Some Constructive Bloodlust Feedback
Overall, I was actually pretty excited that the no bloodlust dealio happening right now hardly effected my matches as I played with Pyramid Head, Doctor, Ghostface, and Spirit. Then with Huntress, Pig, and Michael I had the exact opposite experience.
I have the footage for you to see, but there was this Car pallet loop right by the killer shack against my Huntress that was exceptionally bad. All the survivors had to do was take me there and there was no way for me to end the loop. They didn't need to drop the pallet, and the car there is too high to throw hatchets over. It was literally an endless loop. I did manage to chase one Cheryl long enough for her to go into the killer shack where it all started again. I basically had to just see what I could get elsewhere because this was impossible to defeat.
Constructive part? Bloodlust isn't necessary or even utilized on many of the killers. Especially killers like P-Head and Clown where you have fun and interesting ways to end loops. Huntress is borderline as you can throw hatchets over and between some loops, but you can't throw them over all and she moves slow comparatively. If the survivors have caught on (like my last group vs. my Huntress) thne they EXACTLY how to exploit this and are making matches near impossible in these cases.
Comments
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I forgot to mention, I only managed three total hooks as the group was obviously communicating and chose to head for that loop or one of the construction crane's every chase. EVERY chase. I had to score amazing hatchets in order to get the few downs I managed.
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I think bloodlust tier 1 is needed only because of the average loop
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I have only noticed BL really being a difference maker on some M1 killers but it was especially bad on huntress. Years of lazy bandaiding for balance and content has manifested a lot of poor consistency and rerailing these issues for the future will take a lot more time than I think I have left in this game in its current state and direction. Mind you, I am having the exact same results as usual with trapper which is usually at minimum a safety.
For Huntress its not even so much about BL being deactivated as much as it is throwing a hatchet into invisible walls or hatchets going through survivors at times thought the latter may just be me (I dont mean dead hard). Anyway I think I am just noticing the annoyance for the hatchets into the invis walls more because BL doesnt help you catch back up after charging or missing.
Wouldnt mind them giving him 2 traps by default for a weekend as a "test" though.
Also anyone else noticing more keys and maps than usual? I am seeing it more when playing both sides.
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