Did anyone actually have a hard time during the no bloodlust weekend?
I cant lie by far one of the most annoying things in dbd is dying to some bloodlust 3 trillion killer that just gets handed the win because they are to stubborn to chase someone else and get 17000% speed and don't get me wrong i understand why they still have bloodlust its a bit of a noob helper and there are certain situations where the maps are extremely unbalanced and you kind of need it but i seriously cant remember the last time i bloodlusted someone that wasn't a meme, at the most my bloodlust 1 JUST activates when i down someone. So my question here is did anyone who is actually semi decent at the game notice a difference during no bloodlust weekend because personally i remember it being the exact same and i would not be mad if they just took bloodlust out of the game and then maybe even buff pwyf as a bit of an alternative?
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It helps quite a lot.
For example: DDS has a very strong loop that is accessible from anywhere on the map. Sometimes getting BL is the difference between getting a down you can convert into some free pressure, and failing miserably.
'Just don't chase there' is a huge trap for new players, because if there's a central strong loop - that's exactly where survivors will head every chase. See: Badham House of Pain, Swamp infinites etc.
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yeah i dont disagree that there are busted loops that need to be culled before bloodlust actually does go but it still just feels so bad going against someone that bloodlust 3's every loop even if its not efficient and loses them the game its just uninteractive
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if a killer gets to bloodlust 3, you already won the chase. why complain when you gained absurd pressure away from the killer? its fine just the way it is tbh.
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I don't even remember it.
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its just boring kinda like versing a trickster or old legion doesnt matter whether they take a billion years to do it theyre still gonna down you and my biggest problem with bloodlust is there shouldn't be situations where killers need it and by that i mean no loop should be so strong where an actually good killer needs bl to win if a killer is to bad to catch someone at a normal loop and they have to bloodlust it they should just literally not be able to catch them and they should try and actually improve
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yes tbh but dont get me wrong im not saying broken loops are good and really i dont think bloodlust should go till they do also
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thats how insignificant bloodlust is to decent killers lmao
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i mean they're never gonna do anything about stretch res and quite honestly apart from the way it interacts with ghosties power its not as big of a deal as some people make it out to be
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The first level of bloodlust can come in clutch sometimes but i wouldn't miss tier 2 and 3
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Bloodlust is a good game balancing mechanic
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Bloodlust should be buffed, if anything. Between poor maps, perk power creep, and continual killer nerfs, the game has all but lost its back and forth at mid to high level play. Survivors should not be able to run killers for 3-5 gens every game.
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Why complain? Because mmr rewards only surviving the trial, anything else is unimportant and if you get bloodlusted then facecamped you will lose mmr, even if everyone else escapes. Therefor you will end up with worse teammates, so your chances of escaping will be lowered. At certain point you can get into elo hell, which escaping is true hell, unless you will constantly play hatch game.
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Since bloodlust is a trigger for performance issues for me on ps4 I did alot better without it as killer because I wasn't getting fps drops that would cause me to miss hits or completely lose a survivor. As survivor killers I played against were doing better because times I would've escaped chase from bloodlust kicking in I was actually getting hit instead.
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I don't even remember the weekend. Bloodlust I is definitely necessary the way the game is now. The only way I've ever gotten to BL 3 now is when there's a slug and a hook and I'm chasing the last guy and just keeping him at a pallet for one of them to die so he can't save them
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We can remove bloodlust entirely as soon as survivors have the same hitbox as killers.
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you only get run for 3-5 gens if you are bad at the game....?
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what does that even mean lol? why would a 9 foot tall killer ever have the same hit box as a survivor? and why does their hitbox mean anything?
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Killers can get stuck on things Survivors can't.
As for Bloodlust, I wasn't around when it was off, but given how absurd some chases on The Game and its "what is line of sight" can get at the end of a match when there's no pallets left and the hatch is closed... it really, really needs to stay in. And maybe not be so damn picky about staring at someone's butt when you've filled the world with clutter.
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Survivors are able to round corners faster than killers. Thats what they mean by the hitbox.
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the only things in the entire game i can think of that ever affect chase in the slightest with killer and surv hitbox differences is that one little part near the crashed helicopter on rpd which just literally get rid of rpd already lol and the fun bus on autohaven on the side where the hole is really closed in for some reason and that should be changed anyway because it stops blight rushes demo shred and chainsaws aswell as making the killers and even survs sometimes do this weird jump thing where you just lose a bunch of distance. As for the game map just rework it bloodlust isnt gonna save you on that horrific map
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the killer is faster anyway and if a survivor is actually good at hugging loops to make more distance then let them be its a skill that is learnt over time and small things like that should be left alone to make sure people feel like they are actually progressing and becoming better at the game. The same goes for killer hugging loops is a skill that is learnt and is the reason for MANY of my downs and it feels satisfying to have run the loop better then the opposite side
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I've also seen a gap on Coldwind where a Killer couldn't get through but a Survivor could. Right in the middle of a loop. Yeah, that had to be bloodlusted. There's probably more.
