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Misconception regarding Blight's recharge
Blight has been a hot topic lately and we all know why. Strong power, strong add-ons, fun to play so he's also common to face, etc.
One Nerf suggestion is upping his recharge because "10 seconds is too fast!"
On the surface, they're correct. 10 seconds is insanely fast. However, there's something people don't understand: his cooldown is not actually 10 seconds. It's 10 seconds + his fatigue.
Unlike Nurse and (reworked) Legion, Blight does not begin his recharge until after his fatigue. His fatigue times are also largely fixed. If you landed a hit, it will always be 3 seconds. If you miss, it'll always be 2.5 (it feels faster because of the animation).
What can vary (based on add-ons) is his fatigue for not bumping or running out of tokens, which can be 2.5 seconds or as low as 1.75 seconds. But that means you either mismanaged your tokens or were just using them for mobility, so no real issue there.
So in reality, Blight's recharge scales like this...
On hit: 7, 9, 11, and 13
Miss: 6.5, 8.5, 10.5, and 12.5
So while a little faster, his max recovery is around 15 seconds almost, which is one of the "standard" numbers when it comes to recharging (the other being 20).
HOWEVER
There is one exception. His recharge does start instantly during his 2.5-sec pallet break animation. I'm fairly certain that's due to a developer oversight since it was added post-release.
So yes, you could probably address that. Otherwise, his max recharge isn't much faster than most other killers. And if you say that using partial charges means his recharge is still faster so it should be nerfed, then that also applies to killers that only use a partial gauge such as Legion, Spirit, and even Pyramid Head.
Comments
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Thing is I dont think he has any business having a recharge as fast as he does considering how insane his mobility and lethality is.
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And you can think that. I'm not here to sway anyone; just making sure people understand it's not purely 10 seconds as many claim.
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This, and this is also why alch ring is so disgusting too
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Long recharges are miserable on any killer. Nobody likes having to play m1 for 20+ seconds. 10-15 seconds should be the max recharge time. Part of the reason I don’t care to play spirit much.
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Spirit's recharge is only 15 seconds at max though?
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And it feels miserably slow.
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And its also miserable to play against on smaller maps
There needs to be SOME sort of limit. The fact that he can bounce around the map faster than any killer all while having a shorter charge time at literally 0 cost is pretty stupid
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Stupid how? He has the highest skill ceiling of any killer. If you can’t use his rushes successfully, it punishes you more than it helps. Baby blights get bullied all the time.
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Doesnt matter if he has a high skill ceiling. When people talk about Nurse they dont talk about beginners or amateurs. (And dont worry, I think shes a problem as well)
The problem lies in his power being VERY versatile and forgiving and having quite literally 0 drawbacks. Thats not even taking into account add ons.
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The problem with Blight is his versatility. He has EVERYTHING. A chase power, mobility, the ability to correct mistakes, low cooldowns, an ability to quickly get rid of pallets, crazy good synergy with popular perks and strong addons. What more could a killer wish for?
Even if you can't hit the survivor using your rushes you are still a 115% movement speed killer. This means you can still play M1 killer and mind game or chase normally when all else fails. Obviously, this is not going to be enough against top tier survivors but you shouldn't win against them, if you're not a top tier killer yourself.
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Couldnt of said it better myself. Well said
4 -
Not quite.
At minimum it’s a 4s + Fatigue cooldown if only one Chain Rush is used.
So you have a power that varies from these extremes:
A 4s + Fatigue cooldown for a Successful Chain Rush Hit in a loop , 4s of +100% movespeed applied in a linear manner, for a Health state.
To a Fatigue cooldown for 12s of +100% movespeed and an insta-down (using flick). Using Alchemists ring, his Iri, and the Blighted serum Offering.
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Why would you not use his Power?
Even if you can't hit Survivors with Rush, you can patrol at +100% movespeed for up to 15s (gaining up to 15s of movement) at the cost of more linear movement (who cares when patrolling anyway) and 2.5s of standing still.
If you're not spamming his Power at all times when it's off-cooldown you're quite literally being inefficient.
Hell, even if you just perform a single Rush and don't bounce off of anything you're in the green time-efficiency wise.
