My complaints about Blood Testement's design choices
In Road to Hell, several ammo types were changed to scarce ammo. While this hurt the identity and playstyles of certain guns, the introduction of balloons and cargo boxes was a brilliant design choice:
- It gave players agency over their rewards.
- It rewarded participation in different in-game activities.
- It incentivized variety. Pulling scarce ammo from a box gave you a reason to run weapons outside your comfort zone.
With Blood Testament, that system was completely dismantled.
The Scarce Ammo Problem
Now, the only way to obtain a gun's scarce ammo is to play that specific weapon, find the ammo mid-match, take it (often disrupting your pre-planned loadout), and successfully extract. Today I watched RachtaZ play the Maynard with DumDum in Clash as a semi-shotgun. It looked fun and made me want to try it, but I can't. I don't have any DumDum on the Maynard. Rachta does because he is already P100 and kept his Road to Hell stockpile. How is a player mostly playing Clash supposed to gather scarce ammo other than getting it from dead bodies? I'm still actively prestiging. Guess how much DumDum ammo I have in my inventory across all guns? None. The other day, I saw a Springfield with DumDum on a workbench. I picked it up and rushed straight for extraction just to secure it—workbench spawns come with two sets, meaning I’d get to run it twice. I died on the way out and haven’t touched a DumDum Springfield since.
"Biggest Event of the Year" — Content Removed vs. Added
Before Blood Testament launched, it was hyped as the biggest event of the year. Yet coming from Road to Hell, it feels like more content was stripped away than introduced: Content Removed:
- Strongholds
- Balloons
- Cargo Boxes
- Maxim Gun
- Event Grunts
- Crashed Balloon (still present due to a bug?)
- Most importantly: a meaningful progression path outside of extracting with a bounty
Content Added:
- Burgess and its variants
- Blood Wells (briefly introduced, then removed)
- New daytime setting
- Black fart AI
- Two bosses
- Siphon and Chupacabra
The Economy of Event Points
In Road to Hell, every Stronghold had a gambling machine. This gave event points a real purpose:
- It introduced a fun sub-objective: seeing how many Hunt Dollars you could walk away with each match.
- It created meaningful trade-offs: do you spend points immediately on a trait you stumbled across for an instant edge, or hoard them to gamble for bigger rewards later?
I have a question to anyone reading this: Since Blood Testament launched, how many times you had to make a decision when spending your event points? There is an abundance of points with nowhere to spend them.
Final Thoughts
Road to Hell changed the core gameplay for the better and brought a fresh wave of energy to Hunt that made me fall back in love with the game after owning it since 2019. By comparison, this update feels like a direct downgrade. Even when Blood Testament did introduce a good mechanic—like Blood Wells, which altered match pacing and forced tactical decisions around when to spend or renew your siphon (especially as a solo)—it was removed. You took out the most engaging, well-designed parts of the recent loop. The removal of actually functioning, fun and engaging mechanics seems to be a pattern with Blood Testement. I hope it's problems will be addressed in future patches.