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One infuriating thing about Blood Echo, the Oni's perk.
The perk's description in case you are not aware.
When hooking a Survivor, all other injured Survivors suffer from the Haemorrhage Status Effect until healed and the Exhausted Status Effect for 45 seconds.
Blood Echo can only be triggered once every 80/70/60 seconds.
Why does this perk have an ugly discrepancy between Exhaustion duration and Perk's cooldown? Why cooldown is not the same as exhaustion duration but even bigger? I agree Blood Echo applying Exhaustion thus preventing Survivors from using their Dead Hards and so on is strong, but the fact that Exhaustion is not applied on healthy Survivors and that they might not even run Exhaustion perks alone already make the perk quite situational, and this discrepancy makes the perk with already some ifs even more complicated and mediocre.
I don't see reasons why Blood Echo should have this discrepancy.
Comments
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Because the Exhaustion timer is paused when the survivor runs, meaning they could be exhausted for a lot longer than 60 seconds.
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The perk's cooldown is absolutely ridiculous. There's no reason for a perk that only activates on a hook and already has counterplay baked into the perk to have a cooldown. Imagine that Make Your Choice had a cooldown of 90 seconds, or Babysitter a cooldown of 60. That would be so unnecessary, and it's the same with Blood Echo.
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i mean you apply exhaustion for 45 seconds thats good at least on killers that can make multiple survivors injured and nearly every survivor runs an exhaustion perk, it doesn't need to be the same amount of time honestly since survivors can't recover if they run meaning unless they are on a gen that time they are exhausted could be greater than 45 seconds. Also 45 seconds is plenty of time to find a survivor that's injured to chase i honesty see nothing wrong with that aspect of the perk.
The main problem this perk has is actually only being good on legion and plague, unless it's reworked i don't see a reasonable buff changing that.
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Why those perk even have cooldowns? I am sure lots of people don't run Make Your Choice, Blood Echo, Windows of Opportunity, etc only because of the ugly and unnecessary cooldowns preventing them from being strong. And yet, they wouldn't be op if they did have no cooldown. It absolutely baffles me.
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I don’t even know why it has a cool down honestly. It procs and I think to myself “maybe got rid of a dead hard”, big deal.
And then I get to the endgame screen and only 1-2 people had exhaustion perks anyways.
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It’s not ridiculous. @MadLordJack put it perfectly.
I like to pair Blood Echo with Mindbreaker. This can sometimes mean one injured survivor exhausted from one activation of Blood Echo may STILL not yet recovered from that before Blood Echo activates a second time, resetting their existing exhaustion timer back to 45 seconds again.
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There are a lot of perks in this game that have ridiculous cooldowns that make little sense. Im especially thinking of a lot of perks that would go from bad to decent or even good if they just had slightly better cool downs
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So half your build to potentially counter a dead hard or two? Plenty of survivors don’t even run exhaustion perks which makes that build entirely worthless.
Blood echo is a very mediocre perk, I really don’t think it needs a cooldown.
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This perk is actually kind of all right the way it is, as long as it's used by decent players and against decent players. I've seen it being played in tournaments several times.
The only other niche perk of the kind that comes to my mind is camaraderie.
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But it can totally be what leads to a snowball against survivors very reliant on their exhaustion.
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Blood Echo can be good, but the thing is, it CAN BE, but it's not on regular basis. It is inconsistent bcs some Survivors don't dun Exhaustion perks, and Exhaustion on those Survivors is completely harmless.
Why not only Blood Echo, but also other perks with interesting effects like Fire Up, Off the Record, Dragon's Grip, Dance With Me, many others can't be buffed to an extent to they are very appealing, but not super strong? It would integrate more variety of perks into the current meta.
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But we need to think about the value of the perk slot those perks require. Blood Echo's cooldown makes it lose value if you down survivors too fast, and it can punish you further if there is only one injured survivor when it activates, making the perk pretty ineffective. Now, pairing it with Mindbreaker can really screw over the survivors' exhaustion perks, but that's two of your perk slots used just to reduce the effect of one of each survivor's perks that they might not even have. I think Mindbreaker by itself is far more useful than Blood Echo is by itself, and I don't think running Blood Echo or the BE/Mind combo can compete with other, much more useful perks and combos like Ruin/Undying, PWYF/Nemesis, PGTW, Enduring, Enduring/SF, ect...
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That’s the risk a killer needs to consider when equipping anything that can cause exhaustion.
Are they tilted enough by exhaustion perks to take the risk equipping things for matches where there might not be any exhaustion perks.
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Blood Echo and Mind breaker can both be situationally useful but are not worth the perk slots at all really.
That's the case for many perks in this game.
It's funny, most perks could be fixed by very small changes and number adjustment but BHVR is scared to change things much. If they actually cared they would probably make most of the worst perks in the game at least viable in a few days, easy. However development in DBD moves at a snails pace.
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