http://dbd.game/killswitch
Bloodlust Disabled Weekend Results?
Does anyone have any notes on how well or terrible the last bloodlust being disabled for a weekend went? I'm interested in seeing any sort of notes on it. I'm not saying bloodlust should go away or anything, however I'm gonna contradict myself right now and say I'd like to see another test session done to see how games fair without it. As sometimes I'm only hit because of it, so it can be annoying. I know it's a heated subject (like most things), but I'd wanna test it out on certain maps like Midwich or any other maps with tons of resources like Meat plant.
I think it'd be a nice time to see whether or not if it should finally work it's way out of the game. A lot of maps have been reworked and have been buffed to a degree in pallet density. So I think it would be nice to see if any of the recent reworked maps need anymore adjustments and how they would fair without bloodlust in the game.
Comments
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I didn't play during that weekend I wish they did more weekend experiments like that
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It brought infinites back in several main structures in several of the maps.
Bloodlust 1 is needed to counter holding w and to prevent infinites from happening. With bloodlust 2 and 3, if the killer lands a hit because of that, you did your job as survivor by keeping them busy for 30+ seconds before they land a hit. If you get downed twice because of bloodlust 3 for example, that is 90 seconds, easily enough time for the rest of your team to finish 3 gens.
Survivors have 4 people, they should always eventually lose the 1v1 and that is what bloodlust serves to do.
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Yeah that would be nice so we can get (IMO) a better look at maps. Killer sided ones might start to lean more towards a 50/50 evenly balanced without bloodlust. It'll also show where the faults lie in certain maps.
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Oh really? Which ones in particular? We're any of them reworked recently?
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No, these were after the map reworks.
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Oh I guess I forgot about that.
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I like this whole response by the way.
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having no bloodlust would kill killers. at that point they'd never be able to get the hit on the survivor in the chase. so i don't think you'd need those results for the fact.
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Honestly the weekend without Bloodlust kind of sucked. The Survivors knew that you couldn't punish them for just holding W forever unless you happened to be one of the Killers who can punish that with just their power... so... they ran. They ran a lot. They almost never looped because they didn't need to take that risk to force you to break pallets to reset your Bloodlust time.
Seriously... it was really boring.
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I don't remember if the Devs released details, but I do remember having a trial with a SWF team on Haddonfield who politely (I'm not kidding, it was very polite) showed me just how many infinites were on that map due to chase being dropped via LoS breaks and, by extension, windows not being blocked.
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That's not true at all, I very rarely have bloodlust in a chase. It mostly just comes up when survivors hold W or I'm in Haddonfield or Badham.
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It was a failure.
Firstly, as mentioned, it brought back quite a few infinites. A lot of relatively innocuous geometry becomes an infinite without bloodlust.
Secondly, it showed that bloodlust is really important 'emotionally' for killers. This makes sense, when you remember that Bloodlust was added in response to a 'killer strike' back in the 2017 era of the game as a sort of promise to consider balance from both sides, which was definitely not the case when the strike happened (To get some perspective, imagine getting a free dead hard to EVERY pallet in the game to get why killers would consider going on strike. 2017 DBD was... bad...). Removing bloodlust as a surprise little experiment at the cost of killers was a huge regression in BHVR's... behavior (heh) in terms of how they treat both sides of the community.
Bloodlust is, ultimately, a weirdly controversial mechanic for something that is so well designed and is... very normal in most games? Its a bounding mechanic. It forces you to display more than one kind of skill as a survivor and prevents matches from lasting forever if both sides are close but one clearly won't win. Almost no well designed game on the planet avoids infinites or recursion by just designing the game to have no chance for infinites or recursion, they introduce mechanized systems that put a cap on the payoff of any given mechanic: Doesn't matter how good you are at fighting games or what combo you tech, most games have anti-infinite combo detection that automatically resets you to neutral and forces you to earn another combo after.
So the greater information brought by the test wasn't 'are there still infinites?' (to which the answer is 'no duh') but how DBD's gameplay is affected by BL. Ultimately, as it turns out, its just survivor winging, because BL barely affects survivors negatively outside of situations they 'should' lose, but is very critical to the entire killer experience.
If, as a survivor, you can't lose chase for a few seconds to drop bloodlust, or drop a pallet so strong the killer has to break it... you don't get an infinite chase. Sorry. You get 1 minute 30 seconds, which is still a game winning chase if your team is still up. It doesn't matter how good you are at running loops, after 1 minute 30 seconds, either prove you can drop chase, or spend a resource to reset the chase.
But as a killer, bloodlust does a lot. It smooths out troublesome geometry if a survivor runs to it, making the starting conditions of the chase matter more. A big problem in DBD, as often its a biiiit too easy for survivors to reach 'safe' geometry before you can land a hit. Bloodlust rewards you for survivors being slightly out of position by an easier time looping, as opposed to starting a chase in safe geometry which makes the chase much harder. It also helps games close out if the survivors are good but clearly going to lose: Rather than going for a 4 minute chase vs a good looper when its a 2v1 with 3 gens left (which is nearly always an auto-lose for the survivors), you just bloodlust em down after 2 minutes and its over. In a 4v1, spending a minute in a chase to land a single hit is going to lose you the game, all the gens are done before the survivor is even down, but 2v1 just makes it harder for tenacious survivors to drag out a game for an extra 4 minutes by running strong loops endlessly.
