http://dbd.game/killswitch
Blood Echo buff
Does anyone think Blood Echo is a little weak because it is both situational AND has a cooldown?
It will only apply the effect to survivors which are injured, so it is situational in that you have to have already applied pressure to the entire team for it to get full value.
On top of that, it has a 60 second cooldown, even at tier 3. A whole minute is quite long in DBD.
I feel it should have a shorter cooldown, no cooldown, or perhaps be stronger, perhaps in one of the following ways:
- it applies to everyone, not just injured players
- it applies to everyone, but the exhaustion effect is lifted when you injure or put a survivor into dying state
- the effect lasts longer than 1 minute
- it has additional effects to exhaustion/hemorrhage, 4 seconds of aura maybe?
Comments
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Healing to prevent it is the counter play so imo it should stay.
However, it is crap. We're in a meta where everyone will always be running an exhaustion perk (IE the absolute best case scenario to be running the perk) and still no one uses it. That should make it clear how bad it is if it's not worth running it even in its best case scenario.
-Remove the cooldown completely.
It already requires a hook and is countered by healing. The cooldown is unnecessary.
Hemorrhage is also a completely worthless status effect that is basically irrelevant. It honestly needs a rework to be improved.
Either improve Hemorrhage in general or replace the Hemorrhage with a different effect. I'd rather not aura reading as you mentioned though. Maybe a Hemorrhage with the Bloodhound effect. (which combining those effects into Hemorrhage is how I would actually fix the status effect).
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I think most people would agree Blood Echo is underpowered. Its lack of usage is pretty good proof of that, especially considering the Killer perk meta is generally healthier than the Survivor perk meta, with more room for off-meta or niche choices. I don't really see Blood Echo used much as an off-meta or niche perk.
The thought process is probably that Blood Echo, like some other perks like Cruel Limits, in theory helps Killers apply a lot more pressure in situations where they're already applying some, so it makes some sense that BHVR want limits on them to avoid situations that are too oppressive- But compare this to something like BBQ & Chili and there's absolutely zero contest.
This is a more ambitious rework but I think inflicting Deep Wounds might make more sense. I think the idea behind Blood Echo is to punish Survivors for not healing, and I think forcing them to waste time Mending would be a smarter punishment. Would need playtesting of course, but I think this might genuinely justify the perk having a cooldown. (as a sidenote: the cooldown even with this rework could also be changed to "Once Blood Echo effects a Survivor, they are immune to Blood Echo for 80/70/60 seconds" so the cooldown's survivor specific)
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That is too much, a good killer will basically render exhaustion perks useless way too easily.
the cooldown can be adjusted but i think it simply needs a shorter cooldown and the exhaustion effect being at 45 seconds is fine and plenty of time to find a injured survivor.
as for the other status effects meh, it's main purpose is to exhaust survivor. i feel that simply reducing the cooldown is good enough as it should only apply exhaustion to injured survivors.
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In a hypothetical scenario even IF the survivors were exhausted all game you just traded your one perk slot for one of each of theirs. What would be wrong with that scenario? That's an even trade.
Not to mention the killer would risk them not even running one in the first place.
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it's wrong because that is way too much value?
i get it's a 4v1 situation but to even do that to healthy survivors THAT easily isn't fair.
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Now you know full well they wouldn't redesign a perk which stops exhaustion perks, look at the new clown rework. Sure it's a buff but they removed his best addon, the exhaustion one lol.
Maybe the next generation of devs will buff killer but right now, just some more killer nerfs LOL.
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Yeah agree the aura may be too much, even if only on injured people, I can see people crying it promotes tunnelling if you see previously injured people.
What if it applied exhaustion to every Survivor, regardless of them being injured, BUT the exhaustion is lifted as soon as the killer downs or injures someone. This way it limits the value the Killer can get, but it makes it less situational. Currently, you have to injure everyone to get a lot of value out of this, and in this situation you are already doing quite well, so Blood Echo is kind of a win more perk at the moment. Most of the time, not everyone will be injured, and then not all of them will be running exhaustion perks, and it's likely if they are smart they will be out of your range to get value within 45 seconds. So there's literally 3 conditions that must be met to get value out of this perk (must be injured, must have exhaustion perk, must be nearby and/or not hiding).
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Read my post up above. I don't think it should work on healthy survivors.
It's a 1v4 though. IE 1 killer perk should be equivalent to 4 survivor perks in strength. 4 perks vs 16 perks.
