Archetype Progression

During Early Access we really truly enjoyed watching our community finding their favorite archetypes, learnings their abilities and even getting creative in the ways that weapons and abilities can be combined. As this was such strong driver for fun in our community, we looked at what we could do to even further enable our players to create their ultimate vampire not only by looks but also by adding a lot of interesting choices and variety when it comes to the gameplay.

To create a richer and more interesting player journey we came up with the concept of Archetype progression that will let you unlock perks as you progress each of the archetypes available in Bloodhunt.

 

What is archetype progression in Bloodhunt?

You can now level up your Archetypes individually and unlock special perks for them. They range from general effects, such as increased reload speed or reduced duration of the blood hunt, to specialized effects such as starting with a melee weapon instead of a pistol.

You can choose one perk at a time per Archetype from a pool of nine

You will now be able to forge specific strategies around your different Archetypes or focus on improving your skills in a specific playstyle. This enables player experimentation, and we think that you will have a lot of fun in finding the perfect perks that match your playstyle.

Unlocking new perks

The player always gets one medal each for: kills, assists, diableries, and damage done. The medals come in 4 tiers: bronze, silver, gold and ruby, with the player getting one based on their performance in each of these 4 categories

Let’s take a look at the perks available for each Archetype:

 

Archetypes

Default

1st Unlock (lvl 3)

2nd Unlock (lvl 6)

3rd Unlock (lvl 10)

4th Unlock (lvl 12)

5th Unlock (lvl 14)

6th Unlock (lvl 16)

7th Unlock (lvl 18)

8th Unlock (lvl 20)

Prowler

Bandolier

Start with extra ammo and extra ammo capacity

Phlegmatic

Start with 2 Phlegmatic* blood resonances

Athlete

Wall climbing becomes faster

Choleric

Start with 2 Choleric* blood resonances

Physician

Feeding grants a healing blood bag.

Creeper

Walking speed when crouching is increased

Marshal Gain double blood resonances but blood hunts last twice as long

Veteran

Reload 15% faster

Warrior

Starts with a melee weapon instead of a gun

Saboteur

Bandolier

Start with extra ammo and extra ammo capacity

Melancholic

Start with 2 Melancholic* blood resonances

Veteran

Reload 15% faster.

Phlegmatic

Start with 2 Phlegmatic* blood resonances

Impervious

Immunity from the red gas for a short duration after entering it

Survivor

Regenerate from a downed state 20% faster

Physician

Feeding grants a blood bag.

Athlete

Wall climbing becomes faster

Creeper

Walking speed when crouching is increased

Vandal

Bandolier

Start with extra ammo and extra ammo capacity

Choleric

Start with 2 Choleric* blood resonances

Survivor

Regenerate from a downed state 20% faster

Sanguine

Start with 2 Sanguine blood resonances

Juggernaut

Heavy landing now deals 25 damage

Athlete

Wall climbing becomes faster

Knight

Start with 50 Armor and a spare

Physician

Feeding grants a blood bag

Warrior

Starts with a melee weapon instead of a gun

Brute

Bandolier

Start with extra ammo and extra ammo capacity

Sanguine

Start with 2 Sanguine* blood resonances

Veteran Reload 15% faster.

Melancholic

Start with 2 Melancholic* blood resonances

Impervious

Immunity from the red gas for a short duration after entering it

Survivor

Regenerate from a downed state 20% faster

Warrior

Starts with a melee weapon instead of a gun.

Juggernaut

Heavy landing now deals 25 damage

Knight

Start with 50 Armor and a spare

Siren

Bandolier

Start with extra ammo and extra ammo capacity

Melancholic

Start with 2 Melancholic* blood resonances

Nobility

Reduces blood hunt durations by 50%

Choleric

Start with 2 Phlegmatic* blood resonances

Warrior

Starts with a melee weapon instead of a gun.

Veteran

Reload 15% faster.

Juggernaut

Heavy landing now deals 25 damage

Creeper

Walking speed when crouching is increased

Marshal

Gain double blood resonances but blood hunts last twice as long

Muse

Bandolier

Start with extra ammo and extra ammo capacity

Phlegmatic

Start with 2 Phlegmatic* blood resonances

Athlete

Wall climbing becomes faster

Sanguine

Start with 2 Sanguine* blood resonances

Marshal

Gain double blood resonances but blood hunts last twice as long

Nobility

Reduces blood hunt durations by 50%

Impervious

Immunity from the red gas for a short duration after entering it

Knight

Start with 50 Armor and a spare

Physician

Feeding grants a blood bag

Enforcer

Bandolier

Start with extra ammo and extra ammo capacity

Sanguine

Start with 2 Sanguine* blood resonances

Survivor

Regenerate from a downed state 20% faster

Melancholic

Start with 2 Melancholic* blood resonances

Knight Start with 50 Armor and a spare

Nobility

Reduces blood hunt durations by 50%

Impervious

Immunity from the red gas for a short duration after entering it

Marshal

Gain double blood resonances but blood hunts last twice as long

Juggernaut

Heavy landing now deals 25 damage

* Blood resonance list:

  • Phlegmatic: Reduces the cooldown on your archetype ability
  • Choleric: Increases your melee damage
  • Sanguine: Regenerates your health every second
  • Melancholic: Reduces the cooldown on your clan ability

Try it out and share your thoughts!

We are really excited about the addition of the Archetype progression, and we hope that it will provide a lot of playstyle variation and strategical alternatives that would otherwise not be possible.

We want you to try it out for yourself and get a sense of the new opportunities this system brings. Once you had a chance to try it out, we would love to hear what you think about it. You can provide feedback to use either through our survey or drop us a message.  

Until next time, see you at dusk!

/Sharkmob

 

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