Changes to Survivor Bloodpoints that could improve the survivor experience
1)
You should get a small amount of objective for being hooked/in a chase/downed/carried when a generator completes as it means you were delaying the killer in order to help other survivors complete objectives. It does not need to be a lot, like 500-750 objective per gen so if the killer chases you the whole game you get a little bit of objective on top of your likely maxed boldness. (like from 2500-3750 depending on what point value they go with)
2)
Too much of the survival bloodpoint earnings are tied to escaping. Instead all survivors who are alive when a generator completes should be awarded a small amount of survival for reaching that stage of the game. Like 750 survival per gen. This means you get 3750 for surviving until all 5 gens are done. Then another 750 should be awarded for surviving until end game collapse start (4500) then an additional 1500 for actually escaping. This will award you with 6000 survival BP total for escaping, leaving another 2k to be earned. The obsession's escape bonus can be reduced to 1000 and death bonus to 500.
What sources should their be for the rest of this 2k?
Well killer power interactions often grant survival points, waking up, using fountains, ect. I think some of these values could use decreases and some killers that don't have them or who's requirements are too strict should receive adjustments. For example death slinger near-miss range should increase. Waking up vs freddy should have it's point value increased slightly. Using fountains vs plague should have it's point value increased greatly.
Healing yourself grants survival, but I think this should receive a small adjustment. I think being healed regardless of whether someone else is doing it to you or you're doing it yourself, should grant the person being healed some survival BP roughly equal to the amount of altruism BP the person doing the healing gets.
Comments
In some cases the incentives can also improve the killer experience as well. For example, it's well known that the counterplay to plague is to cleanse sparingly and only cleanse on fountains that are too far for the plague to go to without losing.
A larger bloodpoint incentive can lead survivors to use the fountains more often making plague gameplay more fun all the while letting survivors have more BP.
More BP incentive for survivors to heal means they may be more likely to give you sloppy butcher value instead of gen rush.
That's just a couple examples, but using BP as incentive for good gameplay is the way to go.
For example, while this applies to both survivors and killers, you could grant a small amount of bonus BP to the "give props" action, like 3k BP from getting props, or maybe 5-8k if you tie to max 1 props bonus per match.
I would like to also suggest solo BP on generators being buffed. 1250 for an objective that takes 80 seconds and is how you win? You get 1k from totems, and can do all five in the time it takes to do one gen solo. (Minus time to find them)
I was bored so I came up with a more comprehensive list of ways the survival points could be tweaked
Increase Wake up points vs Freddy
Increase cleanse points vs plague
Near miss swings against all killers should award a small amount of survival (killer hits window behind you or almost gets you but you are saved by pallet stun, you juke the killer, ect.) Near misses with a power should always be worth more and have more generous ranges. Such as blight in rush, oni in demon dash, wraith lunging out of a cloak and billy chainsaw dashing.
When against Freddy, if you step in a trap while in a chase and don't get within ~8 seconds, get a small amount of points
When against death slinger, slightly expand near miss point range and increase point value
When against death slinger, add a new "miss" point value that's worth less than near miss but also far less restrictive for distance
When against hag, you should gain some survival if you do not get hit within ~8 seconds of triggering trap if you are in a chase when triggering it or if she teleport to the trap after you trigger it
When against trapper, each attempts at trap escape should award a small amount of survival, in addition to the chunk you get for successful escape.
Stealth killers in general award extra near miss swing points due to their ability to surprise survivors.
When against doctor, get more points for snapping out of it. Dodging a shock gives a small amount.
When against leatherface, chainsaws that don't result in a down while he is chasing you award a small amount of survival
Against clown, if you do not get hit within ~8 seconds of your slowdown ending, gain some points
Against spirit, while being chased, if she does not get a hit within ~8 seconds of ending her phase, gain some survival
Against legion, if he fatigues while chasing you without successfully applying deep wound, gain some survival.
Against ghost face, increase outlast reward (survive being marked)
Against trickster, increase reward for having laceration decay successfully
There's a few killers I didn't mention specifically but those are some of the other ideas I've thought of and of course the general ones should apply to those killers as well.