No bloodlust = easy mode +Spinechill/resilience= 50%+god loops. My 51 Rank 1 games
So yeah alot of games, im going away soon and im grinding the rift. Info you might like, im rank 1 killer and survivor (have been 3+years) 31 games as survivor, 20 as killer. I burned certain mp offerings to test out certain loops, i commonly burnt Reworked maps (or newer maps not being reworked)
So first few survivor games i ran a random build (0 perks to help chase) doing this didnt seem to bad for the most part however strong loops became insanely strong even against 115% killers, when versing 110% they was near all infinite's. (These are your generic strong loops)
NOTE: if you found a smallish loop with a pallet (water towers on dead dog) against a 110% killer you can just loop there for an insane amount of time before they even get a hit, this is due to them not being able to use their power and moving slow. if this killer was to respect the pallet just once it resets the whole process, if you do drop the pallet and get a stun you get insane distance (best just to loop it tight and take the hit, keeps the pallet and wastes so much time) i did make a small clip of this but cant link it
When using perks like spinechill and resilience this made alot of loops infinites and even some basic loops god loops. For example the loops with a pallet in the center and a long junk/box pile etc. either side allows you to just keep vaulting over without much worry of being hit even against 115% even the loops shaped like a Z are really safe with a build such as this.
Playing killer games you can see the change of where you would normally get hits even if you are unable to use your power, however killers like hag, huntress and slinger are hurt most due to the slow speed and some loops being so safe from your power. Playing hag is the worst, if you thought you couldnt chase before you have no idea now lol.
Conclusion: Bloodlust 1 must stay no matter what, if not then even reworked map loops will need to be looked at. while i understand not everyone is a great looper at red ranks you should have the idea of how to do it and against 110% killers on loops they cant use their power its very easy, you dont even need to use a pallet to waste time.
Spinechill and resilience will need to be nerfed or allow bloodlust tier 2 (or edit alot of loops yet again) i honestly dont want to nerf perks like these, i much prefer each role having decent and helpful perks but sadly they break the game without bloodlust, especially against 110% again.
While i do understand tier 3 is pretty strong it does take 45seconds to get, so if a killer wastes 45seconds just to get a hit they have lost the match simple as (this is providing people actually do stuff but we cant count people not doing stuff because well thats stupid) so i dont see a huge issue with it as a good survivor would force the killer to break it but we could remove this.
OVERALL the game breaks without bloodlust on so many maps, loops and tiles and depending on the killer it can just be worse. i personally never minded bloodlust as survivor even at tier 3 but i would say remove tier 3 and keep 1/2 in the game and keep perks like spinechill etc. how they are. so its remove bloodlust and rework everything to actually be fair for both sides and all killer types or just remove tier 3. Being real we didnt need this test, if a killer is Bloodusting you at even tier 2 each chase you have won. kind reminder we should help bad survivors, fix the ranking before we look into changes.
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(Side note) My misses has also been playing, shes not a very good looper and doesnt really know map layouts but shes found it easier to loop killers as well. alot of my games was pretty easy providing people actually did gens, i dunno why but people dont do gens. but all killers were within 4 ranks except one who was a rank 9 and got 1/2 hooks. i tested a bunch but its hard to remember everything, like i said overall much easier and breaks maps/killers.
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No 110% Killer should be looping without using their power. The reason 110 Killers have the slow movement speed is because their powers own Survivors in chase if you know what you’re doing.
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means every rock and pallet beats them, even the new cars on mc millian reworks have lifted cars which you cant always shoot/throw over. im just saying 0 bloodlust will hurt alot of killers. Imagine wanting to chase a survivor but they run to a big rock but you just have to leave chase because the rock beats a killer lol.
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Bloodlust isn't going anywhere after this weekend - You don't have to worry.
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I'd agree with you if it wasn't for the high rocks and rubble on Ormond.
Other than that, yes, I agree.
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Oh no, they're looking at how to nerf killers again this time, not survivors.
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This is true, but some looping power is necessary for most 110s because the 110 movespeed band is the 'Uses powers but doesn't totally ignore loops' band.
You need enough threat to force them to transition loops at a reasonable time. Huntress and Deathslinger literally can't hit over MANY common obstacles because part of their power set presumes some ability to loop.