2.5s Fatigue but you Rush at +100% movespeed for 3s once? That's a 0.5s gain.
Blights timers are wonky.
And don't forget, Mobility also means information if the mobility is persistent, which Blight's is.
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forgiving and zero draw backs? Now that is false. His power solely relies on collision. Collision in this game is not guaranteed or constant. It’s changed so many times with updates. You go for a rush and slide, leading to fatigue, and the survivor makes massive distance. Maps like red forest, GOJ, swamp, and now the autohaven maps that were murdered with garbage updates, render his power useless on a good portion of the map.
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You're really reaching with this one. If you're a blight main, great. Enjoy it. Blight does rely on collision and no it's not as bad as you're trying to spin it. A survivor making massive distance isn't, and won't ever be, a problem for Blight.
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Forgiving doesnt mean bad map interactions, it means how badly hes affected by a mistake
0 Drawbacks also doesnt mean bad map interactions, (which btw, arent intended) it means having a downside for such a big upside such as Spirit or Nurse having a slower movement speed for having such a strong power
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Collision is absolutely horrible on many maps. What exactly am I reaching for?
I literally gave you a drawback. Mistakes on blight are punishing. Spirit and nurse can both use their powers at every single loop / tile in the game on any map. The same cannot be said about blight.
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I always thought what if he had a reload mechanic like huntress and trickster. Carrys a max of idk 3-5 syringe. One is spent whenever he uses his power regardless how many times he bounces off something. He already stabbing himself with them and tossing them away every time he rushes make some sense he gonna have to reload somewhere instead of having unlimited supply.
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People love bringing up the skill ceiling, but always disregard the effectiveness floor. Even when I was learning Blight, I was easily getting 4ks (or 3k+hatch) that weren't deserved. Honestly I get frustrated playing Blight, because nearly any Survivor without a minimum of 1k hours is basically dead on arrival in the match, and the matchmaking isn't good enough to prevent newer players from going against that. Heck, bringing a Blight pick alone (regardless of add-ons) is almost like everyone bringing a BNP, then the add-ons are the equivalent of everyone bringing Meta perks designed to fight him on top of that.
The only time Blights are failing, is when the player lacks general gamesense/skill/perks, as using Blight's power strictly for mobility can still win games alone. They hear that Blight is a free-win killer, but they also don't know what the spacebar does. No one at that level of skill is winning a normal match. That's the only reason 'baby-Blights' get bullied, and it's the same issue with baby-Nurses. That doesn't negate the overwhelming power of their kits.
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Sounds a bit overly complicated. Tracking tokens, recharge times per token, syringe count, locker placements, the map as a whole and their collisions--- sounds overly complicated.
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Gonna have to agree to disagree. If what you said was true, the kill rate on blight would be well above 60%.
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An interesting addition to why the recharge feel's fast is probably also the fact the token counter replenish's one by one while recharging, acting as a visible numerical count down on screen, somewhat replacing the actual cool-down timer. It's not the main cause, but it probably is somwhat contributing to the feeling it's shorter than it is, along with the other factor's.
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Since I already explained low MMR (predominantly new players) all I need to explain is high MMR. Since MMR will prefer more closely ranked matches (eg. 1900 2000 2100 2200 vs 1800 2200 2600 3000 each would go against the sequential preference) there is a tendency of the sweatiest to go against the sweatiest. In this case, there will be the increased incidence of BNP inflated MMR (among others) and would thus make the match overall sweatier in general. That 2200 Blight will go against the 3000 SWF, while the 1900 Clown would go against the 1800 soloq.
Also matchmaking is roughly balanced around that 60% marker, as you mentioned, and most skill-based matchmaking systems set you up for failure when on a hot streak. DBD hasn't explicitly stated it uses that type of system, but it is an industry standard in gaming. Essentially if you get too far from the expectation, it will send you to fight harder matches (higher elo/mmr opponents in relation to you). There is also what I think is a conspiracy theory, but it might be true, and that is the game will send you to unfavorable maps on hot streaks too. I think someone in a twitch stream said that a dev said it, but I can't find the original dev quote so I'm leaving this in conspiracy level 'maybe'.
