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Are oppressive Blight slugging builds intended?
A Blight running Infectious Fright, Coulrophobia, and Distressing creates a very easy and oppressive slugging setup.
Matches like this do not feel engaging or healthy for the game. A 4K with this build feels less like skillful play and more like an expected outcome.
So is the idea to keep certain killers strong enough that even beginners can relatively easily secure a full wipe?
There is some counterplay, like getting into a locker to avoid Infectious Fright, but that only helps a little. In solo queue, not everyone is going to do that, and depending on the location, getting to a locker is not always realistic in the first place.
I think this would still be extremely difficult to deal with even for a coordinated SWF using voice comms.
Is the balance team considering adjustments to this kind of setup at all?
At that point, are survivors basically just supposed to get picked up twice, give up, and move on?
Comments
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I would say that the only counter to this build is healing outside of his terror radius or simply playing injured.
I am aware that it's harder for people to do, but I see your point and Behavior should look at it if the data indicates that it's an issue.
I would personally rather deal with this build than full regression or aura reading, but that's because I actually do like playing injured (I like to be efficient on gens) so, the build doesn't bother me but I can see this being an issue in mid-low MMR.
I personally think it's a weak build on a high mobility killer like Blight, but that's just my 2 cents.
Edit: I want to add another thing as another crucial tip. Separate, do not be with other survivors, and he will not get perk value out of Infectious.
I see so many survivors and sometimes in my own games that will be together, let's say they're healing - they will go down together and it practically collapses the game.
If you're aware he has this build, work around it, and punish it. If you need any more tips on how to deal with this, I do not mind answering further.
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Blight has a 40m Terror Radius now, and Distressing increases that by 30%. That gives Coulrophobia a huge area of effect, so “just heal outside the Terror Radius” is much less realistic than it sounds. On a killer with Blight’s mobility and down speed, survivors often don’t have enough time to reset before he’s already on top of them again.
In theory, splitting up and staying injured is the counterplay. In practice, against a strong Blight, that’s far easier said than done. He can rotate too quickly, force constant pressure, and snowball before survivors can stabilize.
So I really don’t agree that this is a weak build on Blight. Against an average Blight, maybe. Against a good one, it’s extremely oppressive.
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Everything that can ruin the fun of survivors is intended design by bhvr.
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All perks can be oppressive on Blight.
It's the same with SWF and survivor perks. They can make Specialist look OP.
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I would say that the only counter to this build is healing outside of his terror radius or simply playing injured.
When using Distressing Blight has a 52m Terror Radius. You will basically be in his Terror Radius all the time, especially due to his insane mobility. Which also helps him to down people quickly with Infectious Fright. You are far away when he downs someone, but he is very quickly on you.
Separate, do not be with other survivors, and he will not get perk value out of Infectious.
While this is true, when you pick someone up, you need to be close to them. Which then prompts the Killer to go back to that location and at this point, there are two Survivors which are close to each other.
It is absolutely miserable to go against. Of course some muppets will now say it is due to Fast Track, but this is not true, this build has been around for quite some time. And not only on Blight, Billy is basically the same. And it just shows that Anti-Slugging is needed, because stuff like that should not be possible. And nerfing the Perks is not really a solution, because neither Infectious Fright, nor Coulrophobia, nor Distressing or Forced Hesitation (which is the Perk which was used on top of the rest when I encountered the build) are a problem on its own.
You can argue if Blight would be the problem and while this is the case to some extend, reasonable Nerfs to him will not change that this build on him is oppressive. And even if the Devs can somehow change Blight in a way that this is not possible, players would just jump to Billy who is the next best user of it.
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Oh yeah, for sure - I haven't experienced the build as much but when I do, that's typically what I do when I play against the build.
Most of the time I experience Blights, it's full regression or aura + regression. So, I don't see the anti-healing variant on him as much - I probably see this type of build on Wesker the most from what I experience.
