Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Hot take

Desteriaa
Desteriaa Member Posts: 118

If Made for this is bad so Is bloodlust.

If made for this rewards the survivor for being "bad" at chase so does Bloodlust…

In the current state of dbd Neither should Exist In my opinion especially bloodlust considering it was a mechanic meant to counter infinites but infinites don’t exist anymore so I think that it maybe shouldn’t past tier 1.

As for Mtf I don’t think the perk should have two effects but then again 3% isn’t really much and the endurance is hard to get value from if the killer isn’t slugging.

Comments

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,465
    edited July 2023

    Ooo just what I like to read, a spicy hot take in the morning with my coffee.

    Hag mains probably: Bloodlust, what's that? 👵

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Some maths: It takes 90 seconds to repair a generator solo. Cut that in half if repairing with one other survivor. BL1 is 15 seconds. BL2 is 25. BL3 is 35. 25 Seconds to down a survivor, about 7 seconds to hook them. Depending on perks like Eruption, Pain Resonance and Jolt, there's a good chance that survivors aren't making it out if you're getting a hook roughly every 32 seconds.

    Each tier of Bloodlust is 5% haste. Made for This is 1% per tier. With just Made for This, a survivor will have a maximum base speed while running of 103%. At Bloodlust 2, a 115% killer goes up to 125%. That extra 10% means you're more likely to catch the survivor at a loop, or down them before they make a pallet or window.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,465
    edited July 2023

    I don't really take issue with either and both are okay. I believe tiers 2 and 3 are where you'll see differences in opinion commonly. Personally, I don't get there often on too many killers, but when I do it's usually due to the ever infamous strat of "Shift+W." I think if you've been chasing someone for a while then it's okay in a killer-survivor cat-and-mouse to have a catch-up mechanic, though that opinion can change instantly depending on how my last few matches have gone.

    Is it bad? No, I just think it's playing the game as intended. You don't have to be the best at chases even when certain on top killers basically play themselves, where as the weaker ones need it just to keep up.

  • Desteriaa
    Desteriaa Member Posts: 118

    It’s the same thing… Mtf is meant to extend chases while bloodlust is meant to end them quicker… How is it not the same??

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Bloodlust was initially introduced to help killers combat infinites. There are no true infinites in the game anymore. While maps are bad, they certainly aren't bad enough to warrant up to 15% haste.

    Made for This does nothing for bad survivors. It doesn't take a bad survivor and suddenly make them into a god looper. It doesn't really make good survivors "better" at looping, it just makes it more likely that they will make that pallet/window.

  • Tsulan
    Tsulan Member Posts: 15,095

    Bloodlust was turned off for a weekend as a test, to see if killers still need it.

    Turns out, yes.

  • Xendritch
    Xendritch Member Posts: 1,842

    It's so weird to me everytime there's calls to nerf something someone will demand to nerf something on the other side like it's a negotiation, you know the other side isn't actually in control of anything and bhvr makes these choices right?

    As for the topic of bloodlust I don't know too many killers that even reach Bloodlust I don't think anyone even would care if 2 and 3 are gone you actually need to be a bad killer to get that high and I would actually encourage them to get rid of it because it would make bad killers better faster.

    Bloodlust 1 I'm torn on but ultimately there are still enough stupid map designs in the game I think it's warranted and at 15 seconds to activate it's not like it's abusable, you see it pop up and it's literally like a big sign letting you know you're losing.

  • Xernoton
    Xernoton Member Posts: 5,947

    You know, Bloodlust is actually a band aid fix to BHVR's terrible map design. They know how stacked some of their maps are and they know that some killers really have no chance to deal with all of these ressources. If they removed Bloodlust, they would take away any chance for weak killers to hit survivors on strong structures. Of which there are plenty on almost every map.

    Your average M1 killer will not get a hit on a survivor that plays perfectly around Shack, Jungle Gyms, TL walls, main buildings and even most pallet loops. Because they only have a 'right play', if the survivor messes up. Like, what do you expect the Pig to do at shack? Fly?

    Bloodlust is the reason there should not be something like MFT. Not the other way around. There are still loops, where an experienced killer will give up chase because they know that they have no possible way to outplay them. Look at the Groaning Store House, Father Campbell's Chapel (with some lucky rng), Garden of Misery main building, Myers House and House of Pain for example. No matter what the killer does there, the survivor can simply react and adapt to the killer's every move. Which results in the killer relying on survivor mistakes in order to even have a chance to get a hit.