Even if you take the matchmaking system on its face, there are glaring flaws with such mismatched killers. This is most evident when playing at off-hours. It will give you any match that can be found in your region, so if a 1900 v 3000 match is the only match available, it sends you in. I have an irregular schedule, so more of my matches than not are on what is normally considered 'off-hours'. Blight is free wins for days at a time with that, but I actually have to try as C/D tier killers for a 'positive K/E', making them the only ones fun for me. Now theoretically should someone be at such an extreme of MMR (from the combination of skill, tactics, and tools) like whoever got the bajillion win streak as Blight, it is evident how imbalanced the best killer(s) and best survivors are in normal matchmaking.
The foundation of my argument here is that MMR is derived from that parenthetical 3 items above: skill, tactics, and tools. A killer pick alone (such as Blight) provides so much of the heft in that MMR rating, that they are actually less skilled than their opponents, due to being carried by tools. The Blight stream streak also included tactics more heavily into the equation, as I believe the streamer abused the average psychology of players as well as intentionally tunneling off hook immediately.
TL:DR a 1900 MMR Blight and 1900 MMR Clown have their 1900 built up differently, from we'll say 500 Skill, 400 Tactics, 1000 Tools for the Blight, and 1000 Skill, 500 Tactics, 400 Tools being factored in. The effectiveness floor is the tools value in the equation essentially.
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The whole argument about cooldown is redundant when you consider that there is no reason not to run Alchemist Ring all the time and immediately get your power back on a successful use. Imagine if Spirit got her full Haunting back on a Grudge hit, or Huntress recovered her hatchet if she hits a Survivor with it. If Blight's add-ons were brought back in line with the new philosophy they seem to have (focus on breadth of effects rather than strength of individual addons, and no instadowns thank god) he'd immediately drop down to being closer to the rest of the Killer cast.
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His draw backs are minor. So what, if you miss a rush? You do not get stunned and you can correct a mistake or even wonky collisions often enough. What other killer can do that (besides Nurse)? Not even Spirit can do that without some of her best addons.
His power has an insanely high skill cap, that I agree on. I also don't think that this killer should be balanced for the absolute top tier Blight players because it would make him completely inaccessible for most players. But really Blight is such a power house that he EASILY without any effort outclasses even A-tier killers with whom you might be pretty good. What punishment does Blight get for screwing up? He is slowed down for a short duration and has to wait for his power to come back. But until then he is still a M1 killer and can do normal plays. Besides he has addons to help with that as well.
Compare Blight to the killers below him and tell me that his power isn't infinitely more forgiving and more versatile than 90% of these killers. Hell, even Doctor suffers more from a badly timed shock than Blight does. Because that might be the 1 opportunity the Doc had to get a hit. Blight can create opportunities even when survivors don't mess up. Try that with other killers and see how well it goes. And we haven't even factored in his addons yet. A killer that is as strong as Blight should still have useful addons but they shouldn't completely break him. The problem is, when your base power is this strong, how do you expect that to be achievable?
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I simply wanted to talk about Basekit Blight since people were suggesting a basekit change. Alch Ring obviously throws the entire thing out the window, as does Adrenaline Vial.
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Blight has everything for no cost.
Great mobility.
Strong chase power.
Abusing mechanics.
Best add-ons.
His power allows to break pallet even he miss to hit survivors.
His cooldown is so short.
He is 115% killer, so even baby Blights can get some kills.
This killer is insanely busted but the fact ignored by BHVR.
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I’m a man of statistics and facts. And as of the last posted facts, blight is slightly under performing everywhere other than top mmr. You can call him busted all you want, but stats don’t lie. I’m not saying he needs buffs, but he is not “insanely busted”.
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I appreciate the effort of typing that out, but there’s no concrete evidence of that.
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It's hard to judge basekit Blight when nobody runs basekit Blight.
I'd say he's still probably the 2nd best basekit Killer, but with add-ons, I think he far surpasses Nurse.
