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Why almost everyone said blood moon event is survivor sided?

Who know the reason?

Comments

  • brewingtea
    brewingtea Member Posts: 707

    "Die faster for more BP efficiency"

    Damn, survivors have it good

  • coolgue1
    coolgue1 Member Posts: 249

    I mean it an event to farm bp sure u do u but the main this is farm BP u get tons as killer just being killer survivour have to actually do something in the mode most matches againts ghouls are 4 k and all survivours barley for 7k BP haha for a 5 minute match and yes the killer that op to thoese that think otherwise He is currently the only killer that can hit ypu can catch up to u before u make 9t to any pallets or window becasue their is 0 wind up time on tenticle movement he is a better nurse nurse has to charge her brinks giving sourvivpir te to react also and a future windows when missed attacks the should has auto aim hahah

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 524

    It also sucks that both sides don't get items aside from the bloodshot eye that can only be for that event.

  • wakesafe
    wakesafe Member Posts: 116

    No idea. I’ve escaped like <5 times as Survivor and I have not lost as Spirit yet lol

  • buggybug
    buggybug Member Posts: 1,222
    edited April 9

    Just killers being killers that is all. The amount of BP you can get as killer compare to survivor is so crazy that means me being 80% survivor main will not be touching survivor and will easily get my p 80 Trevor to 100.

  • Rogue11
    Rogue11 Member Posts: 1,966

    Survivors have just as many perks tied to gens as killers, so no, thats not true.

    And the blood gens are very rng dependant as shown on indoor maps when all the pumps spawn on one floor and all the gens spawn on the other floor.

  • BlackRabies
    BlackRabies Member Posts: 1,334

    As much as I like that this is probably the very first new kind of gen we got it's not healthy for the game. No I don't mean that perks don't affect it. The amount of time survivors spend working on the gen itself is very short compared to a standard gen.

    Survivors fill the blood cans at the pumps which the killer can't see and hide like rats if the killer is close enough and once it's safe the survivor only spends a short amount of time on the gen. So the killer has a much smaller time frame to interrupt survivors working on the gen.

  • Zakon05
    Zakon05 Member Posts: 432

    Most survivors don't run gen builds, because they only make the least interesting part of the game faster. The only non-genrush perks this messes with are like Flashbang, Blast Mine, and Wire Tap. And I guess, like, Aestri's perks, but those are mostly for the memes anyway.

    Most survivors are running some combination of anti-tunnel, anti-slug, chase, and info perks.

    Killers absolutely need at least a little bit of gen slowdown in their build unless there's a massive skill discrepancy or they're cracked at a high A or S tier killer.

    Incidentally, this means I'm still losing most of the time in this mode as survivor because of all of the Ghouls, since you can get great results with them without much effort.

  • Zakon05
    Zakon05 Member Posts: 432

    I actually really appreciate this. I like maps, they make it much easier to run boon builds, but they're kind of rare on the bloodweb usually.

  • Rogue11
    Rogue11 Member Posts: 1,966

    Survivors don't run gen perks / items? This should be news to the killer players i see complaining about "gen rush" builds all the time...

  • Zakon05
    Zakon05 Member Posts: 432

    Yeah, speaking as someone who does play killer about 60% of the time, they're not very common.

    I see way more builds focused around chase perks.

  • RainehDaze
    RainehDaze Member Posts: 2,695

    I don't know why people complain about those, they're quite rare – at most, I guess, you'll get a standard chase build + toolbox with BNP, which is enough to make it feel really quick at the beginning of the game. Very rarely, you might run into a whole hyperfocus/stake out build but those are pretty exceptional.

    Or maybe people are just complaining when Survivors do the sensible thing and split up (which can make early gens go really fast). Unfortunately, this event encourages the latter so much, and the actual gen times are low.

    But it does mean that lack of BNP aside, I don't see most Survivor builds impacted by the gen change, and not having to sit on an aura-highlighted objective for over a minute is definitely beneficial to not being caught. It's definitely one side that's more negatively impacted, despite the supposed flaws of running around with cans of blood.

  • Rogue11
    Rogue11 Member Posts: 1,966

    My killer games haven't been nearly as stressful as survivor during the event. Neutered gen perks gives me a chance to experiment with some lesser used chase/info perks.

