Bloodlust on new Badham
So the thing is.. you guys are reworking all maps and every new map will have the new "pallet rules".
And the maps are THE #########. It took years and finally you do another major change which is so important to keep the players. I love it.
But Bloodlust is destroying how the new map works. Nearly every pallet is playable but if it comes to bloodlust you just die. It's like back in the days where the numbers of bloodlust where much higher and people just bloodlusted 3 you on every pallet because they were able to do it. And now it's the same.
You drop the pallet and the killer just starts to play the pallet and imagine you do a perfect job and every mindgame is correct (from the survivor side) bloodlust rules. And it's not like that it was impossible to get you it is more like it's absolutely possible on 9/10 pallets.
So what you gonna do now? Letting survivor die the next year until every map is fixed so you can remove bloodlust?
Wouldnt it be possible to add something with dedicated servers something like "disable bloodlust on badham and every over reworked and balanced map"? It's not needed anymore on this map. And I dont think that it's okay to go backwards and let killer outbloodlust you on every unsafe pallet.
Also I hate to break the chase every time I get BL. It takes too much time but I also dont wanna be taken at hand.
So what's the plan here? Please dont make this "yea, the next 1-2 years killer will outbloodlust the hell out of the rage quitting survivors".. please dont ..
Comments
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With Behavior's magnificent mess of spaghetti code, I'd not want them to try and remove a feature from certain maps but keep it active on others. Inconsistency is also quite bad, I think. Should be one or another, not a mix of two.
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Like se05239 said: it would be a bad idea to change a basic feature on certain maps. Would create a mess. With shorter, less safe loops, one thing you can do is abruptly switch pallets/vaults, if there's another nearby. Not saying it's easy to perform, but not entirely impossible. And anyway, there's always the option to play stealthy.
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If you're being bloodlusted around an unsafe loop, take the hit and sprint burst away. Once you're in a chase, the design of the game is that you have three options: get away safely (not ideal for balance), or a choice between getting followed until down (ideally 1.5 minutes on average for chase time, but .5 is acceptable) or having the killer break off after the first hit to hit someone else (the best option, as a killer player).
The current pallet distribution seems weighted to increase chase distance, especially if the survivor is prioritizing stuns rather than loops, but overall to decrease chase time. So as far as I can tell, your complaint is their design working as intended.
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