Blood Warden needs These Changes!
Current Blood Warden
- As soon as one Exit Gate is opened, Blood Warden activates:
- The auras of all Survivors within the Exit Gate area are revealed to you.
- Once per Trial, hooking a Survivor will prompt The Entity to block the exits for Survivors for the next 30/40/60 seconds.
The Problems
- This perk's activation does not account for Caging, Killing or Disconnecting.
- Disconnecting is the most prevalent issue since it can be abused intentionally by Survivors who can either predict or know a Blood Warden play, causing an exploit.
- This perk's effects are mismatched on Tier 2. This is a minor thing that should have been addressed a while ago.
The Solution: Blood Warden (New)
- As soon as one Exit Gate is opened, Blood Warden activates:
- The auras of all Survivors within the Exit Gate area are revealed to you.
- Once per Trial, hooking, killing or caging a Survivor will prompt The Entity to block the exits for Survivors for the next 30/45/60 seconds.
- If a Survivor disconnects from the match once an Exit Gate is opened, this Perk will also activate, so long as it has not activated prior.
These changes modernize the Perk into fitting with more Killers' kits down the road, and additionally fixes the Tier 2 issue that it currently has in the game. This also corrects the current issue where Survivors can exploit the Perk's inability to activate upon disconnect, should someone be running it or not.
Comments
I don't agree with cages. Cages were introduces as anti-hook perk alternative. No hook perk should activate off it
agree
Kills are also not quite the right concept, because. many do not know how all the mechanics work, such as reverse traps and can simply run away with a trap and frame their comrades.
The real problem with Blood Warden is that there are not enough hooks near the gate, so the best buff is to give an extra wiggle timer to the survivors raised in the gate area.
As for disconnects, I think the developers will soon introduce bots, at least those that will work during the transfer of survivors, after they are disconnected, allowing them to get hanged, and then they just die instantly.
If you think of it like that, then perks like Blood Warden wouldn't get the best value. I think of my changes as "if something spills enough blood, the Perk activates". It makes the Perk feel more modern and intuitive rather than restricted solely on one action.
Blood Warden has a great effect but a trash requirement at this point in the game
let's just make blood warden non-hook perk then, this way any of hook/cage/kill can work.