Should blood lust be removed completely?

I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

I really need a good example why to keep it in.

Tagged: Trusted

Comments

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235905#Comment_1235905

    Why is it so bad that killers get tools that down you after a decent time? Do you really think "Damn, I could have looped another 5 minutes without that goddarn bloodlust" or rather "Wow, I forced him into bloodlust 2 to get me, yay. That was a 2 genny run"? This is the kind of entitlement that controls the whole community. What is the problem to know "He found me, I'm going down"?

    Bloodlust was back then introduced as a band-aid fix for infinite looping.

  • ๐Ÿ˜‚ your funny

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252200#Comment_1252200

    You literally said chases should end after 30 to 45 seconds without naming variables such as skill, experience and strategies. That's why I came up with the 0 hours vs 5000 hours sample.

    At the end of the day the devs decide how many survivors die using map designs. If they removed all pallets, windows and line of sight blockers (imagine an empty room with survivors in it and a killer) every survivor would die to a new killer (to name a sample). Would the game be balanced and skill based at that point?

    That's why I'm not agreeing with any sort of blunt statement that includes fixed numbers when it comes to chases.

    Chase should be a matter of skill. If you chase someone for minutes that's most definitely on you. Besides that's where the term strategy comes into play. If someone is clearly better than you - why chase them for minutes instead of switching targets like any good killer? Ego?

    The only way to get bloodlust at all is an unobstructed uninterrupted sprint with clear line of sight.

    Throwing down a single pallet kills it.

    If bloodlust has activated at all it means the survivor has no skill.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252216#Comment_1252216

    The only way to get bloodlust at all is an unobstructed uninterrupted sprint with clear line of sight.

    Throwing down a single pallet kills it.

    If bloodlust has activated at all it means the survivor has no skill.

    Your bias is pretty clear at this point.

    Quote: "If bloodlust has activated at all it means the survivor has no skill"

    Bloodlust activates after 15 seconds.

    Try to lose me or any other red rank killer in the world in 15 seconds.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252216#Comment_1252216

    The only way to get bloodlust at all is an unobstructed uninterrupted sprint with clear line of sight.

    Throwing down a single pallet kills it.

    If bloodlust has activated at all it means the survivor has no skill.

    Bloodlust doesn't require constant LoS, it increases as long as one is in chase, even if LoS is temporarily broken.

    Throwing down a pallet doesn't reset bloodlust.

    If bloodlust activates it means that the survivor does have some skill, otherwise they would have been hit in under 15 seconds.

    Everything you just said was incorrect. I suggest you educate yourself instead of spreading misinformation.

  • Wow, i know survivors wanna claim killer bias but this is insane. Killers and survivors have both had a lot of changes, the problem here is that while looping is a mechanic and fair to do, bloodlust should also be in there to add a bit of urgency to losing the killer. Even with the changes to the maps it is still an important aspect.

  • @SquirrelKnight said:

    Wow, i know survivors wanna claim killer bias but this is insane. Killers and survivors have both had a lot of changes, the problem here is that while looping is a mechanic and fair to do, bloodlust should also be in there to add a bit of urgency to losing the killer. Even with the changes to the maps it is still an important aspect.

    Originally bloodlust was added to counter INFINITE looping. However entity blockers were added, some strong windows were completely removed, strong structures got doors next to windows now, some strong pallets were completely removed etc. so at some point people will have to say good bye to the outdated bloodlust mechanic and catch survivors the legit way using their powers as intended.


    Personally I think bloodlust is also unhealthy for the game psychologically as it makes bad killers think it will make short work of that one survivor that simply outperforms them leading to even longer chases. After the excessive chase killers usually just facecamp out of frustration.


    Without bloodlust killers would quickly learn to not over-commit to chases and switch targets.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/146378/should-blood-lust-be-removed-completely

    A lot of y'all can't see the handwriting on the wall. Looping was never intended to be a thing, and to help deal with it, bloodlust was added. If they get rid of bloodlust, than that pretty much means that survivor's can't loop.

