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Balancing of survival bloodpoints

EntitàEntità Member Posts: 355

Each survivor gains bloodpoints among four categories: Objectives, Survival, Altruism and Courage.
While there are numerous actions that give the score to the other categories, the Survival does not take into account the time for which the survivor managed to escape death: for example, a poor player, who is hooked three times in the first five minutes of play, gains, due to the struggling phase, more points in Survival of those who remained unharmed for a quarter of an hour and finally were "electrocuted" in front of the exit gate with Rancor.

Do not you find it appropriate that a parameter referable to the time of survival contributes to the final score in this category?

Comments

  • ChesterTheMolesterChesterTheMolester Member Posts: 1,544
    Entità said:

    Each survivor gains bloodpoints among four categories: Objectives, Survival, Altruism and Courage.
    While there are numerous actions that give the score to the other categories, the Survival does not take into account the time for which the survivor managed to escape death: for example, a poor player, who is hooked three times in the first five minutes of play, gains, due to the struggling phase, more points in Survival of those who remained unharmed for a quarter of an hour and finally were "electrocuted" in front of the exit gate with Rancor.

    Do not you find it appropriate that a parameter referable to the time of survival contributes to the final score in this category?

    No, survival category needs some changes but that suggestion will lead to survivors refusing to leave when the gates or hatch is open for the points.

  • EntitàEntità Member Posts: 355
    edited November 5
    @ChesterTheMolester You talk about a real issue, but the solution is simple: no more Survival points after exit gates have been powered or when the hatch is open.
  • EntitàEntità Member Posts: 355
    edited November 7
    Who recognises the problem, but disagrees about the solution, can explain their own alternative adjustment, of course. :)
  • d3ftc0nd3ftc0n Member Posts: 7
    I’m in favor of similar BP for survivors, if they are in favor of sharing similar queue times.
  • EntitàEntità Member Posts: 355

    @d3ftc0n Think about it, if the killers face long queues, it means that the number of survivors is insufficient to cover the demand, that is, less than four times the waiting killers, so the role of the survivor must be incentivized with increases in BP.

  • d3ftc0nd3ftc0n Member Posts: 7
    edited November 9

    @Entità said:
    @d3ftc0n Think about it, if the killers face long queues, it means that the number of survivors is insufficient to cover the demand, that is, less than four times the waiting killers, so the role of the survivor must be incentivized with increases in BP.

    My point is with the queue as is, survivors get insta-queues and can already outpace killer BP gains over the course of multiple games.
    I do understand the point you are trying to make, but I'm not convinced that would be the best solution to start with.

  • AerysAerys Member Posts: 164

    Like I pointed out in my thread (https://forum.deadbydaylight.com/en/discussion/29714/quick-fix-bloodpoint-disparity) there's no real way for Survivors to gain BP in survival unless they escape at the end and get that huge 5k BP boost from it, and on average the points they get in other categories won't hit cap either, the only category they might hit cap in is objectives, that is if they stay on Generators the whole game, but then they won't have a ton of boldness or altruism. Essentially, Survivors will never cap in more than one category while a Killer can cap in at least two, maybe three if the game goes on long enough, and four if their sacrifices work out just right (which they usually don't for whatever reason even with a 4k).

    Allowing Survivors to gain points easier in other categories will allow for people to feel like it's worth it to play Survivor for reasons other than SWF where they can be t-bagging toxic players toward the upper ranks. I used to shake my head at Killers who camped and tunneled, but now after I became a rank 1 Killer I realize that they probably just wanted to make sure a toxic person didn't escape and get 5k BP they don't deserve. Yes, I do believe that bad behaviour and rudeness means they don't deserve things, actions should have consequences after all. As much as I report these Survivors and do my best to not camp or tunnel (which I do tunnel on occasion as either they are toxic or it's just my only hope at getting even one sacrifice) I still try to understand why these things happen.

    But I digress, simply put, giving Survivors a better way to earn BP will help more people want to play Survivor as they will feel their actions are being rewarded properly. I wiggle when a Killer catches me, but I know it gets me nothing and that 99% of the time it does nothing to help my case, while you could argue it means they won't take me to the basement what Killer has the time to walk all the way there every time they down someone, I sure as heck don't and so I just slap them on the closest hook, even if they don't wiggle. Rewarding these actions that currently don't actually give the Survivor anything would be a great start at balance and making people want to play them, because I really do want to enjoy playing Survivor and I do at times, but it's super not worth it in points even if I do hop from game to game over and over, being a Killer with a longer queue time is still more rewarding and more fun.

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