Mini QoL

1. Add-on and Offering Resale/Recycle SystemCurrently, players accumulate thousands of items they never intend to use. I propose a "sell" option directly within the inventory:

  • Return Value: 25% of the original Bloodpoint (BP) cost.
  • Objective: To allow players to clear their inventory and recoup part of their investment to spend on builds they actually enjoy. A 25% return maintains the game's economy without making the grind trivial.

2. Unified Offering Pool (Shared Inventory)Offerings should no longer be locked to a specific character. Instead, they should belong to a "common pool" tied to the account, divided into two categories:

  • Survivors: All BP offerings, Map offerings, Luck, and Mist items would be shared among all Survivors.
  • Killers: The same system, shared among all Killers.
  • Why? This encourages variety. Many players feel forced to play only one character because that’s where their "good" offerings are. Sharing them allows for more freedom to switch between different Survivors or Killers without feeling like you're losing resources.

3. Data-Driven Balancing (The "Sales Metric")Beyond quality of life, this system would provide the development team with invaluable data for future balancing:

  • Buff Candidates: If a specific Add-on or Offering is consistently sold by a large percentage of the player base, it's a clear indicator that the item is underpowered, niche, or useless in the current meta.
  • Nerf/Adjustment Candidates: Conversely, items that are almost never sold (and highly hoarded/used) could point toward Add-ons that are overperforming or "must-picks," helping the team identify what needs a rework or a nerf.
  • Impact: This creates a secondary feedback loop based on player behavior, making it easier to spot which items are cluttering the Bloodweb and which are dominating the game.

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