The good and bad of this Blood Moon
Good:
-The only assets reused are the piston' heads and part of the SFX of them pumping. EVERYTHING else is brand new! The cans, the pumps, gens and animations of interacting of these things are all new and VERY WELL made! ๐คฉ
-I'm still trying to find bugs and failing so far, apart of somethings related to Kaneki's power that I don't know if are intended or indeed bugs. A game without bugs shouldn't be praised since it's one of the minimal things you should have, but we know this is the year you guys are fixing the bugs and annoying things.
TL;DR Health Initiative is going pretty well!๐
Bad:
-Ok, the Blood Gens were suppose to not be affected by gen REGRESSION perks, but what is happening now is that these gens don't count as generators AT ALL except to decrease the number of gens needed to power the doors. Freddy can't teleport to them and you can't use ANY perk that have something to do with gens like Nowhere to Hide or Trail of Torment for example. This limit the killers and perks that are viable to be used in this evt unless you want to be crushed FAST by survivors and you can't make fun builds that rely on gen perks.
-The evt offering is basically useless much like any other evt specific offering because you only get 2x BP on evt specific actions. Why would I use this instead of a cake, specially in this evt that the focus is farm BP?
-And talking about these special actions the ones from surv are barely giving ANY extra BP. The only thing good is that you get 2,500 when a Blood Gen is completed, but ONLY if you were unloading fuel into it when it was completed. If your can gets empty when the gens is 99,9% or below and there's another surv with you and he/she finished the gen you get ZERO points.
-Saved the best for last: when I discovered that in this evt survs would need to fuel the gens to complete them I thought they would have to get fuel, put it in the gen and THEN give it the 90 charges to complete them. That would've been the perfect test to give survs a 2nd native objective to avoid gen rush, but the way these gen work seems like they are there so survs just complete 5 gens faster.
Comments
Yes the gens are devastatingly fast. I wish killers got something new to do. At least in the last version we got an insanely huge M1 lunge. In this one we only get nerfed. Kind of strange but oh well.
I thought killers didn't get anything because survs would be nerfed needing to do a 2nd objective, but they ended up getting stronger.๐
ngl i would love to see some sort of blood offering/blood altar where the killer can put in blood (gotten by hitting survivors/interacting with blood gens. wich if reached a certain threshold gives a permanent buff (for example increased lunge range) (survivors can deny this by "cleansing" the altar (same animation as invocation) but once the threshold is met its permanent. This would make it so both sides can interact with the event but would also solve a little bit of the issue of gen rushing because survivors wil have to cleanse these altars to not give the killer free buffs.
Additional to your list: "Stopping the leak" on a generator gives you 0 bloodpoints as a survivor.
Damn!
Great idea!๐
That too?!
I didn't noticed.๐
My thought was, what if Killers could drink the blood and use it as a permanent boost? This would add some strategy and make it harder for Survs to escape as the game went on.
They half cooked this event and decided that killers get nothing this event. No new thing to do, no gen regression and slowdown, etc.