Status Effect

hemorrhage status effect elden ring wiki guide 100px
Effect Take damage equal to percentage of Max HP
Mitigated by

Invigorating Cured Meat
Stalwart Horn Charm

Cured by

Stanching Boluses
Bestial Constitution
Lord's Aid

Resistive Stat Robustness

Hemorrhage is a Status Effect in Elden Ring. Status Effects are various buffs or ailments that apply either a beneficial or detrimental effect to the target. Status Effects can be applied on both enemies and players alike. Status Effects are triggered after a buildup meter is filled by repeated application of attacks that cause the effect. Both players and enemies can have varying resistances to a given Status Effect.


Elden Ring Hemorrhage Guide

Hemorrhage (also known as Blood Loss) is a status effect that builds up through repeated application of the effect. Hemorrhage is inflicted via various means including Weapons, Skills and Spells. Once the Hemorrhage meter is filled, the effect is triggered and the target takes damage equal to a percentage of their Max HP.

Hemorrhage (combined with it's governing stat, Arcane) is the only status effect and stat combo that stacks multiplicatively with itself.



Hemorrhage Effects in Elden Ring

A Hemorrhage occurs when the amount of bleed damage (also called blood loss) becomes higher than the target's Robustness, causing immediate damage and consuming the effect. The damage is equal to a percentage of the target's Max HP.

  • Hemorrhage inflicts 15% of a normal enemy's max HP and 7% of a boss's HP, plus 100 or 200 damage depending on the weapon used.
  • There are no cooldowns or other limits in place to prevent Hemorrhage from being repeatedly, and/or instantly triggered.
  • Hemorrhage's build up can be slowed by raising your Robustness stat, increasing the amount of bleed damage required to trigger the effect. Robustness can be improved by adding points into Endurance.
    • The Damage Type inflicted by Hemorrhage's activation is unknown, and doesn't seem to be reduced by any type of Defensive Stat.
  • Hemorrhage buildup can be eliminated by consuming Stanching Boluses, or by the Incantations of Bestial Constitution and Lord's Aid.
    • Compared to other Status Effects, Hemorrhage has several unique mechanics which drastically reduce the viability of the above options in most situations, especially during Player-versus-Player.

Elden Ring Hemorrhage Effect on Players

This section lists information pertaining to the Hemorrhage effect and its relation to Players


Hemorrhage Sources (Weapons)

The following weapons cause the Hemorrhage effect:

Hemorrhage Sources (Others)

The following are other sources of the Hemorrhage effect:


Mitigating Hemorrhage

The following Equipment, Skills, Spells and Items offer resistance to the Hemorrhage effect:

Curing Hemorrhage

The following Skills, Spells and Items can be used to remove or reduce the build up of the Hemorrhage effect:


Elden Ring Hemorrhage Effect on Enemies

This section lists information pertaining to the Hemorrhage effect and its relation to Enemies and Bosses.

Note : Testing on Trolls and Godrick Soldiers, Damage is equal at 100 + 15% of their Max Health
Tested on Godrick and Margit, Damage is equal at 100 + 10% of their Max Health





