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Bloodpoint Farming Is Dead...
…and we have killed him. How shall we comfort ourselves, the murders of our farming? What was awesome and fast all that would has yet owned has been bleed to death under our knives…
(This is where I would continue the copypasta but frankly I have no reason to continue this since it is too distracting. Frankly BP farming is not dead, I just wanted to make this joke/reference.)
For some reason, the Bloodpoint Bonus effects from Distressing, Hex: Thrill of the Hunt, and No One Left Behind and while these perks are hardly used for the BP effects, they were part of their identity, and Im surprised nobody has talked about this change.
Idk, I remember farming BP events using Distressing and Hex: Thrill of the Hunt with Wraith's meme addons to max out my BP categories in just a few hits. And for Killers who lacks solid BP gains due to insta-down effects, it was a decent supplement for farming.
But now the build and playstyle is dead. Darn. All I can say is Darn.
Comments
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the grind is real to the point i dont want to buy new characters or play killer
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It makes sense since they said they wanted to remove them from past perks so they werent the incentive to run them, just weird they left them this long when they removed the intial BP removal.
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I don't really understand the point of the "progression" system in this game. The progression is only briefly vertical, and then it's horizontal once you can run a meta build. It's a massive grind for what? I probably have over a thousand mist offerings between all my survivors, and I only have those because I had to stop playing the game to spend bloodpoints. Just…why? What's the point? I haven't seen a game so blatantly waste player time since old school subscription MMOs in the early 00s.
You could kill off the bloodweb entirely and the game wouldn't suffer. You just…equip a loadout. Nobody runs out of things as it is. If I don't have an item, I play a character that has the item. I play a medkit+syringe in 90% of my survivor games. Again….what is the point of this system?10 -
Feeling fatigued today, no BP bonus, new un-fun to verse killer every game (I hate when new DLC comes out as it is the same killer over and over and over) and back to obnoxious perk builds that we had a merciful break from while 2v8 is on.
I am being a downer Dave today, just feeling a bit demotivated and sad as I have been having a blast in DBD for the last few weeks :(
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Nothing better than giving people the option to take the grind to the extreme (P100), and then taking away the best tools to help with said grind.
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Welp, this sounds like an ideal time to buff some bloodpoint offerings:
Ignore the mori part, I wrote this befote the Finisher Mori update got to live.
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They said back in 6.1 update that they would be eliminating all bp rewards from perks. Took awhile to get to some of them but that day has come
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i think system was intended to protect new players from facing meta builds right at the start of the game. For example in old days, a perk that used to exist is Hex:Ruin which made skill-check harder.
The goal of grind was to protect new players from instantly facing hex:ruin which would demolish new players because 1 hour-50 hour player that starts as survivor has no shot in landing great skill-checks. it is not like any mechanic that you could ever possibility learn in other games.
Also DBD used to have some very powerful add-on that would outright stomp newbies. A trapper with 2 iri add-on, Billy iri engravings, Huntress used to have iri hatchets. Michael has instant kill mori's. Clown used to have Pinky finger. Imagine a new player playing vs these type of builds on their very first game.
Likewise, a killer facing 4 med-kits with syringes on their first game as killer would just bullied by bodyblocking. A new player will not understand perks like Decisive strike, Dead hard, Borrow time and wide variety of second chance perks. So progression system puts soft-landing where the player slowly get introduced to mechanics in the game without blasting the player with all the perks.
That is also why default blood web does not have many perks and most of killer perk are very bad because bad survivors will struggle to play vs killer due to their inherit movement disadvantage of 4.6 vs 4.0. To this day, i don't think much changes because the majority of survivor still are awfully bad at looping. Like you still have people that can't even chain the most simple loops in the game and go down in 30 seconds. You would think that high MMR survivors would learn to string loops, measure distances and understand bloodlust after 4000 hours but uh… anyway. off-topic.
I run commodus toolboxes with double charges every game and run hyperfocus+stake out+scavenger+barbic inspiration. I land few skill-checks and escape most of my games by smashing gens in 5 minutes in soloq. if a killer chases me, they tend to lose because of my high competency in chase. I have no problem like… drop 10 pallets in first chase. your going to lose like 3 gens at least in first chase.
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Why is everyone complaining? None of y'all run these perks ever. Most of you probably forgot they existed just like how bhvr forgot beast of prey existed and didn't remove the bp bonus from it.
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Wow, they nerfed perks I ran when I casually wanted to play killer instead of being a sweatlord.
Guess I am to incorporate more slugging into my playstyle.1 -
I did. Last Anniversary I used a BP farming build on Wraith and was able to cover a bulk of the Prestige grind easily with it. In fact, I literally stated how I did use these perks.
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I feel the same way as an experienced player, but I am sure the grind still feels overwhelming for new players. Especially if they want to play multiple killers and have a good amount of useful add-ons for those killers. With the grind reduction changes they made a while ago it's certainly not as bad for new players as it used to be.
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It's not a good move by them. I like the idea of a few perks offering something other than an in-trial benefit as it offered variety and another way to go through the Bloodwebs.
I never understood their need to do this anyway. It's a rather silly thing to do, and probably goes up there with the Hillbilly nerf (when it happened ages back) as one of the BHVR changes which made no sense and barely anyone (if any at all!) wanted.
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I have to agree on this. People ran perks like BBQ and WGLF back in the day, thanks to the stackable BP you got from them.
BBQ was totally fine, as it provided info, but you needed to be far away for it to work, and it also gave an incentive to spread out hooks, so it worked well as an anti-tunnel tool.
Then the BP bonuses got removed, and people stopped running them, or at least, they saw a lot less use, thanks to that.Same can be said for perks like Prove Thyself. People weren't really running it for the repair speed increase, but as a way to get more points from co-op'ing gens (you only needed around 1.5 gens worth of teamwork to max out your objective score, compared to 3 co-op gens nowadays)
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These perks never increased the BP cap for their respective categories. They only made gaining BP up to each cap slightly faster.
You can still reach the cap by simply paying a decent balanced game.
If you're dominating as killer, let survivors go, let them repair gens so you can kick them for Destruction points, let them unhook so you can hook again and score as many hooks as possible for Sacrifice points, leave them slugged so you can down them again after they get picked back up for Hunting, use your power for Deviousness, and in doing all this you max out Chase points effortlessly.
If you weren't already doing this and you weren't hitting the caps every game, then you were already playing inefficiently, and if you were hitting caps, then you were flat out wasting the bonus BP.
It was never worth running perks just for BP bonuses anyway, outside of old BBQ which applied it's bonus to the total and not a capped category.
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