A killer giving up 1 of his 4 perk slots to remove 4 of their 16 is a fair trade. That is equivalent.
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My opinion is all killers should have good exhaustion option and be able to remove or make it very hard to use exhaustion perks. Im pretty sure 90% of survivors use at least one, because there is no risks or downsides, which makes it no-brainer and i don't think that's good
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Currently we have Mindbreaker and Blood Echo, but they are both pretty situational and weak :(
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VERY situational and weak. Remove cooldown from Blood echo, Make mindbreaker exhaustion timer 40s instead of 5, give all killers exhaustion add-ons, why not. Exhaustion perks shoud have risks like hex totems for killers. If killers don't want to deal with exhaustion, give them an option
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it would still be the same you down them then hook them to apply it to everyone hell i would slug and wait to get that effect.
i don't think the survivors should suffer that much of a penalty due to such a basic thing. the reason it's fair is that they are injured when it is applied the killer interacted with them and they didn't recover.
there is no interaction between the healthy survivors and the killer, in some perks that is fine especially info perks because those don't effect the chase at all it just helps start it and the survivor can make it worse to go for them by acting against what you want such as infectious fright showing you but you run away from the downed survivor thus resetting the chase to allow the downed survivor to recover. in perks like thano it is a very small penalty that can be dealt with and with dying light that penalty is accumulated but fair due to the small increase.
this takes something away from you without counterplay and without actual interaction between you and the killer.
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Survivor main here. What if it stays only effecting injured survivors. BUT in return it has a way shorter cool down. Way shorter because it’s meant to punish injured survivors and if you want me to even go this far, Since it targets injured survivors, what if it also makes them broken for the duration too? Blood echo seems to punish spinechill resilience and dead hard users but still not the case.
I say this is because that’s been my build and I on purpose stayed injured against a bloodecho user and the conclusion is, I’m still at my best when injured. Even if bloodecho exhausts me I’m not dependent on my perks, I 99 my health so it looks vulnerable, he chases me I waste the 45 seconds and then he leaves.
to narrow it down.
blood echo: all injured survivors suffer from the exhausted and broken status effect for however long?
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At the very least the cooldown should be reduced and the duration increased IMO. 45 seconds isn't that great and it already goes if they get healed, which might be less than 45 seconds anyway.
You lost me at spine chill, how does blood echo punish spine chill?
I don't see why blood echo should only punish the survivors killers interact with. Let's say Survivor A is engaging in the game and gets chased and manages to escape, or has been unhooked, and survivor B is hiding in the corner, or sitting on a gen far away. Should survivor B gain immunity to the perk just because they are doing gens, or even worse, just sneaking around?
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It’s just the combo, forget spinechill what about the other stuff?
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Your other main point was to keep it as is but with a quicker cooldown right? I believe I acknowledged that in my post, I'd take a shorter cooldown, and maybe even make the duration longer too (45 seconds is not that long, and they may heal up by then anyway). It could last 1 or even 2 minutes to punish not healing even more.
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yea but where it makes you broken as well, it would be a neat buff
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Ah yeah sorry, so they literally can't heal for the duration?
Yes I agree, that would be pretty decent. Especially if you could interrupt heals in progress with it.
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the healthy survivors just shouldn't get affected
if you can't grasp that such a massive penalty shouldn't be on a survivor throughout the game with NO counter play or even interaction with the killer then you don't understand balance.
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There is counterplay, just hide from the killer for 45 seconds. Or use one of the many resources on the map such as windows, pallets, without relying on an exhaustion perk. It's pretty easy. You don't have to be aggressively repairing gens or interacting with the killer at all times.
That would make this perk useful at slowing the game down, not just further punishing the survivors who are already injured.
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that's not counter play that's standard game play to avoid the killer counter play would be preventing yourself from being affected in the first place.
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Obviously standard gameplay is to avoid the killer.
But that's not what I said, I said HIDE from the killer. There is a difference between evading the killer, and hiding entirely.
"Standard" play is to aggressively stick to gens like a magnet, only leaving them when forced off by the killer. Maybe sometimes players will hide but around gens, which is a risky strategy with high reward as they can get back on the gen if the killer leaves.
In these cases the exhaustion perks provide the main method of evading the killer.
The proposed changes to blood echo may be enough of a deterrent to make survivors hide to the extent were they are relocating from gens and trying to avoid the killer entirely.
So this would make blood echo more of a slowdown perk rather than a highly situational perk with little to no use.
Either that or it should have additional effects, and a longer duration, if it still only affects injured people.
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