Reworking Bloodlust

Bloodlust serves as a mechanic to help against unintended infinite tiles, as well as to assist Killers struggling in chase, but is also passively gained with no input only in each chase and generally has no use in higher-level play.

There also exists a void in which going for Hooks and lots of chases has no unique gameplay incentive for the Player, more effort for the same or less turnout compared to camping/tunneling.

In that regard I would suggest reworking Bloodlust to fill this void, while retaining its ability to assist Killers struggling in chase, adding higher-level play potential, and making it more of a choice to use after a culmination of Survivor interaction rather than resetting each chase/hit.


Bloodlust Rework:

Bloodlust is gained in chase with, and when you Hook, a Survivor. It is not lost unless consumed.

Bloodlust Tiers do not automatically apply any bonuses, and the Killer must interact with an unoccupied Hook in order to consume their Bloodlust.


Activating Bloodlust provides the following effects based on the Tier consumed, with each prior Tier effect also being applied:

T1 - Gain a 5% Haste for 60s or until a Survivor loses a Health State by your hand.

T2 - See all Survivors Auras for 5s.

T3 - You're Undetectable for 60s or until a Survivor loses a Health State by your hand.


This version of Bloodlust addresses the following issues with the old bloodlust:

Killers bloodlusting a pallet loop at their own detriment. (You need to make a choice to go to Hook and cede that given chase, or learn how to handle that loop).

Bloodlust being an esoteric mechanic with little indication that it's in effect. (Bloodlust now needs the Killer to interact with a Hook)

Bloodlust being a passive tool that only accrues when losing chase, and only in one given chase. (Bloodlust is no longer lost, and accrues for every chase/Hook).

Bloodlust not having potential of being used in higher-level gameplay. (Consumable at-will and not gained only by losing chase).


This version of Bloodlust seeks to address:

Killers not having any gameplay incentive going for several Hooks/Chases even if it may take longer (as the more Hooks and chases you're in, the more Bloodlust effects you can leverage).

Killers playing well still being able to use this system (Bloodlust is gained and only lost when consumed).

Snowball Killers taking a disproportionate advantage of this system (while Hooks do add Bloodlust, if chases are short, less Bloodlust is gained).

Camping Killers taking advantage of this system (less Hooks and fewer or shorter chases mean less Bloodlust is gained).

M1 Killers gaining a greater advantage of this system (longer chases mean more Bloodlust gained).

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    so when dev originally made DBD, one of the mechanic they were trying to make is stamina system for survivor. there is no stamina system for survivor, instead they made a bloodlust system which instead debuffing the survivor, they buff the killer.

    Its not good system imo. It creates lose more and win-more mechanic in loops. Pallets that are already weak become straight up unfair for the survivor where even if the survivor is good at looping, they get hit for free despite outplaying the killer for prologue period of time without the killer outplaying them. The pallets that are strong, bloodlust is meaningless because the survivor can waste a lot of time in the loop where breaking the pallet is more efficient then trying to get bloodlust 2-3. Some pallets are straight up impossible to bloodlust. As a result they're pure waste of time for the killer and exist for no other reason then to extend chases and justify a counter to this reverse stamina bloodlust system.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Bloodlust is only a solution as well as a problem, when we consider the old history of how maps are designed and still designed today. Back in the old days I recalled from some very old dbd gameplay, maps used to have over 40 pallets in any given map, killer moved slowed in vaulting, and alot of infinite loops and God windows/pallets that need to be broken or abandoned any form of chase agaisnt Survivors exploiting pallets/windows. Blood Lusting was a good solution, even if it was a band fix and didn't completely address the problems with how maps are balanced. Slowly but sure, the devs have reduced the amount of pallets, as well removal of God Tier windows and loops; that Bloodlust isn't necessary to catch up with Survivors anymore. I was hoping the Devs continued this trend and keep on pushing for better map balanced; so that eventually Bloodlust is eventually outdated and removed from the game. Too bad, that is not the facts of reality as the Devs are latest news maps, especially all the Rework/graphic updates maps; are bringing back strong and connecting loops; God teir pallets and vault locations, and even still letting Map Offerings exist in the game. Bloodlust seem like it is still is a viable and necessary mechanic that needs to remain in the game; just to help noob killer players catch up.

    I would down with Bloodlust being gone, or reworked; if only they do anything about reworking the existing and maps rng; heck make the maps more fixated and less rng involved; so that the game is fair both sides.