Elden Ring Hemorrhage Mechanics, Trivia and History

  • Hemorrhage is has been largely changed from DS1 and DS2, and between Arcane and Hemorrhage, has elevated the Status Effect as a source of direct damage rivaling that of pure damage scaling  - rather than functioning as a heavy debuff to Stamina, Stamina Regen, Max HP, and movement speed, it now only functions as a direct damage source. Several design changes have also invalidated previously existing mechanics, removing meaningful interaction and counterplay - however, no other status effects received similar changes without additional limits being placed.
    • Previously Hemorrhage rewarded consistently landing blows in quick succession to cripple the enemy, providing a large advantage and opportunity to end the fight. Bleed buildup was much more conservative, and it drained much more quickly in previous games, often requiring several actions to trigger it.
    • Elden Ring has drastically increased the amount of bleed buildup sources, many of which can be stacked to achieve multiplicative scaling - allowing bleed buildup to be stacked drastically higher than in previous games. Additionally, because there is no cooldown preventing Hemorrhage from being repeatedly applied, it can bypass the diminishing returns typically associated with other status effects' raw damage potential.
      • As bleed attack is increased, the number of attacks required to inflict Hemorrhage can be continually reduced to the point where a single attack can trigger Hemorrhage. When compounded by true combos, multi-hit or power-stanced attacks, Hemorrhage can be activated multiple times with a single action. This can be further compounded with various Skills, Spells, and Consumables, all of which will inflict their full effect simultaneously.
        • While other status effects and damage sources have various mechanics which introduce diminishing returns as they are increased, Hemorrhage's potential damage effectively scales exponentially, primarily due to not having a cooldown - as bleed damage rises, actions / hits required to inflict Hemorrhage are reduced - and the sooner a Hemorrhage is triggered, the sooner any and all subsequent procs can be applied.
          • To clarify this point and compare another status effect, increasing Poison buildup only reduces the amount actions needed to apply the initial effect, since it cannot stack or consume itself. To bring Poison up to par with Hemorrhage's raw DPS potential, Poison would have to stack with itself, with any increase in poison buildup additionally reducing the build up required to apply future stacks.
            • Even with those changes applied, Poison can still be removed after the effect is applied, preventing most / all  actual damage dealt. Hemorrhage deals it's damage instantly, and the active effect cannot be cured or mitigated once triggered.
  • Additionally, defense and resistance have been simplified to a single value - there is no way to mitigate the amount of status effect buildup taken, whether by armor, talismans, or even blocking (DS2 included defensive values for shields against status build in addition to direct damage  which allowed for strategy and active gameplay as a means to mitigate and counter bleed.
    • Currently all robustness from endurance and armor merely increase the amount of buildup your character can endure before the active effect is triggered, with no means existing of applying any sort of scaling to those values.
    • Unfortunately, since bleed buildup has several ways to multiplicatively scale, Robustness' linear growth via armor and endurance has very little effect on actually preventing bleed - and because bleed can be procced instantly or in a single true combo, items like Staunching Boluses or incantations like Bestial Constitution become useless, as the damage is immediately dealt and is irreversible.
      • Previous entries also included many items, spells and other prevention methods to also temporarily increase resistance to status buildup, preventing the above issue. Additionally, your bleed defense meter would need to empty before an additional bleed could be trigger, completely preventing exponential damage scaling.
      • The one remaining application of this design is the Incantation Immutable Shield, which enchants a shield to prevent all status build up from a blocked attack. It is puzzling that all other elements of actual mitigation were removed, but only for Blood Loss. All other status effects have can either be cured while active, or the buildup sources and scaling are much more rigidly controlled.
  • Finally, many attacks and spells which inflict bleed buildup currently are bugged, and can trigger Hemorrhage even when the attack itself misses due to active dodges, parries, or hitbox interaction.
  • It's unclear what the design motives or goals were with these changes to bleeding in general. Hemorrhage now essentially functions as the single source of direct damage which bypasses most of the common methods of defense, which all other status effects and damage types are subject to, while lacking the "status effect" features which have aspects which differentiate them from direct damage via additional effects or conditions to their damage being applied.
    • It is also interesting to note that there are no in-game, lore based references to that mention Arcane, not to mention how it exists or has impact in terms of world-building. 
      • This is in stark contrast to Arcane's implementation in Bloodborne, which was heavily explored and defined as the measure by which man had learned to harness the creatures and materials related to the Great Ones. This may be an implied link between the various items and skills which fall under Arcane, relating to the influence of the various Outer Gods, but it's not clear why certain God's aspects are affected (Formless Mother) while others are not (Greater Will) and why many of the items impacted by Arcane seem to have nothing to do with Outer Gods at all (Clayman).
    • Interviews with Miyazaki indicated they had originally planned to develop each of the currently existing spell types as their own category of magic on the level of Sorceries and Incantations, but they nixed that idea because it was a bit too restrictive on builds. It appears rather than redesign and implement the created material, they were instead haphazardly lumped into Arcane, as a sort of trash bag for abandoned design goals. (src: )
    • This is more evident when you consider than many of these items have relatively one-off, odd requirements which do not necessarily relate to them mechanically or provide any benefit or impact to their scaling values. 


Status Effects in Elden Ring
Blight  ♦  Death Blight  ♦  Frostbite  ♦  Madness  ♦  Poison  ♦  Scarlet Rot  ♦  Sleep

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    • Anonymous

      bleed should hurt if you sprint while under the status as a cripple status. It should be capable of killing still but only if ignored for too long. A burst of damage isn't very interesting nor does it like a bleeding status since in most games its always a damage over time effect, not a sudden burst that can be abused in pvp.

