Feedback and Suggestions

Feedback and Suggestions

Stop Taking Away our Bloodpoint Perks

Why does it matter that someone can make up to 100,000 of your fake in-game currency, per match, when you, the developers, don't even profit off of any sort of sales of said in-game currency regardless?

Why are you removing features that also improve the quality of matches? Do you not want people to:

  • Go out and spread their pressure, not camp and not try to tunnel at the beginning of the match, which is what Barbecue & Chili did?
  • Go out and rescue other Survivors, take protection hits for the vulnerable ones and take the Killer's attention away from the other Survivor as much as you can, which is what We're Gonna Live Forever did?
  • Go out and be COOPERATIVE ON GENERATORS, AND WORK AS A TEAM, like Prove Thyself did?

Removing the Bloodpoint incentives on all of these perks has done nothing but make the game significantly more toxic and the players (especially Survivors) significantly more self-centered about how they play the game.

So please.

Stop taking away our Bloodpoint Perks. In fact, BRING THEM BACK!

They have done nothing but make this game healthier and your active removal of these perk effects has done nothing but make the game less healthy in the process.

You guys, of all people, should clearly be seeing this.

Again, what does it matter that Jimmy Bubbakins over there is making 100,000 of your fictional Bloodpoints? Bloodpoints that, again, you guys have not and do not actively charge players for with real life currency and didn't negatively impact the experience of matches or the game.

It shouldn't matter. It's a game that people want to enjoy to the fullest extent and the removal of these Bloodpoint bonuses or modifiers is only HURTING this enjoyment, not HELPING.

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Comments

  • Member Posts: 2,205

    Well, maybe work on solution as replacement before removing band-aid.

    After BBQ nerf, there is simply no reason to hook multiple survivors, if you want to win a game.

    They tried to bring it back with pain resonance change, which is good, but it's still a perk. Also RNG perk, so lot of players won't use it.

    BBQ was getting near base mechanic, because almost everyone used it, if they could. Free BP...

  • Member Posts: 9,436

    Removing them from perks is the right move, they just need to be added elsewhere:


  • Member Posts: 1,611

    BHVR is right about this move, players shouldn't be encouraged to use some perks for BPs, for example WGLF is really rare to see since it doesn't have the bonus anymore, so clearly a bunch of survivors were wasting a perk slot on it solely for the BPs.

    What needs to be reworked is the BP score events and how many BPs you can gain per game.

  • Member Posts: 529

    That is actually incorrect. Having BP bonuses on perks doesn't reduce perk variety, for if that were the case, then Killers would have been running Barbecue & Chili, Distressing, Beast of Prey and Thrill of the Hunt in their games on a constant back when Barbecue had the Bloodpoint bonus.

    But they didn't.

    And just about everyone on the Survivor team would be running Prove Thyself and We're Gonna Live Forever all the time because of the Bloodpoint bonuses.

    But they didn't.

    If Bloodpoint bonus perks were solely the reason that perk variety was reduced, then surely Distressing, Beast of Prey and Thrill of the Hunt would be getting their effects axed as soon as possible, too, but they aren't the main reason why people ran those perks.

    The reason that people ran BBQ, Prove Thyself and WGLF was that their BP Bonuses were tied with extremely strong main effects from the perks: Barbecue's aura reading from a distance, Prove Thyself's cooperative repair speed bonus and WGLF's 100% healing speed to dying Survivors. On the contrary, people never ran Distressing, Beast of Prey or Thrill of the Hunt solely because of the opposite reasons; though they provided substantial BP bonuses for score events, their effects were either negatively impacting or not useful to the Killer in the slightest.

    And to get to your second point regarding BP gain, BP gain is currently fine in most circumstances (except for Brutality and Sacrifice for Killer score events, which do NOT have BP gain modifiers). The perks that did BP gain bonuses are only offering additional effects and aren't completely necessary to run. Again, think about it like this, if Prove Thyself was ONLY the BP modifier, then no one would be running Prove Thyself whatsoever.

    To your third point, too, there were more perks prior to and BBQ's BP bonus incentive removal that also incentivized spreading out hooks as Killer and not staying near the hook. Perks like Hex: Devour Hope, No Way Out, Grim Embrace and (currently) Pain Resonance all are examples of perks that force the Killer into playing in a healthier manner for greater reward, which in turn is a band-aid for the bigger issue of camping and tunneling being unfun and too effective. BBQ was effectively only being used as a scapegoat to get RID of a perk's ability to create this playstyle because it WAS the most used perk of this type.

