Score Event Improvements
Due to the category caps being raised from 8k to 10k some changes are needed to Score Events to make 10k possible in some categories and easier to cap out and encourage survivors to stay in games with unfavorable odds.
Survivor:
Any Great Skill Check of any type should reward 300 points.
Objectives:
Completing a generator solo should award more points; 1500 or more.
Prove Thyself should lose its bloodpoint boosting capability and be remade to provide 13/14/15% Repair speed bonus.
As base kit survivors should gain +50% bonus Bloodpoints for Co-operative actions, equivalent to Prove Thyself level 1.
Survival:
This category is nearly impossible for a survivor to cap, survivors who escape often get less than 6,000 in this category.
Survivors should get 5 points per second in this category as long as they are alive up to a cap of 5,000. It would take 16:40 to hit the cap. Although it is only a small bonus this is an incentive for survivors to persist in a game as long as they can.
Hitting skill checks while in struggle phase on the hook should award 100 points per check.
Altruism:
No change besides the +50% base kit Prove Thyself bonus mentioned above.
Boldness:
No changes, this is the easiest survivor category to cap.
Killer:
Brutality:
Bump every score up 50 points and make the Quitter Bonus 1,000.
Deviousness:
I feel like the Shape, Hag, Nightmare, Pig & Plague could use buffs here.
Any Score Event that is 25 should be doubled to 50. (Dream Traps, Hag Traps, Contagious, etc)
Hunter:
The Survivor Found event being 400 points should be bumped up from the first 4 instances to the first 8 or 10.
Sacrifice:
Currently impossible to cap before Endgame. Cap at 8,400 in a regular game or 9,600 with an Ebony Mori or Final Judgement/Condemned.
Increase the Hooked event to 600 (from 500) and the Caught!, Entity Summoned & Sacrifice events to 300 (from 200).
Optional:
Killer Benevolence Bonus: Hook every survivor at least once before a survivor dies to gain a 25% (or more) post-game bloodpoint bonus. This would go well with a base kit BBQ stack tracker.
What does everyone think of these proposed changes?
Comments
solo gens should give more BP than 1500. Imo it should go like this:
That way a fully repaired solo gen gives 2500 points, and leaving a gen to lure the killer away so someone else can repair it is not punished with a deficit in objective points if you at least touched it.
Remember, doing gens solo is still the optimal way to do them without prove thyself equipped. It should be rewarded as such.
Also touching a gen that is regressing to stop it from regressing should also give objective points, maybe around 250-500 BP?
Sacrifice should just be increased overall. hooking every survivor 3 times and getting 12 hooks should award you with 10k points without requiring the endgame collapse.
Survival points should be antiproportional to the points the killer got in the sacrifice category imo. Basically you get 10k if you escape without being hooked once. escaping while being hooked once awards 8k points. escaping after being hooked twice gives you 6k points. dying gives you points depending on how long you stayed alive but no more than 4k BP.
Also more scoring events for everything in general.
@BubbleBuster
For Objectives that's why I said 1500 or more, currently it is 1,250. They could overhaul the category but I am ok with them keeping it as is with a better cooperative bonus so that if 2 people finish 2 gens together they max the category easily. I'm not sure if you really want to encourage survivors with bloodpoints to just split up and do gens, they do that enough as it is without needing more encouragement.
For Sacrifice, my proposed changes to hook score events would make 10,800 points possible from getting 12 hooks before EGC. 11 hooks would award 9,900 points. Reasonable and easy.
For Survival I put in a time survived score counter because it would encourage survivors to last as long as possible in the trial as well as make the 10k cap attainable in games where the survivor escapes. Currently the Survival category doesn't encourage survivors to stay in games where they are likely to lose because they aren't likely to get the 5k for escaping and thus get almost nothing in the Survival category. I don't think having players lose bloodpoints in the category for being hooked would be good for the game. They already lose pip progress on their Unbroken Emblem, I believe that is punishment enough for being hooked.
Having the game last longer and be fun for both sides should result in more bloodpoints. Generally this is the case, with the only exception being baby Nea doing nothing but urban evading on the edges of the map. For the most part the system seems to agree with that sentiment.
Winning the game as fast as possible should result in gaining rank. Grade is a different thing altogether.
If both systems were tied together where only objectively good plays resulted in bloodpoint gains, then the games would nothing but sweat. Do you really want that?
By version 1.9.3 BHVR themselves seemed to have realized that Bloodpoints and Rank needed to be completely separate systems.
I just want it to be possible and not incredibly difficult to hit the 40k cap, hit it myself more often and see others get it more often. Now that we have the new prestige system to be a massive bloodpoint sink, this would only be a good thing.