right now, I'd be more than happy if she got nerfed. Her power is inherently broken. But right now we need her (and Blight's) strength.

    Ruin/Undying/Tinkerer was meta like a year ago. We're over that now. If you're still getting beat by it, it's on you and your team.

    Blight is one of the best designed killers we've ever had. I don't like the flick techs which just ignore his power's limitation completely, but other than that there's nothing wrong with him. All of his add-ons are fair, even the stronger ones considering their rarity and reasonable amount of counterplay. At the end of the day, he's a pseudo-M1 killer. He can't instadown you and still has to respect pallets, windows, and walls. A killer being fast doesn't make them broken, which is a lesson we didn't learn when we nerfed Hillbilly and Spirit.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Oh, I absolutely play him. I also main Trapper, Billy, Plague, Twins, Freddy, Hag, Cenobite and have dabbled in all the other killers. When I say he's easy, I mean he's freaking easy.

    Let me compare Blight's map mobility and power to Billy's since their powers are very similar.

    1. It takes me several seconds of revving to activate Billy's chainsaw, I can instantly activate Blights power.
    2. When I'm going to the other side of the map with Billy, I have to avoid every single tree, barrel and wall. To get to the other side of the map with Blight, I just run in a straight line vaguely head toward an object once in a while to bump into. The addon that slows down the recovery from a collision makes getting around objects easier if you are having any trouble and it's a yellow addon.
    3. If I hit anything with Billy it takes forever to recover. Hitting something with Blight is part of his power.
    4. Curving with Billy is very difficult. Curving with Blight is easy.
    5. Looping with Billy's power is pretty much impossible. Looping with Blight's is somewhat hard. This is literally the only thing Blight doesn't excel at. His power is only somewhat effective at looping. Take Billy, Wraith, Trapper and a whole host of other killers and their powers do nothing for looping.

    I mean, what is Blight's downsides? He does everything. At least the other killers have downsides.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    But that's the thing, his power really isn't even useless in loops. If the walls of the loop are long enough, he can use his power before you can reach the end of the wall and hit you. He can flick around corners and hit you in loops. And if you are really good, you can flat out use his power to navigate a loop. With Blight not being my main, I have been able to navigate loops with his power active and I haven't play him as much as I have Billy. I wouldn't dare use Billy's power in a loop.

  • SkeletalElite
    SkeletalElite Member Posts: 2,715
    edited March 2022

    Blight does not have to charge and has better mobility but he has to bump at least once first and does not insta down.

    Even the iri addon that gives him potential for insta downs while quite good isn't like billys. It makes the blight need to waste a lot of bumps which makes him very predictable and gives a lot of opportunities to exercise counter play. Like disrespecting his power to go somewhere safer while he is spending time wasting bumps or jumping in a locker to force him to fatigue so you only take an m1 instead of an instadown.

    Additionally, if a billy misses a saw he can start up again almost instantly and overheat only becomes a problem after multiple misses where as blights power goes into cooldown always after a miss, meaning you will fatigue for 2.5 seconds and then cooldown for 4-10 seconds.

    I disagree with your assessment that billys power is unusable in loops. A good billy can use their chainsaw well on many loops and the instadown on command is not to be understated even if used as a backrev for the amount of time it can save you.

    Yes overall blight is a stronger killer and in some ways is easier to use but using billy as the target for balance is really not a good one, most people agree that billy could use some buffs and they absolutely did him dirty in his rework.

    Blights downsides are his restricted turning and semi hefty cooldown after use of his power, if you hit with your power 1/3 times against good survivors, they will be done with the gens before you can get anything done. You cant afford to be wasting that much time cooling down. If you're hitting 1/3 chase chainsaws as billy you're absolutely shredding

  • SuzuKR
    SuzuKR Member Posts: 3,910

    Have you considered that maybe it's Blight is in a good spot, and Billy is crap because he doesn't pay off the effort it takes to play him?

  • LeFennecFox
    LeFennecFox Member Posts: 1,305

    I could see his best addons getting nerfed, but his basekit is just fine. Unless you're going against an amazing blight he can very easily be played around.

  • VadenOve
    VadenOve Member Posts: 4

    I cant believe anyone saying blight needs to be nerf till the point making him a tier b or c. He is supossed to be strong like nurse. Anyone saying he has to be nerf are people who just want to play the game in an easy way. Trying to go into every match to just play aroung the killer and looping him for 2 or 3 gens and being caught in the point where the game is already over for the killer. This is how the game is in really high mmr. It is sad bhvr considering removing the hug tech of things like which are the most funny techniques about the killer.

  • randonly
    randonly Member Posts: 456

    we need to stop creating taboos here in this forum.


    Why do threads that demand nerfs in killers, especially the best argued ones, always have people creating controversies and intrigues?


