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Bloodlust
I've noticed a trend of people complaining about bloodlust a lot on Twitter recently because it's somehow "overpowered", there's even an annoying gimmick accounts on Twitter that comments on every single post behaviour makes usually to just say to remove bloodlust. And I'm sitting here like, what's wrong with bloodlust? Like genuinely what is wrong with it, I can't think of one think that makes it worthy of being removed.
People will complain about anything nowadays it seems. Also be respectful in the comments of this, I don't feel like having another discussion of mine deleted by the mods.
Comments
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My only complaint about it is how hard it can be for the game to register that you're in chase.
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The fact we need this mechanic is just a testament to the bad map design. If anything I use it as a reminder that I’m f-ing up and might need to drop chase.
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Here's the thing bloodlust is annoying untill you get the asylum with shack into a Longwall jungle gym and your playing wraith
Then you realize that it is important for situations like that
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Is the Twitter account the same one that replied to every BHVR post to optimize for console?
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Nah it's just one of those "remove certain perks" gimmick accounts, their whole thing is that their name is "remove perk" pfp is usually that perk with an x over it, and they comment on every single post the dbd Twitter makes just to say "remove perk it's unfun to go against" or something like that, there's a bunch of them and they're all extremely annoying.
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Optimize the game for console pls :)
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Like genuinely what is wrong with it, I can't think of one think that makes it worthy of being removed.
Do you really not see what is wrong with a mechanic that makes you win the chase because you've been losing?
Bloodlust 1 would still be acceptable in game, but tier 2 and 3 are obsolete and should've been removed, not buffed to be gained faster.
Also, the way bloodlust is maintaned after missing a lunge and how zoning killers build tiers while charging their power and keep it when they cancel is another testament of how badly implemented it is.
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it stops infinites from existing, and means that running around a rock ends faster.
taking out bloodlust, even t2 and t3, will make the ideal play for most situations "run round rock whilst Yakety Sax plays" even without a pallet. Who needs loops if you can just run round a short wall for a minute and get enough time?
FFS, if anything, Bloodlust might be too restrictive in some situations. You can have someone start running as soon as possible, and then be on the other side of the map before the game goes "huh, you're following them, right". And not every Killer has a way to close the gap (or is in a situation to find someone else, depending on the game situation).
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If you get run around a rock or a wall for a minute then I'm afraid bloodlust isn't the solution.
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Bloodlust is why an obstacle with like a 15m circumference takes less than 25s to get a hit.
Put Survivor and Killer on opposite side, have Killer chase, 15m/0.6m/s = 25s.
There are M1 Killers in the game. Mind games are not always the option.
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This is the first topic I've seen discussing Bloodlust in the last... Probably 12 months. I'm not really seeing much of a 'trend' yet.
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Pfft. Bloodlust is fine. If a chase lasts that long then clearly the killer concerned needs a helping hand
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I agree, it is not discussed enough, especially after it's been buffed for unknown reasons when just like a year ago they did the no bloodlust weekend and they themselves admitted there were no significant variations on kill rates (aka bloodlust carries bad killers to undeserved hits and thats it)
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I suppose because it's a mechanic that can guarantee a down even if the killer plays really poorly. It seems especially ridiculous when you realize a 115% killer hits 130% after 35 seconds. I don't think the entire mechanic needs removed but it could definitely use a look.
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This is complaining about symptoms but not addressing the illness. If people think Bloodlust is really that poorly-implemented then those same people should be the main ones advocating for game-health over new chapters and trying to get more of these maps reworked. Not just graphical improvements like Red Forest, REAL reworks like Eyrie of Crows.
You know maps are problematic when Devs don’t even deny it, they just make jokes about it in their dev update while implementing a new feature to prevent streaks on the same map. From what I heard, they did make several tile changes in this PTB so hopefully it continues (although Cowshed has yet to be addressed, only memed about)
Have you ever tried playing the strongest map tiles in the game against top % Survivors? Even with a high-tier your mistakes can & will be rightly punished, now imagine M1s with no mobility. You can’t “mindgame” your way around a long wall gym that connects into shack that connects into another safe tile, you literally lust through it (which is nullified by getting rid of any of those pallets) or you drop chase and have to deal with it later in the match anyway
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There's a gimmick account on twitter for everything dbd related (and, fun fact, most of them are terrible people for some weird coincidence). I wouldn't take the existence of that as any real indication of community spirit.
