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gatsby
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@I_Teabag_Gate said:
https://forum.deadbydaylight.com/en/discussion/comment/1317258#Comment_1317258
I almost never play a killer until I have the perks I want from them.
Yeah Killers are extremely dependent on Perks. I just kept leveling Spirit until Stridor 3 cause I knew it was imporant
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@HollowsGrief said:
Oh looks other survivor main pretending to be a killer main in order to try and get his least favorite killer to vs nerfed.
... I'm not pretending
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1316633#Comment_1316633
Wrong.
- Freddy: WAKE. UP. By taking 30 seconds to go hit a clock, you turn him into a Killer that's even weaker than clown.
- Deathslinger: Don't greed pallets. Even if he spears you after dropping the pallet, he can't down you.
You can't take a chase with Freddy without being put to sleep even if you're good about waking up you could passively fall asleep mid-chase and you'll always fall asleep after the first hit.
Good Deathslingers will often times shoot you just before you have the ability to drop the pallet... so you have to bait the shot. Unfortunately even if you play all of that correctly there are lots of maps where Deathslinger can just quick scope long walls or straight up shoot over the obstacles and drag you. Loops that would be generally somewhat safe against most Killers can be basically dead zones against that power. It's not even like Huntress because there's no warning noise to help dodge and the cast time is near instant
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1316763#Comment_1316763
See, that's just a survivor sided mentality. You're not outplaying a killer by baiting for a grab during an unhook or jumping into a locker just because you have the superman perk that is DS. You're actually just being a cocky nerd. It's not a skillful play, it's just you waving your get out of jail free card around - a card you have because you ######### up and got yourself caught in the first place.
So tell me again how it's not the survivor who made the mistake.
I'm a Rank 1 Killer. It's not a Survivor sided mentality. It's the mentality of someone who plays against those perks 24/7 and still wins games. It's pretty easy to read when a Survivor has a second chance perk (they intentionally play more risky and sometimes try to bodyblock) and in general its best to go for the unhooker not the person who got off the hook.
In the case of Dead Hard and Sprint Burst, assume a Survivor has the perk unless waiting to swing will give them a pallet or vault or something. Once I know a Survivor's exhaustion perk, I take note and always play around them using it so they get less value or none at all
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1316665#Comment_1316665
This exactly. Survivor-sided no-counterplay situations are literally never the result of the killer being outplayed or the killer making a mistake. It's the exact opposite 90% of the time when the tables are turned. If the survivor is in a situation where they have no counterplay, it was completely their fault. They made a wrong move. Even, they still have things like DS and BT to get them out of it.
Granted, I will agree with the spirit thing. There really is no solid counterplay to her IMO. Guessing isn't a counterplay.
You don't understand that the second chance perks can be intentionally used by Survivors. Someone with Decisive/Unbreakable/BT/Dead Hard will sometimes intentionally throw themselves at the Killer to buy time for their teammate.
The Killer is making a mistake if they target someone with second chance perks. Because usually that Survivor is intentionally trying to make them affected by their perks. Whether or not its balanced is up for debate. But that's not really the point, the point is that the Killer is making misplay. Yeah jumping in a locker with Decisive has no counterplay, but for the Killer to get in that scenario they made mistakes earlier on that got them there.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1316633#Comment_1316633
Survivors also have scenarios that have no counterplay.
Very true. I play both sides and there's a whole host of things that needs to be changed not just a couple.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1316617#Comment_1316617
You didn't honestly just say Deathslinger and Freddy have no counterplay.
Spirit I get, sure...but Deathslinger and Freddy? Get good, bud. Just get good.
I meant they have scenarios with their power that have no counterplay. Try running some loops against them Freddy or Deathslinger. They'll get you without mindgaming you even once just by brute forcing with their power
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@McLightning said:
If that was truly what survivors wanted, why are they always crying for nerfs, and crying when one of their OP perks gets nerfed? Why was there hysteria when people realized triangleface countered DS and BT?
