its time for the Resurrection of BloodWarden!!!
BloodWarden is currently the worst endgame perk and i believe its time for it to get BUFFED! The easy braindead counter every Survivor has ingrained into their brain is to 99% Gates and 100% it after a Killer hooks to prevent.
So my idea for a buff is when the last gen pops BW can be activated and stored until a Door is opened or 100% that way Survivors will have to open the doors and wait it out instead off hard countering it. It can also just be countered if the killer doesn't gets a hook during the endgame.
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Are you sure you want to play a pvp game? I feel like there are plenty of pve games you could enjoy where your opponent has no agency or control over the outcome.
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So make it work like Terminus where getting a hook activates it and the only way to get rid of it is to go ahead and open the doors and wait out the timer? Yeah that would be fine I suppose, I could see it procing a lot more often that way. But on the other hand, having to get through both No Way Out and Blood Warden would be agony.
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I've been thinking the same thing a lot recently that people want a single player game were they always know what the right decision is.
Blood Warden is one of those perks were you usually don't get value, but when you do, that value is massive. You're giving even more value without the risk.
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But… but… my favorite matches using Blood Warden all had it proc with not enough time left for escape. It's hard to pull off but so damn entertaining when it happens.
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You’ve put into words what I’ve been thinking about a lot of content I’ve seen in the DbD sphere of social media lately.
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NWO is currently thee best endgame perk it could be nerfed to compensate this
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the value is so once in a blue moon that it does not matter
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Pick rate doesn't equate to needing a buff or not. Your proposed idea is too strong and kinda defeats the purpose of the end game climax. Every killer would run this and it would be ridiculous.
Also name calling is against forums rules. Knock it off.
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i suggested they buff it to 90 seconds, no one disagreed in my discussion in regards to 90 second blood warden.
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Does it take the countdown 2 minutes to expire once the doors are open?
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Yes, but slugged/hooked survivors halve the timer speed, so it can last as long as 4 minutes at maximum.
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yes but when someone is hooked, the timer speed is halved. you get 30 second of gate blocking. that is why the perk is pathetically bad at getting kills in egc timer. the problem is that the timer is so poor that it isn't better then no way out at delaying the escape and you barely have time to chase people in end game when it does activate.
all this does not include the varies counter-plays…. to the perk like… Plot twist, 99% exit gates, leaving early before person is hooked. reward isn't good and these counter-plays make the perk worse.
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Ty both! I never knew the count down timer could be affected by anything lol. Ty!
Apologies, I didn't see your discussion on this.
That said, we can now! I'm a bit skeptical this is a good change. When players state things like "I should get to do my 3x 4% chances even though everyone was on hook', we get met with 'The game is over then, you've already lost.'
Blood Warden already has a few tricks to make it pretty oppressive. Done right, there's nothing survivors can do but wait to die.
Since this is possible, buffing the timer only increases this. We already have to 'wait and die' because we get bled out all the time. I'm personally against this change. Thoughts?
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This past couple of years, the only time I had a Bloodwarden proc was during Chaos Shuffle, because "what are the chances" probably.
I'm not using it much anymore though. It's next to useless.
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it was 2 weeks ago i posted about blood warden. i was trying to use it on killer because i got the perk on chaos shuffle but it is just weak. idk what to say. almost all killer perk feel like they have no numbers. a lot of killer perk feel like they'd be a lot better with just like a number tweak up or something. there is just not many notable killer perk tweaks.
https://forums.bhvr.com/dead-by-daylight/discussion/428571/would-blood-warden-be-too-strong-at-90-seconds-of-timer#latest
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That's how things that are really strong work. Power = rarity. It's a gimmick perk at the moment, true, but you'd need to radically rework it to make it a usable, but not broken, perk.
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That would be OP and unfun. But they could buff Blood Warden indirectly by making gates regress to the previous "light", so if people 99 the gate, it will regress down to 15 seconds/75%, aka the third "light". Maybe at a rate of 0.5 seconds per second or something, otherwise at 1s it might be too strong when combined with things like Remember Me.
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Yes, but the endgame collapse timer is paused as well
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Funnily enough I just had a match where the killer had Blood Warden in her build, but it didn't matter because we didn't even get to play the game.
Sable got caught early because of Iron Maiden (against Huntress btw) and tried to suicide on hook. I go and save her because I never let the "go next" players actually go next, and she runs directly towards Huntress. Said Huntress downs Sable again, kills her, then DC.
Amazing experience.