      • Anonymous

        I was surprised how often a halo scythe bled people out in duels. No arcane scaling, no arcane investment and it always comes as the surprise finishing move if the opponent is tanky. If my opponent retreats and boluses, I cast the L2 or cast regen. I’d fix bleed by dropping the 15% damage to 10%. PvP only. This isn’t a true nerf, since bleed builds often stack sword insignias on top of power stance and on top of white mask+exultation. And bleed builds get to dragon breath for just 15fth at anyone who tries to bolus or cast a cure. Actually, bleed innate+bleed infusion, endure/warcry/rkr is probably the best raw infusion if you’ve got high power spells to make up for the damage, and can land ranged hits on people who bolus. This was how I made bleed viable in ds3 duels where bleed sucked. It would be competitive now with exultation and the massive spell slot allowance.

        • Anonymous

          bleed should work like frost too so instead your bleed status instantly reset after proc, you get bleed status effect, dealing bleed damage tick over time for a short time.

          • Anonymous

            Every weapon except crush weapons in this game should have done bleed damage. Katanas exclusively having innate bleed makes, while the other don’t makes zero sense.
            Hemorrhaging weapons should do more bleed, but every bladed weapon should have had a passive bleed function of like 25 at least.

            • Anonymous

              You're actually delusional or haven't invaded that much if you think bleed is the only bad thing in this game and nerfing it would fix everything. Fromsoft would need to actually completely rework the entire game fundamentally for it to not be a mess. The amount of absurdly strong niche things in this game is ridiculous. Makes me actually miss the DS3 days, when a boring straight sword or great sword was just the way to go if you wanted to gank. I've invaded like 3000 times and it's like a loot crate where the reward is a new flavor of stunlock instantkill into teabag every single time.

              • Anonymous

                if they keep it doing this much damage just remove the stagger all together. it just screws people over in pvp

                • Anonymous

                  I think the reason bleed is so broken is to punish those who use a stupid high vigor build. At least they decided to make it where if a debuff procs once it takes more effort to proc it again. Don't take this as a complaint take it as an idea.

                  • Anonymous

                    how to run bleed effectively step-by-step: put bleed on any weapon

                    congrats, you've made an effective bleed build

                    • Anonymous

                      Its shocking how many people conflate doing a billion damage with being good at the game, especially in PvP.

                      • Anonymous

                        I've been trying to make a blood loss build that isn't annoying or overpowered (though it doesn't matter much, I don't do online play) and I think that the knight in Fort Haight had the right idea. Bloody Slash on the Knight's Greatsword is fun and strong, and the greatsword itself does a good job of dealing damage and building up Bleed WITHOUT being overpowered. It's also worth mentioning that the Knight's Greatsword is a sexy weapon in both moveset and appearance. Might be worth trying if you want a blood loss build that isn't RoB.

                        • Anonymous

                          I sure love getting half of my health taken off and staggered in a single hit that's so much fun it makes me want to die

                          • Anonymous

                            powerstancing should reduce status buildup, right now its so overkill its not even funny. in no world should a dual curved sword running L1 bleed out twice in the span of half a second, no matter what your stance on bleed is.

                            • Anonymous

                              So i can literally get impaled multiple times by a halberd and still be alive but God forbid someone *****slaps me with a katana that means my entire health bar goes down such logic such balance

                              • Anonymous

                                They shouldn't nerf the naginata overall. They should nerf THIS. cross naginata is not more broken than any other thrusting weapon and that is because thrusting weapons need a small hitbox and tracking nerf in general, but the fact that bleed is bonkers on everything whether a spear, curved sword, katana, etc shows just how much it needs nerfing. Only thing I will hate about it is that it and frostbite are the only thing propping up most daggers.

                                • Anonymous

                                  I hope whoever thought that proccing bleed (as well as frostbite I guess) on another player should stagger them regardless of how much poise they have sleeps with a warm pillow every night

                                  • Anonymous

                                    It didn't take long for bleed to get the nerfbat in DS3 I don't expect it to be much longer before it is nerfed here. But if they DON'T nerf it in the next patch as of my posting this expect anyone holding on to hope for PvP to just stop playing because it will mean they literally don't care anymore.

                                    • Weapons with innate blood loss don't actually get more bleed buildup when infused with blood than another weapon of the same class with no innate bleed (i.e. a Bleed Scavenger's might get 83 blood loss but so will a Scimitar with the same stats.) However, the Occult infusion will increase the status build-up already present on the weapon since Arcane scaling on weapons affects statuses directly. So for a build that prioritizes Arcane over other stats, Occult on a bleed/poison weapon is ideal.

