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