Is bleed bugged?

Hey folks,

I tried a bleed barb and noticed that bleed keeps on proccing even after the mob health is brought to 0 with other damage sources (i.e. damage not caused by bleed).
The mob does not die and keeps on attacking while it should be dead - it passes only after the bleed proc ends.

Here’s an example:

Start from second 20 and look at the bear health bar.
I believe the bright red part is the current health, while the dark red part is the bleed damage.
On second 26 the current health (bright red bar) ends - the bear should die.
However, the bleed is still proccing and the bear only dies once bleed ends.
Any hit the bear receives after the bright red health bar is gone does nothing.
This effectively gives another health bar to the mob keeping it alive longer than it should.

In comparison here’s a non bleed build

Looks like an issue to me, unless I’m missing something.

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The health bar turns blood red to indicate how much health will be lost when bleeding. It has to bleed out to die. It’s the overkill damage that’s not doing anything you mean? I have noticed it as well and I chalk it up to the thing is already dead and it’s just diminishing returns. Just gotta wait for it to die.

Ya the color you are noticing is how much damage the bleed will do, not has done. Bleed is damage over time, so its showing you its total value i.e. the bleed will do 100 damage but it ticks every second for 10 seconds so only does 10 damage a second. There are abilities I’ve seen on sorc where if you can turn the whole bar blood red you do bonus damage to it.

To think of it another way once the bar turns deep red, you can just run around it in circles and the dot will kill it - it just takes time for the whole damage of the dot to come into effect.

Hope that helps.

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Thanks folks, I’ve double checked the damage numbers in the videos at bleed does seem to be fine.
It seem the presentation confused me :slight_smile:

It is not the presentation - it actually changes how enemies function, PROLONGING their deaths, which should NOT happen.

You are supposed to be ‘rewarded’ for using Bleed on your skills if you choose so, making them die faster, but the current implementation gives enemies an additional half-entire health bar.

I don’t care if the ‘fantasy’ is that they are supposed to ‘bleed to death’ and cannot be otherwise killed until that happens. Because if you have someone bleeding out in real life, piercing their heart results in an immediate death. Imagine you are bleeding and someone pierces your heart, but you decide: nope, sorry, I have become immortality itself and will live for AS LONG as I continue to bleed out. You can cut my head off, crush my entire body, hell even disintegrate me entirely but I shall live because I still have blood left to bleed out lmao - ZERO logic, makes no sense.

And that is effectively what happens to enemies.

The BLEED health bar (darker one) should not take priority over the enemies’ main, regular health bar, this is simply idiotic and the reason why a decent portion of people playing Barbarian had a bad early game experience with the class.

Any additional effect on attacking is supposed to HELP you, NOT put you further away from your goal, this is backwards mentality and stupid.

Devs, what were you thinking? A double health bar is fine (with Bleed), but this should not mean that enemies are ALIVE when they should actually have already died and this means they can hit you more often, cast more skills and become more dangerous for no reason.

Why was this let through? Please help me understand.

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You are confused how it works. It does not give them extra health.

The blacker red marks the health that is going to bleed away. Fill it with black red and walk away and the enemy will die from it with no more hits, bleeding out from the dot.

Bleed is a dot, aka damage over time. That is why its so good on boss fights.

You are the one misunderstanding the issue here lol.

You can reduce the enemy’s BRIGHT RED (read: their default health bar) to 0 but as long as they have the darker red (bleeding) on, they will not die, despite having 0 actual health and you hitting (read: overkilling) them.

I’ve made sure I am not confusing the healthbars because I’ve refunded all my skills and used a regular autoattack to confirm how the health bar of enemies looks like without any added effects.

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to make it clear, if your enemy has the whole bar darkened, you can move to the next enemy, since it will die after a couple seconds.

They need to increase the damage of Bleed by at least 50% and also reduce the duration by 50%. Hit an enemy a few times and then walk around for 10 seconds while they bleed out is just garbage.

Allow me to simplify this.

NO skills equipped and I’m using a 80 DPS weapon and the basic vanilla autoattack left click - I hit a Ghoul 2 times and it dies, in about ~1-2s.

Using the Flay with various Bleed nodes and a 120 DPS wepon - I can hit a ghoul either 5 or 6 times and it dies in… TWICE the amount of time. IT SHOULD ALREADY BE DEAD after just 2 hits, BUT IT REMAINS ALIVE and I can hit it 3 additional times before the darker red BLEEDING bar actually reaches 0.

If you are using Bleed, you are making the entire gameplay experience worse AND longer, when it should be the exact opposite.

Do you see the problem now?

How are people not questioning this design decision?

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Thats how a bleed skill works.

