Offering Reworks
Just brainstorming to throw a few ideas out there and see if any of these catch on!
Bloodpoint Offerings
At the moment, Common/Uncommon score category offerings are kinda terrible, they are so commonplace that it's genuinely difficult to burn through them and they're barely worth the BP you spent to earn them. Here's the quick version of how I propose fixing this:
Common offerings now provide 150% BP to their category, increasing their max payout to 12,000, but they have a downside. These downsides aren't supposed to be super intense, and usually only matter at the start of the trial, but you're still compromising yourself for BP.
Uncommons inherit the effects currently associated with Rare offerings. (so, max 8,000 BP) Lower payout, but no catch/conditions.
Rares provide a 50% buff to their category, but also have an objective that rewards 10,000 BP (not subject to any category limit restrictions, still multipliable by party streamers and etc) if you complete it, giving it a max reward of 14,000 BP.
All of these are still worse than the universal 100% multiplier offerings, but they now have better returns on investment and more importantly, should be more engaging to use.
And here's what I'm proposing for each specific offering:
Primrose (Altruism):
Common downside: You start the Trial Injured, and with the Broken status effect for 10 seconds. Secret.
Rare objective: The Obsession must survive the Trial.
William (Boldness):
Common downside: You start the Trial Oblivious for 120 seconds. Secret.
Rare objective: Spend at least 70 seconds in chase with the Killer.
Bog Laurel (Objectives):
Common downside: Start the Trial with your Perks at Tier 1 effectivness. Contributing a total of 75% of a Generator's worth of repair progress restores a tier to all of your Perks. Secret.
Rare objective: Find a Green Glyph.
Amaranth (Survival):
Common downside: This Addon disables itself if you bring an Item to the Trial. Secret.
Rare objective: Survive the Trial.
Tanager (Brutality):
Common downside: The first Survivor you would put into the Dying State gains and uses the effects of Endurance instead. Secret.
Rare objective: Kill at least 2 Survivors.
Raven (Deviousness):
Common downside: This Offering disables itself if you used any Addons with a rarity higher than Common. Secret.
Rare objective: End at least 2 chases within 15 seconds of them starting.
Owl (Hunter):
Common downside: Survivors don't generate Scratch Marks for the first minute of the Trial. Secret.
Rare objective: Find a Green Glyph.
Shrike (Sacrifice):
Common downside: Start the Trial with your Perks at Tier 1 effectiveness. Each unique Survivor you Hook restores 1 lost tier to all of your Perks. Secret.
Rare objective: Hook every Survivor at least once.
Practical Offerings
Let's start with Luck offerings- There's a broader conversation around what Luck does in general, but I think no matter what happens to the stat, 6 Offering choices affecting it is gonna be overkill. I'm going to suggest Chalk offerings instead become different forms of personal hook protection, and rebalance the Salt offerings a bit.
Chalk Pouch (Common): Your first self-unhook attempt will have no consequence if it fails. Secret.
Cream Chalk Pouch (Uncommon): After being unhooked for the first time in the Trial, your sounds of pain are removed for 20 seconds. Secret.
Ivory Chalk Pouch (Rare): If you are the first Survivor to be hooked in the Trial, your Sacrifice Timer for your first hook stage is 15 seconds longer. Otherwise, your first hook stage's Sacrifice Timer is 5 seconds longer. Secret.
Salt Pouch (Uncommon): Increases your Luck by 3%.
Black Salt Statuette (Rare): Increases every Survivor's Luck by 3%.
Vigo's Jar of Salty Lips (V. Rare): Increases every Survivor's Luck by 3%. If no other team-wide Luck Offerings were used this Trial, this Offering's potency is doubled.
Next, Coins, just a change to one of them:
Scratched Coin (Uncommon, Killer): Adds 2 extra Chests to the Trial. Secret.
Chests need fundamental changes in the game generally, (including the upcoming Keys/Maps reworks which will significantly affect chests' strength) it's not really the Offerings that's at issue, but if Chest-focused Killer strategies are ever gonna be viable, they should have an Offering like this.