                                      • Anonymous

                                        Long ago, in a distant land.. I Aku, the ganking master of meta builds unleashed an UNSPEAKEABLE BLEED BUILD.

                                        But a foolish anti-meta invader wielding an honest build stepped forth to oppose me..

                                        *Counters river spam with parry*

                                        *Carian retaliations moonveil*

                                        *backstab punishes Vyke's spam*

                                        Before the final blow was struck I tore open a portal in time and FLUNG him into th ds3 2016 meta where bleed builds are LAW

                                        Now the fool seeks to return to Elden Ring and undo the evil that is bleed builds...

                                        • As a mechanic, bleed seems more or less the same as it was in DS3. The imbalanced aspect come into play because of 3 things the devs did that overcompensate for bleed as a side affect;

                                          1. There are easily 3 times as many sources of bleed in Elden Ring.
                                          2. Bleed infusions (less AR penalty, better general AR than in DS3) & Occult infusion (better AR & status buildup than DS3's Hollow Infusion.)
                                          3. Powerstancing, which exponentially exacerbates damage from bleed proc and vice-versa (in DS3 you could only dual-wield thru paired weapons.)

                                          That's a trifecta of a perfect storm for bleed.

                                          I agree with people who say build bleeds are obnoxious to the point that it's 10x a worse than the issues of the Carthus CS with Carthus Rouge, but I'd be lying if I didn't admit inflicting Bleed is fun af. The best way Fromsoft can approach this is either nerfing the damage by half, or nerfing it 20% with some debuff, like 15 less stamina regen for 18 seconds that prevents further bleed for the debuff's duration, and then also buffing frost and/or poison, or both slightly, so people would use those status effects more, such as a couple more frost and poison weapons, etc. Frost is pretty balanced right now, but nowhere near as OP as bleed, and poison needed a buff from the get-go.

                                          • Anonymous

                                            Playing the game without bleed makes it more fun. You actually have to learn the bosses and enemies and get your hits in overall. Contrast that with bleed where you just fill the meter up with 1-3 hits and chunk an enemy for 85% of its HP. I think they have the % damage to HP size reversed or something, like it is taking off the 85% of its hp left AFTER the 15% should proc and leaving 15% instead.

                                            • Anonymous

                                              Dark Souls 2 had the best balanced bleed, they just needed to remove the cooldown and increase the flat damage a bit. % based bleed just can't really be balanced so long as it can scale with an attribute.

                                              • Anonymous

                                                I think in terms of PvP, Bleed is a VERY overtuned status effect, so as someone who somehow beat Elden Ring the 1st time with Rivers of Blood, and did a few invasions with it, I could offer a few ways to balance bleed as a whole.
                                                1. Reduce the bleed buildup on all weapons.
                                                In Dark Souls 3, bleed buildup on an Uchigatana was 30. In Elden Ring, it's 45. If we wanted to decrease how often one procs bleed, that could be a way to do it.
                                                2. Nerf Powerstancing.
                                                Bleed Buildup should be decreased if you have two weapons that cause bleed. Definitely a nerf for those that heavily rely on Seppuku.
                                                3. Rework Bleed.
                                                Bleed could function as a mix of Dark Souls 2 and 1. Blocking attacks that inflict bleed reduce the amount of bleed buildup, and when it procs, it has to completely deplete the status bar before you can inflict it again, but the victim suffers a temporary decrease in their stamina.
                                                4. Remove the mandatory stagger when proccing bleed.
                                                The way it works currently is that if someone procs bleed on you, no matter if it's something like a blood-infused knife, it still forces you to get staggered no matter if you have high poise or not. Also, with phantom hits in multiplayer still inflicting bleed, it still staggers you even when you take no damage when the bleed procs. I propose to remove the stagger, because I think it's honestly stupid lol.

                                                • Anonymous

                                                  I like how the people who try to stand and say bleed doesn't need a nerf are always the ones usually spamming bleed builds in pvp, you probably don't know what's it's like to use a normal build, be creative, being boring and watching a video on how to make a bleed build doesn't make you good at the game.

                                                  • Anonymous

                                                    I feel like hemmorhage buildup should be prevented/reduced if the target is actively blocking the attack. You know, like how it works IRL.

                                                    Before you downvote, no, I only play PvE, not PvP. I'm just tired of getting ganked by imps.

