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Ideas for Bloodlust perks.

On the most recent Q&A, a question was raised in regards to if they would be open to making perks that specifically works with and around the bloodlust mechanic, not just being used as a trigger. So I think it would be awesome if we could discuss some bloodlust perk ideas - which the devs could implement as is, adjust and then use or just draw inspiration from.

The idea below is subject to change and all of the values can be adjusted as needed, as will any other idea posted in this thread. Feel free to be inspired by mine below, constructive criticism is likewise accepted.

Lust for Blood - Idea 1:

Lust for blood is an activatible ability and replaces the normal bloodlust mechanics.

Each second a victim is chased a token is earned
Each 15 seconds a victim isn't chased a token is granted
Each time a pallet is broken 2 tokens is earned.
Each time a stun is received 2 tokens is granted.
Each time a victim heals a health step within 8/12/16 meters 2 tokens is granted.
Each token counts toward bloodlust chase time requirement.
Each 15 tokens counts for one increase in Bloodlust level.
75 Tokens is the maximum amount of tokens that can be held at any given time - Bloodlust level 5 is the highest.

Activatible:
When activated the killer spends all acquired tokens/bloodlust levels and gains the bloodlust level associated benefits
for 3/5/7 seconds. After this have been activated it goes on a 60/50/40 second cooldown.

Bloodlust levels:
Bloodlust level 1 - Chase time: 15 seconds. Speed Bonus: +0.2
Bloodlust level 2 - Chase time: 30 seconds. Speed Bonus: +0.4
Bloodlust level 3 - Chase time: 45 seconds. Speed Bonus: +0.6

New Bloodlust levels:
Bloodlust level 4 - Chase time: 60 seconds. Speed Bonus: +0.8 m/s
Bloodlust level 5 - Chase time: 75 seconds. Speed Bonus: +1.0 m/s

Notes and mechanic changes:
Bloodlust is only triggered through the activatible ability.
Breaking a pallet will not make killer lose bloodlust or bloodlust levels.
Hitting or downing a victim will not make killer lose bloodlust or bloodlust levels.

About the Lust for Blood perk:

The idea behind this perk is to add new, work with and change some of the existing bloodlust mechanics a bit, but most
certainly also expand on the mechanic. The main concept is to empower the killer through the use of bloodlust, hence also
why the need to change how quickly one can trigger bloodlust.

Basically, the above idea would enable the killer to choose when to apply bloodlust irregardless of any chase outcome, so the killer would be able to chase one and use the bloodlust against someone else. This also means that bloodlust won't trigger under any normal circumstances and potentially will be less effective if used incorrectly, as bloodlust doesn't normally have a set duration, where here it would have a maximum of 7 seconds use. You could say this is similar to sprint burst but for killers, and in some ways it is, but still needs to "build up" in order to actually be used. Even if the killer doesn't actively build it up, it still take 225 seconds to actually build it up to Blood lust level 1, at litterally can be gone in 3 seconds.

Looking forward to your thoughts and ideas... :)

Comments

  • Skairipa
    Skairipa Member Posts: 255

    Interesting idea :)

  • HellDescent
    HellDescent Member Posts: 4,883

    I wouldn't waste a perk slot with that. I'd rather take bamboozle

  • Cetren
    Cetren Member Posts: 985
    edited November 2018
    Hex: The Third Eye

    Letting a survivor go after achieving bloodlust will tag them, allowing you to see their aura in a 32/64/Unlimited meter range, as well as giving them 9/15/21% decreased action speed when within 8 meters of another survivor. (This, like resilience, will affect totems and gates.)

    Survivors suffering from a speed penalty will have their auras shown in green. 

    Disables the speed increase from Bloodlust.
  • Incarnate
    Incarnate Member Posts: 677

    @Skairipa said:
    Interesting idea :)

    I think so too, and it's an interesting way to give the give a sprint ability.

