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"It always comes down to the Hunter's helper to clean up after these sorts of messes"
A bit of an exaggeration, as the profiles, especially The Hunter's, aren't exactly terrible, just a bit crusty.
To start, we'll address the statistic which helped Bloodborne's combat stand out from the rest of the Soulsborne pack before Sekiro came around: Speed. To start, early-game should be a definite High Hypersonic+. This is due to being able to dodge meteors from Fluorescent Flowers, which appear as early as Layer 3 of the Pthumeru Chalice Dungeon, which is an area available after killing the Bloodstarved Beast, which can be fought before Vicar Amelia, and is even necessary to fight prior to her if you don't want to have to fork over Blood Echoes to buy the shortcut through Cathedral Ward to get to her. In essence, the first Pthumeru Chalice Dungeon is definitely an early-game area, thus the enemies within it scale to the early-game Hunter, and vice-versa. This may also impact Durability and AP since iirc Tier 7 Bloodborne scales to surviving meteors, but I'll save that for the conversation.
The second speed issue is something that should've been axed back when A Call Beyond was downgraded: the speed rating of The Hunter's fourth key. In their fourth key, they are stated to be MHS+ due to dodging A Call Beyond, which at the time of implementation was considered a sun bust, with the velocity of such a feat falling within that level. Now that A Call Beyond is considered as creating a small artificial star, instead of opening a portal to a real star and accidentally destroying it, this speed value is no longer valid. This effects their fifth key, as well, which has no additional justifications, and just upscales from the previous key.
Third, their sixth key's overall speed scales from the Moon Presence's flight speed. This is no longer acceptable due to our revised standards on scaling reactions/combat speed to flight speed.
Now, moving onto missing abilities:
Via The Old Blood, The Great Ones should receive these (maybe, maybe not applicable in combat) passives:
The Hunter gets resistance to the negative effects, since they basically commit substance abuse via incessant healing with Blood Vials, and can even imbibe the uncut blood of Great Ones via Rally.
Also, these abilities may actually be combat applicable, as, as seen with descent of the Blood Moon, and the subsequent descent of the Great Ones (the Lesser Amygdalae and probably Oedon), these negative effects can be exacerbated or triggered by more direct influence from the Great Ones, as seen when Gilbert, who was supposed to die of his illness before succumbing to Beasthood, is transformed into a beast after the descent of the Blood Moon. This, however, will require some more discussion.
Lastly, some missing abilities for The Hunter, as well as some erroneous abilities.
In addition, other Hunters known to have been contracted into the Hunter's Dream previously, such as Eileen and Djura, should have a key with the same player character abilities/resistances proposed in this thread, as their contract granted them these same boons. While they're never seen in-game displaying these abilities, they still canonically had these capabilities in the past.
Fin.
A bit of an exaggeration, as the profiles, especially The Hunter's, aren't exactly terrible, just a bit crusty.
To start, we'll address the statistic which helped Bloodborne's combat stand out from the rest of the Soulsborne pack before Sekiro came around: Speed. To start, early-game should be a definite High Hypersonic+. This is due to being able to dodge meteors from Fluorescent Flowers, which appear as early as Layer 3 of the Pthumeru Chalice Dungeon, which is an area available after killing the Bloodstarved Beast, which can be fought before Vicar Amelia, and is even necessary to fight prior to her if you don't want to have to fork over Blood Echoes to buy the shortcut through Cathedral Ward to get to her. In essence, the first Pthumeru Chalice Dungeon is definitely an early-game area, thus the enemies within it scale to the early-game Hunter, and vice-versa. This may also impact Durability and AP since iirc Tier 7 Bloodborne scales to surviving meteors, but I'll save that for the conversation.
The second speed issue is something that should've been axed back when A Call Beyond was downgraded: the speed rating of The Hunter's fourth key. In their fourth key, they are stated to be MHS+ due to dodging A Call Beyond, which at the time of implementation was considered a sun bust, with the velocity of such a feat falling within that level. Now that A Call Beyond is considered as creating a small artificial star, instead of opening a portal to a real star and accidentally destroying it, this speed value is no longer valid. This effects their fifth key, as well, which has no additional justifications, and just upscales from the previous key.
Third, their sixth key's overall speed scales from the Moon Presence's flight speed. This is no longer acceptable due to our revised standards on scaling reactions/combat speed to flight speed.
Now, moving onto missing abilities:
Via The Old Blood, The Great Ones should receive these (maybe, maybe not applicable in combat) passives:
- Corruption (Type 1): due to corrupting, mutating, and maddening those that imbibe the Yharnam Blood
- Biological Manipulation: due to aforementioned mutation
- Madness Manipulation (Type 1): again a side effect of aforementioned Corruption
- Poison Manipulation: Ashen Blood, a strain of the Beast Scourge, poisoned its victims, hence initially being fought with poison antidote, and the victims that transformed into beasts also possess the ability to poison those that they wound
- Healing: this is one of the main reasons that Blood Ministration became so popular in-lore
- Power Bestowal: another main reason that the Yharnam Blood became so popular. Blood Echoes can be used to increase the power of The Hunter, and heavy amounts of blood ministration make a beast stronger when it turns, which is why clergy and hunters that become beasts are so much larger and more powerful than the regular beasts encountered on the streets, and why some of the sweaty shit-stained peasants you kill in the early game are shaped like 10-foot-tall gorillas and have a 10 meter long jump from a standing start. These properties of power bestowal even extend to inanimate objects, with bullets infused with the enhanced blood of The Hunter being able to wound beasts immune to regular gunfire, and stones and gems made from the coagulated Old Blood being able to fortify weapons and even give them new abilities
The Hunter gets resistance to the negative effects, since they basically commit substance abuse via incessant healing with Blood Vials, and can even imbibe the uncut blood of Great Ones via Rally.
Also, these abilities may actually be combat applicable, as, as seen with descent of the Blood Moon, and the subsequent descent of the Great Ones (the Lesser Amygdalae and probably Oedon), these negative effects can be exacerbated or triggered by more direct influence from the Great Ones, as seen when Gilbert, who was supposed to die of his illness before succumbing to Beasthood, is transformed into a beast after the descent of the Blood Moon. This, however, will require some more discussion.
Lastly, some missing abilities for The Hunter, as well as some erroneous abilities.
- Change Bloodletter's Madness Manipulation from Type 3 to Type 1. It relies on Blood Manipulation to inflict Frenzy, and infecting someone with tainted blood to drive them mad falls in line more with Type 1.
- Add Blessed to their abilities. Due to being contracted to The Hunter's Dream, they are under the control/protection of the Moon Presence
- Add Immortality Type 9. Similarly to some TES characters such as Vivec and Dagoth Ur, their ability to resurrect into the material world is described as choosing to awaken, with all three characters "awakening" into the material world from a plane beyond it that houses their true being and consciousness. Resurrecting into a material world from a metaphysical plane beyond it where one's true being resides is the textbook definition of Type 9 Immortality. This addition may also be applicable to Great Ones, which you can kill in the waking world or in dream worlds such as the Nightmare Frontier, only to re-encounter them in the Chalice Dungeons. They only ever end up definitely permakilled if you kill them within the dream world of their own creation, such as killing the Orphan of Kos in the Hunter's Nightmare, or the Moon Presence in the Hunter's Dream, with the latter falling under new management after The Hunter turns into a squid kid
In addition, other Hunters known to have been contracted into the Hunter's Dream previously, such as Eileen and Djura, should have a key with the same player character abilities/resistances proposed in this thread, as their contract granted them these same boons. While they're never seen in-game displaying these abilities, they still canonically had these capabilities in the past.
Fin.
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