    Maybe it's just that after playing 8/10 survivor matches vs the busted new killer anything else feels relaxing 🥲

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    Their position is definitely RNG, but usually it's RNG in the survivors favor in my experience playing survivor during the event. It's usually within a stone throw's distance. As for the perks, yes, it blocks the very limited number of survivor perks that affect gens, but those perks are just "nice" to have for survivors (such as seeing gen auras, but you see blood gen auras anyway when carrying a blood container). However, the perks blocked from the killer side are vital for the killer's game. With no way to regress or control gens, the killer absolutely has to depend on chases, but a lot of killer choices are actually incredibly weak at chases, so they are pretty much sitting out the entire event. Pig, for example, can't even properly use her power since completing a blood gen doesn't even activate her traps. This pretty much leaves her as an m1 killer with no power during the event.

  • Brimp
    Brimp Member Posts: 3,554

    Well from what I see. Blood gens can ONLY be regressed by base kicks and natural regression and they take way less time to complete. Given that NORMAL gens can be completed really fast making the blood ones faster without a way to regress them, a meaningful amount was not a smart choice. More BP for the event is all it really needed.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    It sounds like your refering exclusively the soloq. In solo people don't usually gen rush, they actually avoid gens because it's boring. But SWF that play to win absolutely do gen rush, they also have no need for anti slug perks or info perks due to the fact they get these from coms.

    The reason why the event is survivor sided is because swf in particular don't need gen rush builds as it's basekit with the speed of the new blood gens, they don't need info perks as they use coms so they are free to all use chase perks without compromising anything like info or gen speeds. Makes downing people very difficult. The ghoul is the main issue here, incredibly OP and new so survivors are dropping fast. But without ghoul I would say the event is very survivor sided. It just so happens many solo players don't touch gens which means killers are tearing people apart.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306
    edited April 9

    Yeah, honestly, I am about to suggest 4 changes:
    1. Have the current fuel be in the game, but only 1 and in the basement, its risky, has a lot of downsides if it goes wrong, rarely is nearby a blood gen.
    2. Have the nerfed fuel lose fuel twice as fast when running, and about 60% efficiency what it has now (walking would now legit be faster than running, right now, running is faster than walking.
    3. Remove the kicking block from the blood gens
    4. If you m1 a survivor (m1 for a good reason), survivors lose half their remaining fuel or half of total fuel (personally, I would go half of remaining fuel as it keeps their item in their hands longer, which indicates vaults, its gonna be empty by the time they are out of chase

  • Massquwatt
    Massquwatt Member Posts: 605

    I think it's also worth nothing that even perks like Fireup aren't affected by blood gens being completed either so by the endgame you'll be sitting on 2 or 3 stacks. It's highly annoying how many perks are rendered useless or severely gimped. Also, certain killers have their powers gimped on top too because of the lack of gen interaction.

  • IamFran
    IamFran Member Posts: 1,681
    edited April 9

    Several killer powers don't work with the new type of gens. Freddy, Pig, Houndmaster and I didn't try if Knight's guards cannot kick the, but I guess not.

    None of the generator perks work in the new type of gens.

    The new type of generator is completed too quickly.

    Maybe I'm wrong, but since the event started, the only new interaction of the killer with the event stuff is destroying dropped cans (kicking new type of generatour doesn't count obviously).

    So yes, it is objetively a survivor sided event.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,995
    • killer meta perks don't work
    • some killer powers don't work
    • blood gens are basically impossible to stop unless survivors have really bad RNG

    You can't really regress blood gens as killer and it takes only 3 trips to finish it by one survivor, you are also not really punished when multiple survivors work on same blood gen…

    Result is you see basically only Kaneki, Nurse and Blight because those can keep pressure by simply downing survivors fast enough.

    But I win against those quite often even as soloQ…

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I'm gonna be respectful to both sides here, and I'm going to be direct, too. It's because of the Blood Gens and how they work. They give Survivors too much pressure against most Killers on the roster because of how they are. That's what makes this mode Survivor sided.

    Both sides cannot use perks like Fire Up, Blast Mine, or Unforeseen - perks that proc on gens but don't involve progressing them. This limits the types of builds you can do. nfortunately, while Survivors have a lot of different perks that can create functional builds, it's pretty common that for most people playing Killer, you need at least one gen perk. Most people aren't gods at Killer and most people do not just always play the S and A tiers, everyone else genuinely needs a little help on gens from perks. Disallowing gen perks, while understandable for a test run, nerfs most Killer players QUITE hard. Meanwhile Survivors still can keep strong chase perks and info, which often is meta as well. So it boils down to Killers not having their meta or their helper perks, but Survivors getting to keep all theirs, which biases the mode towards Survivor side.