    That's wrong. Looping was not the reason for bloodlust but infinites and extremely strong loops. Devs being lazy to rework maps was the actual reasoning you think about it

  • A survivor shouldn't be able to loop the Killer forever, like a guy said above, its how much he can survive in a chase and not how much he can loop. If you having problems with bloodlust gamers stop being greedy and drop the pallets.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252287#Comment_1252287

    Originally bloodlust was added to counter INFINITE looping. However entity blockers were added, some strong windows were completely removed, strong structures got doors next to windows now, some strong pallets were completely removed etc. so at some point people will have to say good bye to the outdated bloodlust mechanic and catch survivors the legit way using their powers as intended.

    Personally I think bloodlust is also unhealthy for the game psychologically as it makes bad killers think it will make short work of that one survivor that simply outperforms them leading to even longer chases. After the excessive chase killers usually just facecamp out of frustration.

    Without bloodlust killers would quickly learn to not over-commit to chases and switch targets.

    Absoluetly at SOME point it needs to be removed, but while chases CAN last 3-5 minutes it needs to be a thing. Switching targets is important but how many times can you flat out ignore someone before you fall behind because you Had to drop the chase.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252313#Comment_1252313

    Absoluetly at SOME point it needs to be removed, but while chases CAN last 3-5 minutes it needs to be a thing. Switching targets is important but how many times can you flat out ignore someone before you fall behind because you Had to drop the chase.

    That's the thing that makes games intense for me, though. Making decisions such as "should I commit to this survivor going to this structure" or "should I drop chase now for that guy on the near-by gen" or "oh damn the survivor mindgamed me and gained too much distance to make the chase worth it" etc.


    I don't want killer gameplay to become completely brainless to the point where you KNOW FOR CERTAIN that everyone will die when you see them no matter where they are or how good they are etc.


    Getting a 4k should feel like an accomplishment rather than a habit.


    Anyways I guess we can both agree that bloodlust is fine at this point but needs to go at some point. That "point" will probably be when all remaining maps have been reworked allowing for actual fair plays.

  • @MadLordJack said:

    In the future? Absolutely, without a doubt. Once matchmaking and maps are fixed, and camping pallets is punished, bloodlust can go.

    What do you mean "camping pallets"? Do you honestly think survivors should just drop a pallet and run to the next just to immediately drop it? There's very few safe pallets and the rest are mostly big-brainable so break the safe pallets, game the next one, it's not hard.

  • @DwightOP said:

    Yes, one if the biggest crutch mechanics with kobe

    A 4% chance 3x is not even close to being in line with something you can force to activate.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241378#Comment_1241378

    You do realize the "massive" infinites have just been broken right? And the fact that breakable walls are gonna be added in other maps.

    Second chance perks are a myth, they are easily baitable.

    As for catching up to survivors, well, survivors only have windows and pallets, base mechanic wise. All other killers:

    Trapper has traps, Wraith is super fast when cloaked, Billy has a super sprint and a relatively quick way to destroy pallets, Nurse has teleports, Huntress has hatchets, Myers has stalking and faster vault speeds, Hag has portal traps, Doctor has his shocks to prevent anything except exhaustion perks, Bubba has a relatively quick way to destroy pallets and on most loops, his crazed boost is fast enough to catch up, Freddy has fake pallets or slows, Pig has an ambush, Clown has a massive slow, Spirit has her phasing, Legion has his feral frenzy to force people to mend, while also being able to vault faster than survivors, Plague has her infection to perma injure survivors to reduce average chase time, Ghostface has instadowns(let alone that both ghostface and pig can silently crouch to a survivor and grab them off gens without them even knowing), Demogorgon has his dash, Oni has practically the same power as Billy, except he has more general control on his instadown, Deathslinger has his pull.

    When playing killer(Im a survivor main), I've never gotten a hit thanks to bloodlust, I've always gained bloodlust after the hit(which, actually would be a nice way to rework bloodlust, getting bloodlust everytime you hit someone).

