This started out as a simple "fix killer BP addons" post planned for the steam forums, that took a long time to write and was lost to the ether thanks to a computer mishap. Remaking the thread now, and seeing as this place seems better than the Steam Forums in terms of saturation of experienced people (I only have around 120 hours, almost all of it's in Killer, so I'm not the most qualified person to make a post like this) and general exposure, I want to get a discussion going about this kind of thing.
DbD has come a long way, but there's still a lot of jankiness in terms of BP earnings. The simple fact is, BBQ, WGLF, and BP Offerings are the only source of additional BP from matches worth a damn. I think this is a bigger problem for the game than we think. A big part of what makes DbD interesting is the variance between matches- Not just in terms of things that make you stronger, but weaker, too. Survivors already frequently go into matches without Items, and I think the game would be a lot less interesting if they were all forced to take one, for example.
BBQ and Chili is one of the best Killer perks in the game AND is ludicrously good at farming BP. WGLF is obviously nowhere near as good, but has a neutral effect on your match beyond consuming a perk slot. In that case, I have to ask why something like Speed Limiter, which has a huge negative impact on your game as Billy/LF, only provides +50/25% respective BP for chainsaw hit score events, that can't exceed the usual 8k Deviousness cap? If Killers actually USED these addons, the game would be more welcoming to new/solo queue Survivors and the game would feel more varied.
Several Perks also have the same problem, and as I wrote this thread, I realized these changes couldn't happen in a vaccum: I also believe if this kind of stuff were to happen, and widen the BP earnings gap between Killers/Survivors even more, Survivors were gonna need to be thrown a bone and gain the ability to max out their own categories more easily, so let's tackle that as we go to the end of this thread. Will try to format this as best I can, but am unfamiliar with the DbD forums, so please excuse me if I screw up:
Existing Addon Changes
The big thing here I want to do is standardise all Killers as having a BP earning addon that provides +50% Bloodpoints at the END of the match. So, that means:
Padded Jaws, "The Beast" -Soot, Speed Limiter (both LF and Billy) will all feature the above changes instead of their current BP bonuses.
Kid's Drawing is also included, but with the addendum "Bloodpoint bonus is incompatible with Addons that replace Dream Snares with Dream Pallets" for obvious reasons. If BHVR wished, they could rework the addon to have a detrimental effect on Dream Pallets, too, as an alternative.
White Nit Comb and Dull Bracelet are exceptions, as these two addons are on the same Killer, these will therefore feature +25% BP at the end of the match each instead and can stack.
Anxious Gasp will extend your Deviousness cap to 10,000. A less pronounced effect than the direct bonus BP, but I think that's reasonable seeing as Anxious Gasp is a more practical addon with no attached handicap.
Scratched/Vanity Mirror: Addons like these are special cases that act more as compensation for fewer BP events due to playstyle changes. They could be left alone, but I think they can be tweaked to incentivise their usage. I think "You may continue to stalk and drain Evil from Survivors after reaching your maximum Evil Within level for additional Bloodpoints." plus an increase to Deviousness' cap to allow for room for all those Bloodpoints would incentivise jumpscare Myers builds to take things a little slower for the possibility of more BP.
Scarred Hand: Like the Mirrors, this BP bonus isn't this addon's main feature. However, I think increasing the Deviousness Cap to something like 10,000 on top of the normal Deviousness bonuses would be reasonable for this addon, to incentivise players to mix things up a little.
Existing Perk Changes
Beast of Prey: I would personally rather see this just become a decent Perk and scrap the BP gains because I have no idea why they're there, but increasing the capacity for Hunter Bloodpoints by the current percentages BoP has would be a much better bonus.
Distressing: Make the Terror Radius increase a less confusing flat value that doesn't change between tiers (admittedly that has nothing to do with BP earnings, but it really needs to happen), and change the BP bonuses to "Gain 10/15/20% more Bloodpoints at the end of the Trial."
Hex: Thrill of the Hunt: Each Token remaining increases all BP gains at the end of the Trial by 10%, instead of Hunter category BPs. Hex: TotH will no longer spawn attached to a Hex totem, but will instead work as long as any Totem, Dull or Hex, remains on the map. For each Dull or Hex totem Survivors cleanse, all Survivors gain a 5% stackable bonus to Bloodpoints at the end of the trial.