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I looked up the last stats I could find (https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022) and it says Blight is above 60% kill rate in high (top 5%) MMR. Even if you were to use the all MMR 57% kill rate for Blight, would you honestly assert that Blight is weaker than Dredge, Pinhead, Sadako, (for both charts), as well as Clown, Ghostface, Legion (all MMRs)? I would think you'd have to at least make an effort to think as to why things would happen, and try to explain it, not just taking the stats at face value, as I would think it is quite intuitive at the very least that Blight is stronger than Clown. Then if someone has a differing explanation we describe the weaknesses and strengths in each other's thoughts. That's at least what I see as the entire point of going on the forums to communicate our thoughts, instead of keeping it in our own heads.
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A LARGE majority of loops Blight can use his power, some are just harder than others
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When you look at stats you cant just take the numbers as is. Something can very much be busted while also needing a bit of practice to be done right, which is exactly the boat that Blight is in.
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It really is map dependent at this point. The recent maps combined with their collision changes aimed at wesker has made even MacMillan unreliable collision. Borgo is all but supremely unplayable on large portions of the map. Most maps have fine collision for the most part though.
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And where is the problem? Only problem with this is that only two killer have it all – Blight and Wesker. Although there should be every killer. Hmmm and who do we see in the survivor matches every game? Blight and Wesker? What a coincidence! Do people want to play the killers who are able to fight back the survivors before they eat every pallet on the map in 5-minute game, in between traveling a minute from one end of the map to the other? Of course without camping and tunneling? What a surprise! How dare they!
Also never understood complain "all his addons are good". This is such a rarity in the bhvr's hands that I can use almost any addon in the killer's arsenal and it won't be useless or not worth it. Yes, he certainly has 3 addons that need nerf, but conceptually they should strive to ensure that all killer addons are good.
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Wesker is fine. He can do something and he can't do something.
But Blight can do whatever he want.
Free map pressure, ignores most loops, short cool-down, busted add-ons, abusing hug-tech...
Which killer can do this? Only Blight and Nurse. The most problematic killers.
But ofcourse BHVR will nerf Billy again for no reason. Or maybe they will go for Pig this time, who knows. Except Nurse and Blight, get everyone down.
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Yeah and that I agree with, but thats not something exclusive to Blight. All killers have maps that don't particularly favor them. I also don't believe a killer should have the ability to deal with basically any loop in the game, especially when that same ability can be used to shorten the distance in seconds after the Survivor leaves the loop
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I agree with that for the most part. The issue with blight having collision issues is that other killers based on the collision of maps suffer from it worse than him. I can't imagine playing billy on garden, it's already somewhat hard for blight due to the sheer amount of collision. Most of the collision issues don't bother me but MacMillan was my favorite realm to play on until it went from 1 in 6 trees having bad collision to 1 in 2.
Also people discount 1 side of a tile not having collision around it far too much. Long wall on rotten fields suddenly becomes unplayable without double speed if there doesn't happen to be a random totem/chest/hook on one specific side. You can play many tiles differently depending on add-ons if you understand the collision around it as survivor. I'm not saying it happens a lot but there are many hits that could be avoided if survivors understood collision to a good degree. Although that's a hefty task for most killer players even, so I don't expect that to ever happen.
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How many times have we seen this same rodeo? I'm tired of it. Any killer that's not trapper tier gets mad threads until they get nuked. Billy, Freddy, nurse, wraith, spirit... I'm tired of it.
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I don't mind Blight's basekit power at all. It's just a lot of his add-ons that take him from fun, strong, and balanced to oppressive and unfun. C33, Alch Ring, Adrenaline Vial, and double speed could all use some toning down. But his basekit is perfectly fine as is.
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It’ll never stop. DBD players are persistent about keeping the nerf chains on things that challenge them.
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Seeing how this devolved into a typical "Blight is OP" spiel when I just wanted to share how long his cooldowns are, I guess I'll take a moment to ask something to you two since I'm seeing this brought up.
What does "no cost" mean?
Let's compare him to Billy for a moment. Both start with their power, are 115%, have a power that's primarily used for mobility but with effort can become an effective chase tool, and shreds through pallets. Now, inarguable differences would be that Billy has laughable add-ons compared to Blight's nuclear options, as well as Billy being a lot harder to control for a greater reward (insta-down vs normal hit).
