We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Blight addon rework suggestions

Firstly, I think it's very important to leave Blight's basekit alone. Blight without addons is, in my opinion, one of the fairest and best designed killers in the game. There's plenty of skill that goes into playing him, and plenty of opportunities for survivors to counter him with their pathing and movement. Hug tech is very controversial, but I believe any techs that can be done consistently such as hug tech are a great example of skill expression, and won't be a huge issue once some of his more egregious addons are changed (this is a separate discussion though, I definitely see both sides of the argument with hug tech).


The most obvious addons that need changing are Compound 33 and Alchemist's ring.

Compound 33 is obviously an iri addon, so we can accept a decent degree of strength - the main issue with it, however, is that it breaks pallets insanely quickly while also hindering survivors, and your rush will have already replenished once the animation of breaking the pallet ends. Compare this, say, with Wesker's Lab Photo addon - this addon is also iridescent; however, he breaks the pallet slower than blight does, AND, due to the nature of his power, he doesn't get his dash charge back by the end of the animation either (nor is there a hinder effect).

I think some tweaking of numbers is all that's necessary for compound 33 - you could keep the pallet break speed but make it so he can't break pallets with the first rush (although this may defeat the intended design of the addon), you could remove the hinder effect, or you could simply give it the downside of increasing the time it takes to replenish rushes, while making the pallet break take the same time as Wesker's Lab Photo for example (he may still get his rush back by the time the animation ends, but at least survivors can make more distance than before).


Alch ring is much more complicated, I honestly think it's just fundamentally too strong a design. It's too strong an addon to have with no downside when Blight is already such a good killer. Something I believe Blight addons need more of is 'risk reward', addons with powerful effects but powerful downsides, and I sort of used Autodidact (one of my favourite perk designs) as inspiration for how I'd change Alch ring.

At the start of the trial, hitting a survivor with a lethal rush actually removes 2 rush charges. However, each time you hit a survivor, you gain a stack (up to 5), each replenishing one rush token on hit (so at 5 stacks, Blight gains 3 tokens back after hitting a survivor). There could even be an added negative where a stack is removed upon a regular M1 to incentivise more power usage, although that might be unnecessary.

You could also have Alch ring affect the time it takes to replenish charges instead, perhaps make it longer for charges to return at first, then as you get more stacks the charges return quicker. I think either of these options would be a good way to keep the addon strong and worth using, while also making it less oppressive.


The only other addons with potentially too strong effects are Blighted crow and rat (his speed addons) as well as adrenaline vial. In line with giving his addons risk reward, his speed addons are probably a very easy change - just have the first couple rushes start slower than default, with the subsequent rushes obviously increasing the speed above default. I don't think these addons are particularly overpowered, and I think a small change like this would make them less oppressive while still keeping some of the cool stuff you can do with them.

Adrenaline vial is slightly more complicated, it's already got a pretty great risk reward mechanic with how it changes his turn rate, and is probably my favourite blight addon in terms of design. I think it's mostly overpowered in tandem with some of his other addons, and with those changed it won't matter as much, but a tweak to how fast it replenishes charges would probably keep it in a very fair spot.


With these changes I honestly think Blight would be in a great spot. Blight is an awesome design and I would hate to see a repeat of Billy where he's just absolutely destroyed by an eventual rework - it's only ever a few standout addons that make the killer too strong.

Sorry about the absolute essay of a post, any feedback and discussion on some of the changes is welcome.

Comments

  • Johnagon_Infinity
    Johnagon_Infinity Member Posts: 178

    His speed is fine. They encourage skillful play and take many hours to master. They have a ton of counterplay, too.

  • bowsber2010
    bowsber2010 Member Posts: 3

    I sort of agree but not entirely. With the nerf I suggested he'd get more speed from each rush, but the first rush would be slower than default (so his fifth rush would still be around the same speed as it is currently). That way I think it'd take the same amount of skill, if not more, to use the addons. You could still use the speed around loops and such, but his map control and ability to catch up to survivors wouldn't be quite as insane as it is currently.