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Killers are eventually supposed to get downs. The idea that one Survivor should be able to infinitely loop a Killer because of a skill disparity or fortuitous map gens is literally not supported by the game. This is why Bloodlust exists.
And it kicks in so early just because otherwise a relatively small obstacle -> getting hit -> another relatively small obstacle can take a minute even for a 4.6 Killer. Can't mindgame if it can be seen over, can have a power that's useless, dropping chase might be 'smart', but only if you assume nobody else does that.
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It’s a bad mechanic that is necessary until map design is improved.
If we ever get to a point where map design is actually in a good spot, then Bloodlust tiers 2 and 3 should eventually be removed. Bloodlust 1 triggers often enough that it isn’t necessarily an indicator of poor play from the killer and should stay as it is.
But there’s still a lot of work to do to get to that point.
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You'd still need T2 for 4.4 Killers, though, can't drop the idea entirely.
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Yeah they should even get earlier hits than bloodlust T3. But it stills feels bad, if you can do absolutely nothing (well there are some busted setups which are too strong for bloodlust).
It feels also worse if you get camped after that, bc then you never really played this match. Same goes for killer, when there are only strong loops where you need to destroy the pallet. This things are not engaging.
So the best way would to nerf loops and bloodlust, but yh that wont happen soon.
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I think it's a good thing. It incentivises escaping chase early over dragging it out.
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Bloodlust is fine. If the killer is chasing long enough to get Bloodlust he's losing the game anyway. You can't afford to commit to chases that are that long. Bloodlust is also a testament to how bad map design still is.
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There are very few areas outside of God pallets where I need bloodlust to get a hit. Even the few instances it happens it's because I'm being out played.
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bloodlust being fine is like saying god pallet are fine. its win more mechanic. if your already close to winning as killer, then this mechanic makes it physically impossible for survivor to win. If there are like 3-5 generators by the time 1 person dies, then you can almost auto-pilot follow every survivor to the end and the survivor is likely to lose by default. If your losing then mechanic does not help the killer in 99% of cases to win. The killer will lose regardless as long as survivor makes no crucial errors. I remember watching an ohtofu video like 4 years ago and the video was about how bloodlust makes it impossible to balance loops and justifies strong loops being in the game because it counter-balances the mechanic. I still think ohtofu's opinion is likely correct. map would be way more balanced if bloodlust was removed from the game and pallet looping was weaker.
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The game is balanced around a chase lasting 45 seconds on average. If someone is bloodlusting, even at level 1, that takes 15 seconds. If they are bloodlusting you to brute force something, they are likely hitting level 2 and 3 and if so, you (the survivor) won that chase, even if they down and hook you. This is a 1v4 game, not a 1v1 game.
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I think you’re misunderstanding me. I don’t like bloodlust nor do I think it should be in the game. I’m just saying it’s currently required. I’d like it removed at the same time we fix loops/maps.
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bloodlust is only really problematic at t2 and t3 where killers just stack it to force hits at playable but unsafe pallets. It creates really boring gameplay where a killer can just keep you at an unsafeish pallet until they're fast enough to make it impossible to outplay them and guarantee a hit. It promotes and encourages bad habits as killer and punishes survivors for playing good.
I think bloodlust t1 should be kept as chase aid for the m1 killers but t2 and t3 should be removed
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imma be real with you if you're stacking bloodlust on any 110% killer you're ether getting absolutely railed in chase or you need to actually learn how to use their power
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Yes buddy we know, everything survivors ever get is balanced and ok to be in the game while everything killers get is "oppressive" and "broken", we get the usual narrative and pattern in this forum, you dont have to make another post about it.
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I'm actually 100% in favor of Bloodlust existing.