    A: some maps do still have infinites, like Lery's. B: Breakable walls are only in one map, just because they are going to be in other maps doesn't mean they are. C: Just because killers have powers doesn't mean they can all stop chases. Trappers power only stop chases if the survivor is running into a trap, Michael can only stop chases if he's in tier 3 for insta downs, Legion's power almost works against them at this point, and so one and so one. D: Second chance perks aren't a myth, don't be ignorant lol. DS is the most heavily contested one of them all. Dead hard, though easily baited, can still extend chases when used right. Unbreakable is amazing when paired with DS, etc.

    As I said, in the future when the game is more balanced I could see the game without bloodlust, but at the moment it's kinda needed because of the reasons I stated.

  • By the time Bloodlust is making a difference, you've already basically won the match by keeping the killer running in circles that long.

    What are people doing with all that time?

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252228#Comment_1252228

    That's wrong. Looping was not the reason for bloodlust but infinites and extremely strong loops. Devs being lazy to rework maps was the actual reasoning you think about it

    Whatever the reasoning is for Bloodlust, but doesn't removing bloodlust legit mean that looping isn't a thing anymore? I see it that way because some loops are so safe and unmindgameable that killer's have no choice but to bloodlust the loop and make it unloopable, and if they remove bloodlust than doesn't that mean that looping is useless? I'm trying to look at from a survivor POV and I can't see it any other way.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233039#Comment_1233039

    What do you mean "camping pallets"? Do you honestly think survivors should just drop a pallet and run to the next just to immediately drop it? There's very few safe pallets and the rest are mostly big-brainable so break the safe pallets, game the next one, it's not hard.

    And yet half the teams I go against just insist on dropping every single pallet quick as they can. Maybe they'll go for a single loop once in a blue moon, but generally speaking it's hard to mindgame a pallet that no-one is at any more because they got the stun thanks to dedicated servers. And it works, because gens get done because you have no map pressure. Drop the chase? They go do gens. Break the pallet? You're wasting time. Who cares if every pallet gets thrown in a 5 minute chase if you don't have time to punish it.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235489#Comment_1235489

    A 4% chance 3x is not even close to being in line with something you can force to activate.

    What's the definition of crutch? Handholds for free. Kobe is handholding and bloodlust is handholding. Simple.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252390#Comment_1252390

    What's the definition of crutch? Handholds for free. Kobe is handholding and bloodlust is handholding. Simple.

    Kobe you literally give up time on the hook and possibly put yourself into death hook, it's hardly free.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253317#Comment_1253317

    Kobe you literally give up time on the hook and possibly put yourself into death hook, it's hardly free.

    All 4 are slugged. What do you have to lose? Nothing. But oh boy 1 kobe can reset the whole match. If that's not a bug handhold idk what else is.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253343#Comment_1253343

    All 4 are slugged. What do you have to lose? Nothing. But oh boy 1 kobe can reset the whole match. If that's not a bug handhold idk what else is.

    If it's the last thing you can do it's hardly a crutch additionally, it can only happen once, you can't kobe twice so how does it hand hold you? you act like you can attempt it every time you're on the hook, and if you're losing games that you've slugged 4 people in due to one kobe then ohhhh boy that 4-man slug was just as lucky as the kobe was.

  • Anyone that plays DBD a at decent skill level knows why Bloodlust is needed. I suggest you spend some time playing killer so you can see why it is in the game.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253346#Comment_1253346

    If it's the last thing you can do it's hardly a crutch additionally, it can only happen once, you can't kobe twice so how does it hand hold you? you act like you can attempt it every time you're on the hook, and if you're losing games that you've slugged 4 people in due to one kobe then ohhhh boy that 4-man slug was just as lucky as the kobe was.

    Oh resetting a lost match by rng is not a crutch? Alright bud time to sleep.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253391#Comment_1253391

    Oh resetting a lost match by rng is not a crutch? Alright bud time to sleep.

    It doesn't reset squat, they didn't gain anything by being on the floor, they didn't magically activate it, it wasn't something they knew would happen, you're simply a bad killer if one kobe resets the match for you.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253422#Comment_1253422

    It doesn't reset squat, they didn't gain anything by being on the floor, they didn't magically activate it, it wasn't something they knew would happen, you're simply a bad killer if one kobe resets the match for you.