Survivors don't want to face good killers. They want to FEEL like they are facing good killers, so when they win, they feel like they accomplished something.
They want interaction. Most Killers things that get complained about feel like there's no counterplay. Or they're just boring like slugging where you sit on the floor for a long time doing nothing.
Examples are like Spirit, Deathslinger and Freddy. The Survivor could play as well as possible and still lose simply because of the Killer's power mechanics not being outplayed.
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As a Rank 1 Killer and Survivor player, here's the default build you need as a Survivor to be competitive:
- Self Healing (Inner Strength/Self-Care) or an Aura Perk that can help you find healing (Blood Pact/Bond/Aftercare)
- An Exhaustion Perk that you can use well and reliably
- An Obsession Perk that you like (you need to guarantee an Obsession because otherwise the Killer tunnels since they don't fear Decisive)
- Iron Will or something to help with Unhooks (We'll Make It/Borrowed/Kindred)
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@BubbaMainBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1305845#Comment_1305845
Blood pact is just a mediocre version of empathy.
And soul guard is the only decent perk
Blood Pact is an Obsession Perk. There's not a lot of competition. Killers aren't picking up Decisive anymore, but you still need an Obsession to scare them from tunneling. Having off brand Aftercare is more reliably helpful than perks like Mettle, For the People, Sole Survivor and Object
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@BubbaMainBoi said:
Is it a problem tho? perks are supposed to counter each other, distortion counters bbq, nurse's etc...
What if the killer isn't using pop or nurse's? does that mean those 2 perks are wasted slots...?
The Entity Block one (Repressed Alliance) kinda sucks without pop or ruin in play.
But the Obsession perk (Blood Pact) is a quirky version of Aftercare/Empathy. The speed boost after the heal can be good to counter some perks (i.e. Nurses), but its also just a time saver and aura perk.
The anti-No ED perk (Soul Guard) gives you endurance every time you get picked up (doesn't need to be a hex in play) or healed which can be really good in slugging scenarios. Imagine using unbreakable with soul guard to get up in the killer's face and tank a hit.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1301884#Comment_1301884
A good survivor is going to cost you minutes during that chase instead of seconds. Even 1 minute in this game is critical unless you have already tunneled off a noob instead of a veteran.
Don't take a chase because they'll hop in a locker right before they go down... but if they're one of those people who sees you and immediately hops in a locker its totally worth it.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1301848#Comment_1301848
"I can't tunnel the obsession when the obsession is the survivor who sits in a locker to force DS when the game is going to last 4 minutes long"
Don't take a chase with an unhook because of Decisive. But if they see you and immediately jump in a locker pick it up. It's basically just Head On with a 5 second stun instead of 3.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/1301694#Comment_1301694
You might want to carefully re-read what you've just written.
STBFL is a perk that forces a bad play-style (deliberately ignoring a survivor is almost never a good idea) in exchange for a mediocre bonus that builds up very slowly and you're never guaranteed to have when you need it.
If the Obsession is the first person I find, then I make it my goal to tunnel them out first because they already have a hook state. If they're not, then I generally ignore them (I'll hit them to discourage them, but I won't commit) and make it my goal to one hook the obsession when everyone else is dead.
If you're playing for the 4k, you generally have to ignore 1-2 people and soft tunnel 2-3 people anyway. Spreading hooks evenly will lose games
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@Dead_by_Gadfly said:
I like it BUT it can be frustrating having to ignore a whole person
Also satisfying when they're a clicky with all meta perks that wants to be chased
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@Raccoon said:
Just because you said it, doesn't mean it makes sense @_@
*Killer is on other side of map, I use For The People and score a Protection Hit bonus, powering up Mettle with little fear of reprisal*
Seems fair and balanced >_>;;
It'd take 318 seconds to farm Mettle that way. Assuming you have someone to heal you the second you become unbroken and then that same person is injured to immediately give the For the People to.
