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Why are the devs removing Bloodpoint bonuses from perks?
Back in patch 6.1.0 the devs removed the bloodpoint bonus from the perk “BBQ and Chili” and recently in the upcoming update they’re planning to remove bloodpoint bonuses from “Prove thyself” and I’m wondering why exactly?
Best Answer
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They don’t want you to feel you have to play these perks if you want bloodpoints.
Personally, I was playing both of these perks (and We are going to live forever) only for bloodpoints.
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Answers
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Perhaps what they can do is make a couple of perks like Destressing.
Where the perk gives you a debuff, but in exchange, you get bonus bloodpoints.
For example:
Savour the Moment
You like your prey to suffer. A drawn out hunt is best.
- Increases the Cool-down of missed Basic Attacks by 10 %.
- Grants 100/150/200 % bonus Bloodpoints in the Brutality Category.
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Two things which come to my mind instantly:
- To give more value to the BP-incentives. If you are playing Killer during the day on the EU-Servers, Survivor always has the incentive and the faster queue times. Then you might want to switch the roles. However, if you have BBQ, you can just stay on Killer, because you can get 100% Bonus-BP anyway with BBQ. To some extend this is also true the other way around in the evening on EU-Servers (just that WGLF does not give 100% Bonus-BP that reliable)
- To make you not feel forced to run those Perks. I am honest, I have more fun with 4 Perks as Killer (I only used BBQ, never WGLF) instead of 3 Perks + BBQ. I still play BBQ on Killers where it actually makes sense and where I get value out of the Information. But I dont start a new Killer with equipping BBQ for the double BPs. And even with incentives, people would still just play 3 Perks + BBQ because they would feel they would miss out on BPs if they dont run BBQ.
Regarding Prove Thyself - I can only imagine that they removed the BP-Bonus to remove the Perk from the Meta. Because Killers did not care about the BP-Bonus and Survivors ran it 99% of the time because of it. Overall, because of the removal, the Perk will not be used anymore. Which is a shame.
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If that’s the case then I think it’s fair to remove the BP bonus value! And thanks for the other people who answered this post btw!
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I don't know the reason but this just sadly adds to more of the reasons I've been logging in less. I can't lie and say I've been happy with all these changes lately.
I don't recall ever seeing anyone ask for the removal of BP from perks.
They gutted and ruined my favorite perk. I loved using it with bond and finding others to finish a generator together, my whole play style revolved around it.
First I had to change cuz the healing changes, now this.
I guess thinking logically the only thing I can think of is to see if people use it despite no longer having a BP bonus? But with a nerf to the speed, that data will not be accurate anyway. HTH.
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That must rlly suck :(
altho I don’t expect the nerf to change much of prove thyself. 10% still feels decent to play with I mean yeah it’s gonna be a bit slow but that won’t rlly affect the perk
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We dove into this when we removed the Bloodpoint bonuses from BBQ & Chilli and We're Gonna Live Forever, but the gist is: We do not want Bloodpoints to dictate which perks you decide to use. Extra Bloodpoints, especially when the bonus is large, causes a lot of people to use a perk that they otherwise wouldn't have. This creates a situation where people feel the need to run that perk because if they don't, they aren't progressing as fast as they could be. This is not ideal, we want everyone to feel free to use the perks they want- whether they are the ones they consider the most useful or the most fun- not the ones that they need to in order to progress quickly.
This was a different story before the progression overhaul, but these days progression is much faster even without these bonuses. We're gradually phasing them out from various perks as they are updated.
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To be fair, Survivor has a very hard time getting good amounts of points as is, so it was no surprise that Prove Thyself was used so much, since it also halved the time you needed to spend on a generator in order to get the full 10,000 points, incentivicing the survivor player to do other things as the points got maxed out. Like being altruistic or engaging more with the killer.
With that bonus gone, you need to repair the equivalent of 3.5 generators in co-op to get the same amount of points.
If you truly want to remove the BP bonuses from perks, then the survivors DOES need a compensation for it, otherwise you are going to see a lot less people play survivor moving forward, as killer would be a no-brainer for progression, as you can easily make 2-3x the amount of BP per match compared to what a survivor does.