    Even if you don't agree, point out the reasons and create a healthy debate, but don't keep generating flames and arguments about "us vs them" - "survivors want easy way".


    Even because whenever threads are created about nerfs in survivors (generators, perks and even ->crouching <-) no one is doing this type of behavior, and everyone can discuss it in an adult way.


    About High mmr, the game urgently needs to stop being balanced around SWF with comms in perfect 1v4 scenarios like the nurse and the blight in tournaments/content creators where the chases don't last even 20 seconds and create better ways to make the game more around "1v1v1v1v1 " how the game is in practice.


    Giving mere communication tools to survivors in SoloQ will only serve as an excuse to continue this kind of balancing around high MMR SWF with comms.


    The healthiest way to balance the game for both sides is to create a competitive mode that limits the formation of squads, allowing only duos, removing the pre-lobby chat and the steam profile to not share the communication link. Leaving the match lobby triggers the dc penalty, to avoid leaving and entering until you are in a closed squad group


    That way you'll end up with the high coordination and can focus all balance around the "1v1" scenario.


    @topic

    I think his power should only be used when he has a minimum of tokens restored, and obviously, nerf the addons, including the problematic alchemist ring.

    I also believe that allowing him to break pallets by attacking (m1) during Lethal Dash was a mistake. Pallet breaks should only occur if he uses C33. In analogy Oni takes a while to build up his power, Bubba has tokens but doesn't go out activating the power instantly. Same for Billy. Or at least base speed should be reduced to 4.3

  • VadenOve
    VadenOve Member Posts: 4

    My friend, everything you say here just prove you dont play as killer, at least not in a high mmr. I think you didn't read what i posted if you say i dont hace arguments. If you truly think blight has to be nerf like that, it's only because either you are a bad survivor who doesnt know how to counter blight and only relies on dropping pallets or you use dead hard every time to avoid hits and get to a new safe structure. Nerf the hug tech, nerf the addons, what else do you want them to do? Maybe repairing even faster? Maybe there are some addons that should be nerf a bit, but not in the way you are proposing. Making the killer a tier b or c has no sense. It is supossed to be strong as i said, ir has to be difficult to loop him. He is meant to be like that. To have a lot of map's pressure taking into account how HUGE most of the maps are, and how impossible to defend gens that are so far away from each other.

    I could bet a lot of money you are not complaining about how broken dead hard is, i'm quite sure you think DH is a "balanced" perk. Like you are only suggesting nerfs to the killer's side and ignore all resources survivors have to escape.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Blight is losing "hug tech". That will make him a lot more fun to play against.


    Blight will still be a strong killer with lots of options in chase.

  • VadenOve
    VadenOve Member Posts: 4

    How can you think blight will be more fun without hug tech. Hug tech is literally the funniest and also the hardest part to masterise of blight.

  • DBDVulture
    DBDVulture Member Posts: 2,437
    edited May 2022

    I assume you need to check your reading comprehension. Blight isn't fun to play against because hug tech lets his power work on every loop in the game. The removal of extra bounces means you can hit people no matter what they do; this is the effective removal of counterplay.


    Allowing Nurse to have "floor blink cancels" does exactly the same thing. You can charge a long blink and change your mind. If you couldn't change your mind and were forced into a long blink at normal distance you would get punished for making the wrong read.


    Being punished for making the wrong read is an essential part of healthy DBD counterplay.


    "He needs to hold less rush tokens"

    I agree completely with this statement in that his really crazy addons should reduce the number of bounces you can have. Like the Alchemist ring and Adrenaline vial should be -2 max bounces.


    Overall he gets his power back so fast and it just seems odd when you compare his base power recharge to say Ghostface. Blight power recharge should be more like freddy waiting for a full teleport charge.


    Imagine a game where you had a pistol with 10 attack power and it had a 20 second cooldown. And then there was an option for a machine gun with 30 attack power and only an 8 second cooldown. Why would you pick the pistol? You wouldn't.

  • VadenOve
    VadenOve Member Posts: 4

    If you think hug tech makes every loop in the game useless you just have no idea how to play againts it. There are many ways of counterplay hug tech you just have to learn them. It seems is much more easier for most of the people (like you) to just complain about it instead of go play the game enough time to be able to avoid blight.

    Of course there will be times where the killer will conect the hit, and some others he wont. Thats part of game and in that way some matches you will escape and some others you will die.

    Besides all of this, it's almost cute how can you all talk about hug tech like if it is an easy technique, when there are very few people in the entire dbd comunity who can perform it properly. Thats the part why i think its good the way it is now, it takes a lot of time to develop this mechanic so it deserves to be well rewarded.

    Anyway, this discussion has no meaning since the devs have already said they will nerf him to a tier c killer which is unbeliavable.