http://dbd.game/killswitch
So what is this event actually about?
1- Event offerings don't stack, and on top of that, they’re almost completely useless on the killer side. You have to actually find a blood gen, kick it, and hope to get a tiny bit of points. So the offering would do something.
2- Due to several perks not functioning as intended, generators are being completed at an unusually fast rate. Blood gens are completed even faster. If you’re going to keep them this way, then at the very least, there should be six gens to complete instead of five.
3- There’s nothing that can really be called a ‘new feature’ on the killer side. On the survivor side, all that’s changed is that instead of normal gens, you do one or two blood gens. So this is what we’re calling innovation now? Fixing a slightly different generator?
—> Remember the old Blood Moon system? If you had brought that back and mixed it into this gen-focused event, at least it would’ve added some actual excitement.
Let’s be real this event is just for BP farming, and the actually bonus only kicks in when you reach the ridiculous 500x BP cap. By the time that happens, the event might only have a week left anyway. All in all, it’s just a downright awful event.
Comments
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I think this event to see how killers handle with faster gen speeds/nerfed regres perks. Like I been saying for ages and with most events, when a killer loses their perks like in chaos event and now this even they lost regres perks... Killers will tunnel, camp and slug out of necessity
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I mean… they main feature of the blood moon is the community earned higher bonus bloodpoints so… yeah it is kind of made for blood point farming, but because of several factors, that's not what happens so the event just turns into trash.
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Then why call it an event in the first place? Might as well announce it as a 'Blood Feast' and promise 500x BP. That’s basically all it is anyway. Where is the EVENT part?
oh and here’s a fun fact: prove thyself does still work you can fuel 10% faster the blood gens while all killer perks that has to do with gens are gutted
Edit: After alot of testing PT is not working, sorry for the false info!
Post edited by MissiCiv on5 -
In regards to point 1: All hooks have been converted into event hooks too, so you get additional points for each hook action on top of the regular points. Points that are doubled when you have the eye equipped.
Post edited by MarbleThrone on4 -
Unless BHVR is planning to also nerf half the info, chase, and stealth perks at the same time, I don't think they're learning anything.
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If they are playing the game competitively, yes.
What if you are the wrong audience for this event?
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what is the right audience?
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I'm pretty sure it's meant to be about working as a community to get our windfall (500%). Hopefully it's not just the last week lol
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we’re up to 4 which is almost halfway to 10 for the next bp bonus.
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People that play the game and have fun no matter how many hooks or kills they get.
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I mean, I had to run every info perk I could get my hands on to try and do that, because now there's slim odds anyone's going to be on a gen at any given moment, and there's not much time to enjoy like… chasing, or deplete map resources. It's okay, but it's not really a casual-play friendly event right now from the Killer side.
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I’ve been having a lot of fun playing Dracula with
- Beast of Prey
- Predator
- Bloodhound
- Territorial Imperative
But I can see Brutal Strength being theme appropriate, too if you want a more competitive build.
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I mean, they also deleted all gen rush perks and items.
This is a huge test for the community to see how well they can adapt to things they've literally asked for.
Three of the biggest requests have been:
- Gen rush perks and items are too much for killers to handle.
- Survivors need an extra objective.
- There's no incentive to not camp and tunnel every game.
And it's a test that at least some people are apparently failing.
Gen rush is deleted from the game. There's exactly one thing that increases gen speed, which requires carrying an item you have to find, move as slowly as possible to carry it, then get it to a specific gen.
So this is only gen rushing if people are just leaving survivors alone to slowly carry the item to a gen. If the killer leaves the hook (doesn't camp or tunnel), then they have not only interrupted the "gen rush" and pressure a survivor from working on a gen, but it also deletes the item charges to chase them.
So for all 3 of these complaints, the devs are realizing that those solutions aren't going to change behavior. They're being lied to by (some of) the community.
People will tunnel and camp even if gen rush perks are nerfed and deleted from the game. People will tunnel and camp even if survivors are given an extra objective or more gens. People will tunnel and camp even if spreading pressure rewards the killer with slower gens.
None of those 3 things are going to change people's behavior.
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BBQ, Spies, Lethal, Floods of Rage.
I want to find people when they've gone hiding (which is a lot easier when the blood gen mechanics don't encourage greeding, give you a lot of time away from the gen to hide when the terror radius is closer etc.); the only thing you've got that would help there is Territorial Imperative – if someone's already injured or in chase, I'm generally not going to lose them that much.
Maybe stealth would help, but then some of the better/more casual stealth perks involve gen interaction, so can't use those. :(
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The problem is that this mode makes it more appealing to camp and tunnel.
