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Step 1: Find elevated platform, boxes, car, post, whatever
Step 2: Jump on elevated platform
Step 3: The bloodsucker will start moving around trying to find a way to attack, but the route it takes becomes reasonably predictable after a few seconds. At one point it's going to get at point blank range as part of its new pseudo-patrol. Every time it does this you have enough time to get a single shotgun shell into it. Since it's cloaked it's more vulnerable and at that range it only takes 4 to 5 shells, not even slugs, to drop one.
This has backfired on me before when bandits notice me standing on a car and start shooting so be warned it isn't 100% effective. All in all it trades patience for an easy kill that doesn't consume a lot of ammo.
A bloodsucker takes ~4 head-on buckshots to kill. If you run into a group, just run.
So load to a save from over an hour earlier, start heading the OPPOSITE direction, and the stupid psy dog spawns, exhaust all ammo, it goes down finally, more hostile NPCs spawn (again, maybe 50 feet away), as well as a legion of rats.
It's worse than a wave defense game at this point, at least the wave defense has occasional breaks.
As a data point, with the M860 shotgun (buckshot) I killed one near Wild Island with only 4 shots, and then later killed another one at the Zaton depot with 6-7 shots.
F5 -> Encounter a blood sucker -> reload save -> bloodsucker disappears
Unless it's scripted.
End of the day, spawns are just completely and totally broken currently, and bloodsuckerrs are way too spongy. I wonder if it's a console limitation, as the spawn radius does seem to be about the same as the tether radius in an ARK non-dedicated server. Enemy health needs a balance pass, and spawns a total rework to prevent the absurdities currently present, not just the ridiculous infinite spawns, but also just weird ones, like clearing out a dead-end alcove, only to have a half dozen enemies spawn inside it and start shooting as soon as you exit it.