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Thats somehow the only way of how to get value of Blood Warden: bait out the pickup and hook till the last quarter of the collapse timer, then hook and sit back while they all scramble at the door. Every other time I got the perk to work was a rather frustrating affair, with massive travel time to hooks and back, even though I might have gotten 3 downs in the exit gate area.
What if we got the following buff? When downing a survivor in the blocked off exit gate area, they are instantly teleported to a random hook. BOOM! Bloodwarden instantly got more interesting and the killer can actually get value from it, instead of just being left with the sinking feeling of "wow, this could nearly have been a great play. It was SOOO close."
I really hate how basically every survivor is counterplaying Bloodwarden, even though it is in so few games and it is SO hard to get real value out of it. The reason for this is that survivors get basically no downside for their counterplay, safe for very, very few and far appart scenarios were the split second to open the gate hands the killer the down. And that is just sad. Blood Warden could be such a fun perk, but it is counterplayed in 99 / 100 cases without even being in play.
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Haha, same! I was standing there at the exit gate and thought "pfff, what are the chances that the killer got Blood Warden? Its like a 1 in 40 chance or something" and opened the exit gates for a speedy escape, just to have us all run against the proverbial wall :D But the killer still only got one kill out of it, because its so hard to translate the blocked exit into actual value.
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I'd love being able to send survivors straight to a hook. Travel time to a hook, and how there might not be enough hooks close to the exit gates, kills a lot of the value.
I really hate how basically every survivor is counterplaying Bloodwarden
Yup, I pretty much always wait until after the killer gets a survivor on the hook before opening the exit gate. They never have Bloodwarden.
Except recently when I wasn't thinking about it and just opened the gate. I could see the entity blocker without taking a step inside. Seriously, the one time I forget.
And the counter to that is… just don't be near the exit gates. Be somewhere else until the entity blocker goes away. I don't think that particular killer got any kills in the end.
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Thatts why i tried my suggestion to make it proc more easily
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No
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I wouldn’t mind it being buffed, but even still perks like No Way Out would be a much better alternative.
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Buff: Blood Warden
when the killer hooks a survivor during the EGC, The Entity blocks the exit gates with its power, eager for the kill. All survivors in the exit gate areas get their aura shown to the killer and they are exposed as long as they don't leave the exit area - the escape beckons, but this trial ain't over yet. Additionally all survivor downed in the exit gates area get instantly teleported to a random hook.
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I like your instadown idea, how does this sound?
Their auras are revealed and they suffer from the Exposed status effect for as long as they are in the gate areas, after leaving they have a 10 second exposed linger effect after leaving, and increase the block duration duration to 80 seconds.I feel like the instant hook teleport is a bit much, but the rest is good. 👍🏻
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💐
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The simple solution, give the exit gate regression when its not worked on.
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You gotta start high so that you can then curb it down a notch or two :D
The idea stems from the fact that there are aften not enough hooks nearby the exit gate, in order to fully get value from it. I had matches were I downed three survivors in there but it gave me jack. There was only one hook and on the way to the next the survivor would have wriggled off. So all I got was that single hook while we waited together for the Bloor Warden to tick out, so that they could crawl through the exit gates. For such a hard perk, this was extremely underwhelming.
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I love how even when a survivor beelines to unhook someone they trying to die on hook that unhooked survivor can completely circumvent that by literally walking to the killer, vaulting, or just standing still. But let’s increase DV penalties
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I love how even when a survivor beelines to unhook someone they trying to die on hook that unhooked survivor can completely circumvent that by literally walking to the killer, vaulting, or just standing still.
That is true, but I always do my best to save people when I notice they are trying to suicide on hook.
They clicked "Play", they don't get to leave ASAP and ruin my game. Not if I can prevent that.
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Valid point! :)
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I literally had ragequit moments were I used two of my chances to unhook me, when I got saved by a kind teammate, and this selfless act let me pull myself together and finish the round, because I wanted to honor the risk that player took. Some of these games I died, some I even escaped, so yeah, go for saves, there is always the chance that you give that survivor the push they need, and in the worst case scenario they will distract the killer for like 15-20s to get killed on hook.
(I lied, in the real worst case scenario they go AFK and allow the killer to hunt for the 4K in absolute leisure, but psssssst).
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(I lied, in the real worst case scenario they go AFK and allow the killer to hunt for the 4K in absolute leisure, but psssssst).
The worst one I've had actually dropped all the pallets they could find after I saved them, then kept fast vaulting to get the killer's attention.
I got lucky with the hatch that game, but it didn't even matter. The match was ruined and was essentially a massive waste of time.
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