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I agree that it would be okay to keep just Bloodlust 1 if only to break certain really strong loops, just increase the time to 20 seconds so that it's harder to force it. Bloodlust 2 and 3 are the problems IMO.
As Spirit, I don't have much of a problem with loopers because my power is so strong, but for Huntress and Slinger I can understand. I played a bunch of Hag games as well and yes, she suffers but less than the others.
I would say in the specific case of Huntress part of her power is she gets a stronger Bloodlust effect. Something like +7.5% instead of the normal +5%. Because unlike Spirit, Hag, and Nurse she does not have a movement ability, and unlike Slinger she has to leave a loop to reload. Also unlike Slinger her shots are harder to hit around loops (Slinger can literally shoot through holes in the wall). So out of all the 110 she needs Bloodlust the most. Plus one of her perks is based on Bloodlust, so it makes sense in a few ways.
I'd also say that they should give a killer bloodlust in other situations. For example, after hooking a survivor for the first time (ie. the BBQ stack) the killer gets Bloodlust for 10 seconds or until they hit a survivor or use their power. This would encourage killers to not camp hooks, using the speed boost to get another survivor or pressure a gen. It'd also disproportionately help killers based on their tier rankings. For example, Slinger and Clown get more map pressure, but Billy or Nurse (being ones to just use their power after a hook) won't really benefit. It's a simple thing that could go a long way. Or maybe they get it after a gen pops to help killers with poor map pressure. Stuff like that.
On that point, why not make haste perks instead give bloodlust? Nothing changes in terms of effect, it's just a technical thing. So for example, when NOED procs the card could just read "Killer gets bloodlust". Seems a good time to simplify some things.
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Honestly loops haven't even been the worst part of this experiment. The issues I've been having today is people holding W like mad. Like they see you coming from like 15m away and just run. They don't run to the nearest loop... they just run. Why? Because there's no longer a punishment for running in a straight line for 15s before starting to loop.
Honestly if they do keep Bloodlust's removal... any killer that can't muster up insane mobility, insane range, or insane stealth just straight up won't work. Heck, I feel like I have to run M&A on Deathslinger now because otherwise the survivors can and will just hold W too hard. Like... the match where I had M&A and Marshal's Badge went insanely better than the one where I didn't.
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Thats just what a good survivor does, run as far as they can before looping the drop the pallet after abit to break the bloodlust and repeat, which is fine but its while at loops the lack of bloodlust can hurt so much at certain loops or as certain killers which is the issue.
yeah like i said tier 3 isnt needed, and personally tier one is all you need on most loops if its a strong loop against your killer etc. i do like the idea of moving faster after a hook etc. im not sure about tying it to a perk but i do like that effect as it happens with devour, honestly if they made bloodlust 1 at 15seconds and tier 2 and 35seconds and completely remove tier 3. slightly longer time for tier 2 but keeps tie one for those 110%killers are the many loops you cannot use powers at
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Sure, good Survivors do that, but today at least people are doing it more for far longer because Bloodlust isn't there to keep that behavior in check. Honestly that is a big freaking problem because holding W after a Survivor is stupid boring. Honestly that's why I stopped playing Demo because way too often I'd just have people holding W away and it was boring. Now if Bloodlust stays gone I'm probably going to do the same with Legion and my Deathslinger builds without M&A.
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I agree with what you said on the most part. I don't mind having t3 go away since if you're t3 bl you're doing something wrong.
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Just finished a match as a rank 19 killer (much higher survivor rank 6) and I've only been getting 4k's. Bloodlust or not, my experience has been this game seriously favors killers. I have 1 perk slot open. This match was against rank 9-12's and once again. Easily able to stop them. So if your a killer, and think the survivors are too strong, go back and check your feed. How many times do you get less than 2k? Because that shows you, no matter how good the survivor, at least half die. Its HEAVILY killer favored.
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At rank 20-8 I have seen seen afk killers get 3ks against my team due to EGC(They farmed the afk killer too long) so that's not saying much.
Yes some survivors are that much of potatoes.
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Imagine thinking the game is killer sided because you're killing literal potatoes.
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