So even ignoring infinites, it made killer gameplay NOTICABLY worse because now survivors could force you to sweat over a game that was basically over. Which is why the main effect of the test was absurd queue times for survivors well over a week after the test was done. It was, to be blunt, a pretty transparent mistreatment of killers that people who have been playing a while can recognize, so a lot of people just decided to take a break for a bit. I strongly suspect we will not see such tests again.
The reason bloodlust gets so much attention besides its effects being nearly invisible from the survivor perspective is mostly that big voices in the community such as streamers are more affected by it than others. Survivor streamers want to maximize interaction with the killer, which makes sense because that is good content. But it isn't good for the game itself to allow survivors to infinitely interact with the killer without spending resources, you WANT survivors to run themselves down if they can't close out the game or to be forced to ghost the killer a bit, ditch chases, and play subtly. So bloodlust is annoying to content creators because while it makes the game better, an 'ideal' survivor DBD stream is you running the killer for 10 minutes in a 1v1 despite that being something that really shouldn't be possible no matter how bad the killer is, because its boring for the game to test exactly one kind of skill and not other evasion tools or techniques.
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and which killer would you be playing at this point? and how many times do these survs not go to any loop?
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Plague, Trapper, Nemesis, Legion, Demogorgon, Wraith, Huntress, Billy, Trickster, and... I think that's been my current rotation.
And I don't even know why I mentioned holding W, that's literally every trial for me but I worked out that bloodlust does nothing. It speeds up the process of catching survivors by 2-3 seconds. Sure, wow, I'm bloodlusted, huge deal.
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They said on stream the kill percentage between bloodlust and no bloodlust was only like 1% in favor of bloodlust. Personally played killer during the weekend in purple ranks and had no issues killing survivors, but I also know it's still needed on a few maps like Haddonfield to try to counter some infinites. Hopefully someday the maps will be good enough so they can remove BL2 and 3 and just keep 1.
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in my experience of playing mainly basic attack killers, legion, ghost face. i'd have to rely on bloodlust just to get close enough to hit them a second or even a first time. once they get to that loop thats an instant +30 seconds wasted (might be an exaggeration).
so ive just started playig huntress to hit em over pallets, windows, walls or if they have to go into an open area so i dont have to rely on bloodlust to actually get a down. ridiculous that is
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2-3 seconds is 9.2-13.8 meters which is enough to catch most survivors before they reach the next loop.
Remember they nerfed demo's pallet break add-on despite it only saving you 0.4 seconds(1.84 meters) per pallet as time for killer matters...A lot.
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The result was we killers took Mcote's advice and played another game for like 2 weeks.
This game takes very little to become borderline unplayable as killer. Bloodlust was added in response to the fact game times were bloating because we couldn't catch people. No matter how much you outplay and out mind game good survivors if survivors opt out of looping and just straight up run. It's hard to make up distance. Survivors also have had speed burst perks since day one. That quick amount of distance almost ensured that you got to favorable terrain before you were truly in danger of being hit.
Usually when there is an experiment to see how killers fare without a mechanic or against a mechanic designed to force killers out of taking certain actions we end up finding out that games grind to halt. Like when they tested out stopping the hook timer as a universal mechanic to combat camping. We discovered that once survivors noticed they had an infinite amount of time to save someone if they could force the killer to stay around the hook survivors would stop what they are doing and swarm the hook till they got the save.
You would think just walking away would be right answer, but in turned the game into pure frustration. YOu'd hook someone only to be forced to walk away knowing that meant the game is going to take longer and you were going to have to experience this several more times till it was easier to just go stand in a corner. There is a very fine line the devs seem to be walking when it comes to keeping killers functionally in the game. It only takes one or two changes to how the game functions to make people go play Civ6 hoping they run into MCote so they can pillage his lands till they fix whatever they changed.
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I wish theyd turn it off in chase, but give bloodlust 3 when out of chase for 5 seconds. At least try it for a weekend 🤷♂️
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I have thought about this, but it would definitely have to be an 'in addition too' mechanic, and not a replacement mechanic.
It probably also would need a more serious cooldown than 5 seconds so its not constantly resetting. It would be a good way to force survivors to not just M1 away and instead to try to reach a looping spot, and address immobile killers on large maps, but it would require pretty serious tweaking to stuff like chase detection.
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In addition too?
Id like to see the game to a point where its not necessary at all in chaae, i feel where youre coming from i just think its a good tradeoff. If youre in a chase with someone thats good and in a good spot you can be comfortable leaving them cause youre about to be zooming across the map. Thats why the 5 seconds. Thats short enough you can break off but slow enough you cant cheese it.
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Yes, please do completely ignore the fact that they aren't throwing any pallets whatsoever, or else Bloodlust wouldn't even be coming into play, so that time to reach anything doesn't actually matter.
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Then you need more practice, or you are grossly overestimating how much a very, very occasional 5% boost to your speed actually does. I play Legion, Trapper, Plague and Billy, all of whom rely on basic attacks, none of whom I ever get any use out of Bloodlust.
In fact, Huntress is actually the killer that requires Bloodlust the most, because of her 110 speed and hatchet windup there are several windows, such as in the House of Pain, that become absolute infinites against her, and that's even with bloodlust.
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i dont think practice is gonna make running around an obstacle any better.
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