                                                    • Anonymous

                                                      I’m seeing people say give it a timer to make it like frostbite

                                                      But it’s also interesting to think about having the damage amount be a percentage of health left, instead of max health

                                                      That said perhaps it was intended for blood loss to make the game a lot easier for most enemies

                                                      It’s far from the only option that can deal massive damage to certain enemies

                                                      Like an alternative to having a difficulty selection

                                                      • Anonymous

                                                        At this point I'm not sure if this will ever be made weaker. Blood loss is one of the two options melee builds have for chunking down bosses' health bars, the other is stance-breaking. If you've ever seen Square Off in action, you'd know that stance-breaking a boss ten times in a row looks just as broken as bleeding them to death. The real issue is that blood loss works even better against other players while stance-breaking literally doesn't, at all. Players have no stance HP. So unless they rework the way blood loss functions in PvP, I don't expect to see any changes.

                                                        • Anonymous

                                                          If they continue to patch this game based on pvp it will ruin it. Blood lose is fine, it does not need a patch. What needs to happen is they need to separate pvp from pve and then you all can have all the patches you want.

                                                          • Anonymous

                                                            Lets face it, if this status wasnt in the game, half the people that beat elden ring, wouldnt have beaten elden ring :D

                                                            they should make it how it worked in DS2, where it does a flat amount of percentile damage over a short 20 second period, but then once applied, it cannot be applied again for 20 seconds until the meter runs out, upon which max stamina is reduced by half for the duration, no instant stun, no infinite/repeated build-up, no additional damage after the flat percentile damage, because thats where the problem lays.

                                                            And for Frostbite, another flat percentile damage tick as it works right now, a single tick of damage, makes enemies go up a single weight category, for players a mid roll becomes a fat roll, for enemies itll lock them out of doing spammy evasive movements, and reduces stamina regeneration by 20% for 20 seconds, and cant be reapplied until it runs out.


                                                            • Anonymous

                                                              yeah it needs a nerf but yall are *****ing so hard that its going to end up nerfed into oblivion and be just as useless as was dark souls

                                                              • Anonymous

                                                                Another patch where bleed build up wasn't touched. The stun reduction isn't enough, and it STILL staggers you out of your attacks, regardless of your poise. If they don't do something about this next patch then I'm seriously going to just refuse to fight anybody using bleed until they do, I shouldn't be losing 90% of my health to one mistake.

                                                                • Anonymous

                                                                  Instant bleed builds that one-shoot you and stagger you out of anything and everything including infinite poise are just maidenless.

                                                                  I'm confident it will be nerfed one way or the other. Instant madness builds were nerfed after all. And frenzy actually feels fair to fight right now (still strong but fair).

                                                                  • Anonymous

                                                                    What does the number in brackets mean? Is that the number of hits you have to do or the strength of the buildup?

                                                                    • Anonymous

                                                                      A right meta bleed build can destroy a boss without let him/her move, sometimes negating the entire moveset. The problem is not the damage itself but the cooldown on re-applyingy the status which is 0.
                                                                      Nerf suggestions, just like frost, create a cooldown. Example, bleed proc = 15% total health dmg + 10% total health DoT for 1 minute. The number can be worked on.
                                                                      With this nerf you still deals good dmg overall (25% boss health) but at least you have to actually play the game and the bossfight without breaking it so easily.

                                                                      • Anonymous

                                                                        Here's where I'm confused. I had the basic whip with blood affinity at +16 upgrade level with 30 arcane, gave me +85 blood build-up.
                                                                        I got the Hoslow Petal Whip at +15 with inherent +55 passive blood build-up on standard.
                                                                        When I put blood affinity on the Hoslow I get to +84 build-up. So the affinity absorbs the passive build-up?
                                                                        I thought it was supposed to stack... This makes the Hoslow not much more useful to me.
                                                                        Sure, I could leave it at 55 and enjoy the better standard scaling or put keen on it, but that's still kinda sad. Keeping blood affinity on it seems like a waste.
                                                                        I could put poison on it, keep 55 blood, or 59 or something because arcane scaling, and gain some poison though, i don't think the combination makes much sense.

                                                                        Is this a nerf I missed somewhere? I could have sworn I read people adivising to put the blood affinity on inherently bloody weapons but idk.
                                                                        Am I missing something?

                                                                        • Anonymous

                                                                          seen a couple of nerf suggestions, and thought I'd throw my hat into the ring. Maybe there could be a slight cooldown to being able to gain bleed buildup, such that a powerstance jump attack where both weapons hit near simultaneously only applies one increase to the bleed meter, rather than the two. For most builds, if this cooldown was balanced correctly, bleed would be unaffected, but "instant bleed" attacks wouldn't be possible

                                                                          • Anonymous

                                                                            Bleedd should be a gradual build up not come in chunks.

