What are your suggestions to reduce the grind in the game?

Arguably, the most interesting thing to do to keep things spicy in this game is making wacky builds, problem is that actually unlocking perks is a really long and tedious process thanks to being too RNG dependent

its also a point that multiple perks are used right now as band-aids for core problems, so if the game isn’t getting really that fixed anytime soon, at least let me have those bandaids sooner than later

we have +20 characters in each side too, that’s a lot

now, we can get a full rework of the bloodweb and Shrine of Secrets which would be ideal but I don’t know how they can get around that

Also they can make simple changes:

  • Removing Perk Tiers, suggested a lot before, currently a lot of perks aren’t really worth to run on Tier 1 or Tier 2 anyway and the sole exception you could argue is Discordance
  • Make everything cheaper: what if everything was 1000bp cheaper? What if everything was 2000bp cheaper? Right now a lot of BP offerings are really worthless unless you get 8000 points in each category (example, common BP offering gives you 50% but costs 3000bp, you spend 3000 for the potential of 4000)
  • Max Score 40,000 instead of 32,000 (10,000 by category), you don’t need to adjust score events except for sacrifice events, if hooking is the killer’s objective, give them some love, rewarding even more multiple hooks
  • Bloodweb should let players buy more perks early, also perks shouldn’t always be consumed by the entity when you buy another perk
  • Make bloodhunt events more often, it reallly won’t hurt you BHVR, gives us that 2x multiplier
  • If you don’t remove perk tiers, fine, purchasing a teachable perk should unlock that perk on tier one for every character
  • Small QoL, everyone should have their own teachables already at Tier 3 from the beginning, Level 1 Characters
  • Non Teachable Perks should be also unlocked from the beginning, if you don’t remove perk tiers, fine, Tier One Perks but unlocked nonetheless

These are just some ideas, not necessarily definitive ones

what do you guys suggest? So far

  • Looking at how DBD mobile handles leveling up (I didn’t know you get to choose a perk every time to level up)
  • Removal of Several Offering that just take space on the bloodweb
  • BP Offering Update, removing the category limit
  • Increasing overall BP Gain and Cap for x2
  • Recycling/selling out addons and offerings
  • Lowering the levels to purchase teachable perks
  • New Scoring Category, “Participation”, giving points for each minute in the game, also pushing the idea of 40,000 Point Cap per Match
  • Removing the 8000 point category limit and just having a cap for max score
  • Rewarding survivors survival points every time a gen gets repaired
  • Bonus Points each Rank Reset, both for Killer and Survivor, Bonus correlating to current Rank (this got leaked tho)
  • I would like to suggest that at the very least, we should have infinite common items and addons so they don’t take space on the bloodweb
  • also this: https://forum.deadbydaylight.com/en/discussion/179199/an-idea-for-you-devs-how-to-motivate-newer-player-to-stick-and-maybe-even-spend-money
  • and this: https://forum.deadbydaylight.com/en/discussion/185033/bloodweb-and-perk-leveling
  • Also, D/Cs should give bigger bonuses to everyone involved, and D/Cs should also give BBQ and WGLF stacks
  • Give killers a points multiplier for versing SWF, give survivors a multiplier for versing a Memento Mori
  • Prestige doesn’t remove everything you earned (I will personally add, prestige should lock your perk slots for a little longer, so it’s a exciting challenge mode to earn your customization, like just 3 perks slots available all the way between P2 and your way to Lv.50 on P3 as an example)
  • Give a BP % Bonus based on the Player Devotion
  • Quite a drastic change, but just removing a lot of common and uncommon addons that are just simply increases and decreases in X, with a compensation in base kits
  • Buying a characters just unlocks their perks in everyone else, and also you haven’t bought a characters, there is still a minimal chance that it spawns in your bloodweb, avoiding the fear of P2W, letting them make strong perks again
  • BBQ and WGLF basekit, promote multiple hooks and safe unhooks
  • Receiving props from another player gives you a BP Multiplier for your next match
  • Prestiging should give that particular character a permanent discount in their bloodweb (suggested 666bp per prestige, so it’s 2000 discount for P3 characters)
  • Just increasing scoring categories’ cap to 12000 so people can get a maximum of 48,000 per match
  • Also also this: https://forum.deadbydaylight.com/en/discussion/174323/bp-offering-rework-idea
  • Make shards more valuable (just lower prices, 9000 for a character is way to much, 5000 was suggested) or make them way more easy to get.
  • One universal bloodweb for all survivors and one for all killers
  • At the very least having non teachable perks be shared by all characters once you unlocked them

Comments

  • Removing perk tiers would be a great start.

