Comments
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Please bring back old Summoning Stone and Soul Chemical. The changes to these add-ons were completely unnecessary.
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I fully agree. These add-ons were fine how they were. They were neither good nor bad, just fine. Making them how they are after the PTB was completely unnecessary. I predict they won't get as much use. At least the current ones have some use. I've already advocated for Iri Tag to return to its original state of being an…
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So, the way that Blight's movement works is very different to other mobility killers. For example, once you initiate a dash with Oni and you turn left or right, you go left or right. However, with Blight, whenever you go left or right, he still goes forward until he starts going in the direction he's rushing. The most…
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With turn rate - Whole Blight will turn (go left and right) With look angle - Only your camera will turn, Blight will keep going straight. It helps with 180 flicks.
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I honestly believe that the original version with the insta-down was healthier, but it needed some nerfs. I advocated for one of two versions to be implemented: Version 1 Iri Tag: Bring back the insta-down effect on the last rush token used. Add a 4-meter rush requirement to the add-on to prevent camping with the add-on.…
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Thanks for comment. I forgot I made a Grim Reaper concept. In regard to the lore, I was thinking similar things to you with some difference. Firstly, since The Grim Reaper is the manifestation of death itself and a separate being/concept, it grew curious over what the Entity was doing. However, when The Grim Reaper visited…
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I would suggest this change that Scott Jund advocated for and add maybe add the, "Stun or blind the Killer to rescue a carried Survivor," as a deactivation requirement since they're not being tunneled.
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Just edited the discussion cause I accidently hit save by mistake without typing anything.
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Happens to me, and various other people, all the time. It's a result of matchmaking. However, I personally love getting outplayed because it gives me a challenge during chase.
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I agree. For double speed, I advocated for the same. With Iri Tag, I was never a fan of infinite rushes. I would love to bring back the insta-down with a 4-meter rush requirement, but also give survivors a globally audible and visual indicator when Blight will use this add-on on the last rush. For C33, I honestly don't…
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There's a couple of reasons for this. Blight is my primary main for context. Hag is 110 because she doesn’t chase in a normal way. She teleports and gets the hit immediately after once you develop good reflexes and game sense. Ranged killers, for the exception of Trickster due to his changes, are 110 because they have,…
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I got some updated info. Apparently, it's not the duration that's bugged. It's the animation. You can still hit a survivor either with Corrupt or Vile Purge, but the animation just lasts a little longer. Despite that, it still makes it feel really sluggish. Here's the link: Magi on X: "Plague's cooldown is currently…
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You do know that Blight never had a hug tech before when he released, right? If you remove the hug tech, he'll be just as strong when he released and more efficient to play as. The hug tech just adds a bit of risk to his play and is counterable.
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I acknowledge the claim, but I respectfully disagree and here are the reasons why. The first reason is mostly due to the fact that his strength wouldn't change too much. On the killer's end, he would theoretically feel a bit worse to play, especially in indoor maps. The second reason is to address why he's 4.6 in contrast…
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That's what I thought too. The person who made the claim stated that they were, "bugged," due to datamining. The only problem with this is that datamining only shows how they work instead of how they should work.
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My thoughts exactly, but unfortunately, in these last couple of days, all I've been getting are Skull Merchants who try and three-gen. Of course, I won't deny the fact that she's better at chases, but I can see that the former strategy is still prevalent.
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Well, thank goodness for that. Just today, I went up against a Skull Merchant, did a gen with an active drone, was midway done with it, she comes over, pushes me into the direction of the drone's beam, and that process just repeats itself every time on a gen or when I'm one dot away from Lock On.
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Yes, that I do know, but the amount of Skull Merchants I've gone up against with several friends who've tried to three-gen and were successful with it is innumerable. Even though we can be on a gen with an active drone, it's inevitable for us to build Lock On when the Skull Merchant comes back to the gen by forcing us one…
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I understand, but still, any type of change can be good.
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Very interesting. I'll try and come up with something in the meantime on my Google Doc and post an updated version of this discussion soon.
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I understand where you're coming from, but I am personally not a fan of status effect add-ons. I prefer add-ons that directly affect the killer's power. For example, look at Plague. She doesn't have any status effect add-ons. Only ones that affect her power.
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Hey lad. Thanks for the feedback. I'll definitely be changing some add-on effects for sure after what you said. You mention bringing back his old insta-saw add-ons but not making them stack. I am 100% for that, but what would we do with the other current day insta-saw add-ons? Secondly, when it comes to Big Buckle and…
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If you're talking about this one, Ultimate Blight Guide | How To Master! | Dead By Daylight - YouTube, he only speaks about it, but never shows how it looks like.
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Yes. I understand, but I'm only saying that it would be nice to have a visual representation just like we have one for the killers I mentioned above.
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Oh damn! Wait, how do you know this? I thought his hitbox was permanently wide during a rush.
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Thank you. I posted a small edit at the end clarifying the loss of tokens in and out of chase.
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Now that you mention it, you're right. I was concerned about the guy's twisted logic when he came into my chat.
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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 completely agree. This is the case for a lot of Blights since most of them go for bump logic.
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Oh! My bad! Thanks for the feedback. I forgot about that. Thoughts on the proposed changes?
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I barely run it. I think the last time I ran Iri Tag was last year to try it out. Personally, I've decided not to run it because I like to engage in chases. Shutting down chases quickly isn't really my thing unless I'm doing a win streak or something amongst those lines.