Bloodpoint Changes and Player Retention

One of the biggest hurdles for newer/more casual players is "the grind". But Turtle, theyre going to reduce the grind by 75%....problem solved, right? I dont think so.
It sounds great on the surface, and for players that already have a lot of hours in the game or those planning on putting a lot into it, i think it will be. That doesnt really do much for newer/casual players, tho. If we want the game to grow in a healthy way those are the players we need to retain. Combined with the announced removal of BP bonuses from BBQ/WGLF, which effectively cut your BPs in half, i think that could spell disaster. Dont worry, ive got a solution.
Id imagine most people use BBQ/WGLF solely for the BP gains, i know i do. But we dont want to be tied to a perk just to feel like were getting decent BP progress. So heres my suggestion...make the BP bonuses basekit, with some tweaks.
Killer: get a 25% bonus per 1st hook on survivor, up to 100%. Once a survivor is dead, you can no longer gain stacks. This would encourage killers to go after different survivors and maybe reduce tunneling a tiny bit.
Survivor: basically stays the same, get stacks for safe unhooks/protection hits, but without the full safety of BT. You could also add in something like 'doing a total of 100% gen progress during a trial rewards a single stack. Can only earn 1 per trial'. Just to give players a little more incentive to do a gen.
I think these changes would be good for everyone, but it would especially help out the players that dont have 100s or 1000s of hours in the game.
Comments
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It's the right decision, DEVS think about it
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Sadly I think that this grind increase is 100% intentional and many players will fall for it.
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