http://dbd.game/killswitch
Rework bloodpoint cap/lower web costs
I think the reasoning behind bloodpoint caps per match is to prevent farming, but it really sucks to be continuing to doing things in scoring categories and not get rewarded. Is it possible that the overall cap can remain at 32,000 per match, but be distributed into over 8,000 per category? Seeing as ranking is not dependent on bloodpoints earned anymore, I don't see any issue with this.
Also, could it be considered to lower the bloodpoints of all purchases by 1,000 or so? It's pretty ridiculous how costly it is to level up and get desirable perks.
Comments
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That would be quite nice for people who prefer a playstyle, for instance being the party's healer
I like it
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I also find this irritating, even more so when i play survivor. At least when i play killer, all 4 categories sort of go together. You chase people, you get points. You slow down their gen progression, you get points. You use your killer ability successfully, you get points. You hook people, you get points.
But as a survivor, sometimes you just end up being the guy that is doing gens while the others are doing the looping/unhooking. And because of this you get screwed out of a lot of points. Why is breaking a dull totem worth more than completing an entire generator solo? It feels like you have to play ALL of the playstyles at once as a survivor to get your emblems and BPs, even though there are 4 of you.
I also think you should get more points for actually successfully hiding and avoiding a chase altogether. Killer comes around, looks for me for 30 seconds because he has whisper, finally gives up and leaves, and because i didn't start and end a chase i get what..... 50 'boldness' points? They might as well rename the evader emblem to the bullying emblem, because that's where you get the points.
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I would like the excessive bloodpoints to be split between other categories with a rate of 50%
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Overall agree - just want to point out that a completed generator is worth more (by 250, plus skill checks; coop points especially make it more rewarding) - but takes a much more notable amount of time.
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Also some blood points earning should be re visited. Why do you get 200 points if someone enters struggeling and then 200 for a sacrifice as Killer? For example you find the last survivor and he wasnt on a hook yet. So he will die on first hook and you get punished for that, you will only get 1200 points (500 hook +200 caught + 200 struggle + 200 sacrifice). To compare if you kill someone with 3 hooks (500+200+500+200+500+200) 2100 points.
Also why does some Killer have such a hard time getting those deviousness points such as Legion, Freddy, Pig, Plague or Trapper. Or some Killers with brutality such as Myers, Billy and Plague.
For survivors. Gen 1250 points are not enough, should be higher and a big problem is survival points. Why do you get 5k escape points if devs say that escaping isnt that important? Thats pretty dumb honestly.
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I think getting less points for someone dying on first hook isn't horrible. I do think you should get less for killing someone in one hook (it might be a little too punishing atm though) because it incentivises looking for new targets instead of camping the hook for your kill. However, you are right that the final kill should probably give you full points as if they had been hooked three times.
The deviousness points is for sure the biggest problem on killer. Some killers get an insane amount of deviousness (using your killer ability successfully) BPs easily (doctor, wraith, hag) while others can't get many at all even when they play their killer in the exact way they were designed. For example, hitting an enemy after uncloaking as wraith gets you 550 deviousness BPs + 300 for a hit. But demogorgon gets 50 for using his tunnel + only 200 for surprise hitting someone after tunneling + 300 for the hit, even though its arguably harder to do, since you can't just find a survivor and DO that whenever you want the way wraith can.
The list goes on, its especially bad for the killers who can down you in one hit. Myers has to stalk you for like 45 seconds or more, and then gets fewer points for successfully doing so than other killers get for using their ability.
Still though, survivors have it way worse. I find it weird that i'm playing a game where the killer is supposed to be scary and i should want to stay away and run from him, yet in order to get a high score, the game requires me to be aggressive, get noticed, and attack the killer basically. Not saying that distracting the killer isn't important, but SOMEONE has to do the generators.
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Agree and I know what you mean. But the devs never said that you should stay stealthy forever. The dev promote altruism and chases more because imagine that scenario. You play killer and you always find those 3 survivors cuz they save, heal and do gens. But you dont find this 1 claudette for your BBQ stack. What should you do else? Obviously you will go on the other 3 because you find them more easy and that gives you more pressure cuz you hook more. In that case the game will end pretty quick and those 3 survivors will die ALOT faster cuz you the immersed claudette will not get chased or hooked. Thats 3 less hooks for the entire team that buys you enough time to do the gens.
In that case it is not a 12 hook game, it is a 9 hook game. So what I want to say is, it is better if you get chased so you get hooked too, thats the best way to survive, because everyone gets hooked.
Post edited by BenZ0 on0