|Effect||Take damage equal to percentage of Max HP|
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 plus 100 or 200 damage depending on the weapon used.
- Most (but not all) bosses will take 10.5% 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:
- Any weapon, when infused with Blood Affinity (varies)
- Axe (50)
- Claw (60)
- Colossal Weapon (70)
- Curved Greatsword (varies)
- Bloodhound's Fang (55)
- Morgott's Cursed Sword (60)
- Curved Sword (45)
- Dagger (varies)
- Great Knife (38)
- Bloodstained Dagger (38)
- Reduvia (50)
- Wakizashi (38)
- Fist (45)
- Flail (50)
- Greataxe (55)
- Greatshield (70)
- Greatsword (55)
- Great Hammers (55)
- Great Spear (55)
- Halberd (55)
- Hammer (varies)
- Morning Star (50)
- Spiked Club (50)
- Varré's Bouquet (39)
- Heavy Thrusting Sword (55)
- Katana (varies)
- Uchigatana (45)
- Rivers of Blood (52)
- Meteoric Ore Blade (50)
- Moonveil (50)
- Nagakiba (45)
- Hand of Malenia (50)
- Medium Shield (50)
- Reaper (55)
- Small Shield (50)
- Spear (50)
- Staff (melee, 45)
- Twinblade (55)
- Whip (varies)
- Hoslow's Petal Whip (55)
- Thorned Whip (50)
Hemorrhage Sources (Skills & Spells)
The following Sorceries cause the Hemorrhage effect:
The following Incantations cause the Hemorrhage effect:
The following Skills cause the Hemorrhage effect:
Hemorrhage Sources (Others)
The following are other sources of the Hemorrhage effect:
- Blood Grease (Consumable)
- Bloodbone Arrow
- Bloodbone Arrow (Fletched)
- Bloodbone Bolt
- Bloodhound Knight Floh (Spirit Ashes)
- Burred Bolt
- Drawstring Blood Grease (Consumable)
- Dung Eater Puppet (Spirit Ashes)
- Fanged Imp Ashes (Spirit Ashes)
- Kukri (Consumable)
- Mimic Tear Ashes (Spirit Ashes, if you have Hemorrhage weapons and/or spells in your inventory)
- Omenkiller Rollo (Spirit Ashes)
- Roped Fly Pot
- Swarm Pot
The following Equipment, Skills, Spells and Items offer resistance to the Hemorrhage effect:
- Dragonbolt Blessing
- Immutable Shield (only when blocking)
- Mottled Necklace
- Speckled Hardtear
- Stalwart Horn Charm
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
Enemies that cause Hemorrhage
The following Enemies, NPC, Invaders and Bosses can inflict the Hemorrhage effect on players:
- Bat (critical attack)
- Fire Prelate equipped with Thorned Whip
- Lesser Sanguine Noble
- Lesser Demi-Human Chief
- Rotten Stray (Red)
- Thorn-Fire Sorcerer
- Vulgar Militant
- NPC & Invaders
- Bloody Finger Hunter Yura
- Bloody Finger Nerijus
- Bloody Finger Ravenmount Assassin
- Eleonora, Violet Bloody Finger
- Great-Jar Warrior (random chance when playing online, not present offline)
- Inaba, Disciple of Okina
- Inquisitor Ghiza
- Juno Hoslow, Knight of Blood
- Mad Tongue Alberich
- Magnus the Beast Claw
- Mary, Eldest Sister
- Nameless White Mask
- Sanguine Noble
- White Mask Varre
- Witch-Hunter Jerren
- Bloodhound Knight
- Bloodhound Knight Darriwil
- Cemetery Shade
- Esgar, Priest of Blood
- Fallingstar Beast (tail)
- Full-Grown Fallingstar Beast (tail)
- Knight spirit summoned during Rennala, Queen of the Full Moon fight (2nd phase)
- Night's Cavalry (flail)
- Mad Pumpkin Head (flail)
- Mohg, Lord of Blood
- Mohg, the Omen
- Morgott, the Omen King
- (Stray) Mimic Tear - If player enters arena with weapon, that infilcts Hemorrhage
The following Enemies, NPC, Invaders and Bosses are weak to the Hemorrhage effect. Weakness indicates a target has a much lower threshold for the effect, requiring fewer applications to fill the build up meter and trigger the effect.