I'm more thinking along the lines of doing a risky For the People and dying giving you two mettle stacks so that the next risky For the People is the Mettle of Man hit.
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I don't lobby dodge that often at Rank 1.
But sometimes I see three flashlights and a key and I'm just like yeah no thanks.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1298141#Comment_1298141
The whole point of my post was saying how good survivors are EFFICIENT with their Sprint Bursts. Not the kind of survivors to find the killer and be chased. You still generalised an entire perk because a few bad uses of it.
Against the Killers I play, I could really care less about Sprint Burst at Rank 1. At best it keeps them from being tunneled, at worst it wastes a bunch of their time and means I get kills faster because they're not taking hook states
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1298131#Comment_1298131
Yeah it's bad that some survivors waste their Sprint Burst but it seems like you don't verse survivors who actually know how to use SB properly. Good survivors will actually 99 their Sprint Burst and keep running until the killer finds them, then walk for 0.2 seconds and then run with the SB boost. If you use it correctly, it's the best exhaustion perk in the game. You're just generalising the entire perk because a few ''bad'' survivors.
It's pretty hecking easy to tell when a Survivor WANTS to be chased and I remember people's exhaustion perks. It's been months since I've fallen for the 99 SB swing at Rank 1
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@Nurgling7 said:
So Sprint Burst is a killer perk because a few idiots use it wrong? Even you specified people using it incorrectly.
How is being guaranteed to reach a safe tile so the killer has to waste that much more time on you or looking for someone else a good thing for the killer?
I play Freddy and Legion. And use Discordance. I will NEVER commit to a Sprint Burst user when there's another target. So all it does it waste their time.
If I'm Freddy and they're the only one on the gen and they sprint burst. I just pop it and leave to get back to the hook. And as Legion I start my Frenzy on someone else and catch up to them somewhere in the chain after they burned SB
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@TheOneTrueTristan said:
No clue but I wanna ask if you use Surveillance with it as well because I find it works great.
It's like running a non-hex new Ruin alongside Pop. I love it, man.
I use Pop and Surge on Freddy and Legion all the time.
The generators near the Survivor hook auto-regress so I can make a beeline for my next Pop. Saves time and helps me spread the gen pressure.
I don't like Surveillance much, personally, I think Discordance is the premier generator tracking perk and its great on its own doesn't need any combos to be extremely useful
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1295425#Comment_1295425
Yes. It gets boring on the killer side to have to prey on survivor weaknesses... and to be able to get downs with their own skill for once. It gets really tedious doing that over and over and over again.
Then again, survivors love their easy escapes, and second chance perks, right? XD
A Killer like Deathslinger is an easy escape... because he has no map pressure and can easily get gen rushed.
That doesn't make him fun to play against. It's M1 gaming or getting chased and hoping he misses because at least 60-70% of pallets are unsafe against him (if he even lets you drop the pallet)
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1295301#Comment_1295301
One could argue, with how many killers require survivors to make mistakes, that this is a nice change of pace.
For Survivors? Really? Un-Interactive Gameplay is a nice change of pace?
Cause most people love dying to a Killer power they have no real counterplay against for sure
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Probably Deathslinger because he doesn't have a Terror Radius and there's little to no reaction time for his shots.
Sometimes he'll pop out of nowhere and have you speared before there's anything you could reasonably do about it.
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A boring Killer is one where most of chase interaction is in the Killer's hands. The Survivor doesn't play well to avoid getting downed. The Killer just makes mistakes.
Spirit and Deathslinger are a great examples. The Survivor is just guessing what they're going to do. The Killer is the one with most of the information and playmaking potential.
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@Regularguy1st I know the perk sounds a little OP at first, but its actually just good for solo play and redundant in a SWF. Kind of like Kindred. It's a lot of useful information, but its a perk slot for something mics and coordination gets for free.