                                                                            The fact that bleed alleviating items exist should indicate how bleed should work. But it doesn't cause bleed procs instantly. I don't even want to see a nurf. Hell. Make it apply gradually and make it a massive 1000 + damage proc that kills me outright. It would be a whole lot more realistic.

                                                                            • How am I supposed to see how much bleed has built up on enemies or how much damage it does? This page doesn't really explain the mechanic at all.

                                                                              • Anonymous

                                                                                Fromsoft forgot bleed is mostly reserved for spiked or serrated weapons, now a bunch of random weapons have it for no reason

                                                                                • Anonymous

                                                                                  everyone crying about a bleed nerf seems to forget that the PvP meta always changes with each patch/discovery. In DS3 buffing THAT one straight sword with dark moon blade could net you over a thousand damage on a swing and it needed tweaking, then the community found out about luck and then moved on again once another patch hit. If From knocks bleed down people move to frostbite and flame to create the same effect, and if they hit all status effects a new meta will show up.

                                                                                  1. All the other status effects need a buff to even out and create variety

                                                                                  2. A separation between PvP status effect procs and PvE

                                                                                  3. They need to find a way to bring back quality and strength builds as viable options

                                                                                  imo bleed doesn’t seem broken when you take in the difficulty of this title compared to the others, obviously RoB will need to get the same treatment as Blood Flies. the biggest issue in PvP imo isn’t even bleed it’s just lack of build variety. I found PvP to be much more rewarding and enjoyable at lvl 80 then I did at 150.

                                                                                  • Anonymous

                                                                                    Bleed will probably not be nerfed anytime soon . Lot of people are using bleed builds in one way or other. They are using katanas or occult or bleed infusion on any fast weapons , It is likely the most popular build . People calling for nerfing this are mostly PVP players , all you need a 3 to 4 hits with bleed builds in PVP and you are dead . Nerfing the most popular build is a really quick way to ruin your very successful game . Rivers of Blood is still broken and From barely nerfed it by reducing stagger slightly which does n't make any difference in PVP or PVE . From seems to be more interested in PVE side of things that is probably why there are n't many nerfs until now I believe they will continue this trend .

                                                                                    • Anonymous

                                                                                      This status effect was way overdone. Go look at the list of weapons (innate build-up) and armor/talismans (buffed AR) for every other status effect and compare them. It's actually stunning that they put SEVEN different status effects into the game, then focused on Bleed/Hemorrhage, and still couldn't be bothered to balance it. If you're one of people out there who is not abusing bleed build-up via Seppuku or Occult scaling right now, you're genuinely the MVPs of this game.

                                                                                      Yes, we can out-play people power stancing Cross Naginatas, and Scavenger's Curved Swords, or roll through a hemorrhage due to poor connections, but the fact of the matter remains: this is the most unbalanced and over-used status effect in the game. Do I want it removed? Absolutely not. Do I have a solution? It's not my place to find one. Status effects have become the crutch that over-leveling used to be. Why is that a bad thing? Because you genuinely cannot find a level range where some variation of a bleed build isn't being abused, and that's not fun for PvP or PvE. If you disagree, fine, but I think most of us want longevity from this game, not instant gratification so we can move on and play the next big title.

                                                                                      With all of that said, I think every status effect needs work. Some are too weak, others are too strong. Either way this should absolutely be the starting point for those balance changes. The amount of resistances you get from leveling, talismans, or crafting are simply not up to par. If you think they are, provide some proof. Make a video showcasing how much more manageable Bleed is with Dappled Cured Meat, Stalwart Horn Charm +1, and every other +Robustness item you can stack on at once.

                                                                                      • Anonymous

                                                                                        Hope they nerf it to being even more worthless then DS3 level's just so I can feast on all the salty tears...

                                                                                        • Anonymous

                                                                                          I love how all the PvE players think its PvP people who are ruining the game. You guys do realize the balance in these games are one in the same, right? If something is broken in PvP...guess what? It's also broken in PvE. I can think of so many examples. Running Firestorm in Demons Souls. Tranquil Walk of Death in DS1. Prepatch tumblebuffing and buff stacking in DS2. Dart casting/Bow glitch in DS3. Aaaaaand we have this pattern following in ER with Carian Retaliation and multi-buff bleed builds, get it? Just because you want to steamroll PvE with broken stuff doesn't mean anyone else does. If you don't care for the multiplayer aspect, then play offline and don't install the patches. Only issue I have with bleed personally is that it bleeds up waaay too quickly with powerstanced weapons and multi-hit Ashes of War. If PvP players truly are the minority then I guess, we are the minority when it comes to having a functioning brain. Bleed is unbalanced. Simple as that.

