Bloodpoints and the grind
The grind is something a lot of people talk about and maybe there's new ideas for dealing with it coming soon. I'm still fairly new and not having a lot of stuff is annoying. Especially levelling up characters I have no intention of playing merely to get their teachables. However here is my take on it.
- BBQ and Chili and We're Gunna Live Forever (and other perks with similar effects) no longer passively give bloodpoints in addition to their other effects. Instead you get the 100% bloodpoints regardless. You can attach conditions to increase the modifier from 0% it if you want such as generators, safe unhooks, hooks, downs etc. but ultimately you shouldn't have to use one perk slot merely for earning bloodpoints. Granted both We're Gunna Live Forever and BBQ and Chili are solid perks regardless but I personally wouldn't run either if it weren't for their bloodpoint gain.
- Players can sell unwanted equipment, addons and offerings at 25% of their bloodpoint value . This might just be me but I hate clutter and seeing all this stuff I'm never going to use. Addons are something I know a lot of people like but I'd prefer not to use them since they can't last forever, especially if you play lots of different characters/killers.
- New players get an additional 300% modifier to bloodpoints for their first 100 games and the 1 million cap is also removed from everyone. Not sure about the exact numbers on this but the sentiment is what's important. I know you don't want to overwhelm new players with loads of options and things to spend but at the same time you are putting them at a pretty significant disadvantage on top of all the other new player retention problems the game has.
These are my thoughts on helping the grind. Anyone else got their own ideas?
Comments
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I mean all of thats nice and I welcome it for sure (#2) but i think just doubling all current rates as is will do the job. (Thinking less work for bvhr the better lol)
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All good ideas. Id like to see all BP doubled from where it is now. Web costs cut by at least 25% (50% would be better, but that may be a bit extreme), and have a 2x BP weekend once a month. I think that would get a lot more ppl playing and get more newer/casual players to stick around.
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Very least I would say make the point boosting effects of WGLF and BBQ basekit.
Yes it'll be a nerf to those particular perks, but it will make the grind easier all by itself.
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Is it really a nerf when you are still getting the entire effect of the perk anyway? Also those two perks in particular are viable without the bloodpoint boost anyway. Even if they did nothing but the bloodpoint boost I would run both.
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I have a few ideas (don't necessarily need to do all of them, but at least a few in some combination).
- Get rid of perk tiers.
- Remove brown/yellow single category BP offerings or signficantly buff their payouts (100%, 200%, 300%).
- Presitging let's you keep all perks you have unlocked, just knocks them down to tier 1 (or if perk tiers go, then it can remain the same as it is now).
- Raise BP cap on the 4 scoreboard categories (not unlimited due to farming, but a bit higher).
- Get rid of brown/yellow/green mist/luck offerings, leaving only the purple versions of each.
- Consider "Ash Tier" item categories and make their cost 1000 BP.
On number 2 of your points, this might be a good idea but would be a lot to implement, but I would at least like to see us get a BP refund for leftover limited-time offerings we can no longer use. For number 3 of your list, I agree that the BP cap absolutely needs to go. It can already be surpassed for automatically given rewards like login bonuses, so there is no reason it shouldn't be uncapped (or at least capped at something ridiculous, like 99,999,999 for coding's sake).
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I would rather have a shared bloodweb/blood market like in mobile where every item/offering you get is available to all characters. Perks are obtained randomly via level-up
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