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Blood Orbs and perk interactions.

Raven014
Raven014 Member Posts: 4,188

Now, when I saw the perk Lucky Break at the Onis release, I assumed that it would also stop blood orbs from forming during the duration. The fact it doesn't perplexes me. No Mither also stops blood from pooling on the ground, so Im also confused to why it doesn't stop blood orbs. There are other perks that affect blood flow and Im surprised they dont increase/decrease blood orb creation. I thought some general buffs were in order for them.

What do people think about these buffs below?

Survivor Perks:

Lucky Break: You will not leave blood trails or blood orbs for 180 seconds.

No Mither: You will not leave blood trails or blood orbs, and will have the ability to get up from the dying state. You will be broken the entire match. You will start the trial healthy until you are hit for the first time, in which you will be broken.

Killer Perks:

Bloodhound: Blood Pools are discernibly easier to see and linger for 4 more seconds. Blood orbs can be seen and collected from 4/6/8 meters further away.

Sloppy Butcher: Applies the Mangled and Hemorrhage status effects to survivors. Hemorrhage causes blood orbs to spawn at an increased rate.

Blood Echo: When a survivor is hooked, all other wounded survivors gain the Hemorrhage and Exhausted Status effects for 45 seconds. This perk has a 60 second cooldown.


I would like perks to have interesting effects against certain killers. I could think of other buffs for other perks to counteract other killers, or specific parts of a killers kit (since a perk should never counter a killer completely). What do you think? Too strong? Ridiculous concept?

Comments

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    I get the confusion but Behavior has just made it a rule that no perks influence blood orbs or how they work.

    This is also true for a lot of other interaction that does not work like snapping out of crazyness with the doctor and the perk: Huntress Lullaby.

    I guess its just for balance reasons and also so it isnt too forced to run certain perks on certain killers.


    If you suggestions were real, would anyone ever not run sloppy butcher on Oni? probably not and ot add a function to bloodhound regarding blood orb absorbtion range JUST for Oni is a bit weird, like if the blood orbs would just be visible more clearly sure, as that is what the perk does..

    But yeah overall its just a no, on the survivor side I see less of an issue but its a bit about a perk sorta denying the killer their power, however random it may be to run into a specific killer while running that specific perk.

  • Mat_Sella
    Mat_Sella Member Posts: 3,588
    edited March 2020

    I mean, if there is no problem with Calm Spirit against The Doctor, I dont see the issue with Lucky Break against The Oni. The Oni gains power passively and on-hit so its not like the blood orbs are that important to warrant not having any interaction.

    Would make No Mither slightly viable at the very least

  • White_Owl
    White_Owl Member Posts: 3,786

    I agree on the survivors perks (since they are already niche and need some love), but not for the killer ones. Those changes would make those extremely meta for the Oni (kinda like Nurse's Calling was for the Doctor), who already has addons for that and could be problematic if they stack with the perks.

  • Raven014
    Raven014 Member Posts: 4,188

    All Im saying is that Hemorrhage as a status effect would cause more bleeding to occur, which should make more orbs. Its consistency, and it doesn't make sense that it does not do that. If they made a rule then thats it, I guess (look at what they said about striking back at the killer and DS and Head On).

  • Deathslinger
    Deathslinger Member Posts: 570

    I don’t play much DbD any more (right now) but I played a lil bit of Oni for the first time a few days ago. Can survivors pick up blood orbs? I feel like I heard something on a video or something and now I’m second guessing everything I know about blood orbs.

  • Raven014
    Raven014 Member Posts: 4,188

    I mean, its a perk to stop bleeding for a set amount of time. When it's gone, it's gone. And I don't see No Mither as a problem because everyone is already injured. And As it is right now, No Mither is a liability no matter the killer. With this rework, it is a good QOL change and it gives it a niche instead of just being bad...

  • TraitorousLeopard
    TraitorousLeopard Member Posts: 156

    Survivors briefly see blood orbs when they first appear so they have an idea of how much blood they're giving the Oni.

    With the add-on Renjiro's Bloody Glove, Survivors see them permanently and touching them removes the blood orb, but also reveals their aura to the killer. Otherwise, survivors cannot destroy blood orbs.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    4 people could run no mither and turn Oni into an M1 killer with no power.

    Run that with Resilience, Dead Hard, and Spine Chill/DS, and Oni's not catching anyone anytime soon.

  • Raven014
    Raven014 Member Posts: 4,188

    Sloppy doesn't always stop survivors from healing and out playing the Oni. So I don't see it as that big an issue. I mean, Infectious Fright is pretty much Meta for him anyway... and just because something is Meta doesn't mean it helps win the game anyway. I cant tell you how many times I've stomped a SWF with the Meta Survivor Build. They're using those perks instead of ones that could slow down gen speed or help find survivors after your chase. Or know where you need to go.

    I never understood why people used Nurses with Doc just because he has illusionary docs to locate survivors anyway... There is no reason to really use it except on Ninja Doc... but that is just my opinion on that.

  • Raven014
    Raven014 Member Posts: 4,188

    Only if the Oni is running the Red Glove addon. They pick up orbs but give away their position as an aura for 4 seconds.

  • Raven014
    Raven014 Member Posts: 4,188

    They're all 1 hit. And the rework to No Mither allows the Oni to get their power twice a match anyway... but then again, they will leave orbs anyway when hooked.

    And besides, that is a very specific loadout to counter 1 killer when that loadout is weak to every other killer.

  • TAG
    TAG Member Posts: 12,874

    Either you do it for all blood-related stuff, or none of it. I vote none.