    Nobody can use tools or perks to push or hinder gens right now, but that does not really make a difference when these generators can be done in 2.5 cans in under 30 seconds if Survivors coordinate. These gens are much faster than normal generators are, and that can feel really bad when you're Killer and just trying to focus on chase. Now, some Killers may just want to do chase and don't care about the kills, and that's fine. But that's not the majority of players, most players are playing to win or at least try to win a bit. It feels stressful as Killer to play against generators this fast without anything to help slow them down even a bit besides a 5% kick. It's also not very fair to Killers that genuinely do not have mobility or do need generator perks to pressure well, Killers like Trapper or Nemesis for example. They just… don't get to play normally because setup takes too long, and the gens are half gone before they can start even getting the ball rolling.

    This limits viable Killers for the event to harvest BP. You need to have some combo of mobility or split-pressure basekit, no other Killers really work here. It feels quite bad to run around and try only to have a round end before you can begin, so a lot of the Killers people may otherwise play - weaker Killers that give Survs a breather - don't get played.

    It also means Killers feel the only way they can pressure is to play in very unfun sweaty ways - by engaging in more tunnelling and slugging, or by playing very strong Killers that excel at those things, in this mode. I have seen only three kinds of Killers this event: Hardcore sweaters who go nuts with the strongest Killers from the word go, and Farmers who don't really try. Oh, and a lot of the Ghoul. All three of those are quite boring after a while of facing them, which negatively impacts my experience as a Survivor because now I feel I have to sweat in case I get another angry Blight, which means this poor Myers who just wanted to jumpscare and farm a bit has to deal with me sweating. It creates a vicious circle.

    Blood Gens often spawn too close to Blood Pumps. Other times they spawn too FAR from them. This can change how well Survivors perform in a way that isn't really very fun for either side, but quite often they spawn too close and that tends to favor Survivors a bit more. I for instance keep spawning right near Blood Pumps and not too far from Blood Gens. That feels a little rough for some of the weaker Killers. There is not a compensation effect to make these gens slower or riskier, the loss of blood for running isn't enough of a downside and doesn't slow the generator fueling at all, and the effect can be negated entirely if you run Fixated and walk with one. This means there is no natural risk to doing these gens versus a normal one, so that means Killers feel even more pressured to waste time kicking gens. And as we know, wasting time as Killer isn't good.

    Bloodshot Eyes don't seem to grant points properly, especially for Survivor side, so you have to be aggressive with the gens as Survivor. This means someone may snipe your jerrycan, snipe finishing your gen, etc. Only the finishing Survivor gets the points so you HAVE to be aggro if you want any points. This means everyone slams gens really hard for points, which means efficiency, which is an issue for some Killers - they don't all perform the same with no generator control against coordination like this. That creates more pressure and stress for most Killers, and encourages them to pressure with what they have left in their kit TO pressure: slugging, tunnelling and camping, which most players fall back on because most players are not gods at Killer. This leads to unfun matches for Survivor.

    Some Killers whose powers work on or can affect generators lose those aspects of their power, because these gens don't count as generators. For example Pig's headtraps do not work when the Blood Gens are done, and Freddy can't teleport to them. They lose fundamental aspects of their kits. It appears Knight's guards cannot kick these gens, and Plague cannot puke on them. Some Killers have addons affected - Ghostface's Driver's License does nothing to these generators, meaning he can't run this addon as it is useless. Some Killers with item spawns, like Sadako and Xenomorph, get their items messed with by the blood gens and pumps even though they use hook and gen spawn logic - they end up with dead zones or with their stations too far away to affect the blood gens and properly patrol for pressure, which is an issue for them. If people use things like Cobblers or coins, it affects them even more. That means these Killers are disproportionately affected and playing as them feels worse, so nobody wants to seriously play them in this mode.

    The compensatory bloodpoints are nice, and you do get a lot more as Killer. If you can make the round last long enough to capitalize on it. But otherwise, there's nothing new or special for Killers here, and a lot of drawbacks unless you play really strong Killers or quite sweaty. It feels very stressful, and that's not a good thing.

  • Rogue11
    Rogue11 Member Posts: 1,966
  • PetTheDoggo
    PetTheDoggo Member Posts: 1,995

    Well, it's even worse here basically and for a good reason imo.