Bloodlust Reversal: A Better Version
So, the premptive TLDR: Bloodlust should work in reverse, giving killers movement speed when not in a chase.
I am a rank 1 killer and survivor, and my experiences with bloodlust can be summoned up pretty easily;
Most of the time, bloodlust comes into play at the extremely powerful loops, or in the 'Hold W' situations. I do believe behavior has done a great job in their reworks in removing the god loops, and I understand this experiment is to find the ones that remain. I love that they are doing live experiments and looking at numbers, and do not think killers should avoid playing. It will show them what needs to be done.
However, the 'Hold W' situations are the place where bloodlust really matters to me on many maps and many killers. Killers without mobility, such as Trapper, Bubba, Plague, Clown, Mikey, etc, can get into situations where, on a lot of maps, the best way to slow their killing power is to just hold forward. Without any mechanic to catch up, if a survivor has a good straight line on a long map like several Autowreckers maps, the Red Forest maps, Sheltered Woods, Midwich, etc, it takes 50 seconds for a killer to catch a survivor from the time a survivor to hear their terror radius till they catch up. That isn't the time for any looping. That is just until holding W stops working, assuming they don't run into a wall. Bloodlust cuts down on this time by a lot. Now, these killers vary heavily in how quickly they can win a chase once close enough, but GETTING close is the difficult part, especially because even if they are directly in sight, at that distance, chase doesn't even start until you are far closer. Stealth killers can negate this somewhat by using their power to get closer before starting. This holds up when I play survivor; I don't run to the next loop and wait. I keep running until they are catching up, do 2-3 loops in one place instead of 5-6, drop the pallet, and run 2-3 pallets away while they struggle to catch back up. I find that I use WAY less pallets, and ensure my teammates have some left, since that method doesn't create deadzones.
So, my proposal; bloodlust should work as a mechanic when the killer is NOT in a chase. This would encourage anti-camping mentality, and reduce the significance of three-genning, because being able to cross the map quicker means being able to pressure further gens, and being able to feel like you can actually stop survivors across the map, as well as give you a bit stronger of a start. As it stands, some maps, such as Red Forest maps, can take almost a minute to cross from one end to another. It means holding W is a little less effective, pressure can be spread, and those situations where you think "Well, I just have to let that gen go" are rarer.
Comments
The issue with your suggestion is:
Moonwalk
Look into the ground
Look into the sky
Not saying it can't be exploited in any way, but that wouldn't work as well at high ranks if it ends at the start of a chase. Those begin at ~20m, and if they try to moonwalk that entire distance and you can't avoid them, then they can play blind. Also, you can still just drop a pallet.
Well, they can do that and you can see a glimpse of a survivor and not trigger the chase...
Not sure if you remember first release of legion.
Following sounds and scratch marks when moon walking isn't hard and you quite often rely mostly on sounds when playing against better survivors.
Yeah, but for Legion, that only worked because they were bleeding out. He wasn't trying to hit them again, just stay near them. It is a lot harder to do that and avoid a survivor who can still be properly looping you, but you are facing backwards/down/up with no sight on them. Sure, you get glimpses, but if they vault, you have to go all the way around, because if you vault, you are forced to look forward, and you will see them and trigger a chase. Yet, because you are not in a chase, they can vault endlessly.
While I understand your logic and it is well thought, this would create some inconveniences.
For number 2, at least, it would build up like current bloodlust, not trigger immediately. Those moments where you lose chase, for me, are fairly brief.
For number 3, it would make opening gates from 0 to 99 instantly way harder. I wouldn't say impossible. There are plenty of circumstances where it is literally impossible for a killer to close the hatch and then make it to the exit gate a survivor picked. The gates are way to RNG currently. But they buffed door opening speed a while back. It used to take much longer. And with 99ing, they didn't really do anything that made it any more difficult, unless the killer closed the hatch on the last survivor, and that should be hard to escape, IMO.