Remove brown BP offerings

And change splinters to work as survivor puddings or bps when used.

Comments

  • In my opinion: All single category BP offering just need to have their effects doubled if not tripled just to get BP returns properly.

    The survival category for example unless you escape as the obsession will almost NEVER refund their own BP but if it was doubled let alone tripled then they actually could give more BP then they costed.


  • @Warcrafter4 said:

    In my opinion: All single category BP offering just need to have their effects doubled if not tripled just to get BP returns properly.

    The survival category for example unless you escape as the obsession will almost NEVER refund their own BP but if it was doubled let alone tripled then they actually could give more BP then they costed.

    Speaking of the survivor category, they should give bloodpoints for each hook you live through (so basically points for getting unhooked, maybe survival points for everytime someone safely unhooks you?)

    Or like 5 survival points per second you're still in the game. So for a 10 minutes game, you'd get 3,000 points? And the extra 5,000 if you escape? I guess they would need to make that lower than 5 otherwise the 7,000 for getting the hatch is a bit pointless, since any type of escape would max out your survival points, but you get the idea.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054115#Comment_1054115

    Speaking of the survivor category, they should give bloodpoints for each hook you live through (so basically points for getting unhooked, maybe survival points for everytime someone safely unhooks you?)

    Or like 5 survival points per second you're still in the game. So for a 10 minutes game, you'd get 3,000 points? And the extra 5,000 if you escape? I guess they would need to make that lower than 5 otherwise the 7,000 for getting the hatch is a bit pointless, since any type of escape would max out your survival points, but you get the idea.

    1. They do reward points from being saved by the hook but only from the struggle phase so adding some for surviving the first phase would make sense.
    2. I'd say yes but under the condition that your actually doing something as people hiding in corners not helping the team is already an issue and unless there's a condition to that people will try to use that as an excuse to hide all game.
    3. A condition for the above about the categories: if your in chase with the killer/Have worked on a gen for 10 seconds or broke a hook which grants it for 60 seconds after you get off of it. It doesn't show until you either escape or die how much of it you earned.
  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054124#Comment_1054124

    1. They do reward points from being saved by the hook but only from the struggle phase so adding some for surviving the first phase would make sense.
    2. I'd say yes but under the condition that your actually doing something as people hiding in corners not helping the team is already an issue and unless there's a condition to that people will try to use that as an excuse to hide all game.
    3. A condition for the above about the categories: if your in chase with the killer/Have worked on a gen for 10 seconds or broke a hook which grants it for 60 seconds after you get off of it. It doesn't show until you either escape or die how much of it you earned.

    Mhm I like the idea of being actively doing something to earn survival points that way. So if you're doing something (generator, altruistic action, totem, being chased, or just being in the killer's radius like you do for boldness points) it counts towards your survival score at the end of the match, and it persists a few seconds after finishing.. bit like Leader and Streetwise.. "This effect persists for 15 seconds after finishing an action."