Soup’s Bloodlust Anti-Tunneling Suggestion
Tunneling is optimal at both high and low tier play. (I will go into why later.) Design goals are to not disproportionately buff either top or bottom tier play, and to not buff the highest tier killers in a meaningful capacity.
After two survivors are hooked for the first time, the killer gains +.02% ms (passive bloodlust I). For each subsequent ‘fresh hook’ the killer gains an additional +.02% ms. (passive bloodlust II and III). This ‘passive bloodlust’ stacks with ‘chase bloodlust’ and now has a maximum of Bloodlust IV for a total of +.8% ms.
Bloodlust I currently applies after the first 15 seconds of chase, with II and III applying at 25 and 35 seconds respectively.
Two Fresh Hooks: Passive: Bloodlust I (+.02%ms)
15 seconds of chase: Bloodlust II (+.04%ms)
25 seconds of chase: Bloodlust III (+.06%ms)
35 seconds of chase: Bloodlust IV (+.08%ms)
Three Fresh Hooks: Passive: Bloodlust II (+.04%ms).
15 seconds of chase: Bloodlust III (+.06%ms).
25 seconds of chase: Bloodlust IV (+.08%ms).
Four Fresh Hooks: Passive: Bloodlust III (+.06%ms).
15 seconds of chase: Bloodlust IV (+.08%ms)
In current DBD after two fresh hooks, going for a third fresh hook instead of confirming kills meaningfully puts you behind. It is a strategic negative that you are forced into, and not one you have any incentive to opt into as killer. The above buffs provide an incentive structure to spread out the hook states, which gets more powerful as the game gets closer to 3-4 gen endgame.
As we can see with the current Haste Clown, movement speed alone is extremely high value for confirming games as gens get tighter together, and confirming kills on loops. The value of three fresh hooks, needs to be competitive with the value of having fully killed a single survivor.
Importantly, killers at the highest tier of play, have high movement baked into their power. The buffs above disproportionately increase the value of lower tier killers that do not have their “power budget” invested into “movement cheats”. Lower tier killers need incentive to go for the third or fourth fresh hook instead of pushing the necessary tunnel out to close out games. The few “A+ tier” killers on the margins that may become overtuned with these changes, could simply be marginally nerfed, as their core design are granular enough for soft adjustments up or down in power.
Comments
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Terrible idea, this would break loops flat out.
This doesn't just match the value of tunnelling someone out, it far exceeds it, and for arguably less effort (as protection hits/anti tunnel perks generally wouldn't apply).
Clown running around with 12% Haste after one second is already too strong, making him basically unloopable. This would end up with 15% permanently, as well as whatever killer power you have on top of that.
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Terrible idea, this would break loops flat out.
So as soon as any killer uses any haste perk he "break loops flat out"? Than why is nearly nobody playing haste perks? And why do we even need 3 stages of bloodlust if the first stage allready "break loops"?
This doesn't just match the value of tunnelling someone out, it far exceeds it
We are talking about +0.08 m/s on bloodlust tier 3 that you gain after 35sec
So instead of the killer walking at 5.2 m/s he walks at 5.28 thats a maginal 1.15% more haste after 35secs of chasing.
Please explain your comment how 1.15% more haste after 35sec would "break loops flat out".
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Well actually, yeah kinda.
It goes from a gradient of a survivor overestimating how many times they can go around a certain loop, or if they can make it to another tile, all the way up to "you get hit no matter what"
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Well, OP is talking about Bloodlust, so I assume they mean +0.2m/s per stack, since they mentioned no adjustment to the Bloodlust speed values themselves.
And yes, Haste significantly impedes looping. Loops are designed around the base movement speed. Thus Haste perks generally have short timers, difficult activation conditions, or both (which is also the reason they are not super common).
A Haste perk that didn't have a short timer or a difficult activation condition was Made for This, and that ran rampant until it was nerfed. That was at 3% Haste. OP is likely suggesting a permanent +5% Haste after only 2 hooks.
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While this isn't an overall great idea (unless I'm misunderstanding), I can at least give props for coming up with an idea that doesn't involve heavily punishing the Killer or giving the unhooked Survivor a get out of jail free card.
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Hes talking aber 0.02 per stack not 0.2
OP is likely suggesting a permanent +5% Haste after only 2 hooks.
No just with Bloodlust. And where are you getting the +5% haste from? nobody used that number
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Bloodlust is +0.2m/s per stack, which is 5%. There was no mention of nerfing the values of Bloodlust, so it's not unreasonable to think that OP saying 0.02m/s is a mistake, otherwise why mention Bloodlust at all?
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Its 5% in comparison to survivor movespeed. Not in comparison to the killer.
It is unreasonable because it doesnt make any sense. Hes mentioning bloodlust because the effect is only active when you have bloodlust. So instead of 0.2m/s you get 0.22 m/s on Bloodlust t1.
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good way to kill the game instantly tbh, after skull merchant/MFT/clown it should be clear the less they use haste effect the better, it's only fine for endgame perks like noed and hope
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Have you considered the idea that Killer is in such a bad state that this is the only way to stay competitive at a certain level? Is that not a bigger core issue than how "unfun" the optimal killer strat can be? Gen defense was completely gutted already. Truth is we need better killer balancing, a parameter that nerfs perk effectiveness for the strongest killers, and a massive wave of reverts of survivor "QOL" buffs that were overtuned.
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since we necro'd this thread i need that other person to come back to the thread and read me the OP post as a bedtime story to see if they still believe in "in comparison to survivor movespeed"
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