                                                                                          • Anonymous

                                                                                            I hate to say this because it’s irritating to even think it’s possible, but I think there may be some kind of exploit on 1.04. Getting one shot from 80+% health with 1900 hp from 1 bloodloss proc. It only happens sometimes and usually it’s people who don’t take damage.

                                                                                            • Anonymous

                                                                                              hope they dont nerf its pve power. I see people arguing its too op even in pve but like...genuinely who cares? it doesnt affect anyone but the player using bleed if its kept to the enemies in game. i can agree on a pvp nerf though, yall need it.

                                                                                              • Bleed is still busted. I say this as a player who gravitates towards edgelord bleed builds (hollow/warden twin blades w/carthus rouge in DS3 and Chikage bloodtinge build in BB).

                                                                                                It’s a real dilemma for me in ER because I dislike being preemptively delegitimized (& rightfully so) more than I like Bleed. This is forcing me to purposely make less optimal builds which just feels really bad.

                                                                                                FromSoft really needs to get a grasp on the entire Bleed mechanic including many of the related weapons. The RoB AoW should absolutely apply bleed to the player at a rate that will proc full on hemorrhage if the entire combo string is spammed (with typical bleed resist). This would incentivize a less brain dead combat approach since it would necessitate mixing in normal attacks with AoW in order to not end up losing nearly as much HP as you took from the opponent.

                                                                                                Another option would be to make whiffed AoW slashes just straight up damage the player. No more spamming and hoping the opponent underestimates it’s ridiculous range or steps into it.

                                                                                                All of the rotten wing and consecutive attack talisman weapons need to calm the F down with bleed procs too. Would it be too much to put a small cooldown on bleed build up so maybe only 2 or 3 of the hits of a powerstanced scavenger curved swords jump attack build bleed instead of all 4?

                                                                                                Fire damage should slow or increase the amount of hits necessary to inflict a consecutive proc. Call it “cauterize.” Fire interacts with frostbite so I see no reason it wouldn’t interact with bleed. If anything, it’s more realistic. If I get frostbite IRL, throwing a Molotov cocktail at me isn’t going to cure my frostbite. Please don’t. But mashing a torch against a bloody gash will stop the bleeding.

                                                                                                I am pessimistic about the prospect of me ever getting to experience using a bleed build completely guilt free in ER, but if we could at least reduce it to the meme level of the post 1.3 Moonveil, it would be greatly appreciated.

                                                                                                • Anonymous

                                                                                                  I have a question: there are some weapons and spellls/skills/ashes where the Wiki tells me that the bleed-build-up is dependend of the Arcane stat, some dont tell this.

                                                                                                  So is the bleed-build-up scaling with Arcane actually only a special feature for some weapons/skills/ashes or is it a generall feature of all bleed-weapons?

                                                                                                  • Anonymous

                                                                                                    What do we think of a bleed nerf but only to powerstancing? Like, 33% buildup reduction. I feel like just one weapon is never crazy, although seppuku on a twinblade might still be a bit much, melts bosses, ai think seppuku is an issue all on its own though.

                                                                                                    • Anonymous

                                                                                                      I used Corvain and dorhys in ds3 as a faith bleed meme build when it was bad.
                                                                                                      Damn right I'm using grave scythe and bloodflame incants now that its actually good, I'm going to live it up
                                                                                                      While I can lol, still use it if it gets nerfed to death and everyone carries boluses honestly

                                                                                                      • Anonymous

                                                                                                        I think the main issue right now with bleed is that the high build up reveals issues it always had: No-hit build (when dodging) which makes it hard to avoid effectively, and the fact there is no cooldown on how many times you can bleed someone in a given time.

                                                                                                        I see many people say its fine in PvE (out side the fact it causes stagger, which is shouldn't IMO since the damage is good enough), since bosses take less damage from it and its harder to build up.

                                                                                                        In PVP, it technically does not do that much damage. Its a mix of weapon arts doing a lot of damage on their own, the build up speed, how inconsistent it is to avoid due to the no-hit build up (a problem since DS1, and not just a bleed problem), and, what I think is the main problem, being able to get bled out multiple times within seconds of the same combo. Madness shares similar reasons why its so strong in PVP, and why things like Rot and Poison are not.