- Demi-Human Queen
- Rotten Stray
- Sanguine Noble
- Wildlife creatures
- NPC & Invaders
- Alabaster Lord
- Battlemage Hugues
- Beastman of Farum Azula
- Bloodhound Knight Darriwil
- Cleanrot Knight
- Commander Niall
- Commander O'Neil
- Demi-Human Queens (Gilika, Maggie, Margot)
- Fell Twins
- Grafted Scion
- Grave Warden Duelist
- Godefroy the Grafted
- Godrick the Grafted
- Godskin Apostle
- Godskin Noble
- Kindred of Rot
- Leonine Misbegotten
- Mad Pumpkin Head
- Malenia, Blade of Miquella
- Margit, the Fell Omen
- Mohg, Lord of Blood
- Necromancer Garris
- Perfumer Tricia
- Rennala Queen of the Full Moon
- Royal Revenant
- Scaly Misbegotten
- Soldier of Godrick
- Spiritcaller Snail
- Stonedigger Troll
The following Enemies, NPC, Invaders and Bosses are resistant to the Hemorrhage effect. Resistance indicates a target has a much higher threshold for the effect, requiring many more applications to fill the build up meter and finally trigger the effect.
- NPC & Invaders
- Ancestor Spirit
- Ancient Dragon Lansseax
- Astel, Stars of Darkness
- Bell Bearing Hunter
- Draconic Tree Sentinel
- Dragonkin Soldier
- Dragonkin Soldier of Nokstella
- Dragonlord Placidusax
- Elemer of the Briar
- Fallingstar Beast
- Fire Giant
- Flying Dragon Agheel
- God-Devouring Serpent
- Hoarah Loux, Warrior
- Magma Wyrm Makar
- Maliketh, The Black Blade
- Miranda the Blighted Bloom
- Night's Cavalry
- Lichdragon Fortissax
- Loretta, Knight of the Haligtree
- Red Wolf of Radagon
- Regal Ancestor Spirit
- Rykard, Lord of Blasphemy
- Tree Sentinel
- Starscourge Radahn
- Ulcerated Tree Spirit
The following Enemies, NPC, Invaders and Bosses are immune to the Hemorrhage effect. Immunity indicates a target is impossible or near-impossible to afflict with a given effect.
- Abductor Virgin
- Broken Statue
- Lesser Black Knife Assassins
- Skeleton-type enemies
- Spirit-type enemies
- NPC & Invaders
- Spirit-type bosses
- Alecto, Black Knife Ringleader
- Black Blade Kindred
- Black Knife Assassin
- Cemetery Shade
- Crucible Knight
- Crucible Knight Siluria
- Death Rite Bird
- Erdtree Avatar
- Erdtree Burial Watchdog
- Godskin Apostle and Godskin Noble
- Guardian Golem
- Putrid Avatar
- Radagon of the Golden Order / Elden Beast
- Royal Knight Loretta
- Valiant Gargoyle / Valiant Gargoyle (Twinblade)
- Vyke, Knight of the Roundtable
Elden Ring Hemorrhage Mechanics, Trivia and History
FAQ: How do you bleed better Elden Ring?
The best way to improve your bleed is to create a Bleed build that works well with your chosen Weapon. A lot of different equipment pieces or Ashes of War that can be equipped to increase the chances of bleed. There are a few existing Bleed builds that have been made to strengthen these effects as a Melee player or Magic player. A few are perfect for beginners who want to strengthen bleed. There are 4 Ashes of War to consider that have a direct Affinity with Bleed. With these in mind, players can experiment creating their own Bleed Builds or test and modify a few existing Ones.
One example is the Bloodblade Build for Beginners: A Bleed-focused Build that uses the Bleed Status Effect to continuously rip off huge chunks of enemy health via dual blades. To view other Builds, check out the Builds page for more late game or endgame builds that uses Bleed.
- Class: Warrior
- Flask Spread: All HP
- Weapon: Scimitar x2
- Shield: Any that can Parry
- Armor: Heaviest you can wear and still Med Roll
- Primary Stats: Vigor & Endurance
- Secondary Stats: Dexterity & Arcane
- Skills: Ash of War: Bloody Slash x2
- Spells: None
The way this Build works is that you slot the Ash of War: Bloody Slash on to both Scimitars so that when you strike with both weapons via L1 you build up Bleed faster. To do this you will need a Lost Ashes of War and you'll need to Duplicate it at Blacksmith Hewg. Focus on using running and jumping L1 attacks as these do 4 hits very quickly, as opposed to just L1 by itself which does 2 or rolling L1 which does 3. Keep in mind enemy Bleed bars are not visible, but they drain just like players, meaning you must strike repeatedly and often or you won't rip off chunks of HP via Bleed. Enemies also seem to have increased resistance with each subsequent Bleed, so it will take more and more strikes the more you set this Status. Play aggressively, but make sure not to get yourself killed going for the Bleed proc. Wear the heaviest Armor you can and still mid roll, so that if you do get hit, it deals the least amount of damage possible. Use Bloody Slash when necessary, but it's situational. It's long cast time makes it hard to use, even if it's damage is incredibly high.