    @HellDescent said:
    I wouldn't waste a perk slot with that. I'd rather take bamboozle.

    When you say waste, do you think it's bad perk and if so, why do you find it to be so?

    @Cetren - It's an interesting idea, but the unlimited range does seems a bit much, maybe something like this: 32/48/64? Also, I reckon that people probably wouldn't use this one that much simply due to the fickle nature of totems, especially the lit ones. What could be interesting is if the tag was contagious somehow, like when the survivor gets within those 8 meters, there is a chance for it to spread to the nearby survivors or it spreads if the tagged survivor interacts with another survivor.

  • HellDescent
    HellDescent Member Posts: 4,883
    edited November 2018

    If you are chasing someone for that long you are doing something wrong and not applying any map pressure. By the time you get those tokens all the gens are gonna pop, at this point noed will provide far better bonuses

  • Blueberry
    Blueberry Member Posts: 13,671

    Bloodlust is a bad designed mechanic in the first place, we don't need more perks attached to it.

  • Boss
    Boss Member Posts: 13,616

    Lol, how about...

    Hex: SANIC
    When the Survivors are on the verge of escaping, you put on your red & white sneakers.
    Once the Exit Gates are powered, if a Dull Totem remains on the map, this Hex is applied to it.
    You gain a permanent Bloodlust Tier 3 effect.
    Your Terror Radius music changes to the SANIC ear-######### theme.

  • Incarnate
    Incarnate Member Posts: 677

    @HellDescent said:
    If you are chasing someone for that long you are doing something wrong and not applying any map pressure. By the time you get those tokens all the gens are gonna pop, at this point noed will provide far better bonuses

    But thats the thing, the whole idea behind this perk is actually so you don't have to keep chasing for bloodlust to trigger - in fact it's something you can activate when it's ready. As you chase it will accumulate tokens towards unlocking a sprint that you can use, these tokens aren't lost when the chase ends.

    I think it's very important to note the two primary key differences between how bloodlust it's build up and triggered. The perks makes it an activatable ability and is being build up irregardless of a chase ending or even happening, which is very unlike how bloodlust normally works.

    To give you an example of how the perk would work in practice.
    Say you chase two victims, one 7 seconds - earning you 7 tokens, the other for 8 seconds which earns you another 8 tokens. This gives you a total of 15 tokens - Enough to trigger Bloodlust level 1. A very important factor here is also the fact that YOU decide when to use it, it's not automatic. Lets continue the example, say you're still chasing the second victim as Bloodlust level 1 is achieved but not yet triggered, you hit the victim, thus ending the chase. After the recover animation you set after the victim you had hit, when you're close enough to the victim, but not close enough to strike you activate it to close the gap ensuring the second hit.

    Also to mention here, how you accumulate the tokens isn't just through chase, but also through other means which is very different from how bloodlust usually would've been build up to trigger - which only would've happened through a continous chase and an automatical trigger.

    So if you also combined this with Bamboozle, it would be one mean combo.

  • HellDescent
    HellDescent Member Posts: 4,883

    @Incarnate said:

    @HellDescent said:
    If you are chasing someone for that long you are doing something wrong and not applying any map pressure. By the time you get those tokens all the gens are gonna pop, at this point noed will provide far better bonuses

    But thats the thing, the whole idea behind this perk is actually so you don't have to keep chasing for bloodlust to trigger - in fact it's something you can activate when it's ready. As you chase it will accumulate tokens towards unlocking a sprint that you can use, these tokens aren't lost when the chase ends.

    I think it's very important to note the two primary key differences between how bloodlust it's build up and triggered. The perks makes it an activatable ability and is being build up irregardless of a chase ending or even happening, which is very unlike how bloodlust normally works.

