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everything past bloodlust 1 is pretty much a crutch for killers who can't get a hit and are playing bad which on one hand is helpful for someone having a hard time but also idk if its a good thing to reward bad play
With MFT existing some of the slower killers absolutely can't on some maps because psuedo infinites. Some of these psuedo infinites become infinites without blood lust.
As it is already with both MFT and hope active, these psuedo infinites become genuine infinites, because some killers absolutely cannot catch up to even keep line of sight on some tiles, and with no blood lust, there's no window blockers to stop them taking a window over and over again.
"House of pain" tiles in both Badham and Haddonfield come to mind. This is the house that has the generator that leads to its own secluded basement with two entrances. The tile didn't receive that name for no reason. The tile can have a window that drops down into the basement stairs, and then looped back around to another window that exits out, back into the basement stairs over and over, and the killer has to go the long way around for both windows. MFT makes this chase considerably longer, pretty much impossible against 110% killers like Huntress who can't even get any range to throw a hatchet and constantly loses line of sight, and becomes actually impossible to contest if the survivor is moving at 110%. And that's just one example.
That is what perks are for. You are in a DIRE situation.
Unless you have a build like power struggle + FTP or a teammate has unbreakable or something; you are kinda meant to eventually lose there.
It's a situation you can easily counter with perk choice, your decision on if you want that ability or not is part of your play.
That is a situation where if you let yourself get backed into as a team, it's game over, it's meant to be.
And besides this, bloodlust intentions are for making chases shorter than they need to be. My situation that I have explained earlier comepletely neglects that, when there is a last man standing, the killer isnt bloodlusting to make the chase shorter, he is bloodlusting to give the survivor an inevitable death as there is no escape with bloodlust level 3. How is getting bloodlusted on a unleavable loop fun for survivors?
The number should be low enough so the killer would manage it.
Blood lust exists as a band-aid for poor map design.
I think a lot of killer mains would gladly trade out blood lust if the maps were a lot more fair in favor of them. Unfortunately, barring a few exceptions, the majority of maps are not and are actually survivor-favored/have massively survivor favored tiles within them, and MFT just shows how fine of a line it already is if a 3% boost can make psuedo infinites actually infinite against a smaller sub-set of killers. Though, that's what happens when you design loops that are survivor-favored, designed with 100% speed in mind, and then slap a passive 3% bonus on top of it.
Doesn't help that BHVR lately has a fetish with making loops with low walls that killers can't mindgame because the survivor can just see the killer all the time.
U have to realise that bad map design goes both ways, survivors don't get anything for bad map design in killers favour(dead zones,double TL- walls,etc). ANd you said it yourself, killers would rather trade out bloodlust for better map design. I personally don't care about bad map design, I dont abuse it, I don't like it. But killers tend to abuse bloodlust when bloodlust is totally not necessary which in my oppinion BHVR should balance bloodlust and thought of more, like the example you gave where removing bloodlust/ renewing it .