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@Waffleyumboy said:
I don't think she should be a 110% Nurse with a clunkier power. Just sounds like a strictly more boring Nurse.
Not really. You don't have to go for a swing right after your power and the penalty only happens if you do. Nurse has a penalty after using her ability whether she swings or not
My change would make optimal Spirit play to be waiting a second to unphase before swinging unless you're 100% sure its a hit, which gives Survivors more reaction time
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Nurse is the most balanced Killer in the game. Anyone below Red Ranks can't play her and gets clapped. But at her peak in the hands of a Red Rank player, she's completely unparalleled.
High skill floor, infinite skill ceiling. Whenever I get destroyed by a Rank 1 infectious fright nurse that can slug all four people, I'm not even mad im just impressed.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1288559#Comment_1288559
I actually never thought about using For the People for an Obsession! I've been using DS just to keep away the tunnellers since less people have been running Obsession perks on my games lately, and I would love to have something more useful like FtP.
Yeah its a really cool option with tons of playmaking. It's high risk and high reward. Doesn't always work out, but when it does its priceless.
Way more interesting to run than Decisive for sure.
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For the People.
In red ranks, Killers aren't picking up Decisive and the meta is turning into slugging. But in solo queue you have to run an Obsession perk, since games with no Obsession pretty much result in an auto-loss due to tunneling out an early kill.
For the People is fun when it works, counters slugging and creates an Obsession so the Killer has to play around DS. That's why its a must-have in my builds.
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DS helped me get good at skill checks when I was at purple ranks... but i haven't used the perk for months because the only way to get a Killer to pick up DS at rank 1 is to piss them off and go in a locker (which at that point is pretty much just head on).
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Surge, Pop, Discordance, Thrilling
Make it a priority to three gen from the start. It's pretty hecking hard to beat a Legion three gen with that build
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@Esperiae said:
is it just that pallet? does it work on other pallets or maps? It could be specific to that location.
No. It happens randomly on anything Legion can vault and on most maps. More common on windows than pallets.
But once the vault is bugged it stays that way the rest of the match so you have to take a mental note.
https://youtu.be/_VCYc_pgKts -
@Booper_Of_Snoot said:
I should be a purple rank survivor.
I'm not the greatest. But DS, and smart uses of sprint burst and common damn sense to work on gens when you're not being chased brought me to rank 1. I shouldn't be here. But just because I use common sense I pip
I'm not a huge user of noed unless im being "toxic"or meming, but it by no means secures a pip unless the team is super altruistic or the killer did decent during the match. It is much harder to pip as killer sometimes, depending on who it is.
Common sense gen rushers with sprint burst are more scary to rank 1 Killers (like me) than good loopers tbh
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@LastShoe said:
Many people already were talking about the bones. Now i will talk about my favorite perk to counter NoED: Hope. It gives you speed boost that is actually higher than NoED, hich makes it actually easier to loop the killer.
You're assuming that an endgame with four survivors alive and No ED lasts under 120 seconds... it usually drags out a long time
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/153304/why-bad-killers-hit-red-ranks
He might have just had an off game. What killer was he running?
Deathslinger.
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@Chordyceps said:
Ahh yes, a hot take, allow me to provide a unique response no one's ever given before:
Just do bones.
Here's a hotter take. Give the Killer the No ED speed boost at one gen left so the Survivors can be notified before the final gen pops and have a chance to do the bones before they're all exposed.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1282083#Comment_1282083
That's how they are sadly. I don't mind any "second chance" perks because all have a counter, for NoeD cleaning totems, Baiting DH, slugging DS, not slugging Unbreakable and not tunnelling BT.
DS Unbreakable doesn't have a counter btw.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1282071#Comment_1282071
That's how many feel about Dead Hard, Decisive Strike, Unbreakable and Borrowed time, they fix a survivors mistake.
I wouldn't know I don't use those perks. They're not necessary at Red Ranks.