    And we haven't talked about what MFT does in these scenarios...

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,567

    You cannot say this here. People dont want to accept the fact that Bloodlust is a handholding mechanic for Babykillers and often used in situations where it should not be used or should not be needed. It makes fair Loops unfair (even when reaching Bloodlust 1).

    But Killers want this crutch. Especially here, where you can clearly see how many Killer players are struggling with the game.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    noone wants bloodlust AND maps that are the reason it is in the game in the first place.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,567

    The problem is that Bloodlust (and many other bandaids BHVR introduced over time) are used for things where it is not needed. If you have an unsafe Pallet, this is usually a fair Loop because both players can outplay each other. However, with Bloodlust, this is not the case anymore since the Killer will get the Hit once reaching Bloodlust 1.

    There are not really any structures in the game anymore where Bloodlust is needed. Because you would either need to break the Pallet (resetting Bloodlust anyway) OR you have a fair chance of outplaying the Survivor. And if this does not work, there should be no handholding so that the Killer can catch the player who is better than them.

    (Bamboozle is another example - introduced to combat strong Windows which lead to long Loops. Nowadays people use it for simple T/L-Walls which, when played correctly by the Killer, should grant a Hit anyway)

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    You might be correct about single structures. However chained structures are a whole other matter. I've had shack window lined up with a long wall window. I've had a window on main on Father Cambel's chapel line up with a TL window. Those busted chained windows don't happen every game, but when they do it's pretty miserable.

    That's the sort of edge case that BL is still in the game to deal with.

  • BlueRose
    BlueRose Member Posts: 658

    I start off by saying that I also think they could delete BL2 and BL3 but not for the same reasons you listed. I don't think BL2 or BL3 rewards the killer in fact I think it misleads killers to stay in the chase for too long. If you depend on BL2 and BL3 all the time to get downs you not going to win that match, gens will be done and 2 or more survivors will escape. That said I do think BL should still be in the game bc of the map design. Dbd suffers from poor map design and not going to change in my eyes. The devs will continue to make safe maps where loops can easily be chained together and allow survivors to extend chases for so long. Maps like Graden of Joy and Shattered Square will continue to be made.

    Also, I don't think you can compare MFT and bloodlust since they act differently from one another. MfT only has one condition and that is to be injured which is a state a survivor will be in at some point no matter what. I know it has another condition but being exhausted is something a survivor more or less can control mostly bc killers only have 4 perks that can cause exhaustion, two of those perks require survivors to heal(one they have to be inside the killer TR), one requires the survivor to be injured as you hook someone and that perk has a long cooldown, and the other just requires the survivor to touch gen(the best one in imo out of the 4) and not all killers have addons for exhaustion. Outside these two conditions, there is no other way to lose MfT. Now look at BL, it requires the killer to be in chase for 15, 25, and 35 secs, now if you stay in the chase for more than 25 sec imo as a killer you doing yourself more harm than good since that giving time for the other 3 survivors to group up and finish gens. BL is also really easy to lose as a killer, you lose BL when you: break a pallet, hit a survivor, use your power, or lose the chase. As you can see killer cant keep BL like survivors can keep MFT.

    Another issue I have MFT is the fact it hurts lower-tier killers but does nothing to high-tier killers. Nurses, Blights, Spirts, and Weskers care less about MFT because they all have powers that help them in a chase. Meanwhile, Trappers, Pigs, Freddys, and Sadakos do feel MFT in the hands of good survivors since they are mostly m1 killers with no chase powers. Before someone says it, yes I do think the devs should rework/buff lower-tier killers but the reality is they won't. Peanit has said in another thread that lower-tier killers dont get looked at a lot of times bc of time management and priorities. They just don't have the time or feel like some of these killers need changes. They think Trapper is fine and have no plans on buffing him even though pretty much everyone who plays the game thinks he is the worst killer in dbd. So I don't get why ppl continue to ask for lower-tier killers to be buff when the chances of them getting changed are so low, to begin with. I feel like it's a fantasy now more than anything.

    Either way, MFT only makes good players, even more, stronger and makes already easy maps to loop even easier. My main problem isn't really with MFT itself but with map design. I think maps are made way too safe and easy for survivors but devs have shown me nothing that shows me they can make a balanced map in the past year. So imo is easier to ask for a perk to be changed than a map or killer changes since the devs have shown they rather change perks more than other parts of their game.

