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Bloodmoon feedback

I'll separate the feedback in two points of view: as a event by itself, and as an "idea for alternative survivor objectives" but i want to be clear that i do like the blood gen system. All changes i'm suggesting are for constructive criticysm, and not "oh never bring this ever again" type of thing.

As an event:

 It lacks gameplay variety for the killer side. The only thing that could compel someone to play killer in this event is the fact that killer usualy gain more BP per match. There is nothing new to the killer, they will just kick a new skin of generator and thats it. Plus the fact that some killer powers doesnt even work in the event, wich i'll elaborate more in the "as a new objective idea" section since this is even more of a problem on that perspective.

The bloodmoon event never was one of the most exciting ones besides the BP incentive, but you should know that each year is expected to be better than the previous, wich isnt the case here. The event is much less interactible than ever.

And i dont think it makes sense for the event offering to be not only personal but also only apply to the event bp events. Any aniversarty cake is a thousand times better than using that offering, since they give more than 100%, it apply to ALL bp of the match, and it appies to every player in the lobby. This should be the BLOODPOINT event, but the offering is not good to get bloodpoints.

As an alternative objecte idea:

 I think its good but it lacks some obvious changes. The most offensive one is that the blood generators doesnt count as actual generators, leaving a lot of powers, perks and items useless. I do think the blood generators are a better alternative to be implemented as a base game mechanic (maybe change to oil or gas to not be on the theme of a specific event) but, if you do, those "alternative objectives" should count as generators for every purpose UNTIL you create enough new perks and new powers that interact specificaly with them.

For example, if you make perks like "walk faster while carrying the oil thing" and "hiting a survivor carrying the oil will block the nearest oil station for X seconds" then, when enough of those exists, then you may think about separating them from normal generators again, so people will have to choose wich type of gen they will focus on their builds. Until then, they HAVE to be counted as normal gens.

Also, they should not be so fast to do. Yes it depends on the distance of the station thing or if the killer finds you on your way to deliver the oil/blood but its still too fast, specialy at the start of the game where the killer pressure is at it weakest (he may find one person to chase but the other 3 can just deliver the oil/blood to the same gen and end it on a few seconds).

Speaking of that, there should be some kind of penalty to do it with more people, just like normal gens have. Maybe the gen get only one or two sides that can actualy be used at a time, or something.

At last, the noise and lost of blood while running with it should be much much bigger. Like, three or four times what it currently is.

But the system, tho flawed, is better than normal generator "hold M1 sim" gameplay. Hence why i do whant you to make those changes and heavly consider making it a base mechanic.

Yes it would make the game more complex to newcomers, so maybe you can compensate it in other ways, like, find something else to make simpler to balance how complex the base game is.

Comments

  • WolfePhD
    WolfePhD Member Posts: 410

    cans should leak slower on the ground

    cans should leak faster while running

    killers should force gas can drop

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I'd actually like to see dropped Jerry Cans be kickable to make blood zones or boost the Killer, or find some way for Killers to interact with the blood pumps. Maybe a "bloodthirst" event that could give them buffs when they use the pumps, buffs like some permanent haste, permanent faster break speed, permanent heavier kick damage, a single one-time-use insta hook, a temporary Undetectable, etc. In addition this makes Survivors have to ration the blood in the pumps too which means they have to strategize - do I do a normal gen, or do I do a blood gen?

    All your ideas are good too, and add a lot more strategic interaction. I'm so sad we didn't get cool stuff like the Halloween smoke bombs or the invites from last year's Anniversary giving new powers, I really liked those. I also liked the blood zones from 2024, they were useful both sides if a bit boring. A fun event has GOTTA have something fun for both sides, especially if it's a long one… otherwise it's not really an event, is it?

    As of right now, there is absolutely no reason for Killers to play this event besides increased BP - and Killers already always have that. I'm sorry but bribing me with high BP gains to play an unfinished and unfun event mode does not work on me as Survivor, and won't work on me as Killer, either. I do not care how many BP you offer me - I would much rather just play the normal mode here where my build and character choice isn't stymied on both sides. And it looks like the vast majority of the community, both Killers and Survivors, agree with me, for different reasons.

  • WolfePhD
    WolfePhD Member Posts: 410

    I agree with all the points you have made. Where I find myself confused is that the bloodpoint bonus has only been for survivors the entire event. This indicates that the feedback I see does not represent the big picture. I do not have conviction in my personal conclusions because of that. There is a lot of nuance because we obviously take the game seriously to post on here, but the larger playerbase may see things so much different.

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

    That's true.

    I actually really worry about the casual playerbase in this event; faster gens means sweatier Killers means a bad time for casual players. And most of the meme perks for Survs don't work either because they are used only for gens - there is only chase, aura, and boons/hexes for BOTH sides. Some of the best meta for Survs is in chase perks, and some of the best meta for Killers is gen control. One is missing, the other is still allowed.

    I'd feel better if perks were missing in this mode entirely, or if we had some other way to balance these gens. I don't as a casual player like having rounds zip by at the speed of light and I really don't as a casual like feeling like I need to sweat to get a single Kill or like I have to slam these new gens to do anything against strong Killers like The Ghoul. It's clear both sides that BHVR dropped the ball on implementing these gens and the jerry cans, they're a very good idea with strong potential but they really need to be balanced better. This event was not the right time to do that; they should have waited, put it in a PTB, and just run the old event with a few tweaks for Survivor to make it less Killer-sided. That genuinely would have felt a lot better for everyone even if sweat still happened.