My Suggested Change for Alchemist Ring
Greetings. I'm new to this forum and this will be my first discussion. In terms of gameplay, I don't consider myself a killer or survivor main. I always try to play both sides equally. In terms of survivor, I main anybody, but for killer, I main Blight, Plague, and Oni, in that order.
While I love playing as Blight and against him, I completely acknowledge and understand the frustration of going against a Blight using Alchemist Ring. As a result, I wanted to share a reasonable change that I came up with for this addon. Before you read the change below, I want people to understand that this is my opinion and I'm open to being wrong and engaging in civil debate.
Since Blight is one of the most difficult killers to master in the game, the change that I propose to Alchemist Ring is from a skill point of view. Since Blight players will mostly go for bump logic in order to get Lethal Rush hits, using Alchemist Ring is essentially a way of rewarding the Blight player for using effective bump logic.
However, upon analysis of playing multiple games of survivor, as well as the feedback of other survivors and Blight mains, Alchemist Ring is, essentially, a reward only addon. My suggested change to this addon is to keep the core mechanic of it the same but increase the fatigue animation and increase his token regeneration. Let me elaborate.
I want to introduce the increased fatigue animation due to the sprint burst nerf survivors got a while ago after they got hit. When equipping Alch Ring, your fatigue animation is increased from the base kit 2.5 seconds to a new number. However, the fatigue animation can decrease over time if you hit your Lethal Rushes correctly. For example, if you hit a survivor with your first Lethal Rush, your fatigue animation is x number of seconds longer than the base kit fatigue. When you a hit a survivor with your second Lethal Rush, your fatigue animation is x number of seconds less than the previous Lethal Rush hit. Same goes for the third and fourth Lethal Rush. When he uses his last Lethal Rush to hit a survivor, he goes back to his base kit fatigue animation of 2.5 seconds. I honestly believe this aspect will make Blight players go for bump logic more often.
Another good change to add to Alch Ring, in addition to the previous one, is to increase the time it takes for him to regenerate his tokens. Blight regenerates his rush tokens at two seconds per token. Whether he hits or misses a survivor with a Lethal Rush, all tokens regenerate at two seconds per token. Personally, I don't know by how much the increased token regeneration can be, but it could be at a reasonable number such as 2.5, 2.7, maybe 2.9 (2.9 could be a bit too much). I'm just spewing out numbers as a rough draft.
With these theoretical changes, Alchemist Ring becomes a risk-reward addon when equipped. The Blight player would then have to be mindful on how, when, and where to use his power.
As I previously stated, this is my opinion and I'm open to being wrong and engage in civil debate.
Comments
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Blight's fatigue both is and isn't 2.5 seconds. If you miss, run out of tokens, or don't bump/rush, then it's 2.5 seconds. This can be decreased with add-ons, except the miss cooldown that remains 2.5. If you land a lethal rush, the cooldown is always 3 seconds.
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Oh! My bad! Thanks for the feedback. I forgot about that. Thoughts on the proposed changes?
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Alchemist's Ring is fine as is for a purple. The counterplay to Blight's rush is as apparent with his second rush attack as it is with his first. You just have to find a safe position sooner, rather than later when the chase has already gone on far too long for him.
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I completely agree. This is the case for a lot of Blights since most of them go for bump logic.
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Ah, the counterplay is simply not to get hit. Vs. The killer with insane speed, mobility and an enhanced lunge. Fascinating insight.
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Well lad, when it comes to bump logic, which is what most Blights do in order to get a hit, the counterplay to that is being unpredictable in various ways in order to avoid a hit. Whether it be wiggling if you're out in the open, or moving to another tile, all this is helpful against a Blight.
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I don't think you're gonna get through to those ones. They just assume that if a killer can get a hit, they will. No insight into any of the mechanics of the killer itself, which is why they never once bring up dead angling against Oni or Blight's rush attacks. You don't plan for every angle the survivors are gonna take; you're just making enough right reads to win.
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Addons rarely come with downsides so I would just make it recover half of the missing tokens on hit instead of all
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