But what's the big cost? I'm not trying to say there isn't one, I really am trying to understand what you mean. Is it saying Blight doesn't take an effort to learn? Because that's not true; he is a challenging killer to learn and master. Not as much as Billy, to be fair, but he's widely regarded as likely being the hardest killer in the game. Is it that Billy has terrible add-ons, because this entire post was created talking about basekit Blight with 0 mention of the add-ons that everyone agrees are an issue.
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You can't seriously be defending Blights current strength?
There's no excuse for stuff like C33, Alc Ring or some other addons to exist on a Killer as strong as Blight.
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Except nurse is still the best killer regardless of the nerfs and spirit is, surprise, still the third best killer regardless of the nerfs.
Very few people complain about Wraith and in general it's more about hit and run play style. He got consistently buffed since his release, except for one single nerf to his lunge duration after uncloaking, literally the only nerf he ever got, and nobody in the communities was complaining about that specifically
Freddy was extremely strong for literally zero brain activity required. He's in a sad state now, he deserved a rework entirely (again) but that doesn't mean his nerfs weren't needed, no killer should be that effective for zero effort
Billy.. yeah
Also what @Pulsar said to your comment. You can't be seriously defending his current state
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Something you didn't mention is that Billy is punished a lot more than Blight for failing to use his power. Not only does he have a longer fatigue, but he also needs to charge his chainsaw (which slows him down too) after missing.
The difference between the two is also the versatility of the power. A billy has to commit to the chainsaw sprint somehow, blight has 5 "chainsaw sprints" so even if he misreads the survivor he might still have a rush or two to correct his mistake and, even if not getting a hit, still being up the survivors ass again without losing that much distance
With this I'm saying two things: billy is punished way too much, but also blight is punished way too little
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A fair point but Blight's multiple attempts is due to his power being entirely based on his environment (being a pinball and all) with him outright needing to bump to even attack. In theory, Billy's insta-down and always being able to use it after charging evens it out (reality is much less fair to Billy, sadly).
Their cooldowns are actually very similar being 3 (across the board on Billy, a 3 on hit for Blight) and 2.5 seconds respectively, with Billy even maintaining some momentum after canceling when Blight is almost motionless. The exception is, ironically enough, the bump penalty that's 3 long seconds of no movement.
However, despite this, Blight is better at countering W thanks to not having a charge and not being restricted to straight lines.
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Take the addons out of the equation. Take blight out of the equation. The statement is still true. You really think it would stop at alch ring and c33? Lmao
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Uh huh.
That doesn't detract from the point though? Those things are still busted on a Killed whose basekit is stronger than every other Killer bar one.
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His cooldowns would not be a problem, if Blight didn't excel in every possible way. That's why I brought up what the actual issue with this killer is. Increase his cooldowns a little and see him still outperform. Increase them too much and see how nobody will want to play him because it basically reduces him to a glorified M1 killer.
Warning: This will be a lot to read. Because I don't want to write even more on the matter I won't go into every aspect of their respective powers and explain how different addons might affect all of them. I'll try to stick to the most important details and point out addon variences when useful.
In comparison to Billy, at first glance Billy might look like a much stronger killer. After all, the Hillbilly has an on demand insta down, greater map mobility (in theory but we'll get to that one later) and the potential to shred through pallets even quicker. For someone, who has little knowledge about the game he might look like the second best killer in the game only topped by Nurse.
But that isn't the case. Billy has a lot of problems, that you'll see when you play him yourself and get to go against better and better survivors. His map mobility suffers from map layouts, collisions, rng and addon dependence. Only one of these things is an issue for Blight. His collisions are horrible and should be fixed regardless of his strength but even then he can play around it. Very good Blights will find a way to bump into the most slippery tiles. Top top it off with Blight you have to the option to decide, which path you want to go. Billy can try and do that at the cost of 2 addons (Driftking Billy) and still he won't be able to do it in the same way Blight does because his power doesn't work like that. There is also the possibility for him to overheat, if he tries to go for a long distance chainsaw.
