I’ve been an avid FPS player for over 25 years. Doom, Duke Nukem 3D… Half-Life, Counter-Strike… Then, over the last few years, I jumped into Battle Royale–style shooters like Call of Duty, PUBG, Valorant, and many more… including BloodStrike.
And yeah… I have a serious love/hate relationship with BloodStrike.
On one hand, the gunplay is absolutely fantastic. Weapons are punchy, responsive, and satisfying. On the other hand, the game is fucking sweaty.
So I figured I’d put together a list of improvements that could make the game less exhausting, more readable, and way more enjoyable for casual players, without killing its identity.
Let’s get into it.
Movement Nerf
Let’s start strong. Movement is the reason BloodStrike feels unbearably sweaty at times. Movement abusers turn every match into a circus of endless slides, camera-breaking spins, and reckless momentum that punishes anyone who isn’t playing like they’re boosted up on energy drinks.
Sliding is cool. It’s a smart mechanic. It adds depth, speed, and outplay potential. I get it.
But when players are sliding nonstop… Dancing around full-time like a squirrel on Viagra… Still turns to noise. At that point, it just makes the experience worse for most of the player base.
A light nerf would go a long way. Prevent endless slide chaining. Add a short cooldown. Introduce diminishing returns. Something... The goal isn't to kill movement… It’s just stop it from dominating everything and making things so damn sweaty.
Improved Game Modes
Ranked Battle Royale (BR) and ranked Squad Fight (SF) are the core modes. That’s solid. No complaints there.
The problem lies with the non-ranked modes. There are simply too many of them, and instead of feeling complementary, they feel fragmented. Several modes overlap heavily, which creates confusion instead of variety.
These modes need consolidation into clearer categories. For example: why do we need both Hot Zone and Hot Zone Showdown? Why are Free Ice and Hunt Rampage running simultaneously when it’s unclear how they differ from Hot Zone at a fundamental level? If the experience boils down to “drop in and shoot,” then the distinction feels unnecessary.
Event-style experimental modes are genuinely fun. Hide and Seek, Hunt Rampage, Free Ice, even Arms Race… All good ideas. But they work best as limited-time modes. Keeping them around too long kills their novelty and clutters the mode selection screen.
One clear exception here: Team Deathmatch.
TDM should always be available in some form. Not rotated in and out like a seasonal thing. For players who want consistent gunfights without BR pacing or squad mechanics, this matters a lot.
Fewer modes, clearer identities, better rotation. That alone would massively improve onboarding and long-term retention.
More Maps and Better Map Usage
Now that we’re talking about modes—especially TDM—let’s talk maps.
Why are like 99% of Hot Zone matches played on Logistics Center? Seriously, what’s the deal? It’s arguably one of the weakest maps in the game, yet it shows up constantly. That needs fixing. Use the full map pool. Please.
As of now, the Hot Zone pool has only six maps, and several of them are extremely basic. That’s not terrible, but it’s nowhere near enough… Especially if TDM-style modes are meant to be a core casual offering.
On top of that, Logistics Center and Showdown Square desperately need reworks. They feel flat, and predictable compared to how good the gunplay actually is.
Better maps would elevate everything.
Better Gun Balance
One thing BloodStrike absolutely nails is weapon feel. Guns are distinct, responsive, and fun to use.
That said… usage tells a different story.
Right now, it feels like there’s a large pool of average weapons and only a handful of truly competitive ones. That’s a weird imbalance. Ideally, most guns should be viable in the right hands.
Ongoing balance passes are essential. If done right, they’d encourage experimentation and keep the game fresh.
Which brings me to…
Make Pistols Relevant
Why are pistols so bad?
In Call of Duty Mobile, pistols are genuinely useful. They are solid backups, flexible tools, sometimes even primary weapons. In BloodStrike? Not so much.
The Glock is useless at medium to long range and kind of okay up close as long as you’re running akimbo. Why? What's the point?
The current state of pistols probably explains why the category is so thin. Right now we have a Glock, a Deagle, and a revolver—and none of them feel that essential.
Buff pistols slightly. Give them a real role. They don’t need to dominate—just to matter.
Replace AFK Players with Bots
In 4-player BR matches, someone disconnects or goes AFK all the time. Suddenly you’re a trio fighting full squads. Not cool.
Why not replace the missing player with a bot?
Heroes of the Storm does this. If someone goes AFK, a bot temporarily—or permanently—takes over the character. It’s a simple, elegant solution to a very common problem, implemented years ago by Blizzard Entertainment.
BloodStrike could benefit from the same system. It would instantly improve match fairness and reduce wasted games.
None of these changes would “casualize” BloodStrike in a bad way. They’d just make it more balanced, and more fun, without sacrificing the excellent gunplay.
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