- There's no gen speedup or slowdown, yes, but the gens take less time on them to complete. The limiting factor would be travel time, but that can be a nonissue if the pump is right next to it.
- Killers only know where gens are. Not pumps. Survivors will, for blood gens, maybe be on them for 5s at a time. Thus, you can't pressure someone off a gen to stop it completing 1/3, because they're not on it. You can't patrol gens to find people, because they're not going to be sticking on them.
Combine limited info with faster completion anyway, and you're going to get a lot of "I need to remove someone from the game and the only reliable way I have to find people is to stick with who I already found."
It also pushes survivors towards gen efficiency – "grouping up" on blood gens isn't punished, but the whole go-here-to-get-thing splits everyone up anyway…
Post edited by RainehDaze on-2 -
doing gens and hooking friends
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What if the generator perks were not coded, because they didn’t have a lot of time, and they wanted to gauge audience feedback before committing to an idea?
After Twins and Trickster, the community has taught the developers, in one way or another, they need to be cautious. We are too reactive. And we assign intent.
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It could be that.
But they seem to test ideas that the community throws out in limited time modes also.
The blood fuel, for lack of a better term, gives survivors an alternative to just a gen progress bar and a bit of a scavenger hunt, while also giving killers a way to counter play that progress with chase. Those are so things people have suggested they do in the live game.
As a devil's advocate, if they're actually wanting people to try the new mechanic, why wouldn't they disable other effects? We know for absolutely certain how things would play out if regression affected blood gens: people wouldn't even think to try anything else. Pop, pain res, camp and tunnel.
Even with that option off the table, people are struggling to even consider that "chasing the survivor off the gen" is regression in this mode.
It's just that so many people are hard wired to think that camping and tunneling are the only way they can think of to play the game, they either aren't seeing or even trying it.
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This 100% it's the only way to have pressure in this game mode
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they haven't removed gen rush perks and items from the game they have made them basekit by increasing the speed of blood gens. They go so fast survivors don't need to use perk slots to speed up gens.
If the idea is move slowly with the blood fuel then bhvr has failed with that one because running with the fuel doesn't waste enough blood to make it worth going slow. It's faster to just fill up then run straight to the gen.
With the speed that gens fly in the event there is still incentive to tunnel and camp as the killer needs to secure a killer asap for pressure due to not being able to use regress perks for pressure. So the only thing they have actually added that people asked for was another objective but that objective was meant to slow things down so killers could have time to spread hooks, it wasn't supposed to speed things up making killers need to kill faster.
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If it was for fun no matter how many hooks or kills people get then they really shouldn't have big BP rewards. They should have the event as a fun non profit mode, make it not worth playing competitively. Offering big BP rewards is aiming it at the competitive audience, even players that don't like the event might still play it just for the rewards.
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The problem is that "Chase the Survivor off the gen" is even less of an option here in the core gameplay. Survivors spend much less of their time on gens, so forcing them off doesn't actually come up enough or stop progress. The idea would be to stop Survivors from getting the blood to gens, but…
Well: the cans aren't dropped for anything but power interaction items, the blood doesn't drain all that fast, and the Killer only gets to know where the destination is.
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I wish I could tell you
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What if the idea wasn’t presented to the developers until December?
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I see this event as a Public test of a potentially new survivor's (side) objective, other than gens. I think they want to implement something similar as these blood gens into the main game mode, and this event is a good opportunity to test it out.
It needs changes and corrections. The idea is there and it's good - but it wasn't implemented perfectly imo.
People were actually asking for something like this. They wanted to have additional or different types of objectives to complete and escape from a trial.
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I have no idea what the point of the event is. I don’t plan to play it at all.
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you will lose nothing belive me.
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This event is fun if you don't kill the survivors.
Its a mess if you try to play it like competitive DBD.
The blood bucket gens are too fast for this to be competitive, and the spawn distance to a fill station can be too close, but it doesn't really matter if you just try to score well by messing with the survivors, which coincidently gives them more points at the same time. So, its really fun when you killer vs a bunch of solo Q and just farm points aggressively together, like everything here, its a lot less practical when your forced to vs a SWF.
Survivors can still rush the normal gens. They can and do use toolboxes.
Its not an extra objective its alternate, it advances the win condition for the survivor side.
There never is an incentive to not camp or tunnel, you need to do so at your discretion each match circumstances depending.
This mode seems designed to add complexity to the survivor side while ignoring the killer part of the equation, and its fine. You can still BP away on both sides, its still fun.
In a massive stroke of unexpected genus on Behavior's part, it seems to address the reasons that have caused the bulk of the frustration on one side of an asymmetrical game. Assumingly leaving the other side to address after this is data gathered.
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