No One Left Behind: Once at least one Exit Gate has been opened, (in addition to the current Altruism Bloodpoint gains) the Altruism Bloodpoint cap is removed for the remainder of the trial. (note: BP earnings that hit the cap earlier in the trial still don't count, but this means you might significantly exceed your normal altruism cap. Thanks to the Endgame Collapse, we shouldn't have to worry about a cap removal opening up too many terrifying farming opportunities. If I'm wrong, this could be changed to the Altruism cap simply increasing once the Exit Gates open)
Prove Thyself: The Objective category of Bloodpoints has its cap increased to 10,000.
New Addons to Standardise Killer BP Addons
I'll skip any descriptions or fluff to just get to what exactly I think these addons should do. As +50% BP after the match is a significant bonus, I want every Killer to have options for this if they don't have a BP focused handicap addon already. So:
Shape: Evil Within I requires 100% more Evil to advance to Evil Within II. This addon's Bloodpoint bonuses are incompatible with "Scratched Mirror". (note: this does not apply for EWII - EWIII, so this gives Myers an even worse early game than usual, but doesn't impact him after he gets out of EWI- beyond the extra Evil he consumed to get there, at least. Vanity Mirror still works with this, just not Scratched for obvious reasons)
Hag: Reduces the number of avaliable Phantasm Traps by 5.
Doctor: Survivors require 100% more treatment to advance Madness tiers. (so, Static Blast inflicts 0.5 Madness, shocks inflict 0.25)
Huntress: Reduces Hatchet carrying capacity by 3. Hatchet carrying capacity cannot be lowered below 1. (note: The more I think about it, the less I'm sure the final addendum should be a thing, as I could easily see M1 Huntress becoming a meme setup and I'm potentially worried about arguable double-standards with Spirit later)
Pig: Survivors wearing Reverse Bear Traps have their Auras concealed from you, and if hit while Injured, recieve Deep Wounds instead of advancing to the Dying state. Survivors afflicted with Deep Wounds will enter the Dying State regardless of this. While the Exit Gates are powered or the Hatch is open, this effect no longer applies. (note: this one feels a bit ambitious and perhaps ripe for Survivor abuse, but I didn't want something simple like "less RBTs" or "you can't crouch" because I still want Pig to have her basic gameplay fundamentals. Not 100% confident in what I came up with though)
Clown: Reduces Bottle carrying capacity by 3. (note: I also considered "You cannot move while reloading" on top of this, but beating on a man with such a weak heart while he's down feels cruel)
Spirit: You can no longer see Scratch Marks while using Yamaoka's Haunting. This addon's Bloodpoint bonus is incompatible with the Addon "Mother-Daughter Ring". (note: Unsure if this addon conflicting with MDR is reallly necessary, but seeing as MDR makes the downside not matter at all, I think it's fair. Alternate solutions are welcome though)
Legion: Successful normal attacks against Survivors drain 100% of Feral Frenzy's power. Consecutive attacks in Feral Frenzy refills Feral Frenzy's duration for 25% less duration with each Survivor hit. (note: while this makes chaining between Survivors much harder, if you already have some Feral Frenzy progress left over when you hit a Survivor, this could still carry over- eg. if it's your 2nd Survivor hit but have 25% Feral Frenzy duration left over, you'll still have 100% Feral Frenzy duration after the hit, because you regained 75% duration)
Plague: Survivors require 100% more Infection progress to reach full Infection and become Broken.
Ghostface: The first time each individual Survivor is Marked in the trial, they are not Exposed from the effect. These Survivors still see an Exposed status for the duration of being Marked as usual, however. (note: also not 100% about this one. I wanted to try and go with the theme of ghostface as a more comedic character and thus make his inconvenient BP addon a "fake-out" that also requires him to stalk his victims more intensely before instadowning them, but not sure if this would work)
Demogorgon: Gain 2 additional Portals for use. Portals do not become avaliable for re-use after they have been Sealed.