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@Cheers said:
And this is why I run Small Game. You should too if you want to complain about NoeD.
No ED is way too strong for fixing a Killer's mistakes, it's like an insurance policy for people that expect to fail.
The only reason I don't complain about it more is because in Red Ranks its taboo to use it and its most Killers goal to play the game normally. If everyone in high ranks used that perk, I'd probably stop playing Survivor.
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@Liruliniel said:
My same view with any survivor due to how easy it is to pip as survivor.
You see a Survivor playing badly and realize that the perk they're running gave them their rank?
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Run Corrupt Intervention on weaker Killers. But strong Killers like Freddy, Billy and Spirit don’t need it.
The trick to getting Rank 1 every month is having Pop Goes the Weasel, having fast chases and learning when a chase isn’t worth it.
Leave people if they’re going to strong map tiles or away from generators and you’ll improve dramatically. Go self-care in a corner idc
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The funny part is that I run Bond in a 4 man red rank SWF and its actually still helpful. When someone calls out they need help, I can just run over to them, they don't have to try to badly explain where they are on the map and have me guess the general location.
Voice Chat is great for knowing who's getting chased and the general area of where the Killer is. Kinda like everyone has Object with no drawback. But finding teammates still kinda feels like you have a blindfold on and can take longer than it should sometimes.
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@Taiga said:
https://forum.deadbydaylight.com/en/discussion/comment/1271101#Comment_1271101
I’m a rank 1 and I miss it quite often. Also not everyone is a “high rank” so what about those people?
The recent map changes prove the Devs are balancing around high ranks. low ranks Survivors don't know how to optimize loops.
Also, how are you rank 1 if you miss Decisive often? Honest question. I'm also rank 1 and miss it less than 5% of the time
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@Taiga said:
Missing the skill check is a downside.
At high ranks, missing the skill check is about is common as a kobe off the hook
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@KidDope25 said:
So basically uncounterable cool. Love how I can loop a Spirit and Nurse but can’t cause his hitbox is worse than Huntress and never misses
They do miss... but you have to use anything you can to block LOS. And you can't walk in a straight line, strafe.
Like I've gotten better at looping slingers over time... its all about using literally anything to your advantage and being hard to predict. Rank 1 Deathslinger are pretty hecking scary tho because it's all about mindgames and their aim since lots of loops just fail
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Legion’s power is just really lackluster. The fatigue completely kills it. Doesn’t even work well as mobility.
Honestly, canceling Frenzy should take as long as the recovery from a normal hit. So it gives the Survivor as much distance as being hit with an M1 but not miles and miles
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1267583#Comment_1267583
And it really should avoid using the word "heal" unless the way it works is changed, as it doesn't seem like it's treated as a regular heal.
Points given for healing are given per charge as you fill the bar. Second wind requires a full bar worth of charges, if you heal someone with another survivor for example the best you can get is second wind halfway to activation.
I'd assume FTP skips the bar entirely. It doesn't instantly fill the bar when you use it "behind the scenes", it just immediately gives them 1 health state and takes away 1 health state from you. It's sorta like you don't get points for healing yourself when Adrenaline or Inner Strength activates.
Second Wind fully activates even if you’re double healing. I’ve used the perk a lot. The trick is that you have to start the heal not the other teammate.
And Inner Strength gives Survival Bloodpoints just not healing emblem points.
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@Seanzu said:
I assume because nobody was healed, you're swapping a health state from one to the other.
"Press the Active Ability button while healing another Survivor without a med-kit to instantly heal"
That's a quote from the perk's description
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1267104#Comment_1267104
Losing Bloodlust
You lose all Bloodlust when performing the following interactions:
- Hitting a Survivor.
- Breaking a Pallet.
- Being stunned by a Pallet.
OK sorry I haven't been playing long enough to remember the exact patch notes when bloodlust was added... my bad roast me in the comments.