Now, the Oak offerings. Petrified Oak is already good on Survivor, but Killers having 3 Oak offerings that are just stronger versions of each other is a bit boring, so I'm just gonna change one of them:
Mouldy Oak (Uncommon): Reduces the spawn distance between Hooks by -1.5m, and negates the effect of any other Offerings that change hook spawn distance.
Finally, Shrouds. I'm going to leave the current Shrouds untouched (because as bad an idea as they might be sometimes, I think those "off meta" picks still existing is good for the game) and suggest a few new ones instead:
Shroud Scrap (Rare, Survivor): You are guarenteed to start the Trial separated from other Survivors. If multiple copies of this Offering are used, only one will take effect. Secret. (just to stop SWFs from abusing it)
Funeral Shroud (V. Rare, Killer): All Survivors will start the Trial together. Secret.
Comments
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I like most of it, you really seem to have put some thought into it.
Primrose (Altruism):
You start the Trial Injured, and with the Broken status effect for 10 seconds. Secret
10 seconds sounds a bit short. Most Killers won't ever even reach a Victim before those 10 seconds are up, let alone see them. It should probably be more like 1 minute.
Bog Laurel (Objectives):
Common downside: Start the Trial with your Perks at Tier 1 effectivness. Contributing a total of 75% of a Generator's worth of repair progress restores a tier to all of your Perks. Secret.
75% seems a bit steep. 60% might make more sense, when compared to the Killer version of said offering, 1 hook isn't very hard to accomplish, 2 hooks for full tier-3 perks again still easy.
So having to repair 120% of gens to get full perks makes sense to me, perhaps even less (110%), but more than just 50% for a total of 100%, so you can't just get full perks back from repairing one generator alone.
Raven (Deviousness):
Common downside: This Offering disables itself if you used any Addons with a rarity higher than Common. Secret
Amaranth (Survival):
Common downside: This Addon disables itself if you bring an Item to the Trial. Secret
Not bringing addons (for Killers) or items (for Victims) seems counterproductive, when one of your main arguments for making the offerings more viable for use, is that it's hard to use them all up. You would just be trading using a trash offering for the addons/items, and then you just end up with more of the other latter. In other words, I don't think people should be disincentivized from going full-kit.
An alternative change, at least for Victims, could be for the bonus objective to call for the person to fully-deplete the item they brought with them. Killer would need another approach, as addons can't be depleted. Perhaps something along the lines of "use your Killer power X times" or something.
Mouldy Oak (Uncommon):
Reduces the spawn distance between Hooks by -1.5m, and negates the effect of any other Offerings that change hook spawn distance.
This seems a little unfair, as it would just make it so the Killer could affect hook distance. I think it would make more sense to just have it negate hook distance offerings, but then make it available for Victims, too. Akin to Sacrificial Ward and map offerings.
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To clarify the Broken, it's there really to make the initial heal inconvenient. Rather than immediately healing at the start, you spend that 10s moving to find a gen, then have to decide whether to waste prime generator time healing, or to power through the injury. I think it could be increased to 15s or 20s, but IMO 60s of Broken risks being too impactful, I was trying to be mindful about ensuring a soloQ player isn't too severely damaging their team by their greed. (I initially thought of and rejected one that'd give you Exposed on Boldness for the same reason)
I think you're totally right that the 75% is much better as 60%, 75% is probably too much.
Yeah, I wasn't happy with that economy aspect for the Survivor's equivalent either, but Addons aren't as impactful for their items, so no item at all was what I settled on. One alternative could be the Item they bring is taken from them at the start, and they regain it after searching their first Chest? The idea of needing to deplete your item is IMO too easy thanks to just being able to bring a toolbox. For Killers, I went with a Commons only restriction because, while definitely not affecting every Killer equally, it will usually limit you and encourage you to use your common addons when you might not otherwise and give you a different experience using your power than a normal match. (and ofc, if you don't want to use a double common build, you have lots of other choices) I'd welcome other ideas, I was struggling to think of anything because of how much Killer Powers vary.
My thought process on the Oaks is that Petrified Oaks can give great value for Survivors, but the oaks usually don't give much value for a Killer, so a Survivor negating a Putrid Oak wouldn't matter too much. I might be wrong though, someone more familiar with the game's maps might be able to provide a better argument of the relative strengths.
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