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Why do Offerings still exist?

I mean, think about it. Offerings are simply a severely outdated mechanic that only exist to bloat the Bloodweb.

  • Bloodpoint offerings (party streamers, anniversary cakes) are basically the only offerings that do anything at all.
  • The "wreath" offerings that give you a pitiful amount of extra bloodpoints (like 25% extra in ONE category) are genuinely useless. It feels like they cost more bloodpoints than they give back.
  • Map offerings are useless now that it's only 20%, not that they were ever good for the game to begin with. Sure, you have achievements for specific maps, but it kinda feels like you should just play the game and eventually you'll get the achievement.
  • Shrouds are useless. What's even the point? Genuinely? I just can't see how this would ever have any real impact on gameplay.
  • Nobody uses hatch or basement offerings, and it feels like there's no reason to do so.
  • Coin offerings do nothing because nobody interacts with chests, and there's no reason to interact with chests.
  • Fog density offerings do nothing. Why do these exist? It's not like the fog in each map has any real effect on visibility.
  • Ward offerings have an almost insignificant effect for their rarity. Essentially, they just give you another of your item/add-ons.. which are not hard to get at all. And sacrificial wards do nothing now that map offerings have been nerfed.
  • Mori offerings are useable.. but in the overwhelming majority of cases, unnecessary. Many killers have long moris and it can be a waste of time to do them compared to simply hooking the survivor again. Sure, it lets you ignore DS, but that comes into play probably less than you'd think.

Offerings are just another piece of old, outdated design (like the Bloodweb itself). Why are they still in the game? Why not just remove them and give everyone compensatory bloodpoints? Or make new offerings that actually do stuff?

Comments

  • CrypticGirl
    CrypticGirl Member Posts: 1,462

    The offerings do need an overhaul, but I wouldn't say get rid of them entirely. I would say just keep the escape cake/Survivor pudding and Bloody Party Streamers and get rid of everything else, but idk, I feel like that could open another new can of worms.

    As for "making offerings that actually do something," what would you have these offerings do?

  • tannhauser
    tannhauser Member Posts: 17

    I'm honestly not sure. Offerings occupy a weird niche. If you give them too much of an impact on gameplay or too powerful effects then it'll be the same offering every single game, but you still want the offerings to do something. Imagine an offering that gave you base-kit Insidious or a 3-second Lethal Pursuer at the start of the match or something. Effects that can be useful in some situations and on some builds, but are far from a fifth perk slot. (I mean, preferably you'd also have ones with effects that aren't just watered-down perks, but hopefully you get the idea.

  • SoGo
    SoGo Member Posts: 4,258

    Hatch offerings can secure or deny an adept.

    Coin offerings are essential for chest builds.

    Hook offerings have been used time and time again to create dead zones.

    It's not that all of them are bad, but many of them could use some adjustments.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Hatch offerings are used quite often, especially with the new change making them secret to everyone but the user (really unhealthy and unfair change)

    All the others though haven't been used often

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,794

    some of them have uses, as others have pointed out. some teams like to position the basement to their liking. for example, survivor bully teams used to take basement in main on Ormond to pray for a certain rng to guarantee unhookable zone at shack to abuse vacuum tech by an rng hill at shack. that examples outdated but you get the idea.

    I personally use basement offerings for Invocation and Wicked builds.

  • CrypticGirl
    CrypticGirl Member Posts: 1,462

    Yeah, I always hated how the hatch offering would also let the Killer know where the hatch would be, but I also realized how bad it would be to hide it like this. They really are a double-edged sword either way, but way more of an advantage for Killers, especially now.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335
    edited August 8

    I have a few times offered an idea of how to change the offerings to the better, and to de-clutter the bloodweb. Let's face it, most of us bring BP offerings anyways.

    Now, for the fun part: This is what I would have personally changed about offerings.

    Bloodpoint offerings:

    Retired: All personal +50% and +75% single category offering, the personal +25% all category offerings and the Bound Envelope.
    Reworked: Escape Cake / Survivor Pudding - Now offers a stackable 50% bonus to all players in the trial.
    New: Foggy Party Poppers - Adds a stackable 2.5x multiplier to all Bloodpoint gains for that match (up to 12.5x if all players bring one)

    Rarity changes:
    Brown: Personal +100% single category offerings, Escape Cake and Survivor Pudding
    Yellow (or green with the new look): Bloody Party Streamers
    Iridescent (Red): Foggy Party Poppers

    Spawn-logic offerings

    Retired: Scratched Coin / Tarnished Coin, basement altering offerings, the lesser Oak offerings, and every Shroud offering.
    New: Shipping Pallet (secret - survivor) - Alters the spawn logic to guarantee one additional safe pallet loop.
    Pallet Splinters (secret - killer) - Alters the spawn logic to remove one safe tile from the trial.

    Rarity changes:
    Yellow (green): Hatch-spawn offerings
    Green (blue): Cut Coin / Shiny Coin
    Purple: Shipping Pallet, Pallet Splinters

    Other offerings

    Retired: Map offerings, Sacrificial Ward, personal Luck offerings. Clear Reagent, Hazy Reagent, Faint Reagent and Ivory Memento Mori.
    New/Returning: New Moon Boquet - Turns daytime to nighttime - Does not affect realms that are already set at night
    Sunny Day Boquet - Turns nighttime to daytime - Does not affect realms that are already set at daytime or dusk/dawn.
    Rainy Day Boquet - Adds more ambient fog and a rainy ambience.
    Thundering Boquet - Adds severe rain and a thunderstorm ambience.

    Rarity changes:
    Brown: Salt Pouch (+1% unhook chance). Murky Reagent (adds 75% more black mist)
    Yellow (green): Black Salt Statuette (+2% unhook chance).
    Green (blue): Vigo's Jar of Salty Lips (+3% unhook chance). Rainy Day Boquet.
    Purple: Sunny Day Boquet, New Moon Boquet
    Iridescent (Red): Thundering Boquet

    Event Offerings

    All unchanged.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,809
    edited August 8

    It used to be fairly good. I agree, nowadays its pretty outdated and needs either a touch up or just to be removed outright and replaced with a newer system.