http://dbd.game/killswitch
What happened to the bloodlust experiment?
Did the devs say anything about the data received back from that? I know it happened a while ago, but we seemed to have gotten the experiment but it went nowhere. Did I miss anything they said?
Comments
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It was before my time, but my understanding is that the conclusion of the experiment was "removing Bloodlust would make the game worse, so it'll stay".
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I must have missed that, in a way I can see needing bloodlust 1 but, removing 2 upwards would be good
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The results showed that bloodlust being disabled on average* didn't have a significant impact. The difference in kill rates for that weekend, for example, hardly changed and could not be distinguished between the difference between any other given weekend (everything can fluctuate a tiny bit from one week to the next in spite of nothing changing).
* This is considering all matches a whole, not individual cases where bloodlust could be used to get a hit and prevent someone from getting to the next loop, for example.
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then remove bloodlust and transform it to a perk. Same as survivor must use ds it bt
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Why? It was just said that removing bloodlust made little difference overall.
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From the latest Q&A stream, they teased the fact BT could be base kit. So...
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I’m for keeping Bloodlust in the game in part because it hypothetically opens up a gamespace to have perks or add-ons that interact with it. Currently the only such perk we have like that, Beast of Prey, unfortunately have a pretty worthless effect. But if they ever revamp it or add other perks that alter Bloodlust it could be interesting.
For instance, picture them adding a Werewolf killer whose perk specialty is Bloodlust
- Bloodrush - Your Bloodlust timer per level is decreased by 2/3/4 seconds
- Running Down the Prey - Your movement bonus from Bloodlust is increased +1/2/3% per level of Bloodlust
- Bloodscent - When entering Bloodlust you can see the aura of survivors you are actively in chase with for 10 seconds. This ability has a 50/40/30 second cooldown
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I like the Bloodlust mechanic because as opposed to what many people think, it actually does have counterplay. You can micromanage the sprint action in chases in order to break chase state, and this will deplete Bloodlust or prevent it from building in the first place. Due to this, Bloodlust's existence adds a layer to the potential prowess of players in chases that doesn't otherwise play as much of a role (sprint micromanagament can also be used to recover Exhaustion mid-chase, or to prevent window blockers from spawning, but these are decidedly more niche than using it to play around Bloodlust).
I do think adjustments to Bloodlust could be good though. As Peanits pointed out above, Bloodlust doesn't have too much of an impact on the game overall, and that is because it takes a fairly long time for Bloodlust to kick in, and breaking pallets and hitting survivors as well as various abilities reset it. Usually, a killer will not even once hit BL 2 or let alone 3 in a match, and if they hit BL 1, it's often shortly before they reset it again. I think BHVR is fine with BL 2/3 only coming into play in very niche scenarios, as a way of giving M1 killers a tool to deal with strong tile setups, but Bloodlust could also be a balancing tool in a potential future where they actually buff solos to bridge the SWF gap like they've been saying they want to, as well as a potential future where they actually tackle issues with camping/tunnelling. In such a future, I'd even think base movement speed buffs for killers could be appropriate, but an alternative is to rework BL such that it kicks in much more consistently. You could make it so that the killer's movement speed increases by a slight amount every 5 seconds when in chase state, gradually building up to the BL speeds we currently have.
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I think that Bloodlust as a whole is a necessary mechanic (due to the fact that there are still some loops that amount to pseudo-infinites against some killers), and can't really be removed until these are tweaked.
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You don't have to use them as a survivor just like a killer doesn't have to tunnel and camp. You just have to be okay with losing games you would have won otherwise. The issues with Dbd aren't one-sided; they're game mechanic issues and not an exclusively killer or survivor thing.
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I dont think we can have no bloodlust while maps are still governed by RNG. Make every map hand crafted for balance and maybe it can work.
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I don't really have strong opinions on bloodlust, I played killer during the test and didn't notice any difference, but bloodlust 1 at least has to stay until there are no tiles that would be able to be run forever without it and running in straight lines isn't one of the stronger survivor tactics. But leaving BL in is probably the easier option.
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There are still infinites versus 110s. Furthermore, there is not an issue with Bloodlust inherently anyways. You should be making them break pallets anyways as survivor in chase. Additionally, you are not supposed to stay up in chase forever anyways. You are supposed to be going down. The point of a chase is to waste enough time to make it worth going down, not to not go down at all ever.
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