Anyway, no, the point about the Game was that Bloodlust can't trigger very often there because there's so little line of sight on the lower floor, so an EGC chase can go on and on and on and on if you don't have a power that lets you close the gap. That's what every map would be like, and not just in EGC, if you took Bloodlust out.
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A killer is faster than a survivor. However, the killer has a bigger hitbox as the survivor, which means that a survivor can hug a wall and loop said wall in a much smaller circle than the killer. This completely negates the killers speed advantage to a point where killers are required the additional speed boost of bloodlust in order to catch up.
Ironically, that 9 foot tall killer can be body blocked by a 90 pound claudette. When he would really shove her away. But thats a whole different thread.
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If killer gets to bloodlust 3, not only he lost that chase, but also lost the match.
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100% but it still feels incredibly bad dying to it kinda like old spirit stand still mind game or something along those lines
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ok i understand your point now but as i responded to someone else hugging loops as killer and surv is a skill that makes looping feel more rewarding on both sides and i think it is perfect as it is personally
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Then bloodlust needs to stay.
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It's not rewarding if the same level of skill is more advantageous to one side to the point it cancels out the speed advantage (especially of slower Killers).
Survivors are meant to eventually lose chases. This is why Killers are faster.
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yeah thats just dbd fat shaming im pretty sure it can happen on any map thats not indoors and unfortunately its just something that is bound tot happen in a game as rng heavy as dbd. Personally i dont agree that egc chases would go on forever without bloodlust and even if they do go for ages they max out at 2 minutes and the survivor dies anyways
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in current dbd yes i agree but not for the reasons you are stating but for the fact things like house of pain or grim pantry main still exist in their current forms
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9/10 loops the difference in hitbox does not matter and a good looper should be able to actually loop a pallet anyway in your world of making killer basically just faster all it does is incentivise hold w meta and nobody wants more of that
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I don't see the issue with Bloodlust. It's necessary to deal with a few extremely powerful loops that still exist, it counteracts how survivors are able to run loops tighter than killers are (and shaves down the number of rotations that that discrepancy can cause), and if the killer can only get you with Bloodlust, you already 'won' that chase with how long you stalled them, and your teammates should have made use of that time to slam gens. You're not meant to evade the killer forever. Use pallets if Bloodlust is an issue for you.
I certainly wouldn't want to see it removed while MMR is still handing out one-perk baby killers to thousand-hour veteran SWFs.
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Bloodlust exists because you are MEANT to go down at some point no matter what. That is literally intended design. The fact they got to anything past Bloodlust 1 means you kept them chasing you long enough to be worth it, time-wise. Also there are still infinites against 110s which require Bloodlust.
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???
The point is that it matters in enough loops (and will continue to do so as long as Survivors and Killers are literally unable to run the exact same path with the same skill), and Bloodlust is the only thing that even slightly counteracts holding W as it is. Adding Bloodlust doesn't encourage hold W. Killers being faster than Survivors doesn't encourage holding W. These are the only reasons holding W isn't a guaranteed escape.
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my issue isnt so much the killer can bloodlust 3 you around any pallets thats not a god pallet and lose the game because of it my issue is that, that is incredibly boring and while i 100% agree with you that there are specific broken loops that need bloodlust they are few and far between and shouldn't exist in the first place which would then hypothetically be when bloodlust gets removed
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For survivor it made life so easy, for killer far too much is busted for it to be removed especially on 110% killers to the point a rock can make you lose.
Having said that I can understand questioning BL3 etc. But end of the day the time it takes for the killer to get BL3 you probably have won, takes a long time to get BL3 and it's just for 1 hit afterall
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Bloodlust would exist regardless of those loops, because you are MEANT to go down at some point no matter what. That is literally intended design.
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the killers not being able to run the same path as surv doesnt matter when the hitbox difference is so miniscule and the killer is moving 15% faster then the surv and of course making killers loop easier makes people drop pallets and hold w more because otherwise they literally just die because you nerf a skillful aspect of looping on one side and buff it on the other unnecessarily, i can meet you in the middle on this for sure but to me your change just wouldn't be the right one
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i dont think using 110% killers in a chase argument is fair because 110 killers are all killers that have anti loop/ movement abilities but yes a kile bl3'ing you loses them the game but its just a boring mechanic that a the very least could be changed to be more interactive
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It does matter, because it means that with equal skill one side benefits more, and unless all loops are homogenised so the hitbox doesn't match the visibility of the loop (or all loops look conspicuously the same) this will always be a factor. Plus, there are the 110% killers, who hurt even more from this.