Dead by Daylight is not an MLG pro esport. It's at it's best as a fun, casual romp with plenty of laughs on both sides. If a particular player is very, VERY bad at killer, it's not the end of the world for them to get two free hits after spending one minute to get each hit.
Unskilled killers have Bloodlust, and unskilled survivors have hold W + pre-drop every pallet. One of these things is not as easy to fix as the other, so Bloodlust should stay so fledgling killers can get a taste for blood.
To summarize, Bloodlust does literally nothing in like 90% of games, but it's still important for it to exist as "anti-infinite insurance" and a helping hand for newbies.
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Bloodlust is needed for when the map looks like the back room of a Home Depot. If you notice the killer getting into bloodlust then just drop a pallet and book it, or vault a safe window away from them. Bloodlust is just like the SB survivors get on getting hit, it’s to help in their particular way.
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Personally I don't mind bloodlust 1 as a way to incentives survivors to use their resources instead of holding W and help weaker chase killers with some stronger setups. Despite this I think anything above bloodlust 1 is overkill and acts as too much of a softcap in chase that invalidates player skill. It's also important to make sure powers correctly cancel out bloodlust. Derdge, a killer with a decent chase power, didn't lose bloodlust progress charging its power in chase allowing it to zone a tile but punish the survivor for holding W simultaneously, not need on a killer which has the added utility that dredge has. I believe dredge has had this change in the last midchapter or current ptb but it's not good this took a year.
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If you can never see a situation where it would come up regardless of power, that's not my fault.
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Which doesn't matter.
The point of Bloodlust is that that hit will happen eventually. There is not supposed to be a situation where a Survivor will be able to keep a chase up endlessly. It is not a symmetrical 1v1, and it's not meant to be. The very point of Bloodlust is to enforce this: no matter how good you are, if you can't make them lose track of you, you're going down.
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It's complicated.
Okay, to be clear, most of the community has come to accept Bloodlust 1. Tier 1 Bloodlust is mostly regarded as fine. Sometimes map rng will be stupid, and you might need some help if you're a killer such as Wraith. At the same time, the 0.2m/s bonus isn't too oppressive to break the game or anything.
But otherwise, Bloodlust is seen as a bandaid fix for bad map design. You play on a map such as Haddonfield as an M1 killer and if the survivor knows how to play those buildings, you will be getting T2 Bloodlust at points. Out of curiosity, I even tested sone spots and found T3 wasn't enough (but those involve just a stupidly safe pallet you could/should break).
Many players, largely Survivor players, hate it because it's essentially rewarding the killer for doing poorly. You're going an extended period of time without even breaking a pallet, meaning the survivor is likely outplaying you, but they're still getting hit because of Bloodlust. That hardly feels fair.
The developers, however, have defended the mechanic. One that I shall not name to avoid their harassment countered the criticism by saying something along the lines of, "maybe it shouldn't be possible for a survivor to loop a killer infinitely?"
On the surface, this sounds absurd but I implore you think for a moment. DBD is a 4v1, if a chase was a 50/50, then it would actually be in the survivors' favor because the killer is expected to outplay and juggle between 4 people, 3 of which will likely be on gens at the start. So I can see where they're coming from; having something in the game to tilt the odds in the killer's favor makes some sense.
There was an experiment when Bloodlust was disabled, and it was widely regarded as fine but with a few problematic maps. However, since then, we've had MORE problematic maps added such as Eyre of Crows (less so after the rework but still rough), Garden of Joy, and the new Haddonfield. Especially for the last 2, I can speak from personal experience that catching a survivor without Bloodlust on those maps can be outright impossible on certain killers.
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Dredge keeping Bloodlust was apparently a bug. Shocked it's been there since release and never said anything though.
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God pallets, infinites and pallet count have to be toned down a lot for bloodlust to be removed.
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Just commenting on what I saw because I found it interesting, no need to be rude.
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That's the thing: you'd need to be able to guarantee hits around all loops eventually regardless of map design.
A 4v1 that can be reduced to a 1v1 where 3 people don't matter is not desirable in an asymmetrical game.
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