                                                                                                        One proposed solution is to have every affect have some kind of 'debuff' affect that also prevents the bar from filling up again until the debuff is finished/cured. Poison/Rot/Frost have this affect already. The actually effect and how long it would last is another conversation, but I think it being reworked is the solution and not nerfing stuff. This stops it from being spammed by giving a built-in 'cooldown', but also can add an extra affect to it (extra damage over 5/10 seconds, healing reduced by 50% for 5/10 seconds, stuff like that).

                                                                                                        PS. Fix the damn status effect no-hit build up bug thats been there since DS1. It feels bad when you iFrame through something or are in an 'invulnerable' state and still suffer the build up from it.

                                                                                                        • Anonymous

                                                                                                          Very curious as to why I was invaded by someone using dual Cross-Naginatas several times and every time he proc'd bleed on me it instantly deleted me for my entire HP bar..

                                                                                                          • Anonymous

                                                                                                            Just wanted to pop in and let you all know that you all spamming run and jump attacks with curved swords and nagis with dual Seppuku just makes you look bad and it takes no effort or skill. Don’t forget though, that if you are doing that, to make sure you carry something for bloodhound step. I’ve notice bloodloss players rely heavily on running away for several minutes after they invade. Slap a Moonveil on too so you have something to finish people off after bloodloss procs and they roll backwards.
                                                                                                            10/10 no effort free kills

                                                                                                            • Anonymous

                                                                                                              I really don't think there's anything that is completely immune to bleed. Even elden beast, i've had moments on those immune bosses and see times where a large chunk of health gets removed.

                                                                                                              • I think for simplicity's sake we should divide hemorrhage into two categories: bleed and what I'm dubbing sadistic bleed. The formula for regular bleed is .15x+100 where x is your target's max health. This means that a bleed procc will do 15% of your enemies health bar plus 100. The formula for sadistic bleed on the other hand is .15x+200. This means that sadistic bleed will always do 100 more damage on procc compared to the regular variety.

                                                                                                                Let's start with the interesting of the two first. Thus far the only arcane weapons I've found with sadistic bleed are Morgott's curved sword, Reduvia, Varré's Bouquet and blood infusions on weapons with innate bleed.

                                                                                                                Eleonora, Rivers of Blood, blood greased ripple weaponry, plain blood weapons and (surprisingly) Mohg's spear are all regular bleed... as well as the bloodflame incantation. As well, blood grease appears to have no effect on damage, unlike it's Ds3 counterpart Carthus Rouge.
                                                                                                                A final note, weapon arts can get a little weird here. Reduvia's blood blade for example triggers regular bleed, despite the weapon itself being sadistic in nature. I’m unsure whether this is intentional or not. Further testing with skills on a case by case basis may be required.
                                                                                                                There's a few other arcane weapons I've yet to acquire, so once I test those as well I’ll update here as well.

                                                                                                                • I think for simplicity's sake we should divide hemorrhage into two categories: bleed and what I'm dubbing sadistic bleed. The formula for regular bleed is .15x+100 where x is your target's max health. This means that a bleed procc will do 15% of your enemies health bar plus 100. The formula for sadistic bleed on the other hand is .15x+200. This means that sadistic bleed will always do 100 more damage on procc compared to the regular variety.

                                                                                                                  Let's start with the interesting of the two first. Thus far the only arcane weapons I've found with sadistic bleed are Morgott's curved sword, Reduvia, Varré's Bouquet and blood infusions on weapons with innate bleed.

                                                                                                                  Eleonora, Rivers of Blood, blood greased ripple weaponry, plain blood weapons and (surprisingly) Mohg's spear are all regular bleed... as well as the bloodflame incantation. As well, blood grease appears to have no effect on damage, unlike it's Ds3 counterpart Carthus Rouge.
                                                                                                                  A final note, weapon arts can get a little weird here. Reduvia's blood blade for example triggers regular bleed, despite the weapon itself being sadistic in nature. I’m unsure whether this is intentional or not. Further testing with skills on a case by case basis may be required.
                                                                                                                  There's a few other arcane weapons I've yet to acquire, so once I test those as well I’ll update here as well.

                                                                                                                  • Anonymous

                                                                                                                    Bloodloss should be nerfed to do only 5% damage in pvp, since it has no cool down it can easily be proced multiple times in a row and should be balanced around that fact.

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