  • Honestly, perk tiers are redundant at this point. I rarely use any of the offerings that give extra BP for X Category. I just don't see a point. Most of us just want perks and add-ons. I don't know how others feel about map offerings, but personally? I don't care for them. I'm fine with random maps and there's not really a situation where I'd want to run a specific map offering.

  • @Zeus said:

    Removing perk tiers would be a great start.

    ^This, and lowering the teachable levels maybe.

  • sale back add on offering and item for half the price that we don't use.

  • Removing perk tiers and doubling bloodpoint gains at base. Not only would it massively reduce the grind, but everyone could always be using good items and add-ons.

    Edit: also, removing the brown BP offerings. They are literally a waste of both BP and an offering: they cost 3k BP and make, at most, 4k. And that's only if you max their catagory. You need to at least fill the catagory by three quarters (6k BP) to break even. Yellow catagory offerings aren't any better, either.

  • We're gonna live forever needs way more ways to stack it up during a game. It should probably also do something so that it is closer to its killer counterpart. Maybe roll we'll make it into WGLF? I'd make working on gens and being chased progress stacks on it. It's already bad enough that the perk is a dead slot for extra blood points but on top of that I have to fight my teammates for unhooks or intentionally get hit if a teammate happens to be near me who is in trouble? Why?

    The ability to sell addons/offerings.

    More perks appear per web.

    Teachables moved to 25/30/35 or 20/25/30. The amount of levels you have to get because perks for a character very rarely synergize or create a build is absurd. So you end up leveling one character for one perk, another for one perk, and another for one perk.

  • @Kaitsja said:

    Honestly, perk tiers are redundant at this point. I rarely use any of the offerings that give extra BP for X Category. I just don't see a point. Most of us just want perks and add-ons. I don't know how others feel about map offerings, but personally? I don't care for them. I'm fine with random maps and there's not really a situation where I'd want to run a specific map offering.

    My friends and I like to use them for map roulette, that way we know for sure what one of the 3-4 we burn will be.

    @NekoGamerX said:

    sale back add on offering and item for half the price that we don't use.

    This is a great idea so I can sell the crazy amount of flashlights+add-ons that I have along with all the keys+add-ons since I never use them. Or all pointless offerings that exist like the shrouds, most of my moris, all the fog increase offerings, all the brown BP offerings, all the hook spawn offerings, and most of the luck offerings.

  • One thing that is fun to talk about is how perks work in mobile.

    In mobile, each character levels up as you play them, and then when a character levels up, you get to choose between 2 perks.

    My opinion is that they should keep the bloodwebs the way they are, but take out the perks and move them to the way they do on mobile.

    That way, you could have the BP grind be for offerings/Addons/Items, which are arguably far less important, and even the way the system is now, I have only like 100 hours in the game and the characters I play a lot have tons of those items already.

    They could also just make teachables work so that once you level a character up enough by playing, you unlock that perk on all characters.

  • Step 1: Reduce the cost of everything by 1000 BP. This cuts the grind by roughly 25%

    Step 2: New category for bloodpoints, raising the BP cap per match to 40,000. Participation. For every minute you're in the trial, you earn 1000 BP. (This is for killers and survivors) Maxes out at 8000 points like all others. This also encourages players to stay in the game.

    That should make the grind more bearable for new players without making anything too crazy.

  • Its sad that mobile version is already in better state than this 4 year buggy mess right devs? Just do it as on mobile remove addons from web and make a shop where you will be able to buy addon what you want...

  • Remove perk tiers, that’s really all we need

    1. Remove Perk tiers
    2. Let us turn brown offerings into bloodpoints (the most you can get out of them is 4000 bonus points, and their 3000-dollar cost means you only get a max gain of 1000 points. They're next to worthless.).
  • I'm all for removing tiers.

    Additionally, maybe allow you to 'trade in' items you have collected for a perk.

  • The way I see it is that the more tomes/rifts come to pass, the more books will be available to nooblets with more challenges. They'll chow on those and get bloodpoint boosts doing those. It would be nice to sell some add ons though.

  • 8K Category limit removed, the maximum Bloodpoint limit per match is 40K.

    Categories will track up to 10K Bloodpoints for Bonus Bloodpoints that are awarded post-match from Offerings and Perks. (Not Add Ons or Perks that give extra Bloodpoints during the match, those are only limited by the 40K per match)

    Various scoring adjustments (mostly buffs to Survival and Sacrifice) to fit with the new limits.

