Games should try to simulate those things in the actual players. Its never going to make you feel bloodlust, but artificially adding it into a game will end up very "gamey" and fake, which can actually make it less realistic. So they should just try to put people under pressure by creating punishments for dying (like having to lose your turn to play and wait a bit like with Battle and you multi).
Its not really realistic to have a uniform "bloodlust" because each person would act differently in the situation and there would be a slew of other emotions going on depending on the person/situation. If the game makers can some how make you feel something as you play that that is enough imo
at least i get a reasonale response from someone
I agree on the part, that certain artificial limitations which put pressure onto the player may give you a better feeling of immersion then benefits.
With staggering it is but a special case, i believe, when it would be lifted for say 10-20 seconds.
A very short timeline, within without interruption you can get a flow and rythem going within your attack and defense patterns as Melee player, while the pressure you have is that you know after 10-20 seconds if you didnt kill your oponent, the projectiles afterwards if not having killed you already may finish you anyways by kill or support/stagger.
So while you gain a passiv ability, which
1) after only you successfully killed a person,
2) you get a 10-20 seconds
3) immunity to only stagger
There are 3 limitations to the skill and due to the nature of them, there should be created an awarness, that the immunity is not lasting forever, therefor the pressure you mentioned.
If that now then is shown like with the cooldown of nudges or not at all, i dont care, the later might be better as hidden and implied and less hud distractions. Then again, for people it is often better to have a visual representation of a time based effect, to keep awarness.