Bloodshed Skills and perks in games

 Bloodshed perks come in many forms for these games with how they're used and understanding the change of design for moment to moment gameplay for these can paint a better picture for why they're used. When it comes to the kill, hit and hunt aspects about them.

Hunt - for hunt they're used in more asymmetry games but to encourage the aggression to hunt down a target and overtake the opponent in a unique manner in order to keep the gameplay fresh with rewarding a bringing down of a target. The hunt play style is more about finding an opening rather than active striking an opponent in the moment.

Hit - These systems usually want you to get in, hit hard and hit fast; these reward active aggression in the moment and don't reward failure of action. This is rewarding when dealing with bulkier enemies and even more rewarding when you're able to get hits in on your opponent versus them being able to hit you.

Kill - These reward killing a target and usually help you kill more targets, this is more rewarding when dealing with many enemies versus a small number of them. This play style is more enjoyable for squishy easy to kill targets.

Why use these systems?

These discourage passive play and encourage active aggressive play. These are usually kept to perks and or skill tree abilities that you can use. That each ability usually opens up a new way for how you can play and changes the dynamic of the game in a way you never thought possible.

Drawbacks?

These systems can push down more passive play and kill rewards relating to getting on your feet and keeping you moving; instead opting for play styles of focused on only killing squishy enemies with the kill while with hit you're rewarding the player for getting strikes in and hunt isn't rewarding a direct interaction but rather having to invest time into finding an opening.

The kills can become lackluster when you overwhelm the enemy so easily and not having many if any real opponents to shred through really. You end up having to nerf down the character ability wise to stop them from being overpowered.

In conclusion

Only use said such systems if your goal is to encourage/ reward aggressive gameplay and fast gameplay tempos. The number of abilities you can use and said systems in place.

Examples of abilities/ perk ideas you could use

I will note examples of abilities I'm using at hand and the type.

1. Feral state; killing an enemy sends you into a feral state that grants stat boost for a short while relating to speed, dmg, etc. So long as the feral bar doesn't drain. (I am using) - kill

2. Smack reload; hitting an enemy loads up your gun with more ammo. (I am using) - hit

3. Pursuit Landing; hitting an enemy changes the landing lag speed. (I want to use) - hit

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