My idea of a re-structured BP system for survivors would look like this:
- Objectives: Repairing a generator nets you a total of 2000 points (is 1250 points today) if done solo, and a 150% bonus to co-op actions, to allow for up to 3000 extra points (or 5000 in total for a single generator). This would require two generators done in co-op to gain the maximum amount of points. - Basically making the BP bonus from Prove Thyself basekit
- Altruism: Healing another survivor should net you 800 points per full health state, and have a 75% bonus to co-op actions (up to 1400 points for a full heal) - Unhooking could stay the same as it is today.
- Survival: Self-healing should net you 800 points in the Survival category per health-state (by any means).
- Boldness: Being chased should net you double the amount of points compared to today. Pallet stuns, totems and killer blinds are fine as they are. - This will lessen the impact for a survivor being tunneled.
- A survivor that's being camped or tunneled should also receive a portion (maybe 25%) of the points they normally would get from doing objectives and altruistic actions, including co-op bonuses, since they are contributing in a way by keeping the killer busy. This could also prevent some players from DC'ing as well, as they would receive a fair amount of points for being in the game for as long as possible.
- Killers should also be rewarded for hooking more. Maybe increase the hook reward by 50% to begin with, and see if that reduces the need to camp.
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It would have been nice if you would have changed the points system first. It's already difficult for survivors to get bloodpoints when the main strategy for killers is to tunnel survivors out of the the match from the start. If someone is in chase the whole match and can never get on a Gen or totem they don't earn anything in other categories. It's a very flawed system.
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Overall I think it’s good that BP is becoming less and less tied to perks. HOWEVER, survivor BP gain really needs some improvements. Prove Thyself was helping with that a bit but soon it won’t anymore.
After this update goes live, there will only be 4 perks remaining that have BP bonuses, those perks being No One Left Behind, Beast of Prey, Distressing, and Thrill of the Hunt.
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I dont mind removing BP from prove thyself, if only Objective BP gain for survivor was better. You do whole gen solo for 1250 ? Come on
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Hi! I would really hope you increase bp amount you earn from repairing gen. You need to complete alone 7 gens to max out objective category. That's why many use prove given how hard is to max out that and also the 15% bonus encouraged to work gens together. To be efficient is not usually worth to do gens together.
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You do get some strange BP scores sometimes. Like myself occasionally or someone else keeping the killer busy for a long time.
Then eventually getting tunnelled out and getting peanuts for more than half winning the game.
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The thing is, with the old BP bonus in BBQ there was a real incentive for the killer to hook all 4 survivors before going for second hooks (unless someone just came around a corner into range).
Now, that incentive is gone. Counter-productive if there is a desire to reduce tunnelling.
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If they added a stackable bonus for every unique survivor hooked (maybe +25% or so for each), which got taken away if you hooked the same survivor twice in a row. That would discourage people from tunneling (at least in theory), as there would be an incentive to go after every survivor to achieve the bonus, but also play it fair to not lose the bonus.
When the first survivor gets sacrificed, the bonus will be locked at the amount it's at, so if a killer decided to prioritize two survivors over the others, they would receive a 50% bonus to Sacrifice points, instead of 100%.
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My problem is not with the design phylosofy. But the fact that survivor Bps are way harder to get then killer, or atleast feel.
Post edited by BlueHorkew on0 -
Is there a reason you guys aren't buffing the BPs you get for objectives? They're extremely low at 1250 per gen. Survivor bloodpoints are already extremely low and unrewarding compared to killer. Might be a part of the reason why so many survivors rage quit. You could do all five gens by yourself and end up with only 6250 bloodpoints without accounting for skill checks. It doesn't really line up with the bloodpoints you get for other things over the course of a game. A quick unhook for example gets you 1500 and you are investing much less time. People might be more inclined to actually do the objective if they actually got a fair amount of points in return.
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I did notice that Prove Thyself's BP bonus will be removed next week. Will that be the case for the killer perks such as Distressing, Beast of Pray and Hex: Thrill of the hunt in the near future or will those killer perk keep their BP Bonus?
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