Make Bloodlust into Gen Slowdown

gatsby
gatsby Member Posts: 2,533
edited October 2020 in Feedback and Suggestions

What if there was a perk that tiered up while in chase similar to bloodlust BUT the stacks created a global gen slowdown for the other Survivors?

Landing a hit would cause all stacks to disappear and it might take 5 seconds in chase for the stacks to start accumulating. The numbers for the slowdown could be pretty strong say maybe 10% per tier. Maxing out at three stacks.

It sounds a little strong, but the only Killers that would be able to use it would be the weaker Killers like Clown, Pig, Wraith, Trapper and Ghost Face. Because its a perk that helps out Killers that can't end chases quickly by giving them some reward for committing to long chases. The Killers that can get downs and hits relatively quickly would have no use for the perk.

Post edited by Rizzo on

Comments

  • Dsalter
    Dsalter Member Posts: 239

    why a perk, this should be baseline i mean this would encourage each survivor to try and take turns in chase then because chases would likely last longer and thus likely cap out.

    if anything the chases should slow down gens by default and increases by 2% slowdown per 10 seconds in chase and bloodlusting increases this slowdown by 3% per 10 seconds (up to a maximum of 75% slowdown) this would also encourage an infinite looper to actually get caught eventually otherwise the game will go on far to damn long while buying those not so good killers much needed pressure time.


    failing that they should apply a 2minute debuff at the start that slows down generator progress my 25%, 50% if 2 repair a gen, 65% if 3 and finally 85% if 4 repair a generator while this debuff exist but the debuff expires early if you manage to hook a survivor. this would allow for setup killers to have their needed time, survivors would be encouraged to actually do bones and killers who end games very fast could break their own debuff by landing a hook, survivors would also gain the tactical option of actually alloying themselves to get hooked to remove the debuff early at the risk of dying.

  • ILoveDemo
    ILoveDemo Member Posts: 681

    How about no or get gud?

  • Godot
    Godot Member Posts: 806
    edited October 2020

    Yeah, let's slow down generators even more, or even TAKE AWAY the survivor's main objective, so that they have the most unfun game ever, and they shall never escape!

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,791

    See I wouldn't mind this if it wasn't for the fact that bloodlusting forever freddy's exist and think they're good and let's not give them an easier time.

    "Oh but the snares remove bloodlust" they don't use snares. They just bloodlust with double add-ons and stacked up perks.

  • MasterofSFL
    MasterofSFL Member Posts: 125

    I'd prefer Bloodlust just kick in sooner: 10/20/25 secs.

    Generator slowing/regression/stalling is already too powerful and overbearing. If you wanted to tie an effect like this to bloodlust, you'd first have to deal with the other perks and make them more consistent/open to counterplay. Do that and effects like this would be more than welcomed, as it would incentivize killers to actually participate instead of slapping on a few passive perks and riding it out. Frankly, bloodlust is underutilized as a mechanism and more perks with relatively strong effects should be tied to it.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,199

    At least Bloodlust one already kicks in very soon. It is a terrible mechanic, it is already strong as it is.


    @Topic:

    This would only be another hand-holding for bad Killers. "Take long in a chase? Ah, dont worry, we make the Gens extra slow for you so that you can take your time. :)"

    I mean, why learn how to run tiles or when to break chase when you can get effortless slowdown (on top of your effortless speed increase via Bloodlust)?

  • Shymare_11
    Shymare_11 Member Posts: 494

    Tbh, that would so oppressive. This would likely discourage players from getting into chases in the first place or doing generators one at a time. Likely dramatically increase the use of immersion builds and blendette population or poping gens at the same time (ie. More SWFs). This basically says, “Hey, you guys are doing what you’re supposed to and fixing gens, but your friend is in a chase for a little too long so here -85% repair speed! Enjoy!” A survivor getting into a chase is meant to force a killer to not patrol gens and give opportunity for their teammates to work on them. If you commit to a chase for long enough to get that 85% debuff to repair speeds that was on you. Even then this can highly be abused by killers for the slow down and making forever builds. I think generator speeds are fine. Just protect the one’s remaining and cut your loses when a chase lasts too long. If I had to deal with this I’d probably DC.

  • MasterofSFL
    MasterofSFL Member Posts: 125

    It's terrible and it's weak. It's supposed to help with endless looping, it barely does unless you hit level 2 and even then, that's half a generator. I'm the first to put my hand up and criticize bad killer plays being rewarded, but running the timers down through "save my cheeks" perks is also just bad survivor play too. Bloodlust should kick in sooner, even if it's at the minor cost of reducing it's level 2 and 3 ms increase. I'd also rather killers adopt more "chase centric" builds, such as this kind of effect.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I would steer away from gen slowdown and find more ways to help killers apply pressure.

    We should encourage killers to learn to break away from a hard chase. Not reward them

  • nursewannabe
    nursewannabe Member Posts: 1,075

    No.

    Also, remove bloodlust

  • Artick
    Artick Member Posts: 623

    Only if the killer gets a 10% movement speed debuff each time they down a survivor faster than 60 seconds.

  • ClaudettegetsnoBPS
    ClaudettegetsnoBPS Member Posts: 16

    Dude, as a killer main, trying to get bloodlust is impossible when ######### like T walls and killer shack exist. A thing a lot of players don't know is that if you break line of sight for 5 seconds the game considers you out of a chase. Along with the whole line of sight issue, as a killer it doesn't matter how well you play, it matters how poorly the survivors play, and bloodlust increases the difficulty of the chase to give less breathing room for survivors, but because bloodlust doesn't work the killer is forced to just chase the survivor until they ######### up, you hit them, they ######### up again, you pick them up, hook em and repeat despite how gens are already done. Despite the obviously broken killers ie: freddy, demogorgan, and spirit, the killers who have garbage abilities like clown, legion, blight, wraith are screwed if they have no good add-ons or the survivors are running genrush builds. If you play survivor perfect, you won't die, but if you play killer perfect you have a chance of not even getting a kill, because this game is balanced in a way that the survivors just need to not mess up, meaning that the killer doesn't have much say in the overall game.

  • Ryuhi
    Ryuhi Member Posts: 3,797

    Devs refuse to make gens take longer. They also refuse to address that gens NEED to be slower, or at rather not be allowed to go as fast, but they have no intention of doing that either.

    We're getting to the point where a secondary objective is becoming that much more necessary. Survivor objective can be accomplished far too quickly, but its boring as hell and extending its duration only makes survivors more bored. We need less bandaid fixes and more alteration of gameplay flow.