Daily Rituals Rework
TL;DR
Although I added a TL;DR for this thread, I highly encourage you to read the entire thread to get a further understanding of my suggestion! :)
Prologue
So, Rituals, many players have mixed feelings about them, and some even think they are a waste of time. However, I have an idea to make them more appeasing to everyone, while making the challenges generic! :)
Ritual Rewards
There are 4 types of Rituals: Easy, Normal, Hard, and Insane. Each completed Ritual rewards a Permanent Bonus Bloodpoint Multiplier at the end of every Trial depending on what difficulty you selected:
Easy: +0.10 Bloodpoint Multiplier to your current Bloodpoint Multiplier.
Normal: +0.25 Bloodpoint Multiplier to your current Bloodpoint Multiplier.
Hard: +0.50 Bloodpoint Multiplier to your current Bloodpoint Multiplier.
Insane: +1.00 Bloodpoint Multiplier to your current Bloodpoint Multiplier.
Your total gained Bloodpoint Multiplier from Daily Rituals cannot go above ×1.00. So for example, if you currently have a Bloodpoint Multiplier of ×1.50 from completing a Hard Ritual, then you completed an insane Ritual, your final Bloodpoint Multiplier would be x2.00. Keep in mind that everyone starts off with a base Bloodpoint Multiplier of x1.00, and can be increased by Daily Rituals and Blood Hunts (I think that's the name of the event).
Secondary Ritual Rewards
If your Bloodpoint Multiplier is maxed out for Daily Rituals (which means your total gained Bloodpoint Multiplier from Daily Rituals is at x1.00), the next Rituals you complete will be converted to give you currency depending on their difficulty:
Easy: 10,000 Bloodpoints
Normal: 25,000 Bloodpoints
Hard: 50,000 Bloodpoints
Insane: 100,000 Bloodpoints
These rewards can go above your Bloodpoint Cap, but you cannot earn anymore Bloodpoints until your current amount of Bloodpoints drop below the Bloodpoint Cap. This means you cannot gain Bloodpoints from Daily Rituals, nor Trials until you get your Bloodpoints below its cap.
Bloodpoint Multiplier Decay
Everyday you don't play Dead By Daylight, your Bloodpoint Multiplier will drop by x0.25 until you reach your Base Bloodpoint Multiplier. So for example, you have a Bloodpoint Multiplier of x3.00 from the Blood Hunt Event and Daily Rituals. You will decay back to a Bloodpoint Multiplier of x2.00 after 4 days of inactivity because the Blood Hunt Event raised your Base Bloodpoint Multiplier to x2.00 and you have gained x1.00 from Daily Rituals.
Bloodpoint Calculator Change
To prevent outrageous Bloodpoint gains, I will nerf how Bloodpoints are multiplied for the sake of balance.
If you have a Bloodpoint Multiplier of x9.00 from:
- x2.00 Base Bloodpoint Multiplier
- x1.00 WGLF/BBQ
- x1.00 Daily Rituals
- x5.00 Bloody Party Streamers
Then your total amount of Bloodpoints earned from that Trial will be Multiplied by your current Bloodpoint Multiplier:
32,000 (Bloodpoints Earned Without Multiplier) x 9.00 (Current Multiplier) = 288,000 (Bloodpoints Earned Post Multiplier)
Epilogue
I know my idea isn't perfect, but if enough members of the community can agree on a change then I'll happily make the change. Also, numbers are just placeholders, and can be tweaked to fit the balance of the game, as mentioned above. :)
TL;DR
Daily Rituals now give you a Permanent Bloodpoint Multiplier, and you have to keep playing Dead By Daylight to maintain your Bloodpoint Multiplier from Daily Rituals.
After your Bloodpoint Multiplier from Daily Rituals is maxed out, you can get currency from Daily Rituals.
Slightly nerfed how Bloodpoints are calculated with Multipliers to make sure things don't get out of control.
Comments
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Any examples of what is considered an easy ritual compared to, let’s say insane? I want to get an idea of what the synergy is between the difficulties and blood points.
Also, do the rituals progress carry from game to game, like they do now? I think insane rituals could benefit from not carrying to increase the difficulty.
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Difficulty Examples
Easy: Survivor
- Repair the equivalent of 1 generator
- Heal a survivor the equivalent of 1 health state
- Get chased for a total of 30 seconds
Easy: Killer
- Regress 3 generators
- Attack a survivor when they are close to a pallet
- Attack a survivor while another survivor is hooked
Insane: Survivor
- Take 3 protection hits
- Repair the equivalent of 2 generators without taking damage from the killer
- Enter a chase for 120 seconds without taking damage from the killer
Insane: Killer
- Down a survivor within 60 seconds of the chase
- Hook a survivor while another survivor is hooked
- Get 4 hooks before a generator is completed
Yes, Insane challenges aren't carried over! :)
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How are each of the rituals distributed, difficulty wise? Do you have a choice of what difficulty you decide to do, or is it random each day?
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Rituals are luck based depending on their difficulty, and when you complete or pass a Ritual, you have a certain % chance to receive a certain difficulty:
Easy: 40%
Normal: 25%
Hard: 20%
Insane: 15%
I appreciate the questions, keep em' coming! :)
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I do like this idea, however what I would do is be extremely exaggerated about difficulties, as in easy is really easy (do half a gen), and insane is INSANELY DIFFICULT (Above rank 6, get 4 sacrifices before the first 2 gens are done).
With this, you can allow people to pick difficulties and adjust rewards slightly to compensate.
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Something that could be implemented to your idea:
You get one ritual, daily. Within the ritual are 4 levels that start from easy to ending at insane. You are given 24 hours before the daily resets into the new one. You could then adjust the multiplier scores (my favorite part from your idea).
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That seems reasonable, I'm fine with challenges as long as they aren't killer or survivor specific. I don't want to force players to play some they don't want, and I know @Peanits (anticipating your comment), Daily Rituals are supposed to get you out of your comfort zone. However, if I have to play a killer I never did before then I'm just going to get destroyed and get hardly any Bloodpoints. I feel like Daily Rituals should be a test of skill, rather than a test of your comfort zone.
Oh yeah, that would be cool, it's like Identity V where you get challenges, and it gets harder as you progress through them! :)
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I don't know.... Survivor's insane rituals seem easier than Killer's insane rituals. But I loved the idea of the rework :)
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Insane Rituals aren't carried over, so if you got 2 protection hits in the previous game, you'll still need to get 3 protection hits the next game because your progress on your last game isn't saved. :)
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These are interesting, I like the Multiplier idea because it kind of has the Double BP Weekend that everyone loves in it. I also like that they aren't Killer specific because I hate getting one for a Killer or Survivor I don't enjoy playing, at all; and since I'm on console it really hurts when I re-roll my daily and get one for Nurse. I unlocked all the teachables from every Killer, I don't want to play them anymore and don't want to be persuaded to with points.
Your challenges are tweaks on ones we already have which is cool so not much changes, the insane ones are def insane, 4 hooks before a Gen is completed? Rare or you're playing very well with everything going your way. 3 Protection Hits? If I could get 3 Protection hits I would be running MoM in my builds lol
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Oh my! Now I see it, it's challenging and I like it :)
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I just want the old rituals back, the 135k ones. The rituals we have now just suck.
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