I think if I was downed, let's say a snowball occurs - I do believe it's crucial to crawl away from one another. Same thing for when a survivor going down in front of a hook, you want to crawl away - else the killer can just sit on top of you and it gives the killer the advantage to just watch two survivors even if people prioritize recovering first.
The day Behavior gives survivor anti-slugging (we still don't even have the patch where we get off a gen and it doesn't blow up after how long they said they'd fix it?) - Behavior implements anti-slugging, you will see forum post after forum post doomposting how unplayable the killer role is and people threatening to quit the game.
This game in particular has so much tribalism to the point where one side needs validation, feels misunderstood, doomposts about a new (map, item, perk, etc) - therefore the only time I can see Behavior doing this is only when survivor queues are decimated and killers start complaining about queue times again - even then multiple years and patches saying we'd get anti-slugging and Behavior is always hesitant to do so.
Maybe when Halloween comes out and survivors who are slowly fading from the game to go to a competitor is when Behavior does something, the survivors will come back praising the game, and then Behavior gets the benefit of looking good when in reality they only did this to stop the competition from growing - we see this every time when a competing asym is created or when queue times are horrendous.
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When I say it's weak on Blight, I'm saying it's relatively weak when it's against people who split up from one another due to the lack of information if one person is doing a gen on one side of the map and another on the other side of the map.
To me, when I go against the build that's what I do - I split up, I do gens, and I power through it, and punish it.
The Blight has no slowdown, this is also why I'd argue that it's important for people to actually move from their initial location because killers hate this - they genuinely hate when a survivor is downed and they move. I remember going against a Skull Merchant (before her nerfs) and she was doing a slugging build to slug people intentionally and she'd hover my body and it took me having to crawl away for her to make the decision of either picking up or completely losing me to begin with.
Same thing for a Blight, same thing for a Hillbilly, Doctor, Wesker, etc. - if you're going to use a build dedicated to slugging me to death and using infectious to get value on my team trying to hover around me and heal me, I will punish you by simply moving.
I have gone against these types of builds in SoloQ and each time I've done something similar to this. This build only grows in power when survivors are huddled together and allows a domino effect to occur in the first place. Granted, I didn't say the build wasn't oppressive, I just said it was a weak build. Any coordinated team or a team that functions how I just described above ^ would completely dismantle the build, especially with WGLF which I do see in my games. (another perk people complain about)
It's a strong build, don't get me wrong - it's just not as consistent as full gen regression or aura + regression is my point.
Edit: I'd even say you can waste their time too - I used to do this when Knock Out was a thing. Honestly, my logic is if you waste my time, I will waste your time.
You wanna slug my teammate with Infectious, alright - I'll hop a locker, force you to grab me, and put me down and waste your time just like you are wasting my team and I's time. So, sure that's another thing that I would intentionally do because believe it or not, a killer hates having their time wasted thinking you have Head On (and you don't) and they stand there waiting and baiting a Head On just to grab you out, go through the animation, and then have to set you down - yeah, you can do all of that Mr. Blighty boy.
But that's just me, I look at the game in math at this point. You wanna waste my time, I'll waste your precious time in seconds to give my team time as well.
It's actually kinda funny sometimes! I remember doing that against a killer with Knock Out and they actually hooked me, lmfao.
So, yeah I will think about doing that again if and when I come across a Blight, Wesker, or whoever wants to do this build on me again, thanks for reminding me of this, lol.
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Slugging Twins surely cannot be intended either lol IDK why they havn't dealt with how unhealthy that is for the game.
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As opposed to non slugging twins? That's just what the killer does
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Run Anti aura and calm spirit. Try an actual stealth build
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I don't think it's the intended way to play her though, I feel that's more of what the community ended up doing, it's similliar to the blight issue coz they can be in two places at once and guard downed survivors. Much like how blight can get to a said location quickly because of their mobility.
Thankfully we do have the new abandon, but idk it's not really a tool I want to take away from killers, I just think the high mobility or the utility of having 2 of you when it's used for this kind of gameplay as this thread discusses can be really oppressive.
I'm not sure that's intended at all.0