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How would You give Blood Warden a bit more oomph to it?

it's already pretty great for revenge against SWFs and general toxicity (see benjo*), but how would you improve it?


I'd maybe make it so the timer resets (maybe with slightly less time on it) whenever you get a hook after the first one.

and/or

I'd have it give some effect when you put a survivor into the injured state (thus the blood part of blood warden). Maybe other injured survivors in your terror radius scream?


Best Answers

  • BabuDweet
    BabuDweet Member Posts: 556
    Answer ✓

    That's actually a really interesting question. I main survivor now but I love seeing bloodwarden or dying to it. I applaud when the killer sets it up perfectly.


    It would be nice to see a little something extra to give it more spice, your concept about the survivors screaming within the terror radius of injuring a survivor is acc interesting. Kinda like a mini infectious Fright reworked a little differently.


    I can't even think of what I would do but I'm intrigued to see what others say.

  • FrndlyChnswSalzmn
    FrndlyChnswSalzmn Member Posts: 705
    Answer ✓

Answers

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    make it It activate regardless if the gates have been opened or not. No matter what, for 1 minute, Survivors aren't leaving.

  • Laluzi
    Laluzi Member Posts: 6,233

    Blood Warden doesn't need a buff. It's extremely good at what it does. Resetting the timer makes it even more braindead to be able to lock survivors in until the end of endgame collapse.

    The only issue with Blood Warden that makes it risky to run is the prevalence of 99ing the gates; it's a perfect perk otherwise.

  • Huge_Bush
    Huge_Bush Member Posts: 5,465

    Doesn’t need to change. What needs to change is for the doors locks to regress so survivors can’t 99 them anymore.

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    honestly, I think the black box should just let you play as old freddy for a game.

    maybe you can only get people in the dream world by using the teleport bind, so it replaces teleport.

    also, if you wanted to play old freddy, you could get close by using Pentimento on wraith. Kinda.

  • dugman
    dugman Member Posts: 9,714

    No Way Out honestly seems like a superior version of Bloodwarden to me. It blocks the exits for the same amount of time and gives a noise alert where the survivors are (versus Bloodwarden’s auras) but it always triggers versus Bloodwarden requiring a hook after the doors are already open. If I had to choose between the two I’d always choose No Way Out.

    Whether that means No Way Out is too strong or Bloodwarden is too weak is up for debate. But either way I wouldn’t mind seeing one or both of them adjusted so the choice between which one to use wasn’t so obvious.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I would change the activation condition.

    Right now it activates when you hook a survivor after the gates are open. Problem is this is countered by 99ing the gates. Which wouldn't be that bad except that's the best survivor play anyway.

    I would change it to when you hook a survivor after the gens are done but before the gates are powered they get blocked for the first minute they were opened.

    Then the best play is to open the gate before the hook happens or open them instantly to get the timer started.

    99ing wouldn't be the best course of action everytime.

    It would kill the meme of letting egc kill them all but overall would make the perk a whole lot more consistant

  • FrndlyChnswSalzmn
    FrndlyChnswSalzmn Member Posts: 705

    Nope. it makes it so if the gates are open you leave or risk being trapped. if you get trapped, wait it out for a minute. Not hard. It's actually pretty bad as a perk; a win more perk like NOED.

  • Laluzi
    Laluzi Member Posts: 6,233

    I'm talking about waiting until the timer is half down and then hooking. It's easy to bait it with altruistic teams.

    And what? Say what you will about NOED, but it's not a win more perk... NOED explicitly has no effect if you win the game before the end.

  • FrndlyChnswSalzmn
    FrndlyChnswSalzmn Member Posts: 705

    If you are losing badly, NOED isn't likely to change that, if it even activates. At most you'll get 1 more kill unless the Survivors are mega bad or you get very lucky. It's a win more perk.

  • Marigoria
    Marigoria Member Posts: 6,090

    I wouldnt change it. I love to run this perk and going against it. It's one of those that when it works, even if you lose, it's extremely fun to face and unexpected.

  • Blueberry
    Blueberry Member Posts: 14,459

    Easy fix.

    Any additional hooks add 20 seconds. So if it's currently active it just adds to the timer remaining and if it's already ended it just blocks it again for 20 seconds.

    Pretty solid now.

  • Laluzi
    Laluzi Member Posts: 6,233

    That is extremely incorrect. NOED does nothing if you're already in a winning position; the survivors should never power the gates, or there should only be one left at that point anyway and so they're already dead if you find them. NOED's most common function is to give a killer with one or no kills by the endgame one or two more guaranteed kills, or a whole team wipe if the survivors are altruistic. You'll only get no kills out of NOED if the survivors are coordinated, someone has BT, and players know where dull totems are, so it's less effective in higher ranks. Otherwise, it turns the game from 'losing badly' to 'respectable outcome.'

    It's a comeback/second chance perk, not a win-more perk. I don't care about NOED either way, but if it's a bad perk, it's because a successful killer never needs it.

  • Bwsted
    Bwsted Member Posts: 3,452

    No Way Out had killed every chance that Remember me gets buffed back.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    I've seen alot of people say BW is fine and I would agree if survivors didn't 99 the exit gates with no risk and completely negate it. I think they should leave it as is and add regression to the gate once its above 70. This would make it a risk to leaving the gates closed but not completely screw you over imo. The regression needs to be fair for both sides though like a survivor shouldn't 99 the exit walk a couple of seconds to see if anyone is coming get back to the exit and it 70 like wise it shouldn't take like 2 minutes to regress. But this is just an option of someone who loves seen them BW plays.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,511

    Unfortunately it seems so, Power Creep is a #########.

  • Ula
    Ula Member Posts: 276

    One thing I kinda dislike when setting up the kill with bloodwarden is waiting until the end of the timer. I once slugged a survivor until bw would last until the end, but that waiting felt so awkward.

  • TAG
    TAG Member Posts: 12,874
    edited December 2021

    As long as 99ing the gates are an option, Blood Warden may as well not do anything.

    I'd make it so hooking a Survivor after the Gates are powered but before the EGC begins will set up Blood Warden to automatically activate as soon as a Gate is open.

  • Tr1nity
    Tr1nity Member Posts: 5,047

    Make it activation perk. Just press "E" and the gates are closed.