I Am Once Again, Lamenting Survivors Poor BP Gain

Most of my Survivor games, at the moment, end with the majority of players getting less than 20K BP.

Even with the 100% bonus, that's less than I normally get in one match as Killer. I find that to be extremely unfortunate and definitely unfair.


I do not care to comment on the balance of the two roles. I think that the BloodPoint discrepancy between the two roles should be addressed, that's all.

Comments

  • Agreed. It doesn't make sense.

  • There should be more survival scoring events, escaping is waaaay too big of a chunk and there's no other way to fill that category up.

  • @Firellius said:

    There should be more survival scoring events, escaping is waaaay too big of a chunk and there's no other way to fill that category up.

    Escaping doesn't fill the category all the way

  • The survivor TEAM gets more bloodpoints than the killer though. The discrepancy should be addressed. More bloodpoints for the killer!

  • Every killer needs to have a survival score event for the survivor to get

    Dodge a hatchet? No points

    Stun a wraith out of cloak? No points

    Yet some killers like wesker and slinger actually have them (yet slinger is in boldness for some reason)

  • Agree. Very unfair.

    Also actual BP reward system is player centered which motivates people to care about yourself only. I have simple and effective solution for rewarding team play in this post https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework

  • @Phasmamain said:

    Every killer needs to have a survival score event for the survivor to get

    Dodge a hatchet? No points

    Stun a wraith out of cloak? No points

    Yet some killers like wesker and slinger actually have them (yet slinger is in boldness for some reason)

    Agreed.

  • We could also get survival points for every gen completed, like 1k-1,5k everytime a gen pops.

  • I would like to know what the avg bloodpoint gain per hour gameplay for each sides. Because Im not sold on this idea, if we are just look at numbers in post game chat. bHVR should address this issue if there is discrepancy, but I have my doubts about it.

    However more score events for dodging a hatchet/ trickster knife is good, it would buff farming, but I don't see farming as a huge issue.

  • Going to be feeling it more when PT gets nerfed. Not sure why they removed the BP bonuses from medkit addons as well.

    It'd be nice to have a decent game and feel like I can walk away with more than 30K more consistently.

  • Sure,

    I would like to see average game around 30k and make 40k possible in good games for both sides.

    40k is near impossible result right now for both. You have to actually focus on getting this, which seems weird to me.

  • Agreed

    @Seraphor said:

    With BBQ and WGLF having lost their substantial bloodpoint bonuses last year, and now continuing the trend with Prove Thyself, I think the way we earn Bloodpoint needs to be re-evaluated.

    While these changes are the right course, they also provided something beyond merely inflating bloodpoint gains; they gave players a secondary objective to strive for in order to boost their bloodpoints, which changes the way people play.

    Moreover, there is still a significant discrepancy between Killer and Survivor bloodpoint accrual, when Killers are guaranteed to be present in a match as long as it lasts, yet Survivors can be eliminated early on before having achieved anything, particularly via camping and tunnelling.

    So rather than simply inflating general bloodpoint rates via Bloodhunts and the like, or giving us BP dump codes, I think we need a more nuanced approach, one that can better replicate the effects of these old perk bonuses.

    Secondary Objectives

    Both BBQ and WGLF were significant for changing player strategy, and generally in a healthy way (although it could be said that WGLF influenced survivors to 'throw the game' sometimes). In general, they promoted spreading hooks, and taking risks to save other survivors. These could be replicated by providing additional bonus bloodpoint scores:

    • 500 BP bonus score for the first four of; Hook Rescues, Health states of other survivors healed, Protection Hits performed per game. In the Altruism category.
    • 500 BP bonus score for the first time you complete a generator repair per game. In the Objectives category.
    • 500 BP bonus score for the first time each unique survivor is hooked per game. In the Sacrifice category.

    These would replicate the bonuses from these perks on a smaller scale, provide up to 2000/2500 BP in total for these healthy playstyles, and encourage survivors to diversify their play style and take actions in each category.

    Equalising Survivor/Killer discrepancy

    In addition to being a massive demoraliser for survivors who are eliminated early for any reason, it also provides survivors with no incentive to stick around if they're being camped or tunnelled, and influences many DC's or 'hook suicides', which ruin the game for all survivors. With certain bonus bloodpoint scores, you could provide camped/tunnelled survivors with a commiseration prize, as well as an incentive to stick around as long as possible to help out their team mates.

    • While you're being chased, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).
    • While you're on a hook, if the killer is within 16 meters of you, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).

    The first of these compensates players who are tunnelled, or otherwise run the killer for the entire game, and are not given the chance to take any actions within the Objectives or Altruism categories. While the latter similarly compensates those who are camped, encouraging them to hang in there as long as possible, so that they can score a few more BP while helping out their team mates in distracting the killer.