Blood Moon Event Feedback

Now that the event's coming to a close, I figured I'd collect my thoughts on it overall. Broadly, I quite liked this event, I found the new generators to be very interesting and I thought they prompted more interesting perk choices on both sides due to the way they worked and the perks they didn't work with. I also found the overall BP gain, especially towards the end, very satisfying.

However, I have a few criticisms.

  • The big one: The blood generators were too restrictive.

Not working with slowdown or progression perks is completely fine, but killers like Pig not getting to use their power based on these generators was a huge issue. My suggestion for how to rectify this for next time would be to keep blood generators not counting as generators while you're interacting with them/for perks, but that the completion of blood generators should count as the completion of a regular generator, allowing Pig to use her RBTs and for players to use perks like Poised, Coup de Grace, etc.

I didn't play Freddy or Houndmaster during this event, so I don't know if they could target blood generators with their power, but they also probably should be able to if they couldn't.

  • The blood generators were SLIGHTLY too fast.

I don't think it's a problem for the blood gens to be slightly faster overall, since there's more points where survivors can be interrupted while investing time into that repair (filling a can, transporting the can, and actually dumping the can in), but they were a touch too fast, I felt my average gen completion time in killer games was noticeably lower.

Some of that came from how much blood was actually required to complete a gen, but I'd strongly caution against only tweaking that next time - a good chunk of it came from the pumps spawning ludicrously close to associated generators. Equalising the distance between pump and gen where possible would probably do wonders to alleviate this issue all on its own.

  • The offering felt lacklustre this time around.

Only giving a +100% in blood moon score events is already pretty tame, but that part can be forgiven since the goal was to ramp up a post-match modifier over time. What I felt was missing is that most event offerings like this have some additional effect, and this one didn't.

I would pitch that a good effect to give the offering next time around is showing the aura of blood pumps within a short range, especially if their placements are more equalised next time around. The other half of relevant info - where the blood gens are - was handled very well with the aura showing while you're filling a can, so I think they'd combo nicely there.

  • Score events were definitely lacklustre.

Again, I do understand the idea was to ramp up over time, and the final BP modifier felt very nice so I don't think this was an abject failure or anything, but you really didn't get much BP for actually engaging with the event- especially for survivor.

Making filling a can give more and giving everyone the completion rewards for a blood gen would make the event feel more immediately satisfying, I think. Next time I'd probably suggest making the final modifier a bit lower so the BP gain can be more front-loaded.

  • Blood can gain/loss felt a little under-baked.

I liked the idea of running making the blood spill out so you get less actual progress, but in practice, you lost so little that it didn't really matter. Similarly, I somewhat expected that the killer hitting you while you were holding a can would cause you to drop it, or otherwise lose a ton of progress- otherwise why would there ever be a reason to put it down?

Outside of my last bullet point, anyway, but that would be its own problem.

Shifting some numbers around to make the threat of losing blood more potent without making the killer overtuned in the event would make things more dynamic, I feel.

  • Sadako was busted!!!! (Or, special items and blood cans caused conflicts)

Finally, if possible, it'd probably be a good idea to try and code the blood cans to be their own unique "slot" rather than taking the special item slot, since killers with special items could cause serious issues to the survivor's ability to engage with the actually necessary event items.

I have no idea how feasible that is, I'm not a game designer, but it did feel like a problem during the event.

Overall, I did really like this event, and I would like to see it come back. I just hope that it's iterated on, which I think it's fair to assume it will be. It's a solid idea, there are just some kinks to iron out!

Comments

  • SoGo
    SoGo Member Posts: 4,468

    I feel like the Blood Basins should return alongside the gens next year.

    So the killer actually has something new to do.

  • Chiky
    Chiky Member Posts: 1,139

    my 2 cents:

    • blood gens were so extremely fast to complete. they xould easily be completed in like 8 seconds, and kicking them did nothing. Also lame af that you could just prevent the insignificat regression without dumping more blood, as if it was just another gen...
    • survivors not dropping the cans when downed made no sense, and made it easier for the blood gens to be repaired. they should also lose at least 1/3 when being hit. you can run across the map with a can and only lose 1/2 of it...
    • as a killer, I had absolutely no incentive to play on the event. There was nothing new or interesting for a killer except a LOT of nerfs...
    • the offering was so bad that the escape cake and the survivor soup were giving me.way more points... Next time make BP offering apply for everyone, not just personal...
    • the killer nerfs made it so hard for them that the slugging and tunneling were the norm more than in regular games
    • the blood pumps often were a couple of meters away from the blood gens, making them even faster to.complete, even by a single person