Comments
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Maybe you don't remember, but I do: Iron Will was everywhere before the nerf. It was right below the big four (Borrowed Time, Decisive Strike, Adrenaline, Dead Hard) in terms of its usage and strength. Being completely silent when you're injured is a MASSIVE advantage in chase. I'm guessing you don't play Killer much and…
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In case something unexpected happens after you click M2 and you decide you need a patrol instead of a pallet break?
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I use Distortion because I'm not that great at chase on Survivor. But I wasn't born yesterday, I'm not gonna spend the whole game hiding behind some trees on the outskirts of the map while my teammates get slaughtered. I play risky when the situation calls for it, when I haven't been hooked yet and need to keep the…
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Yes, and these are surprisingly common scenarios. If enough flashlight/pallet saves happen in one match, meaning the Survivors have made it clear they're not going to let me actually get a hook, I often say "Fine, have it your way" and leave them to bleed out.
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BT was made basekit because it was basically mandatory if the Killer was camping or tunneling someone. NOED is not mandatory by any means; it's not even in the top 10 most-used Killer perks.
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Am I talking to the same person I was 2 hours ago? How did you go from "There are 3 other players besides the hooked player. Play the game and stop standing in one spot staring vigorously at the hook, let Ada play the game." to "Really not an issue, just do gens"?
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So, let me get this straight: You want facecamping Bubba back? Because that's what's going to happen if you don't mind having Insidious be an option for camping again.
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Who said anything about staying in one place? I'm saying that if the Killer hooks someone in the middle of the map, leaves the hook, and then hears a noise notification or something on the other side of the map, there's now a massive invisible bubble smack dab in the middle of the map that the Killer is forbidden from…
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If you're basing it on the actual terror radius, then say hello to the return of Insidious camping. And heck, that change would barely help against a camping Huntress; her actual terror radius is only 20 meters. The average map is 9,282 square meters in size. If you don't believe me, look it up. So if a Survivor is hooked…
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Well, for one thing, the anti-camp bar never stops filling completely, even if a Survivor is present. More importantly, if the anti-camp radius is 32m wide, then suddenly the Killer's movement is very restricted if- god forbid- they hook a Survivor in the middle of the map. If the Killer has to avoid that whole area just…
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The issue with that change is that Survivors may start using it aggressively. 32m is a pretty huge distance, so a Killer who's not even trying to camp may end up filling the bar. If you want my suggestion for a change: If the Killer downs a Survivor within the anti-camp range, then the anti-camp bar fills instantly. So if…
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Luring him away from the hook operates under the false assumption that the Oni is willing to be lured away, and is not simply waiting for someone to commit. You think I don't know Blood Fury's duration? Don't you think I would have waited it out if that was an option? Having only a 14-second window where you can actually…
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If you can't get within 16 meters of the hook without being spotted, you probably made a mistake. And even if you didn't, it's much more reasonable to expect one Survivor to lead the Killer away from the hook while another actually goes for the save, instead of having a Killer who can instantly dash straight to the hook…
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Myers at least has to walk 16 meters before he can get you. But if the Survivor is hooked out in the open, then even if the Oni doesn't spot you before you get within 16 meters of the hook, he's so fast he can still down you before you get the unhook. Aside from Bubba, you could still counter facecamping Killers by sending…
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Well then, let's read the developer update that introduced the anti-camping system: "This new mechanic is intended to address the most egregious camping scenarios, discouraging Killers from standing too close to a hooked Survivor for an extended period and creating opportunities for the other Survivors to make the save."…
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Did you not read my first post? I just presented a scenario where getting an unhook was effectively impossible. I asked for a solution and you give me empty words.
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I expect the actual problem to be solved? A Killer could be using their power to camp from the other side of the map, for all it matters. The actual problem with facecamping is that the Survivor can't get the unhook, not even a hook trade. Everything else is just aesthetics.
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Only on paper. In practice, people just found a different method to do the exact same thing. People didn't hate facecamping because the Killer was literally staring you in the face, they hated facecamping because you can't unhook against a facecamping Killer.
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Again, who cares? It's cold comfort for me and my dead teammate. The method doesn't matter if the outcome is the same. If Survivors can't even get a hook trade, we're back to square one.
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What's the point of an anti-camp mechanic if you still can't actually get the save? Proxy camping I don't mind, provided it's still possible to get the save before you go down.
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In other words, there's no play I can make that will result in a successful unhook, unless the Oni screws up. The Oni can just charge in and instadown me as soon as he sees me going for the unhook. Sounds to me like that element of the anti-camp needs to be toned down at the very least.
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It would also make him extremely difficult to keep track of. Most stealth Killers have largely-predictable movement, so even if you can't hear the Terror Radius, you can still get a rough idea of where they might be based on where they were last seen. But without the global audio cue, a Demogorgon could be almost anywhere…
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Meh. When you've seen one snappy, thought-terminating cliché, you've seen them all. Look, I'm trying to get you to make a good argument here. You've come up with some actual good points in defense of Blight, and basekit, he's probably fine. Or at least as fine as a top-tier character can be. But to make a good argument,…
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Suddenly it's not enough for you to disagree with me; now my ideas have to be beneath consideration. Guess I was making a little too much sense back there and now you have to find some other way to defend your pride.