Onto the chase potential. I was half expecting someon to bring this up, but let me ask you a question: What is harder, dodging a Billy or dodging a Blight? A Billy player that tries to get a snipe on you can be easily dodged by walking to the side at the last moment even with Engravings or turn rate addons. With Blight that isn't quite so easy as he has a hitbox, that, when used right, will get him the hit even if you are right beside him. There is also the possibity for a Blight to first bump and then go for a hit, which buys him more time and limits the survivor's options to dodge dramatically. Comparing both killers, you'll find that Blight has a much easier time to engage a chase because he can use his power to get closer to the survivor and react to their movement while Billy has to predict, hope and get a bit lucky with the map layout to achieve something similar but still not quite as good. If both killers cannot get the hit immediately they'll suffer a cooldown. For Billy there is 2 possibilities, as he could either bump or end the chainsaw manually. Both will result in 3 seconds cooldown with the difference, that Billy can move as long as he didn't bump. Blight on the other hand can only go on a short cooldown (2.5 seconds) and will be able to move as well. On average Blight is also likely to get much closer to the survivor before starting his cooldown. I do not know the exact numbers of their respective movement speeds during their cooldowns, so feel free to add that, if you do. What I do know however is that a Blight is easier to get into a get position to start a chase from.
During chase, you rightfully pointed out that Billy has similar abilities to Blight. He can shred through pallets incredibly fast and get hits (even insta downs) where other killers might struggle. So how comes, he's not considered to be one of the best killers in the game? This is largely due to 3 factors: addon dependency, loop layout and counterplay. I already pointed out, that Billy is quite addon dependent. This has 2 main reasons when it comes his chasing potential regarding curves. First, his base chainsaw speed is too low low to get hits on many tiles and second, addons can open up new ways for him to curve. For example, Engravings make him so faster that during 0.75 seconds of increased turn rate he can first go straight until he passes an passes an object and then still turn and to get around it. Usually you would already need to be right at the edge of that object pull off such a curve. Also, with Engravings you can sometimes wait a bit longer and further around a corner before starting the chainsaw and catching up with the increased speed to get the hit. The loop layout is often underestimated when it comes to how greatly it affects this killer. There are many tiles where a Billy can potentially hit you (pretty much 80% of all loops). But how does Billy achieve that? Curves don't work on all tiles. That is mostly because some loops have the shape of a square or circle. The problem here is that Billy will already take too long to get around one corner and come into a position where he can initiate a curve, so that even if he did manage to mindgame the survivor beforehand they'll still easily make it around the next corner before the Billy can hit them. This is a problem on a many, many, many loops we currently have. Then, of course I need to point out collisions. There is a good rule of thump with Billy. If there's a bush, only use your chainsaw when you're at least 3 feet away from it and don't get any closer. This pretty much eliminates the possibilities for him to curve around any loops with bushes (as long as he needs to curve past them). There are other tiles that you need to treat with the same care but taking all of them into account would take me another 1000 words. Then, we have loops that are shaped like triangles. These ones are a bit tricky. As long as the survivor doesn't panick they'll be save and the Billy can really only go for a back rev. Worst case scenario, they'll have to drop the pallet a bit earlier. Against very inexperienced survivors however (or survivors that aren't careful) he will be able to get a curve on them with enough set up. Most main buildings only allow him to try and go for a back rev but even that is mostly not going to be an option, leaving him as a pure M1 killer. Regarding standard tiles like LT-walls, jungle gyms and pallet gyms Billy will have to rely mindgames and guessing a lot and always has to run Engravings. Otherwise there is no possible way for him to get a hit (granted the survivor doesn't monumentally screw up). I've already covered a bit of this but I'll point it out again. Billy has a lot of counterplay. Like, a lot. You can mindgame, maintain distance, pre drop, run around loops with awkward collisions, abuse windows for maximum pain, crouch tech (though, if you do that there is a special place in hell for you), jump into a lockers and even react to his chainsaw. On most loops a survivor has enough time to react to Billy's curving, which really leaves him with no "right play" in that situation. This can be mitigated by Engravings but never eliminated.
