We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Time to revisit Bloodpoint score events

With BBQ and WGLF having lost their substantial bloodpoint bonuses last year, and now continuing the trend with Prove Thyself, I think the way we earn Bloodpoint needs to be re-evaluated.

While these changes are the right course, they also provided something beyond merely inflating bloodpoint gains; they gave players a secondary objective to strive for in order to boost their bloodpoints, which changes the way people play.

Moreover, there is still a significant discrepancy between Killer and Survivor bloodpoint accrual, when Killers are guaranteed to be present in a match as long as it lasts, yet Survivors can be eliminated early on before having achieved anything, particularly via camping and tunnelling.

So rather than simply inflating general bloodpoint rates via Bloodhunts and the like, or giving us BP dump codes, I think we need a more nuanced approach, one that can better replicate the effects of these old perk bonuses.

Secondary Objectives

Both BBQ and WGLF were significant for changing player strategy, and generally in a healthy way (although it could be said that WGLF influenced survivors to 'throw the game' sometimes). In general, they promoted spreading hooks, and taking risks to save other survivors. These could be replicated by providing additional bonus bloodpoint scores:

  • 500 BP bonus score for the first four of; Hook Rescues, Health states of other survivors healed, Protection Hits performed per game. In the Altruism category.
  • 500 BP bonus score for the first time you complete a generator repair per game. In the Objectives category.
  • 500 BP bonus score for the first time each unique survivor is hooked per game. In the Sacrifice category.

These would replicate the bonuses from these perks on a smaller scale, provide up to 2000/2500 BP in total for these healthy playstyles, and encourage survivors to diversify their play style and take actions in each category.

Equalising Survivor/Killer discrepancy

In addition to being a massive demoraliser for survivors who are eliminated early for any reason, it also provides survivors with no incentive to stick around if they're being camped or tunnelled, and influences many DC's or 'hook suicides', which ruin the game for all survivors. With certain bonus bloodpoint scores, you could provide camped/tunnelled survivors with a commiseration prize, as well as an incentive to stick around as long as possible to help out their team mates.

  • While you're being chased, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).
  • While you're on a hook, if the killer is within 16 meters of you, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).

The first of these compensates players who are tunnelled, or otherwise run the killer for the entire game, and are not given the chance to take any actions within the Objectives or Altruism categories. While the latter similarly compensates those who are camped, encouraging them to hang in there as long as possible, so that they can score a few more BP while helping out their team mates in distracting the killer.

Comments

  • mca240
    mca240 Member Posts: 456
    edited July 2023

    There are more and more playable characters available in the game. You can prestige a character to 100, to get all available perks and cosmetics a minimum of 9 is needed. Bloodpoints are needed more and more. Especially for newer players it must be an undaunting task to unlock everything. The amount of bloodpoints we get per match, especially as survivor is appalling.

    The anniversary has shown (again), at least for me, that this game becomes much more enjoyable when there are bigger rewards waiting for you at the end of a match.

    They should at a minimum double the amount of bloodpoints you can currently earn per match.

    Post edited by mca240 on
  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,895

    Fully agree.

    I don't mind their stance of removing BP bonuses from perks, since BBQ and Prove were both used for BP gains by a large number of players. It gives better perk variety.

    But to replace it with nothing is just weird to me.

  • devotedDBDenjoyer
    devotedDBDenjoyer Member Posts: 269

    i think this is the first time i've ever agreed with you. good suggestion and i hope they do it, bp scores should be more generous than they are (especially for killer first hooking survivors, please for the love of GOD encourage unique hooks, and also getting max sacrifice bp is so difficult for no reason other than hooking first survivors is so unrewarding bp wise)

  • Seraphor
    Seraphor Member Posts: 9,429

    The problem with just giving blanket BP increases, is all it does is devalue bloodpoints. That may not be an awful thing if BP are too difficult to get in general, but it does nothing to fix the imbalance between killers and survivors. Which is why I've suggested additional ways of scoring BP for specific actions to address the balance.

  • Annso_x
    Annso_x Member Posts: 1,611

    Honestly, it's silly how survivors can do all 5 gens or loop the killer the entire game and escape with 15K BPs while killers are basically guaranteed at least 20K BPs unless they're afk.

    It's just so annoying that BHVR doesn't seem to realize that there's 4 survivors so none of them can do everything so they all end up with not many BPs and pips. Like, considering there's a BP cap of how much you can get per game there's no point in limiting survivor BPs so much.

  • mca240
    mca240 Member Posts: 456

    How does it devalue? You need a lot of bloodpoints in this game, especially as a newer player to get all things unlocked. The sheer grind alone is turning off people from picking up the game. To veteran players who have everything it doesn't matter either since they do not need bloodpoints anymore.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited July 2023

    That's how economies work. If you give everyone twice as much currency, everything is worth half as much.

    They already slashed the prices of everything in the bloodweb. What costs 2000 BP used to cost 3000 BP and so on. That devalued BP by a third. That means everyone can get through 50% more bloodwebs in a given 'time' than they used to be able to. One game that could have got you 2 bloodwebs worth of BP now gives you 3 bloodwebs worth of BP.

    While this is a QoL improvement for everyone, it doesn't address the issue that killers are virtually guaranteed to get around 20-50% more BP than a given survivor on average, and I think pursuing BP parity is a better way to go about things than simply inflating everyone's BP, it's more likely to actually happen for starters.

    Post edited by Seraphor on