You hit a mob until you made the bar dark then you move to the next. Cause hitting it again with the same bleed effect just extens the bleeding, it doesnt tik faster or tik twice

I realize this is how it works but the point is, it shouldn’t.

In D3 with Rend, this was the whole idea - AoE an entire group and move on while they bleed out to death.

However, if you want to kill a single enemy, whether a boss or a regular monster, it takes longer to do so - how is this logical? There are no other enemies to move to (so that you could forget about the initial target), you only have that single enemy - you’ve now gimped yourself by using Bleed.

I don’t get it.

Or in other words, I suppose if there are countless enemies, this works fine as it currently functions (even though I’d still argue to the contrary) but for single target? Why would you want to kill a boss slower if you could do it faster by not using Bleed ಠ_ಠ?

You’re wrong about ‘extending’ the Bleeding though - hitting an already Bleeding enemy does not make their Bleed bar grow longer (or die slower for that matter), thank god, so no, you are not extending the bleeding itself. I’ve just checked it now.

The fact that Bleed enters an enemy’s health bar makes them die slower, that’s the issue.

You should be able to Bleed an entire group of enemies and move on - and YOU CAN do that, but should you choose to finish those already bleeding enemies faster, then hitting them while they are already bleeding should REDUCE their bleeding bar, killing them faster - that is the point I’m making.

5 Likes

I think your trolling.

But anyway, having to move away from a Boss cause he is doing a 1shot mechanic for example. Your Bleeds still tik, while other skills that did direct damage does nothing, cause you cant reach the boss

Hey I get what you’re saying and I was thinking the same for some time now but it looks like the “real” life bar is actually the dark red one, the bright red is just the part that is not affected by bleeding.
So when it’s full dark red it just means all his life is affected by the bleeding condition.
And about the feeling of having the mob living more than expected because of the bleeding effect, I think it’s just related to your lvl. Like try on a new level 1 character, any auto-shot will affect the “dark red” bar, the monster isn’t staying alive because of the bleeding. I think at some point when you level up, in a bleeding spec you do so much damage by bleeding and so few raw damage with other spells that it “feels” like you just have to wait.
I don’t know if I made myself clear, english isn’t 1st language !

Then don’t use bleeds, they’re not for you. I’m 70’s Barb with Rend and it works great.

This is absolutely bugged and BulkBogan’s smug reply is incorrect.

  • For example. Non bleed build let’s say it takes me 6 hits to kill an enemy.

  • Bleed build, as long there’s a dark red bar ticking away, no matter how many hits I perform, no matter how much physical damage I deal, the enemy will not die until the bleed has run its course. The enemy no longer registers physical damage hits once the bleed entirely overtakes their health bar.

Let’s clarify even more.

For example, enemy HP is 1000.
I do 1000 physical damage. One hit the enemy is dead. Right? Right.

Now let’s say the enemy has 2000 HP.
I do 1000 physical damage and 1000 bleed damage over 5 seconds. One would think that in 2 hits the enemy would be dead right? Not with the current system. I’ll deal 1000 damage and proc 1000 bleed. Now the enemy will CEASE to take any more physical damage until that 5 seconds of bleed finishes. I could whack the enemy 6 more times in 5 seconds but it won’t matter until the bleed finishes. They are immortal until the bleed ends. I’ve just prolonged that enemy’s alive time. Bleed is a straight up DPS lost, by far.

As intended? No.

Running away from the enemy is not the solution and it’s a stupid response. It’s very clearly a bug that needs/will be addressed.

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That’s exactly what I thought whenever I saw Bleed. I haven’t played Barbarian since the Beta so can’t tell if it still works this way but it still feels weird and working counterintuitively, not as intended.

The biggest concern is that you cannot effectively kill the enemy via Physical or any kind of Skill damage AS LONG AS they have a Bleed applied. This is straight up stupid and unintitive lol.

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At least I am able to finish them normally as they are bleeding.

The mob HP bar does not go to zero if you manage to dot it all the way. It is still the same HP bar with only dot indicator on it. You can still finish em like it hadnt dot In the first place but it is more better to move to next since it’s already dead anyway.

This is not correct.

There’s no other way about it. What you are saying is nonfactual. You are not able to finish them normally as they are bleeding. You cannot kill an enemy that is bleeding with a melee attack if the enemy’s remaining health is in full bleed status. They are immortal until bleed out.

OP’s video clearly shows this bug in action on the bear. Test it out yourself.

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Yeah I tend to agree it doesn’t seem to work quite right. Noticed this myself that no matter how many times I attack after the bright Red health bar is down to zero and a bleed is still ticking away (dark Red) then further non bleed damage is ignored and they are essentially immortal until the bleed kills them.

Also, I fully understand what others are saying about walking away and they will die… Yes they will but if I choose to continue to slap them about, the physical portion of my damage is doing nothing per hit.

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