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BloodMoon Event - Blood Gens

The idea and concept is cool, but these gens breeze by WAY TOO fast. This is a snooze fest for killers. Its pretty boring. I get toolboxes/perks have no effects but neither do Killers.

The rate at which Blood Gens can fill up needs to be slowed down by a little bit. That's my only feedback. I think that will make it a bit more entertaining.

Comments

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited April 2025

    I think five pistons on the blood gens, slow the refueling animation, and give some benefit to Killers if they use the Blood Pumps. What if using them denied blood to Survs but also gave you a superlunge, or a buff to haste, or an instant down for a limited time, or temporarily blocked some gens or slowed them for you, or let you break pallets and doors by walking through them, or gave you a faster pickup? Something cool for Killers would have been very nice to have, and made these new props more viable for M1s especially low mobility Killers.

    What if Killers could drink the blood for a "Bloodthirst" boost and thus use the pumps that way? I liked how the herbs in the RE 2v8 did this for both sides, why not do that here? SOMETHING for Killers to balance how gamechanging these gens are…

  • Shaped
    Shaped Member Posts: 5,996

    I was surprised by barely any penalty for running with cans tbh. I expected having to walk to preserve blood but it's pointless.

  • MrRetsej
    MrRetsej Member Posts: 159

    Its actually a greater penalty to walk with the cans than run with them.

    Sure, you lose some blood running with them, but the time you save MORE than makes up for it. A solo survivor can fill a blood gen from empty to full in three trips at a sprint using 2.3 cans. Two survivors can do it in two trips, three can fill it in one trip. Worse, the pumps have enough blood to complete a generator with a bit left to spare.

    This event is pretty unfun to play as killer unless you're running a high mobility killer with lots of map pressure (Nurse, Blight, Kaneki) or someone that can split focus to keep everyone occupied (Knight). When you can lose three gens in less than two minutes, while splitting pressure on two survivors, something is wrong.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I also noticed this. Shouldn't the Jerry Cans at least Hinder Survivors? Barring that shouldn't the gens have at least five pistons?

  • vladspellbinder
    vladspellbinder Member Posts: 343

    Totally agree with what others are saying. Being able to finish a blood gen in three trip solo is just too little work, even more so considering that on that third trip you're left with about half a full can that you can then refill and use on another gen. The blood generators should need at least four or five full cans to finish, not the under two and a half they currently need.

    Running with the can is also a non-issue and that should be changed. The news announcement made it seem like you'd lose LOTS of blood when running but you lose very little. It really should be increased so that you actually need to make the choice to run or not.

    Killer Perks and Powers not working on them is a whole other issue but should at least be mentioned.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I love how I'm saying the same things as everyone else here is, but I'm the only one who's being harassed by a downvote troll brigade. Lovely.

    At least be consistent, people.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I'm doing an experiment, I'll see if making myself have a Surv avatar changes peoples' reactions. If so, I'll have to bring this issue to the mods… I suspect there's chicanery afoot.