FAQ: Is Bleed still Op Elden Ring?
- The bleed effect has received a reputation in Elden Ring of being OP, with Weapons such as Rivers of Blood and Moonveil receiving plenty of attention from players vocalizing varying degrees of praise as well as criticism from different users, especially when faced against in PvP modes and invasions. Since the initial release of the game, developers have since released a number of Patches and Updates in attempts to add more balance to the game including a nerf to Rivers of Blood during the 1.06 Patch in August 2022. As of the end of 2022, players continue to call for nerfs to the stats of different Bleed Weapons such as Moonveil.
Hemorrhage Other Notes
- Hemorrhage 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 altered previously existing mechanics, fundamentally changing counterplay options. This is in contrast to other status effects receiving similar changes while generally retaining the counterplay options of previous games.
- 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 more bleed buildup sources, many of which can be stacked to achieve multiplicative scaling - allowing bleed buildup to be stacked higher than in previous games. Additionally, because there is no cooldown preventing Hemorrhage from being repeatedly applied, it incentivizes getting as much blood loss build-up as possible in a short amount of time.
- As blood-loss buildup 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.
- Hemorrhage's potential damage scales well into late-game, 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.
- Additionally, defense and resistance have been simplified to a single value: Robustness, which can be increased by leveling up endurance or wearing armor.
- DS2 included defensive values for shields against status build in addition to direct damage
- Currently all robustness from endurance and armor increase the amount of buildup your character can endure before the active effect is triggered.
- Since bleed buildup has several ways to multiplicatively stack, high Robustness can be countered by having hemorrhage proc instantly through true combos or offensive spells in addition to melee attacks. This style of play also limits the effectiveness of Staunching Boluses or incantations like Bestial Constitution since hemorrhage cannot be retroactively mitigated, but lends itself to predictable patterns of aggression.
- Previous games included different methods to temporarily increase resistance to status buildup.
- 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.
- 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.
- Interviews with Miyazaki indicated they had originally planned to develop each of the currently existing status 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 they were instead grouped into Arcane.
the physical godskin noble and apostle are susceptible to blood loss, while the snailcaller versions are immune to it
How do Godskin Noble and Apostle both appear on the vulnerable and immune lists? This is a terrible job in the wiki.
Is there a visual cue when blood loss is triggered? I have Bloodhounds Fang and I would like to know when blood loss occurs from my attacks.
I hate how the mentality from esports where winning and optimizing your way to winning is the ONLY thing that matters when engaging in PvP gamemodes has completely ruined the ability of people to be decent and have fun - on one side you have people spending hours min-maxing their builds as if the Elden Ring Worlds with a prize pool of 250,000$ is starting next month and on the other you have people whining that the developer is completely and utterly INCOMPETENT and WRONG for anything that mildly inconveniences them and HAS to be corrected and nerfed into the ground and anyone who uses those things is SUBHUMAN TRASH and they act as if this is a 9 to 5 that they physically cannot step away from or engage with in a more healthy way.
Remember it's a videogame meant to be played in your spare time, yes?
Missing Shield of the Guilty in the small shields section
I never got to play a bleed build in Dark Souls 3 because they nerfed it out of existence. I think the bleed effect was perfect at launch, although I am glad they fixed the scaling of certain Arcane weapons. If it was me I would not nerf it at all in PvE. And in PvP I have never had any issues with it being overly abused, which is counter to all the angry comments. But I practiced for a long time and got real gud at parry timing on various weapons. Git'in gud at parrying is the solution to so many of the problems people complain about in PvP. This game gives you so many tools to counter status spamming and always gives you a partner in your natural game. How much more of an advantage do hosts need over invaders? I think bleed is awesome.
Shouldn't the "The following Skills cause the Hemorrhage effect" only have skills with built-in hemmorage rather than the skills whose weapon is doing the bleed build-up?
It’s so cool they made blood from Elden Ring a real thing
So, real quick, that number beside the ‘Causes blood loss buildup’ in the parentheses what does that signify exactly? i feel like i missed it amongst the rest of the info.
I like how the weapon list for other status effects are small, dont even break double digits
Then you have bleed with ****ing 50, majority of which are infusable. And this is on top of bleed being the best status effect given that it doesn't have a cooldown (poison) works on most enemies (madness) doesn't rely on side effects that the community ignores (frost) isn't a gimmick (blight) does all its
damage at once (scarlet rot) and actually has support (sleep)
To be honest From could of given every weapon type one weapon that has that status and be infusable, and the meta wouldn't change, but you'd have a lot more variety, and a lot less duplicate weapons that have no meaningful differences.
I'm convinced fanboys have never actually played good or challenging games if they think FromSoftware games are the best.