Therefore, Bloodlust is necessary as it is and shouldn't change, except the part that has nothing to do with how good you are at looping but makes holding W easier--i.e. that it's very picky about how far away it starts to charge and maintaining LoS. Hold W on the right map and it doesn't kick in for ages if you start early enough just because there's too many obstacles.
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EVERY killer has a power that can end chases quicker and ANY decent killer does not need bl to down someone why is the survivor MEANT to go down if you cant catch them normally they outplayed you why should YOU be handed the down and they shouldnt escape the chase when THEY played better?
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Because you do not have infinite resources and the killer is literally meant to catch up eventually, and the goal of a chase is to stall that, not escape it? The fact you made them take that long means you already won the chase. Winning a chase isn't not going down, it's delaying it long enough. Take it up with the devs. This is literally the way the game is intentionally designed.
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110 killers should not be brought up in an argument like this as they all have some type of anti loop/ movement ability which completely changes looping apart from maybe loops like house of pain and in that case i am all for bloodlust until loops like that are nerfed
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yes but bloodlust does not need to be a factor in that in 9/10 loops and as ive said many times i dont specifically hate bloodlust because i understand the need in certain places but getting bloodlusted feels incredibly uninteractive that is my main problem with it is that its the same feeling as getting stand still mindgamed by a spirit
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They can... you know, run out of ammo, most of them. Or you could be running around a loop that can't be fired over. And Spirit's off being odd.
Having ranged abilities does not mean there are no situations where looping will come up. They are perfectly relevant to the conversation.
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I mean, I think chasing a survivor in circles for three-four rotations before they finally drop the pallet and move onto the next one is incredibly boring, but I'm not asking for that to be removed. And if anything - I find Bloodlust frequently convinces killers to make stupid plays and keep trying to game a pallet instead of breaking it.
In an ideal world, they'd remove all the pseudo-infinites, but I think we know that's not going to happen. Any sort of map balancing comes at a glacial pace and is deeply misbegotten half of the time. RPD just happened. I don't have an especial lot of faith in the balancing department.
Also, while knowing that hugging the inner edge of a loop buys you more time does take some skill, I can hardly see it as this skill-dominated aspect that's essential to the game when survivors doing it is just straight-up better than the killer doing it. To me, that's about as skilled as running House of Pain; it's very effective if you have basic game skills, yes, but mostly because the killer has no counter other than brute forcing it. Bloodlust makes it so that if I'm Huntress, a survivor can't take me for a dozen spins around a curvy rock or one of Coldwind's hay bale structures because the disparities in our hitboxes versus our speed makes it take unreasonably long for me to close in. Bloodlust forces survivors to consume some map resources in overly long chases. I don't think that's a bad thing for the game.
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- ELO hell doesn't exist.
- You'll also be facing lower MMR killers.
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If game has a proper mmr system it doesn't... but if there are 2 peaks instead of one then it does.
Now, the problem, which was clearly visible when emblem system existed... you weren't climbing up from low elo by surviving, but by doing stuff that allowed you to pip. On lower ranks dying because of teammates doing nothing was common and considering it's 4 v 1, a single terrible player will destroy your game and if 2 peaks indeed exist then statistically elo hell exists for survivors because it will likely pair you with random players from higher and lower peak.
That's why i want to see these statistics
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It would be interesting.
To me, SBMM has two core problems.
- At specific hours of the day, there is a certain critical mass of players where there aren't enough killers to go around, leading to games the system knows you have no chance in, but prioritizes the queue.
- SBMM breaks down when people lobby dodge (this is going to be fixed eventually).
If BHVR do fix the latter and for the former...just let the queues ride and maybe offer a BP bonus to the 'needed' side, the system would be pretty good. I know that afternoons seem to have a decent balance right now and I get mostly good games, win or lose.
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i mean yeah MMR's skill metrics are absolutely awful, but you're complaining about winning the chase. Winning a chase doesn't necessarily mean you escaped the chase, it means the killer wasted far more time than you gained for your teammates to complete your shared objective. Your argument against it would apply to a plethora of other issues that need to be addressed as well, so singling out BL is a bad faith argument.
also, scoring a hit or breaking a pallet resets BL. route to a god pallet and you just reset their speed entirely.
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