    And even then, what is the problem for having a perk incentivize people playing in a manner that isn't toxic? The point of these perks was to incentivize players into being more fair and fun toward other players, and the removal of these perk effects does the exact opposite effect, which is that now people are acting like complete arseholes to each other in the games more consistently. Shouldn't there be MORE incentives to be a fair and fun player to go against, to be a player that is actually trying to not be toxic? Not less incentives? That is what I don't understand.

    Or it could be the fact that there are just significantly better perks to run now than there were prior to the BP removal, many of which can do the same or a similar job to WGLF but better. Even Buckle Up is now getting this effect and better.

    Even before the removal of the BP incentive, I've never seen that many people running WGLF in games simply because of the fact that the perk wasn't strong comparatively to other perks back at the time. You know, perks like Unbreakable, Iron Will, Decisive Strike and Dead Hard.

  • Member Posts: 9,436
    edited July 2023

    But they didn't (x2)

    I did (x2)

    I don't understand why you would want to sacrifice a perk slot for BP, when you could be asking for that extra BP to be base instead.

    It already is to some degree, via the role incentive.

  • Member Posts: 3,936

    Personally I'd prefer the BP offerings just be stronger and/or remove the personal tag and share it/stack with the whole team like the terrormisu's do.

  • Member Posts: 7,224

    They did fix the issue of BBQ feeling needed for reasonable progression through role-based BP incentives and everything they did to reduce the grind. I agree there does need to be more incentive for hooking multiple survivors.

    As for Prove Thyself, the solution is simple, increase Objective category BP gains.


    The difference is, BBQ and Prove Thyself had BP bonuses but were also decent for their actual effect. Plenty of people used them because they had a BP bonus yet also weren’t a waste of a perk slot.

    Distressing and Thrill of the Hunt only really have a place in niche builds and Beast of Prey is one of the bottom 5 worst killer perks in the game. All three of those perks also don’t give BP past the maximum for that category which makes the bonus often become redundant/unnecessary, so players have little to no reason to use them. Prove Thyself, while having the same properties, specifically helped fill the Objective category, which is fairly difficult to max out without the perk.

    As for WGLF, it admittedly wasn’t as popular as BBQ was back in the day (probably in part because it was harder to get all 4 tokens on than it was with BBQ), but I definitely see it far less now.

  • Member Posts: 5,762

    At least base bp gain needs to be buffed, it doesn't makes sense to just take away things without anything for compensate.

  • Member Posts: 1,979

    That's cool but the thing is we're not even being given compensation for basekit increase values, so this argument really doesn't apply because if the real reason was that, they would've make the BP effects basekit

    I can understand why not WGLF or BBQ because the incentives sort of do that but they're giving us nothing in return for prove thyself..

    I'd definitely be happy if they doubled the Co op amounts but it doesn't seem like they're doing that, which is why a lot of us are mad

    Keep it the same or make it basekit, it BP perks dont affect gameplay so why should it matter? Tbh imo there should be MORE perks like that, like a sacrifice point perk for killers or survival point perk for survivors (no mither might be a good candidate)

  • Member Posts: 249

    Well I feel there should be BP bonuses on a lot more perks that are a lot harder to pull off like with perks that aren’t gen/heal speed perks like with sabo/flashlight perks or metal of man/ flip flop

  • Member Posts: 8,314

    I do agree that removing the BP bonus from Prove specifically is a poor idea, but to be fair, there are reasons to want to control how much BP people are earning and spending. Managing video game economies is, like, a thing, it isn't always about real-world revenue generation or anything, it's about what people have access to with what regularity- the same reason there's a rarity system in the bloodwebs too. I don't think BHVR have done anything to harm or aid this economy recently, for the record, but it is obviously a thing that like... exists.

    To the wider point, I wouldn't necessarily want to see all the things you're talking about as benefits of old BBQ/WGLF/PT being on perks. That way, only the players who bother to run those perks are actually getting the behaviour incentives you're talking about, which means it's unevenly distributed. I'd sooner look at giving the player basekit BP boosts for doing the actions being discussed here, because then it evenly distributes across everyone- or at least, everyone who cares about BP, which admittedly isn't everyone.

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