Why bloodlust ends after 1s?
I destroy a pallet – bloodlust ends;
survivor disappear behind a wall for 2s – bloodlust ends;
I get blinded or stunned – bloodlust ends.
On top of that perk Beast of Prey is as useless as was never before.
In the current (very weird) running meta, where survivor after being hit can run through the whole map before I get to lunge distance with 4,6 m/s killer is outrageous. If they have Lithe or Sprint Burst (I'm not mentioning dead hard since almost everyone is running this) killer gameplay changes into a walking simulator.
I can't support the game that is getting worse(or subjectively speaking less fun) gameplay with each year.
Comments
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It happens when you are stunned, lose a chase, and hit a survivor.
If it happens at any other time, report it as a bug.
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Yes, but it wasn't like that a few years ago. Yet, survivors could escape as well as they can now. Building bloodlust from 0 after one of the conditions you mentioned takes soooo long...
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The only real change I think needs to happen is it feels like as soon as a survivor is out of line of site (even if they just went around a corner), the chase drops. That shouldn't happen for at least a couple of seconds so the game is 100% sure there is no more chase happening instead of "Well I don't see a survivor, so obviously there is no chase" that's not how chases work.
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Many, many, MANY, MANY MANY things also cancel bloodlust or prevent you from building bloodlust.
Most of them are killer abilities though.
Examples: Doctor's shock. Clown bottles. (annoying clown bottles also use up Play With Your Food stacks when they didn't before.) Placing snares as Freddy. I think Legion in Frenzy mode can't get bloodlust. Plague's vomit. Myers in EW1. Huntress throwing a hatchet. Deathslinger aiming. Pyramid Head's trails. 99% of them also cancel bloodlust even if they miss.
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lol didn't know that, I thought they didn't change bloodlust at all
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Yes it was.
Since it's implementation in patch 1.5.0, Bloodlust has undergone an entire 1 change in patch 2.2.0, according to the DBD Wiki (which, considering how they log every single patch note the game has ever had, I trust on this one). This change was nerfing the speed from +0.2/0.6/1.2m/s to +0.2/0.4/0.6m/s.
You lose bloodlust when you break a pallet or hit a survivor. This has always been the case.
You lose bloodlust quickly, but not instantly, when you're no longer in a chase. Chases are initiated when both players are moving, the survivor sprinting, and the survivor is within 12m of the killer's LOS. This has always been the case.
You lose bloodlust when you use a killer's power. This has always been the case (ie. pulling up a Hatchet, placing the Knife in the ground, using your shock, etc).
You lose one stage of bloodlust upon being pallet stunned. This has always been the case.
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You're not suppose to run after a survivor you just hit. The speedboost after hit is there to reset the chase.
After a hit you should go and pressure the gens to then catch that survivor of guard later.
Most of the time when killers complain about genrush it's because they spend half of the match chasing after a survivor that just got a 150% speedboost while you were standing still.
That's why high mobility killers are so good. Not because they can get from gen to gen faster but because they don't have to deal with the speedboost after hit as much
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Multi-tasking is what's needed as killer.
Be aware where survivors are or could be, sounds, movements, lightning from gens.
If you hit someone and you know someone is close, chase them.
Is the person outpositioned than continue the chase, or when that person is the weakest link.
I know and agree, it is hard sometimes to put in enough pressure, but it ain't over until the gates are opened.
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Actually, you're both correct.
Since it was released, Bloodlust only had once change, the one in 2.2.0. However, one thing the wiki usually doesn't track are changes that didn't make it to the live build (ie PTB stuff, or mid-development changes). Bloodlust underwent a couple of changes (mainly nerfs) between the time the devs first presented the mechanic to the community and the time it eventually found its way into the game with 1.5.0.
I mentioned this to the wiki people, maybe they'll update the page.
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