Blight finds himself in a much better position here. Unlike Billy he is able to hit survivors around corners, which already is a huge deal and he can play around most loops in the same way. Rush and bump until you catch up and hit. I know this is easier said than done but for the sake of this argument I assumed the Billy wouldn't mess up the angle of a curve or back rev neither. On loops where that might not work he can also try and hug tech, which makes his chasing power even more versatile. Something, that many people don't take into account when it comes to Blight's chase power is his ability to adjust and react to survivor movements while using his power, allowing him to switch directions and mindgame even while already using it, which again is a way to get hits where Billy would struggle. As I mentioned before Blight can create situations, where the survivor will mess up regardless because they have no "right play". This is the exact opposite of what Billy struggles with. Now, let's see how Blight deals with Billy's other weak points. Mindgames: Reactable. Maintaining distance: Not an option due to the nature of Blight's power. Pre dropping: The same as Billy, a little better because he can force out pallets faster. Awkward collisions: Horrible for both, a little easier for Blight to deal with. Windows: Blight can play around most windows pretty well. Crouch tech: Both are affected by it, Blight has a chance to look downward and hit survivor regardless. Jumping into lockers: Possible against Blight but comes with a higher risk because Blight has 2 options to deal with it (wait for his cooldown or bump again). Reacting to his power: Possible and definitely not always easy to deal with but can result into hits regardless. To compare both killers in chase you need to consider how long it would take a Billy to get an insta down vs how long it would take a Blight to get 2 hits and how many ressources they both get out of the way. I can only base this argument on what I explained earlier and our perceived strengths of both killers but in general Blight gets faster downs even with less effort. The top tier Blights are pretty much unstoppable in chase, while top tier Billys still have to set up and mindgame more, which results in more missed shots. Blight might have the highest skill ceiling in the game but his skill floor isn't all that high and payoff to skill ratio is way higher than on any other killer besides Nurse (and when you are only exceeded by Nurse that shouldn't be used as a defense that your power is fine).
The cost of their respective strengths are cooldowns and the necessity for set ups. While Blight has little to need to set up for his power to grant him a hit, Billy has to do a lot more in that regard. Both killers suffer cooldowns after using their powers with Blight's cooldowns being slightly shorter but with the cost of a refill timer as opposed to Billy's power being ready as soon as the cooldown ends (granted he didn't overheat, which unlikely as it is can still happen). Blight's base kit doesn't have many problems even with the low price he has to pay for this strength (other than hug tech imo because it allows him to get hits with too little effort on some loops and his whacky collisions in need to get fixed). But when you factor in that he already is this strong without any addons and no killer's addons should be useless like Pyramid Head's for example you really can't find a way to give him useful addons that don't make him an absolute monster. All his useful addons are mighty transformative in the right hands, which goes to show that every part of his power is already strong without any enhancements. If he was this strong with his good addons, that would be fine. But how can we allow one killer to be this strong with the best addons in the game on top when killers like Trapper, Pig, Myers, Clown, Wraith, Sadako, Freddy, Doctor and even Trickster exist. This list can be continued all the way up to some of our stronger killers because there are many situations where they simply get outpaced. You can make an argument that this is a problem with these killers and not Blight but when it comes down to fixing it, BHVR need to make some changes to the core of this game like reworking unfair maps, nuking Garden of Misery (honestly, this abomination doesn't deserve better), reducing the number of pallets on some maps and even blocking the gens for the first few seconds of a match, so that killers with low mobility don't get screwed just because.
Even when comparing base kit Blight to Engravings Billy (Lo-Pros are too difficult factor in as they are too transformative and affect different players in different ways), Blight beats Billy in almost every category imaginable. This is where the low cost of his power (low cooldowns during which he can still move) becomes an issue. It allows him to outperform most killers and he has a lot of potential to correct mistakes and even if he doesn't get a hit with his power he is still a normal killer, which leaves him with no greater draw back than a 2.5 seconds cooldown during which he moves slower and can't perform any action.
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That’s besides the point. It doesn’t matter if it’s busted or not, it’s always going to be “on to the next” mentality. It could be “just strong”, but there will be cries for nerfs.
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