I hope they dont listen to the people crying. Its really not that op.
I really hope they stop nerfing this and other status effects. I mean I do not really take video games that seriously, I have a lot of other things going on, but I do love playing the souls series. And this games rules are so different than the other FromSoftWare titles, especially in terms of invasions. Like how they cannot happen unless you are rolling with a friend, or openly invite them, I say let it rip. More bleed, more frost, more everything. It's fun. That's what we should be doing, having a good time, playing the game, not caring, having fun. And being at least semi adults.
Needs to be nerfed to utter uselessness like darksouls 3 they should have never brought this status back magic and ashes of war are strong enough this garbage needs to go.
(ps cry more tears losers by voting me down I'm right and you're all pathetic cheesy losers bring on the salt).
Bleed question. Answer with a like or dislike.
Was Demon Souls' Bleed/Hemorrhage more balanced and good against bosses/players or was it just bad like Dark Souls 3? Like for good and dislike for bad. Reply for another answer. : )
I may be dum, but does Arcane improve bleed or not? It felt kinda unclear...
There's an easy counter to this, just learn to dodge
Pssh, no wonder people found this game easier than most of the other games, practically half the weapons do bleed procs and bleed is flat out broken, even more broken than in previous titles, its like the devs threw the entire playerbase a giant bone.
The author of this article sounds salty af
What? I was using a bleed build on a Black Knife assassin. They're not immune from what I remember
Item list is missing Shield of the Guilty, which is pretty easy to get (Demi-Human Ruins in Weeping) and just netted my wimpy little Astrologer 70k runes off Greyoll
The bane of every NPC invader.
I think bleed should be so overpowered and over tuned that bleed would be the only viable option. Truly the successor to Bloodborne
Why does the person who wrote the "Elden Ring Hemorrhage Mechanics, Trivia And History" section sound spiteful lol
for a silly trollage, when you see a blood build, instantly equip the stalwart horn charm +1 and eat an invigorating cured meat.
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.
Why is 80% of this wiki page a rant about how bleed is broken
All the comments are telling me that Bleed isn't the problem, PvP is. Make Tarnished immune to Bleed.
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.
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.
Royal Knight Loretta should be listed under immune
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.
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.
Does it bother anyone else that this page doesn’t list any Spirit Ashes with bleed buildup?
Status in the game in general are overtuned as is. This is by far the worst offender
if they keep it doing this much damage just remove the stagger all together. it just screws people over in pvp
Tune down that bleed process from 15% to 10% and I think we’ll see some benefits.
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.
head empty, only bleed
Perfectly (im)balanced, as all things should (not) be
It should have a cool down on the status effect like frostbite.
how to run bleed effectively step-by-step: put bleed on any weapon
congrats, you've made an effective bleed build
Neef this or the game will die
yes…YES BLEED FOR THE LORD OF BLOOD NHIL NHIL NH-IL!
if it works it works
Its shocking how many people conflate doing a billion damage with being good at the game, especially in PvP.
Pls bring back ds3 bleed
Best way to counter 2x nagi bleed build is Steam>View>recent players>profile>block.
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.
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
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.
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
In pve bleed builds essentially make your first playthrough an NG+. In pvp they make you an *******.
the stagger is so evil, its total BS with certain builds.
They need to bring the ds3 version of bleed back
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.
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
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.
wus dat smell... da sweet blooood. Oh, it sings to me... Enough to make a man sick...
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.
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...
You use bleed in invasions to be efficient.
I use bleed to become edgelord
we are not the same.
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.
Feels bad to be an edge lord.
I love the asthetic so much.
But damn is it dirty.
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.
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.
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.
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.
Pls remove bleed completely or make it be a dot it's too op and doesn't even make sense
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.
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
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.
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.
Just make it not stagger at all and it would be better.
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.
would be a million times better if phantom hits werent so common, still overtuned to hell regardless
Skills is missing blood tax for ash of war
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
The way this works is just silly. Bleed should be a damage-over-time effect, too!
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.
It should never be % dmg to HP. Just make it based on weapon AR.
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).
Me on my way to bleed bosses so badly it looks like they got hit with a +15 zweihander in ds1
I hope we get 50 more bleed weapons in the DLC.
What does the number in brackets mean? Is that the number of hits you have to do or the strength of the buildup?
Have the Bloodshades been revived? If so what’s the setup for ER :)
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.
Bleed is fine imo, its just seppuku and RoB that need the nerf bat.
Bleed is fine imo, its just seppuku and RoB that need the nerf bat.
you guys wanted bloodborne 2 and you got it
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?
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
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.
Fromsoft forgot bleed is mostly reserved for spiked or serrated weapons, now a bunch of random weapons have it for no reason
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.