  • PotatoPotahto
    PotatoPotahto Member Posts: 250

    I have two problems with MfT

    1) It stacks with Hope making survivors almost invulnerable to non-speedy non-ranged killers in the endgame

    2) It has an additional very strong effect: giving a survivor Endurance when they pick up, which should be a separate perk

    So, is 3% an OP thing alone? No. Should MfT stay as it is? Also no.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 786

    Bloodlust goes up in increments of 5->2.5->2.5 and the way you word it makes it sound like MFT needs time to activate '1% per tier' MFT activates instantly and 3% for survivors is infinitely more powerful than even 10% for killers lmao

  • ays12151
    ays12151 Member Posts: 678

    You need know something about the game - if you not - you will say that Made For This isn't too strong.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    connected loops, straight up broken set ups, some mains like garden's could buy minutes if bloodlust didn't exist. i 100% agree on your take about "bloodlusting killers", but idk how bearable the game would be for especially weaker killers if bl didn't exist.

  • pseudechis
    pseudechis Member Posts: 3,904

    From a mechanical standpoint the goal of survivors in chase is to escape the killer, while from a practical standpoint, once you know how to loop, the goal becomes waste the killers time, meaning survivors try to stay in chase for as long as possible.

    People view bloodlust as rewarding bad play but it can motivate you as survivor to escape. You could argue that a survivor who can't escape from the killer before bloodlust is playing badly and deserves to be punished by bloodlust, just as you can argue that a killer that gets to blood lust is playing badly.

    The longer you stay in chase the more dangerous chase becomes. This is both mechanically and thematically appropriate. So bloodlust makes sense, when the goal is trying to escape.

    Comparing MFT to bloodlust is kinda apples and oranges but people do it simply because they are both speed boosts and can't separate them beyond that.

    Does MFT do a lil too much, I think in its current form yeah it does. Its representative of the kind of power creep that sells new expansions. People will buy it run it excessively and BHVR will have to nerf it into the ground because it does way too much and is overused.

    But those nerfs will be a long time coming, because a powerful new perk that everyone wants will sell a lot of expansions. A combination of people touting it and complaining about it will drive the interest in it.

    In the meantime being injured will give survivors a substantial boost to chase extension, resulting in BL being almost necessary to catch them in some circumstances, especially if they are built not to escape chase but rather to sink killer time. But to get blood lust you have to over commit to a bad chase so its a lose-lose for the killer the moment they injure the survivor.

    It's mechanically and thematically a rather poor idea and really only works if the survivor is motivated to escape over sinking the killers time, which will not be the case for a lot of games.

    So at low MMR you'll get more survivors escaping after the hit, which will suck but not be a disaster, at high MMR you'll get even more time sinking chases where people just run around the same rock pallet saving, rinse and repeat only it'll go on for longer now.

    So what will happen, well players who feel they can't catch survivors will try to avoid chases, which means camping lots of camping, stacking yet more gen regression meta to give the slowdown, 3 gens that don't commit to chases. You know all the good stuff that players seem to really love.

    So expect MFT to get toned down at some point but saying if they nerf it then they have to remove bloodlust kinda demonstrates a lack of understanding about how these effects get applied and used.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    I'm running on like 4 hours of sleep. When I said Tiers in relation to Made for This, I was referring to the perk tiers. Tier 1 Made for This is 1% Haste.

    Now, I won't argue the perk isn't strong because it is, but is it overpowered like all the complainers are making it out to be? Hardly. It's still outclassed by Sprint Burst, and the 3% doesn't guarantee you distance like old Dead Hard did. You also have to already be injured to get value from it, and you have to run loops perfectly in order for the perk to actually seem broken.

    Your average survivor isn't a god-looper who knows exactly how many times they can greed a loop before they have to leave that loop. The game isn't balanced for high mmr. That's about the long and short of it. Should it lose the Endurance effect? Sure. But the 3% Haste thing? Not OP.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 786

    Okay but we don't balance around those who can't use it we balance on those who can. If it can be absolutely broken to the point it can win games alone then it should be brought down especially for an asymmetrical game. Its why nurse was hit with nerf after nerf, because they balance it around the top performers.

  • oreoslurpee
    oreoslurpee Member Posts: 291

    i play both sides, i think both need changing. reduce MFT to possibly 2%. it could have a tier system as 1% for tier 1, then 1.5% and then 2%. and for bloodlust, remove tier 2-3 for bloodlust and keep 1. you only need tier 1 anyway.

