Knowing how much a bug costs is not always trivial.
Guessing how long to fix, or how many "points" a bug will take is complete BS next to real-world values.
Why make devs guess at the future when you could have business manages measure the present?
The difficulty is that "how long to fix" literally has to be a guess. Even with up front investment to investigate the nature of the bug and how to go about fixing it, the end result is still a guess, just a more educated guess.
Unless you're exceptionally good at predicting the future. We should have a sidebar chat if this applies to you.
I never stated that client time was the thing to measure. I'm saying (now repeating) that PRESENT COST is a better basis than FUTURE TIME GUESS.
The whole problem is management wants to maximize dev-time so they try to cram bugs to make your time full - based on a guess. It's ass backwards.
Measure the problem then budget resources to fix.
In practice it's impossible to get accurate ROI estimates for large chunks of the work you do. So being honest about that and using an approximation often doesn't cost you any appreciable accuracy -- and you will definitely spend less time trying to figure out how to precisely cost your bugs.
Don't get me wrong, I'm in favour of using ROI as a lens for prioritizing bugs, I've just never seen anyone make a credible estimate that's more accurate than the nearest order-of-magnitude.
I'm sure this is much easier the bigger you get; Google can estimate how many clicks are lost due to a bug, and clicks are of known value, so you can make a case for this bug being worth $Xm. But for startups I think this is unfeasible because you're working with such small sample sizes.
Eg: my software has a bug, with a workaround that only affects 20% of my clients, once a month. This bug costs $20 each occurrence. So call this a $400/mo bug.
But we've got other bugs are $4000/mo bugs. Or $6k OTC bugs.
And we know what our dev time costs.
So, stop gaming devs against a broken guessing game.
Use real numbers, if you care about your code. This bug costs $400/mo to exist - spend $4000 of your dev time to fix it.
It's not: can you fix in time-guess for points - that depreciate over time (reducing motivation)
It should be: managers will leave you alone for 16h so you can work this one problem to death. Devs can then finish their tasks and gain confidence and pride.
Gaming devs against each other is not a good long term strategy. Measure the priority and allocate resources from that.