http://dbd.game/killswitch
Thoughts on the QoL changes for Survivor?
I'll start with these suggestions to better spread BP gains across categories, since the new changes moves too much over to the survival category, and leaves the Boldness category with scraps.
Screenshot of the PTB notes below:
My take on this would hopefully be a more even balance between the categories
Actions that directly interacts with, or impacts the Killer in any way should award Boldness points.
- Cleansing or blessing a Hex totem
- Stunning the killer with a pallet
- Chase time
Actions that increase your own chance of survival should award Survival points.
- Winning a chase (750 BP)
- Pre-dropping a pallet to extend a chase
- Cleansing or blessing a Dull totem
Comments
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I'm happy just to see survivor BP rewards being boosted at all. Spreading it out so that some Boldness rewards go into the Survival category seems more practical to me since Boldness can get maxed out by enough good chases while Survival is usually a piddling amount unless you escape the trial. This allows a better balance of the point categories.
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Me too. Survivor BP needed a boost across the board imo and hopefully the distribution of points scored will look a bit more balanced after the update.
Under the present system, it's a little sad to see barely any BP scored in the Survival category in the majority of my Survivor games, since you don't really score much of anything unless you actually escape the trial. But it might be that the Boldness category will look a bit more empty, I guess. They can always make adjustments in future if that turns out to be the case (and these seem like fair suggestions to me).
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Cleansing now awards Survival points
Oof, yeah, I don't like that. I always grab totems, whenever I see them, because it's a nice little bit of BP, and I often don't necessarily fill out Boldness completely.
Your change suggestions, to keep totems as they are, seem good to me. I'm okay with letting pre-drop pallets become Survival.0 -
More specifically, Hex totems should be kept as they are, since they are an active killer perk.
Dull totems on the other hand are neutral objectives, and preventing eventual hidden killer perks that activates on totems later in the game should be counted towards survival.
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Awh. I want them as they are. Have you seen them? They're like, skulls with sticks through or something. It's pretty bold to fiddle with them. 😧
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I always thought it was lame that almost all survival points are tied to escaping the trial, but you get none for completing the main objective which is finishing gens. It's not like killer gets 0 sacrifice points unless they get a kill right? So making it so all survivors get 1000 survival points when a generator is completed, and making the escape only give 2000 would be really good.
Would also discourage ratting since hiding for hatch wouldn't give so much more points than actually doing a gen.
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Its awesome and needed.
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