    Whatever you want believe, discussing with you seems pointless. Might be better to ignore you in the future lol

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253432#Comment_1253432

    Whatever you want believe, discussing with you seems pointless. Might be better to ignore you in the future lol

    Lol, sorry that I don't subscribe to your "this random thing that has a tiny chance of happening that rarely actually happens is a crutch", especially when you're comparing it to bloodlust which happens in every match especially if the killer wants it to.

  • Bloodlust was a mechanic in the game to balance out bad map design, but now that the developers reworked the most problematic maps. I believe Bloodlust deserves to go because most tiles offer fair mindgames to both roles โ€” keeping Bloodlust makes all mindgames killer favorable. ๐Ÿ˜•

    I strongly disagree the developers stance on Bloodlust because every 15 seconds, if the killer chooses to ignore pallets, you will take a hit without skill input from the killer.

  • @NMCKE said:

    Bloodlust was a mechanic in the game to balance out bad map design, but now that the developers reworked the most problematic maps. I believe Bloodlust deserves to go because most tiles offer fair mindgames to both roles โ€” keeping Bloodlust makes all mindgames killer favorable. ๐Ÿ˜•

    I strongly disagree the developers stance on Bloodlust because every 15 seconds, if the killer chooses to ignore pallets, you will take a hit without skill input from the killer.

    and in all honesty, I think we can all agree that 95% of the time blood lust is activated is not to counter strong windows, it's just used on pallets that killers should be breaking but don't want to.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/146378/should-blood-lust-be-removed-completely

    Because pallets and windows are still a thing. Maps with large open areas with plenty ti rub through are still a thing. So basically, yes, looping is still a thing

    This and it is still tied to a perk.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253542#Comment_1253542

    and in all honesty, I think we can all agree that 95% of the time blood lust is activated is not to counter strong windows, it's just used on pallets that killers should be breaking but don't want to.

    Which is exactly why I hardly ever play Dead by Daylight, killers can just ignore mindgames with Bloodlust and nullify my experience. ๐Ÿ˜•

    Sorry if this sounds like a rant, but imagine survivors got Bloodlust after not completing a generator within two minutes. Gives them a free 15% repair bonus until they complete a generator... :(

  • @MetroSlayer_DC said:

    I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

    I really need a good example why to keep it in.

    If there was a way to draw a line between experienced players and unexperienced players then I would remove bloodlust for the experienced players. A lot of new players may play a killer such as huntress or hag and not really understand their powers, or not be very good at it, therefore may rely on bloodlust to catch up to them. However with more experienced players, bloodlust is now unnecessary. But there is no line that we can draw to separate the two

  • @MetroSlayer_DC said:

    I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

    I really need a good example why to keep it in.

    Lets see...Looping? As its an exploit that was unintended but the devs decided to keep it because...they favor survivors? Really they could remove bloodlust if they would revert survivor hitboxes back to the same size as killer hitboxes, but for some reason refuse to do it. Oh right, because they favor survivors.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243060#Comment_1243060

    A: some maps do still have infinites, like Lery's. B: Breakable walls are only in one map, just because they are going to be in other maps doesn't mean they are. C: Just because killers have powers doesn't mean they can all stop chases. Trappers power only stop chases if the survivor is running into a trap, Michael can only stop chases if he's in tier 3 for insta downs, Legion's power almost works against them at this point, and so one and so one. D: Second chance perks aren't a myth, don't be ignorant lol. DS is the most heavily contested one of them all. Dead hard, though easily baited, can still extend chases when used right. Unbreakable is amazing when paired with DS, etc.

    As I said, in the future when the game is more balanced I could see the game without bloodlust, but at the moment it's kinda needed because of the reasons I stated.

    A: Leri's whole Schtick is the windows, but they are all mindgame-able, so even though its technically an infinite, there is no infinite route.

    B: "just because they are going to be in other maps doesn't mean they are" What? Because they are going to be added they arent going to be added? Doesnt make any sense. And yes, they are going to be implemented. Possibly where currently walls are removed from godloops. So that the godloop initially exists, but can be broken.