  • TraitorousLeopard
    TraitorousLeopard Member Posts: 156

    Just because it puts the Oni in a good position doesn't mean it's going to be a fun or interesting game for them. Plague is the same way- the survivors staying weak and sick doesn't make the plague feel strong or powerful, it just denies the killer any chance to have fun with their power. Oni being denied blood against a team of No Mithers might be balanced, but it's boring for everyone involved.

  • Raven014
    Raven014 Member Posts: 4,188

    Plague is getting an apple as base kit. Staying broken will hurt them in the long run now.

    It seems we'll continue to disagree on this.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    So since Plague is getting fixed so that situation doesn't happen, why would they do the opposite for Oni?

  • RakimSockem
    RakimSockem Member Posts: 2,002

    I love that people's argument for being against No Mither stopping blood orbs is "A whole team can run No Mither and counter his power"

    LOL okay??? So a whole team can run around being one shot and constantly having to hear the injured music.

    Oni still gets his power from hitting people.

    There's no way to predict that you'll be against an Oni so you would have to run a 4 man no mither squad against a lot of other killers just to wait for a match where you get an Oni.

    And you would have the most trash perk in the game taking up an entire slot in your loadout.

    Meanwhile, survivors can already run a full team of Calm Spirit and hard counter Doctor, without using a trash perk that makes you a liability to the team

  • Raven014
    Raven014 Member Posts: 4,188

    Technically, he doesn't get blood from a hit that would put a survivor in the dying state. But... I agree with you completely. I want to buff No Mither so it has some use besides meme builds...

  • TAG
    TAG Member Posts: 12,874

    I simply don't believe in Killers being neutered by perks/items/offeringe specifically designed to be strong against them. Granted, this wouldn't be as egrigious, but I'm not in favor of Adrenaline waking up Survivors either, for example.

  • TraitorousLeopard
    TraitorousLeopard Member Posts: 156

    Strength and balance has nothing to do with it. No one is saying that a No Mither squad would be too strong for Oni, but if someone picked Oni they probably want to suck blood, sprint around the map, and bash people into the dirt. Denying them that in exchange for being a powerless M1 killer against gimped survivors isn't fun or interesting for anyone involved.

    Also, I think the idea that buffing No Mither by making it work against one killer's power is an awful way to go about it. No, it would not make No Mither OP or too strong against Oni, but it's an awful way to "balance" any perk.

  • Raven014
    Raven014 Member Posts: 4,188

    Hey, BTs existence does that with two killers already (through being tied to the DW status), and it use to be a good double edged sword with Oni (until they removed that, thanks for the removal of interesting perk interactions devs).

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    You do bleed more, you just dont drop more blood orbs, these are 2 different mechanics and again it would just skew the balance, suddenly an oni with that perk can get their power way quicker, combine that with some add ons and he will be in beast-mode the entire game.

    Not healthy at all.


    I guess that the real problem here is the naming of it, blood orbs, what if it was called "soul energy" or something? then this entire thread was not made but because its blood, you think other blood related parts of this game should have influence, but that is not how that works.

  • Raven014
    Raven014 Member Posts: 4,188

    Two killers are directly influenced by a single survivor perk (or can ignore them if they play it right by overriding the perk), and BT used to give Oni Blood Orbs.

  • FlamingkittyUmad
    FlamingkittyUmad Member Posts: 313

    This has to be one of the biggest issues with BHVR as a whole, there is no consistency for certain things.

    Take Iron Will & Stridor as another example: iron will 100% reduces the sounds made by injury. Now, normal people understand that you can never make a sound from nothing no matter how high you turn up the volume, but instead of being realistic & designing the perks to work like their descriptions say they should, Stridor takes that silence and turns it into sound because <reasons>.

    Moris are also still an OP offering that completely turn the tide of any game they're used in, while the only survivor counterparts were heavily nerfed (instaheals/ BNP) multiple times.

  • Magikazam
    Magikazam Member Posts: 182

    I think it okay for some killer perk to counter some survivor perk like Stridor does. Killer is suposed to be the power role. they go with 4 perk agains 12. Yet what we have is most survivor meta perk that deny killer base gameplay and even do stupid thing (Look at DS, yea it an anti-tunel, but the way it work make it a 1 minute immunity from being pickup, aka a free hit you can tank or a free unsafe hook you can do and don't get me started on how it combo well with other perk) As for Mori, yes I agree Pink mori is op, but instaheal and BNP are not the survivor counterpart. The hatch is. Survivor get the equivalent of a free yellow mori every game and can bring key to get an ez escape. And the only reason killer can clause it is to prevent survivor from hiding/ doing a stare contest with the killer. like you could do b4

  • Raven014
    Raven014 Member Posts: 4,188

    Well, but even that is bugged. Stridor should just cancel Iron Will instead of increasing the volume. Besides, Normal breathing should be raised regardless, since that is what it says it does.

    And this is not about moris. At all. If I am to give any opinion on it, It would be that it is overall consistent with the game (if it wants to be a horror game). The fog is supposed to take the beasts side, as it is described in game, so moris should be there... however, I agree that it needs a tone down. However, all this post is about is just asking about changing perks to make them more consistent as well as more useful in certain situations. Besides, you still have keys, so your point is still not relevant.

    Try to stay relevant to the post, alright?

  • FlamingkittyUmad
    FlamingkittyUmad Member Posts: 313

    It's called using an example of one of the things the devs have intentionally done that doesn't work balance wise