Oni: Blood Fury's duration is halved. (this one feels really simplistic to me so alternate suggestions are welcome. I considered Blood Fury being more difficult to charge up, or cancelling Blood Fury removing all remaining charges to force you to choose between risky slugs or limiting Blood Fury's potency to 1 survivor down per, but wasn't confident enough with what I came up with)
I'd really like to hear other suggestions though, especially from people experienced with the Killers in question. I tried to make some of these Addons more unique to fit certain Killer's identities better or present different obstacles, but I'd be interested to see what others have to suggest. All these addons providing the same BP bonus also means some effort should be maintained to ensure each inconveniences Killers with some level of equivalency, so critique away.
New Survivor BP Events
This list is designed to include not only events I think should award BPs but don't, but also acknowledgements to specific Survivor Perks that make plays- Some already grant BPs but several of them don't to my knowledge, which is IMO silly seeing as Perks can essentially be a Survivor's equivalent to a Killer Power, determining their role in the team.
To clear some things up, I am aware that Killer generally earns more Bloodpoints because BHVR presumably want to incentivise people to play Killer. (and, to be fair, Survivors can also indirectly get BP value out of matches from chest looting, too) My intention here isn't to fully bridge the BP earnings gap between Killers/Survivors, but to partially bridge it to compensate for these other changes. Survivors still run a significant risk of getting removed from games early, remember.
I also think Survivors who don't utterly carry their teammates, but instead fill a specific role in a larger team, often get shafted in BP categories due to a lack of overlap. A Survivor who gets good loops can be just as valuable to a team as an ultra-immersed toolboxer who the Killer never finds but still repairs several gens, so why should either be punished by getting meager earnings in certain BP categories? Meanwhile, Killers get Bloodpoints in four categories that go well together no matter how you choose to play.
I also generally feel looking at Survivor BP earnings that there's a lot of things I've seen Survivors do that they aren't rewarded for in BP in ways that warrant it. No wonder most of them are so hungry for pallet stuns!
BP earnings are rough estimates from me based on other BP values. Not sure how these would pan out in reality, so feedback is welcome.
Gain +250 BP for Generators that are completed while the Killer is engaged in a chase with you.
The "Tenacious" BP bonus for repairing gens when the Hatch is open IMO seems pointless in the face of hatch closing. IMO a +200 BP bonus for every dead/disconnected Survivor when a Generator is repaired would fit a bit better and reward Survivors who are persisting despite bad odds.
Survivors gain an immediate +100 BP for stopping a Generator's regression. (Note: For obvious reasons, this does not proc while Hex: Ruin is active)
Gain a BP bonus if you finished the final Generator. (I was thinking +750 or so?)
+1000 BP for dying, but escaping sacrifice to The Entity. (mostly by moris, or in the rare instance you bleed out. Maybe this should be +1500 or +2000?). I think this would be a nice way to make Moris feel less salty and hand over some compensation BP for being killed when you probably wouldn't be dead in an ordinary game- Or, for Cypress Moris, as a bonus to the last player standing. (Note: I'm conflicted as to if this should apply to only Moris, and exclude Kills under other circumstances like Rancor, Devour Hope, Tombstone addons, ecetera)
In addition to the current Struggle Bloodpoints, Survivors gain a +500 bonus for making it to the end of the Struggle phase if nobody rescues them, with an additional +500 if they did not attempt a self-unhook during the first phase, and were not saved during their first phase either. (note that these BPs are only obtained upon death on hook: these are intended to incentivise Survivors against giving up when hooked even when it appears like their allies have no intention of rescuing them or if they are being facecamped)
Survivors gain an additional +1000 BP when escaping the match for each Hook state they avoided reaching- So unhooked Survivors get +7000 base points for an escape, dead on hook Survivors get the standard 5000. Survivors who engage with a Killer and take risks will likely earn more points even if they are Hooked, but this will help reward Survivors who remain untouched.
Survivors gain +500 BP for reviving themselves from the Dying State, (via use of Unbreakable, No Mither or Adrenaline) with an additional +500 for every other currently downed, hooked or dead Survivor when they do it.
