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how would you change Blood Warden?
This perk was introduced before the Endgame Collapse and was out of date, what changes would you make?
Comments
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Well it could open the exit gates automatically and have them blocked. If the survivors have 99’d the gates then you aren’t losing much.
It could do the above only if the gates have more than 50% progress, or work as normal if they have less than that. This stops survivors instantly opening the gates once they are safe.
Alternatively it could apply early and just have the vines cover the exit gate switch for 60 seconds if the gates aren’t already open. This would kind of make Remember Me redundant though, but then nobody seems to care about that perk anymore.
Problem with all these though is it would likely lead to a lot of crutch Bloodwarden/NOED builds. Especially by the campy killers.
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It's difficult to get it to work properly if you're doing a normal game, but it can be a pain to survivors if it works perfectly. I wouldn't change it, because not many people use it anyway. It's fine as it is, imho.
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Exit is blocked for 15 seconds after opening the door. No hook required.
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When a survivor is hooked, any open exit gates will be blocked by the entity for 60 seconds. If any survivor is exposed within 15 seconds of activation, Blood Warden deactivates until another survivor is hooked.
To counter endgame builds, even as a killer main myself, that's honestly bs and should be tweaked, just because you slugged, opened a gate then hooked, doesn't mean that with noed you deserve a 4k, that's just stupid, work for your kills
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I don’t think it really needs to be changed much.
Perhaps if it reveals survivors auras while interacting with a gate switch, PROVIDED the EGC hasn’t yet started (so it can’t screw over the last survivor in the trial if the killer closed the hatch)
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Just a joke proposal, if all gens are done it resets progress on doors that are not progressed right that moment. If the doors are open it closes them again for 30 seconds and any survivor in them is either killed or ejected into the exit. The doors close slowly so either commit to a save or run.
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How is it out of date? If they 99, open the door yourself. Hook someone. 60 seconds of more match.
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Instant block the gate after open will give Killer at least a free hook or two. Thats no risk with good reward. Especially if there ara 1-2 Survivors left can always lead to 4K.
Requires a hook in EGC to activate it is high risk-high reward. You may never able to get use BW, but also you may able to activate BW with EGC is nearly done. That will always be the most satisfied feeling as Killer in the game.
BW is fine for me.
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Make Blood Warden work off a token system. You get tokens over the course of a match through Survivors being unhooked while you are a certain distance away from the hook (similar to Devour Hope or Make Your Choice), and when an Exit Gate is open, Blood Warden kicks in and blocks the exit for a certain time depending on how many tokens you got (with an upper limit, of course). EGC timer can be slowed/paused if need be.
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Just give the killer more control over activating it. I feel if it's too lenient it would be broken however I feel a few quality of life changes or buffs would be okay for the perk. However I will state the reason Fire Up exist is so you can use Blood Warden more easily. You usually slug a survivor until a gate is opened and Fire Up is meant to speed up picking them up and hooking them to ensure you use this perk. I feel there lies the problem with Blood Warden.
Here are my two proposed changes for the perk with reasoning
Allow killing the survivor by hand to activate the perk
- This would give more synergy with other perks such as Rancor and HEX: Devour Hope
- This would discourage using a mori offering early on in the game if Blood Warden was in play
- It would give the killer more control over activating the perk
The other big issue is actually activating the perk. You pretty much have to predict everything perfectly. Unless you're good at reading the situation you know most survivors figure out what you're doing by now. Either they can tell you're waiting for the gate to be opened so they will just stand there until you are forced to hook or slug again or the gate is open and they'll just run out. Alternatively if you use Fire Up they can usually guess if you're specifically slugging in the End Game they know it's likely paired with Blood Warden. So in a way what I'm going to suggest may be controversial but.
When the exit gates are powered increase the killers pick up and hook speed by 100%.
- No longer do you need to pair Blood Warden with Fire Up just to increase its odds of success saving a perk slot
- It solves the issue of needing to wait to slug sometimes only to bait out the altruistic or ignorant survivors
- It's more convenient because it gives you those precious seconds needed to operate it
Now that was a more short suggestion but overall I feel those are the two changes Blood Warden needs for success and the reasons why it falters a bit when it shouldn't. I'll say though when it works it works but it's rare.
Now Fire Up could use a lot of buffs but that's for another thread.
Alternatively the following
The intensity of the Aura of the Exit Gates increase with the more progress made on them and increase your pickup and hook speed to the current highest percentage completion.
So if a gate is at 90% you pick up at 90% increased speed. If the gates are open you pick up at 100% speed. Same reasoning as above.
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I might be in the minority here, but I wouldn't change Blood Warden at all - I've had use out of it quite a few times and whilst it's definitely a pretty niche perk and definitely not going to be useful every match, I'm fine with that.
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I don't believe you're in the minority. I wouldn't exactly change it much either I just identify the issues with the perk. My only gripe is Fire Up clearly exist to be paired with Blood Warden. You shouldn't need two perk slots to make a perk have decent balance. I get it but I don't like it.
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I would buff it by making the opening levers regress if Survivors don’t open the doors all the way.
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Blood Warden is fine in theory, its just that 99ing doors ruins it and is kinda dumb. So... I'd make it so exit gates start auto regressing if you let go of them... but won't fall below the thresholds where the lights come on.
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Don't like late-game-only Perks, so i'd pretty much rework the entire thing.
Maybe something like...
Blood warden
When you hook a Survivor, the Generator that has the most repair progress below 100% and isn't already blocked by Entity Blockers becomes blocked by Entity Blockers until that Survivor is unhooked.
The Entity Blockers will force off any Survivors still repairing it.
It'll stack, meaning it can block multiple Generators by having multiple Survivors hooked.
"...and isn't already blocked by Entity Blockers..." is added so that, when you stack it, it doesn't choose the same Generator again because it would still have the highest repair progress.
This would also make it so, if a Generator is already blocked by Corrupt Intervention, Dead Man's Switch, Thrilling Tremors or Repressed Alliance, Blood Warden would pick a different Generator.
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The change i would make is that when you hook a survivor once the generators are complete but exit gates aren't open yet it opens them automaticly and then blocks them.
Force the survivors to make a move
The real problem with bloodwarden is that the time frame that it can be activated is awkward. 9 times out of 10 you have to open the gates yourself
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What's wrong with Blood Warden?
It's hard to pull off correctly, but so very rewarding when you do.
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Blood warden doesn't need any changes, survivors just shouldn't be able to 99 the exit gates to incentivize them to actually open it.
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Slight rework,
As soon as the Exit Gate Exit Gate is opened, Blood Warden is activated. The Auras Auras of any Survivors located within Exit Gate areas are revealed to you.
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity Entity to block both Exits for all Survivors for 20/25/30 seconds.
Whenever a survivor leaves the trial through the exit gates, both exit gates become blocked for 10 seconds
Now bloodwarden will always have an effect and can lead to extra kill vs survivor teams camping at the exit gates
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I'd probably just have Blood Warden also block the Switchboxes on closed doors for its duration after a survivor is hooked. Get roughly the same utility whether the door's open or closed, provided you hooked someone first.
I'd maybe also have each hook (following the one that activated it) re-apply its effect with a much shorter duration. Maybe like an additional 20-30 seconds max.
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Just have the escape block become active(the hook trigger stores the activation) when the doors open. Suddenly it's a viable perk, shocker.
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What's wrong with 99ing the exit gate? Why change a whole mechanic before a single perk?
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