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Exactly how did I twist your words? Your very first post in this thread was unsolicited advice-giving. You didn't ask why the OP has a problem with Blight or what specifically they were having trouble with or how often they escape against Blight or how good they are as a player. You immediately told them, and I quote,…
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Oh goody, "Us vs. Them". Yeah, that's constructive.
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And yet you immediately assume the worst of people complaining about Blight. When this thread opened up, you didn't think "Hey, another thread complaining about Blight. Well, maybe this guy knows something I don't", you immediately jumped to "They must be bad at the game". There's nothing to indicate that the OP doesn't…
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And I have run into many Survivors who don't know how to window-vault while being chased by a Guard, or who pass up an obvious opportunity to grab the flag, or who drop a pallet at exactly the wrong time, or stay at a loop when they had a perfectly good opportunity to chain to another. Does that mean the character I play…
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You can counterplay a Blight, sure, but counterplay can only take you so far. Do you honestly think everyone who has a problem with Blight just doesn't know how to play the game, and that's the only reason anyone could possibly have an issue with him? Because I can tell you right now, I have no such delusions about Knight.
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That isn't what I said. Stop twisting people's words.
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That question suffers from the false premise that there's anything substantial TO learn about countering Blight. The Blight's been in the game for over three years now; if beating him was just a matter of finding the right counterplay, people would have found it a long time ago. There's only so long you can insist that…
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"Learn some skills and counterplay against him"? Just because it's phrased a little differently doesn't mean you weren't making a "skill issue" argument. Arguing in bad faith doesn't help your case.
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"Select add-on disclaimer" kinda undermines your whole point, doesn't it? Blight only gives you a remotely fair fight if he's holding back.
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Well, OP, in the interest of being constructive, here's how you and your friends win games as a team: Good players are always looking for something to do. When in doubt, do gens. Outside of emergencies (2+ Survivors down), you should almost always have at least one Survivor doing gens. No matter how well your team members…
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Rapid Brutality comes with a major downside of losing Bloodlust, and Batteries Included is niche at best, requiring you to go to very specific parts of the map that you'd ordinarily have no reason to go. And what almost every other Haste perk has in common is that it's a temporary speed boost, often requiring very specific…
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Have you considered that your arguments are simply not correct? A bad argument can't convince you on its own merits, no matter how many times you repeat it.
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According to BHVR's stats, Blight's killrate goes up in high MMR, not down. From 57% to 61%. If you want to lose less often against Blight, the optimal move is to NOT get good. You're simply not rewarded for playing well against Blight. Your reward is to face him and lose to him more often, not less. Nurse and Blight are…
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Again, what's supposed to follow is that getting better will help you in some way, and it doesn't. Blight scales extremely well with player skill by your own admission, so any tricks you learn to beat him with are quickly tempered by Blights who've learned how to beat you in chase anyway. Your own extremely specific…
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Okay, getting "good" is not unreasonable at all. Sure, I suppose so. Just one small problem: Getting good doesn't solve a thing if your problem is with Blight. In the short term, it might win you a couple games, but in the long term, it'll make your problem worse, because you'll be running into better Blights, and there'll…
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The majority opinion on Nurse and Blight is that they're top-tier; every time I've seen a polling-based tier list, they sit firmly at the top, and the consensus is that that's unlikely to ever change until they receive nerfs. The consensus on Nurse is that she's likely to lose several games at least when you're starting…
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"Pub stomper" characters have the highest killrates on Nightlight, true. But generally speaking, strong Killers stay strong and weak Killers stay weak regardless of the overall skill level. Especially a Killer like Blight who can always fall back on M1 gameplay. You keep claiming that the "average" game is so low skill…
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"Nurse needs buffs and Blight is mid against average players" is a hot take if I've ever seen one. Because I don't see any evidence for it. Both are in the top 10 killrates on NightLight, and are consistently rated as S-tier on pro players' tier lists even for standard play. Their killrates are also likely to be deflated…
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I said "master the fundamentals", not "reach the skill cap". Unless you think we should balance around baby Nurses who need 20 blinks to land a hit?
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No, the tier lists I've seen were for standard gameplay, simply assuming the Killer has mastered the fundamentals of playing their character. And what makes Blight particularly nasty is that unlike Killers such as Sadako and Pinhead, he doesn't simply fall apart against Survivor teams who have learned what counterplay he…
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Perhaps you could introduce me to these "average Survivors" you keep talking about? Last I checked, the consensus is that Blight is S-tier, disgustingly powerful, and consistently makes mincemeat of Survivors at every skill level. And that's been my experience as well; when I go up against Blight, I have no illusions that…
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Blight gets slapped in comp when he's nerfed heavily by the rules- not allowed to bring any of his strongest addons or perks. One of the most intricate things about competitive DbD is often the ban list, specifically trying to create a balanced matchup for killers like Blight. The problem with your logic is that it's a…
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So when a player loses to Blight, it's a skill issue and they need to git gud. But when a player actually gets gud, suddenly their skill level is high enough that their Blight matches are irrelevant to the conversation? How convenient that no matter what players do, there's always a reason for why Blight can't possibly be…
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You know, generally speaking, strong Killers aren't in the bottom 3 kill rates.
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Blight routinely slaps comp-level Survivors. Is it also a skill issue for them?
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Trickster is unique among ranged Killers in that he's not actually that good at long ranges. Pulling out his knives makes him lose distance, his knives are way easier to dodge at long ranges, and he has to hit all 6 (Or 8, in the new patch) knives within 10 seconds of each other. Combine all those things together, and it's…