The core issue with the game is... the game's core.
The core mechanics, and thus what is rewarded by the game, have never been changed to really work with mechanics and abilities that have been added over the years.
You still get the more points for chases, BP and emblem-wise, than for playing stealthy. You won't get as many BP/Emblempoints for cleansing totems and preventing noed from popping or devour from wiping the party. The game makes no difference between a tunneled hook and a rotation of hooks, and only barely (Now) acknowledges that you've loitered around the hook. Latter is even ridiculous because the game does NOT subtract emblempoints for camping, but for being within a certain radius of the hook, so you WILL lose points there for being on a different floor on multifloor maps.
Long story short:
All calls for changes to Perk X or Killer Y or Item Z are pointless as long as the core mechanics are not brought up to date to reward people for playing, let's call it, their role.
People who are more at home playing stealthily (either side) should not get 'punished' by the game for not getting into chases.
People who want to 'keep their team safe' instead of doing gens shouldn't get a disadvantage at points.
The problem is, doing that will take a lot of work, pretty much redesigning the game from the ground up.
But for the game, the community and the general fun of it all, this should be the best approach.
It's a long way there.
Thanks for reading.
Comments
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Modifying BP values will not require a rework of the entire game.
Metagame rewards and Perk balance are different things.
What actions, specifically, do you feel are unrewarding?
For that action, do you feel the amount is too low? The Category incorrect or redundant? Are there actions that don't have associated BP rewards that you would like to see tracked with BP?
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Let's take Totems and Deathslinger as example:
If you traverse the map doing totems, you are missing out on BP from gens, chases and unhooks, and get the feeling it was a waste of time (as well as 'team'mates scolding you for not doing anything) if there wasn't any hex in play. This does lead to people ignoring totems (for the sake of BP) but THEN complaining about Devour and Noed. The game should reward being cautious more.
Now for Deathslinger:
He is, by all means, a killer that seemed conceptualised as one that was meant to be met with caution and stealth. As in, don't cross his path, don't get into his crosshairs. Which for the character makes sense and it would have been a nice change to the match pace. Instead we got complains about his ability and how gamebreaking it is because... it cuts chases short. That's it. He's slow, he can't even down you with his ability (unless he's got iri coin and hits you from 18m away) like huntress, trickster or artist can (yes, tricksters and artist came later, but that's part of the issue). Yet he got changed to adjust him to the standard 'engage the killer in chase' gameplay, which still rewards the most points.
And this seems to be the general way of things right now:
A new killer is introduced with an interesting concept, but because it doesn't feel as if the game is rewarding anything outside of the 'chase/hook' respectively 'chase/gens/gateescape' routine everything starts to feel the same cause a lot of people play every killer the same.
This will get rambly now, but as of now the game does seem to reward playing scummy more than it rewards not being scummy. Be it in terms of BP, pips, or MMR.
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If *all* you’re doing is Totems, and not helping with gens or hooks, don’t expect a lot of BP. That being said a maximum of 5K Boldness points from just dulls seems low, especially spread across various survivors. (And honestly should probably be survival, with a boldness boost if it’s a hex)
Deathslingers strong chase makes up for a lack of mobility. Albeit for such a strong chase Power there really wasn’t much of a tell if you pressed aim and fire at the same time.
Keep in mind that while stealthy play is gameplay for a Survivor (Nor do I think it should be removed), it offers no gameplay for a Killer. I think it should be an option, but if we’re talking about influencing behaviors, I think giving more rewards should be curated towards gameplay that engages more players.
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I am accounting for that, that's what the idea of more dynamic gameplay is about, and why this would take so long to do. The mechanics are there
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Then I don't know what you mean by dynamic gameplay. Preference for hiding when you're closer to deathook and being more brash when you have hooks to spare? Reworking the EGC to be more of a ride or die scenario in favor of stealth? You haven't really mentioned anything. First time I heard the term dynamic gameplay in this thread.
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