    To give you an example of how the perk would work in practice.
    Say you chase two victims, one 7 seconds - earning you 7 tokens, the other for 8 seconds which earns you another 8 tokens. This gives you a total of 15 tokens - Enough to trigger Bloodlust level 1. A very important factor here is also the fact that YOU decide when to use it, it's not automatic. Lets continue the example, say you're still chasing the second victim as Bloodlust level 1 is achieved but not yet triggered, you hit the victim, thus ending the chase. After the recover animation you set after the victim you had hit, when you're close enough to the victim, but not close enough to strike you activate it to close the gap ensuring the second hit.

    Also to mention here, how you accumulate the tokens isn't just through chase, but also through other means which is very different from how bloodlust usually would've been build up to trigger - which only would've happened through a continous chase and an automatical trigger.

    So if you also combined this with Bamboozle, it would be one mean combo.

    This will break the game, Survivor will no longer be able to determine safe vault/pallet distance and jungle jyms will become useless

  • Incarnate
    Incarnate Member Posts: 677

    @HellDescent said:

    @Incarnate said:

    @HellDescent said:
    If you are chasing someone for that long you are doing something wrong and not applying any map pressure. By the time you get those tokens all the gens are gonna pop, at this point noed will provide far better bonuses

    But thats the thing, the whole idea behind this perk is actually so you don't have to keep chasing for bloodlust to trigger - in fact it's something you can activate when it's ready. As you chase it will accumulate tokens towards unlocking a sprint that you can use, these tokens aren't lost when the chase ends.

    I think it's very important to note the two primary key differences between how bloodlust it's build up and triggered. The perks makes it an activatable ability and is being build up irregardless of a chase ending or even happening, which is very unlike how bloodlust normally works.

    To give you an example of how the perk would work in practice.
    Say you chase two victims, one 7 seconds - earning you 7 tokens, the other for 8 seconds which earns you another 8 tokens. This gives you a total of 15 tokens - Enough to trigger Bloodlust level 1. A very important factor here is also the fact that YOU decide when to use it, it's not automatic. Lets continue the example, say you're still chasing the second victim as Bloodlust level 1 is achieved but not yet triggered, you hit the victim, thus ending the chase. After the recover animation you set after the victim you had hit, when you're close enough to the victim, but not close enough to strike you activate it to close the gap ensuring the second hit.

    Also to mention here, how you accumulate the tokens isn't just through chase, but also through other means which is very different from how bloodlust usually would've been build up to trigger - which only would've happened through a continous chase and an automatical trigger.

    So if you also combined this with Bamboozle, it would be one mean combo.

    This will break the game, Survivor will no longer be able to determine safe vault/pallet distance and jungle jyms will become useless

    I don't think it would break the game, plus it also has cooldown when it has been activated, and it follows the same movement speed bonuses as bloodlust normally would. BL4 & 5 follows the same static increases as the previous one. I don't see why it would break the game. Just because they wouldn't be able to determine safe vault/pallet and jungle gym distance, wouldn't break the game - it would force them to play differently.

    Why should they be able to do that for sure? That they would not be able to for sure would be comparable to that of the mindgames. And what it basically does is give the killer the option to end a chase more quickly, which most certainly will allow the killer to apply map pressure, instead of having to keep chasing and chasing at the expense of map pressure. Plus this could also be used for other things than to end a chase more quickly, this may not be obvious, but that is certainly also within the possibilities of its use. Furthermore, it's also possible to use this more incorrectly, like making a wrong decision about when to activate it.

    Care to elaborate more about why you think it would break the game?
    Perhaps some constructive suggestions in regards to what should be changed so it in your opinion wouldn't be breaking the game?

  • armandfm11
    armandfm11 Member Posts: 35
    Boss said:

    Lol, how about...

    Hex: SANIC
    When the Survivors are on the verge of escaping, you put on your red & white sneakers.
    Once the Exit Gates are powered, if a Dull Totem remains on the map, this Hex is applied to it.
    You gain a permanent Bloodlust Tier 3 effect.
    Your Terror Radius music changes to the SANIC ear-######### theme.

    10/10 best perk ever :))