Killer bloodpoints should reinforce good play

Part of the reason why a lot of Killers play the way they do is because the bloodpoint system rewards it. There's no strong system in place to penalize bad play or reward good play in terms of bloodpoints.

Imagine if score events existed like

"Long Chase Win" for +2000 deviousness bloodpoints if you down a Survivor after more than 45 seconds of chase.

"All Survivors Hooked" for +2000 sacrifice bloodpoints once you hook your fourth Survivor.

"Close Call" for +2000 brutality bloodpoints for kicking a generator at 85%+ progress.

"Lack of Variety" for -2000 sacrifice points if you down the most recently hooked Survivor.

"Inactive" for -2000 hunter bloodpoints for staying within 24m of the hook for more than 20 seconds.

"Botched Kill" for -2000 brutality points when a Survivor bleeds out or dies in endgame collapse.

You could also do this for Survivors examples are:

"Close Call" for +2000 altruism for picking up a slugged Survivor.

"Missed Opportunity" for -2000 altruism for all Survivors when a Survivor hits struggle phase on first hook.

"Low Skill" for -1000 objective for missing a skillcheck.

Comments

  • You shouldn’t be able to lose blood points, especially with how grindy this game is.

  • No thank you.

    I don't wanna have Tweedle Dee and Tweedle Dumb bombard the hook and force me to lose points.

  • @Kellie said:

    You shouldn’t be able to lose blood points, especially with how Grundy this game is.

    This system also adds the highest scoring bloodpoint events yet at 2000. So if you play to avoid the negative events, farming points should be easier than ever

  • So if someone kill himself on the hook I lose points as survivor. Definitely a no lol.

  • That would be a horrible idea.

    The system that we currently have could use a few tweaks but is mostly fine

  • Yeah, no. You'd lose points if you had bad hook RNG, connection screwed up at the wrong time, or the Survivor sucks at hiding. Am I really supposed to look at a Survivor and “yeah, I know you’re in a bad spot, but I’ll let you go because you just got unhooked, ok?” That’s being a nice Killer, but a good one?

  • @gatsby said:

    Part of the reason why a lot of Killers play the way they do is because the bloodpoint system rewards it. There's no strong system in place to penalize bad play or reward good play in terms of bloodpoints.

    Imagine if score events existed like

    "Long Chase Win" for +2000 deviousness bloodpoints if you down a Survivor after more than 45 seconds of chase.

    "All Survivors Hooked" for +2000 sacrifice bloodpoints once you hook your fourth Survivor.

    "Close Call" for +2000 brutality bloodpoints for kicking a generator at 85%+ progress.

    "Lack of Variety" for -2000 sacrifice points if you down the most recently hooked Survivor.

    "Inactive" for -2000 hunter bloodpoints for staying within 24m of the hook for more than 20 seconds.

    "Botched Kill" for -2000 brutality points when a Survivor bleeds out or dies in endgame collapse.

    You could also do this for Survivors examples are:

    "Close Call" for +2000 altruism for picking up a slugged Survivor.

    "Missed Opportunity" for -2000 altruism for all Survivors when a Survivor hits struggle phase on first hook.

    "Low Skill" for -1000 objective for missing a skillcheck.

    I love it. Good idea. One obviously cannot expect people to play fair if unfair and selfish playstyles are rewarded by the game. Might be difficult for some cases, but I like the idea behind it.

    1. You should never be able to lose BP.
    2. A punishment doesn't reinforce anything, unless the reinforcement you're looking for is fewer killer players.
    3. Nobody will ever play by another player's arbitrary rules. Read some guides, so you can play better, and don't expect players to follow your rules.
  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/232867/killer-bloodpoints-should-reinforce-good-play

    I love it. Good idea. One obviously cannot expect people to play fair if unfair and selfish playstyles are rewarded by the game. Might be difficult for some cases, but I like the idea behind it.

    But the devs don't want to take those options away from people. They've said it adds unpredictability to the game to allow the things that you're referring to as "unfair."

    The devs designed the game this way on purpose so killers can play nice or they can tunnel and camp, both are viable options. And they designed the survivor role so that players can choose to play as a team or play selfishly. On the DbD Steam page it's listed as one of the game's features: "Survive Together… Or Not - Survivors can either cooperate with the others or be selfish."

  • There are some problems with it like losing bloodpoint is not good, but the main problem is simple:

    What do you do with the players who dont care about bloodpoints?

    There needs to be a gameplay solution. When killer shouldnt tunnel, tunneling needs to not be the best way to win.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001557#Comment_2001557

    But the devs don't want to take those options away from people. They've said it adds unpredictability to the game to allow the things that you're referring to as "unfair."

    The devs designed the game this way on purpose so killers can play nice or they can tunnel and camp, both are viable options. And they designed the survivor role so that players can choose to play as a team or play selfishly. On the DbD Steam page it's listed as one of the game's features: "Survive Together… Or Not - Survivors can either cooperate with the others or be selfish."

    "The devs designed the game this way on purpose so killers can play nice or they can tunnel and camp, both are viable options"

    Laughs in losing BP due to camp.

    So being honest, the game is not designed in that way, you're forced to play in certain way to earn more BP or pips... so no, if you want to play optimally, you need to have certain knowledge of what thing gives you the most BP and to avoid those who take BP from you...

    Sidenote, a surivor doesn't have ways to "lose BP's", you can say that an unsafe rescue will make you depip but still you'll earn the points for rescuing another survivor whereas a killer indeed has a penalty on BP earnings when camping.

  • And then the killers ask for their own rule books. Yeah no thanks... Just imagine the ones they'll get.

    - 2000 for completing a gen without being in chase with the killer in the past 50 seconds.

    +1000 for going down in less than 20 seconds.

    -500 for each totem not done upon escape

    - 1000 for 20 seconds of inactivity.

    -2000 for tapping a gen that's been kicked, while within 32m of a killer

    Etc...

  • After unlocking perks why would you care about bloodpoints? MAYBE pips or whatever when ranks actually mean something.. in the end the object is to kill or survive.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001578#Comment_2001578

    "The devs designed the game this way on purpose so killers can play nice or they can tunnel and camp, both are viable options"

    Laughs in losing BP due to camp.

    So being honest, the game is not designed in that way, you're forced to play in certain way to earn more BP or pips... so no, if you want to play optimally, you need to have certain knowledge of what thing gives you the most BP and to avoid those who take BP from you...

    Sidenote, a surivor doesn't have ways to "lose BP's", you can say that an unsafe rescue will make you depip but still you'll earn the points for rescuing another survivor whereas a killer indeed has a penalty on BP earnings when camping.

    You don't lose BP for camping. You lose emblem points which go towards pipping. But players never lose Bloodpoints for anything. There are no negative Bloodpoint events.

    Anyway, I'm just repeating what the devs have said on their livestream. They responded to community questions, including one about getting rid of tunneling/camping: they said they don't want to remove the players' options.

  • Survivors have more control over killer emblems than the killers themselves. Restrictions are the least effective way of improvement. Make them bad enough and all killers will ignore them to play as they please while using survivor to earn bp instead.

  • Rewarding a killer for a 45 second chase is not reinforcing good play. That's too long a chase and the survivor would complain about tunneling.


    "Lack of variety" and "inactivity" can be forced by the survivors. A recently unhooked survivor baiting with DS is not my problem. Also if I'm chasing a player around another hooked survivor I'm in a good spot as a killer. If anything the survivor being chased near the hooked survivor should get a penalty...

  • I think it would work better if it was all in its own bonus BP category and the lowest that category could go was 0, so you wouldn't actually lose any BP, you'd just miss out on bonus BP.