    C: yes, they can. Trapper is all about trapping a place and pushing survivors in that direction. A good trapper wont be in a chase for long. Especially if you early set up for a 3-gen. Myers can only really hit in t3, but you're ignoring the fact that he can vault faster than other killers, allowing him to vault-mindgame a lot more effectively than other killers. Legions power can easily be used to gapclose and bodyblock. If you vault a pallet and then bodyblock the pallet while hitting the survivor, the survivor is forced to run away from that loop. So no, your point is moot.

    D: Yes they are:

    DS doesnt work unless you pick a survivor up within 60 seconds of unhooking, this can easily be avoided, by simply ignoring them for 60 seconds. It's only strong during the EGC when you down them in front of the exit gate, but that is because the exit gate is simply overpowered, not because of DS.

    Dead hard can extend chases when used right, but so can head-on, flashlights, 99% sprintburst, balanced landing, lithe, quick&quiet, Dance With Me, Pallets, Windows, Self-Care(even though self-care is one of the shittiest survivor perks atm), For The People, Alert, Urban Evasion, Diversion, Hope, Mettle of Man, Windows of Oppertunity, Small Game(vs trapper and hag), Iron Will and even Lightweight can even do that when used right. Sure, using deadhard for a pallet vault can buy someone a lot of time, but many, MANY perks can buy you time. Yet none of those are something you consider second chance. Dead Hard allows you to force a killer to miss when otherwise he would hit. Congratulations, you just described doing a 360.

    Unbreakable is strong with DS, yes. Just as Quick&Quiet is strong with Lithe and/or Dance With Me. Other than that? Again, that combo doesnt work if you ignore them for 60 seconds. If you had a 40 second chase and tunneled them, then you can simply leave because it takes 30 seconds to pick yourself up with unbreakable, and a slugged survivor cant do ######### otherwise.

    Basically this argument is "I cant bruteforce my way through these perks, so they shouldnt exist". This game isnt just mindlessly hitting survivors, you have to consider some things. If you can slug someone early game and they are forced to use unbreakable early game, great, then they cant use it later. I've only been hit with a DS once in my entire killer career, because I was in a 2v1 and the exit gate was opened nearby. I literally had no choice. Did he deserve the escape? Yes. I would have gotten a 4k if his friend didnt go for the hooksafe, and he knew that, so he risked his own life to ensure an escape.

    I didnt mention Adrenaline? Well, if you want that gone, then NOED needs to go too. Adrenaline only works when all 5 gens are finished. Survivors cant pull off the Adrenaline heal+sprint unless they finish 5 full gens. Just like NOED grants the instadown+haste bonus after all 5 gens are done. The only difference is that NOED can be prevented by doing totems, but that costs a lot of time, time that's wasted if there is no noed and could cost survivors the game. Yet NOED isnt a second chance perk. Even though a terrible survivor with adrenaline tends to die before the 5th gen is finished while a terrible killer with NOED can pull a 2k out of his ass by simply using NOED.

    As for BT, it literally only works if survivors are inside your terror radius. If you for some reason have a massive terror radius, then yeah, other than that, simply dont camp a hook and BT will never work.

  • @DawnMad said:

    Bloodlust means an impending doom for the survivors. Survivors are bound to be caught, the only question is how long they will last. As the developer mentioned, a bloodlust of 3 requires 45 seconds of chasing, which is awful for a killer. Even a 30 second chase is bad which is when you get bloodlust 2.

    I dont see a reason to remove it, currently only time you see bloodlust be significant is when you loop a tile for very long, which then can be reset by a pallet if needed. The killer getting bloodlust when you are running in a straight line is totally fine by me, it doesnt even remove a second from that chase if you do the math.

    Lastly, I really dont see a reason to remove a killer favouring mechanic while we dont have any problems with games favouring killers or anything. Maybe after the map changes in the next mid-chapter and in the future updates we will see just this, but not currently.

    I don't think survivors are bound to be caught, otherwise the game wouldn't be too fun as a survivor. I do however agree that if a killer manages to keep up a chase that long, a hit should be assured.

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