No Mither grants +1000 BP in this category to all other Survivors at the beginning of the Trial (does not stack with other instances of No Mither on the team) to compensate teammates for a potentially compromised game.
Gain +500 Bloodpoints if an item you looted from a Chest or brought into the Trial was picked up by another Survivor, and they escaped while holding it. (this one isn't supposed to be practical, it's just adorable. Potentially, this could be made exclusive to random teammates, not SWF teammates. Could be made to scale with Item Rarity, so +300 for a common up to +700 for an UR item)
Gain +500 BP for healing another Survivor out of the Dying state, seperate from normal Healing Bloodpoints. Overriden by the Late Heal bonus if the Endgame Collapse has triggered.
Gain +150 BP in this category if, while being chased by the Killer, another Survivor is unhooked or healed from the Dying State.
Kindred awards BP for the duration you reveal the Killer's aura to other Survivors.
Leader, Streetwise, and Vigil all award BP for allies benefiting from their respective buffs, provided they are making use of their benefits.
Open-Handed awards a small amount of BP at the start of the trial (+100?) for every Survivor aside from yourself using a Aura-reading Perk that benefits from it.
The BP values for Hook Rescues and Safe Hook Rescues should be swapped, so simply rescuing a Survivor from the hook rewards only +500, but if they got a fighting chance thanks to your rescue you still get the full 1500 total.
Safe Hook Rescues award an additional +250 Bloodpoints for every other dead or Hooked Survivor, so Survivors who make impactful hook rescues or go for an ally when they could let them die for a hatch are rewarded with more BP.
Using a Map with Crystal Bead as an addon grants Altruism Bloodpoints for the duration of its activation. (note: I tried to figure out a way to get Glass Bead to work with a BP bonus, but I'm not really sure how that would work)
If you opened the Hatch with a key, gain +1000 BP for every other Survivor who escapes in the Hatch you opened.
Completing a Generator while within the Killer's Terror Radius earns you +1000 BP.
Any Means Necessary awards +1000 BP for resetting a dropped Pallet.
Adrenaline awards +500 BP if it is triggered while in a Chase with the Killer.
When the Killer misses an Attack while in a Chase with you, you gain a small amount of BP, with a short cooldown. (I was thinking something like +100 per, but maybe specific attacks like a Pig missing an ambush could reward more? Currently I believe Deathslinger is the only Killer with BP rewards for Survivors who juke a hit which I think is odd)
Diversion and Red Herring award BP (say, 750?) if the Killer enters the vicinity of the distraction shortly after it goes off, and does not engage in a chase within a short window (10 seconds or so) afterwards.
Dead Hard awards extra BP (say, 250) for the Killer missing an attack during or shortly after Dead Hard triggers, overriding other Attack Missed BP events.
Another thing that should be noted is that if Perks like Thrill of the Hunt are going to be buffed, it might make sense to give some select Survivor perks a few bonuses for BP farming. I think I'll defer to the community on that one, though I can think of some candidates.
With all that said, my total lack of experience with Survivor is probably extremely obvious from all that, so I would very much appreciate more educated takes here.
I think the reason why I found myself so motivated to make this thread is because Behaviour are still clearly toying with the concept of BP farming stuff, but until we get the ability to have more Post-Trial bonuses beyond simply BBQ/WGLF and the usual Offerings, that effort will remain wasted.
I do appreciate that Behaviour probably don't want to tune BP earnings too high in general, for fear of throwing the in-game progression out of whack, but I think these changes wouldn't be too out of control for increasing max BP earnings, and Survivors would (hopefully) feel like they're earning more BP than usual to avoid feeling like they're even FURTHER behind in BP compared to Killers.
Above all else, I don't want the next Killer's BP farming addon to be met with a resounding "Seriously, why do Behaviour keep making these?" from the community, and I'd like players who don't own Leatherface to have a little more in the ways of BP farming options. If you feel the same way, feedback/discussion on this thread is very much appreciated, as is sharing it if you'd like with others you know could also provide useful feedback/discussion on this topic. And, if you've read this far, thanks for hearing me out, go wash your hands.