  • Objectively_speaking
    Objectively_speaking Member Posts: 514

    Being beaten by god windows is not skill, it is bad map design. Your statements are the same as saying the old mori were balanced because you have to hook someone once. If there were no bloodlust maps would need to be shortend so much and windows would need to be nerfed <the map windows, not the perk>. Sadly, bad map design ensures that bloodlust will remain till the end of this game.

  • MB666
    MB666 Member Posts: 968
    edited July 2023

    1 is a mechanic that basically to this day can not be removed due to how poorly balanced are the maps and the only times it gets out of hand is when people reach bloodlust 3 but by that point u already lose the entire game if the survivor are repairing / also gets countered if you are on a god pallet which the killer is forced to break to continue the chase.

    meanwhile you have mft which basically works passively without giant requirements , you dont need to be good to get value and it has the potential to be insanely broken on the already unbalanced maps but funny enough only the top tier killer can counter it by playing with their chase powers normally , meanwhile the m1 killer had to suffer it by not running an exhaustion addon / perk.

  • versacefeng
    versacefeng Member Posts: 1,227
    edited July 2023

    And by needing bloodlust you mean tier 1, not 2 and 3. Right?

  • Kaitsja
    Kaitsja Member Posts: 1,838

    The 3% haste only becomes broken when survivors play perfectly. The average survivor doesn't play perfectly. They make mistakes. They don't run loops as tight as they can. They second-guess themselves. They get caught on obstacles in the loop. They don't know the exact number of times you can greed a loop, and sometimes they over-greed and get punished for it.

    The game is not balanced around the top performers. It's balanced around the average. If it were, Tru3Ta1ent would have nothing to complain about. I think it goes without saying why Nurse was hit with nerf after nerf when you look at just how broken Nurse used to be.

    MFT is not winning games by itself. If it were, even average survivors who are somewhat competent at looping would constantly be escaping, but they're not. MFT is still outclassed by exhaustion perks.

  • Reinami
    Reinami Member Posts: 5,854

    This has already been talked about and mathed over. The reality is that movement speed increases are more powerful on survivor than killer.

  • Tsulan
    Tsulan Member Posts: 15,095

    Does it matter which tier? As bloodlust was already nerfed and yesterday i´ve seen a streamer complain about bloodlust, while he ran the killer around for same log for... well to long.

  • 1ettuce
    1ettuce Member Posts: 1,141
    edited July 2023

    Bloodlust needs to exist bc of map/tile design being horrendous, made for this doesn't, just another terribly designed perk that gets you free distance for doing nothing for no good reason. Also both effects are huge, the 3% I find easily noticable on surv and can make loops take longer to get through multiple times over and over again

  • Kius
    Kius Member Posts: 140

    Sure remove bloodlust. But before that

    Ask the dev's to rework every. single. map. To not have infinites then.

    Then lets talk again.

    MFT rewards you for getting hit where you gain more precious time so your team recovers or gets more gens in. Bloodlust is a try to "end" a chase depending on the situation.

    Lets not put the "hollier than thou" here. MFT is an unhealthy perk. Just like DH and more and all other gen regression perks that died.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 786

    It does infinitely help the average player because if we're using your logic, then you're aware that the average killer will also have a much harder time in countering a survivor who has a 3% faster movement speed. I don't think I'm some e sports level survivor by any means and I think MFT has won me several games I would've lost had I had an exhaustion perk

  • versacefeng
    versacefeng Member Posts: 1,227

    Could it be a possibility that the killer they were versing simply wasn't good?

  • LeFennecFox
    LeFennecFox Member Posts: 1,321

    Survivors already go around loops faster than killers making that free 3% pretty massive and BL is still a needed mechanic until they get their act together and change maps that have insanely strong setups.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    It helps, sure, but that doesn't make it overpowered nor is it the primary contributing factor as to why they won. I'm not saying the perk isn't strong, because it is, but I still don't see any good reason for the 3% haste to be removed because people haven't figured out how to play around it.

    I'd much rather see MFT every game than Sprint Burst every game.

  • Tsulan
    Tsulan Member Posts: 15,095

    Absolutely. The killer was bad, no doubt. But what was annoying, was how the streamer first made fun of the killer and then asked for the bloodlust nerf.

    Bloodlust was a bandaid to reduce (near) infinites. I´m sure the devs aren´t happy about the whole mechanic. But it is what it is. Unless people want to have less pallets/windows or basekit faster killers.