    Survivor Offerings:

    • Chalk Pouch, Cream Chalk Pouch, Ivory Chalk Pouch, Salt Pouch, Black Salt Statuette, and Vigo's Jar of Salty Lips removed.

    • Clear Reagent removed.

    • Petrified Oak removed.


    Killer Offerings:

    • Scratched Coin & Cut Coin removed.

    • Moudly Oak, Rotten Oak, and Putrid Oak removed.

    • Shroud of Separation removed.

  • Remove perk tiers, they're pointless and complicated, and actually somewhat limiting considering how every perk needs 3 tiers. Increase the cap to 2 million. Make blood point gains around 1.5x more. Perhaps give the ability to consume old items for more blood points. I think that would do wonders for the grind, without taking any massive changes or overhauls.

  • At the absolute LEAST, it would be nice if each character had all 3 uniques already at T3, so that those particular perks don’t need to be grind for on a character.

  • Also a rework to the BP offerings would be great. Get rid of the singular categories.

    Brown - 25% bonus bp in all categories.

    Yellow - 50% bonus bp in all categories.

    Green - just keep BPS as is.

    Purple - 150% bonus bp in all categories.

    Purple - 125% bonus bp in all catagories to all players.

    Iridescent - 200% bonus bp in all categories.

    Iridescent - 150% bonus bp in all categories to all players.

  • @Angel_di_Soufre said:

    Arguably, the most interesting thing to do to keep things spicy in this game is making wacky builds, problem is that actually unlocking perks is a really long and tedious process thanks to being to RNG dependent

    its also a point that multiple perks are used right now as band-aids for core problems, so if the game isn’t getting really that fixed anytime soon, at least let me have those bandaids sooner than later

    Also, we have +20 characters in each side, that’s a lot

    now, we can get a full rework of the bloodweb and Shrine of Secrets which would be ideal but I don’t know how they can get around that

    Also they can make simple changes:

    • Removing Perk Tiers, suggested a lot before, currently a lot of perks aren’t really worth to run on Tier 1 or Tier 2 anyway and the sole exception you could argue is Discordance
    • Make everything cheaper: what if everything was 1000bp cheaper? What if everything was 2000bp cheaper? Right now a lot of BP offerings are really worthless unless you get 8000 points in each category (example, common BP offering gives you 50% but costs 3000bp, you spend 3000 for the potential of 4000)
    • Max Score 40,000 instead of 32,000 (10,000 by category), you don’t need to adjust score events except for sacrifice events, if hooking is the killer’s objective, give them some love, rewarding even more multiple hooks
    • Bloodweb should let players buy more perks early, also perks shouldn’t always be consumed by the entity when you buy another perk
    • Make bloodhunt events more often, it reallly won’t hurt you BHVR, gives us that 2x multiplier
    • If you don’t remove perk tiers, fine, purchasing a teachable perk should unlock that perk on tier one for every character
    • Small QoL, everyone should have their own teachables already at Tier 3 from the beginning, Level 1 Characters
    • Non Teachable Perks should be also unlocked from the beginning, if you don’t remove perk tiers, fine, Tier One Perks but unlocked nonetheless

    These are just some ideas, not necessarily definitive ones

    what do you guys suggest?

    Add-on recycle.

    Why would I use darkening reagents on Nurse? I really would like my BP back.

  • I would give bloodpoints at each rank reset and the better the rank is the better the ammount is, obviously multiplied x2 because there are 2 ranks

  • Personally I would like a way to share perks with multiple characters (especially survivors since they are skins).

    For example if I have all the perks on Jake and I want them on Dwight too, instead of spending millions of BPs to level up Dwight I could share with him Jake's perks, so now both can have all the perks.

    Maybe it could be something that can be earned when reaching P3-50, or something similar.

  • Newbies can get the most meta perks with a snap.

    Fine.

    How do you compensate those who has all the perks already?

  • This:

    @Pirate said:

    Look devs, you are smart people dont you? I will tell you the big truth that WILL open your eyes.

    I am working to earn money but I also have money to spend on skins. The problem is why I only bought one skin for survivor and 2 for killer is that I am only buying stuff for geared characters. If I imagine now that I would have not over 800h in the game but only 20h the amount of stuff I would need to unlock first would even more.

    I am very interested in the new Feng skin but I will not buy it because I have no time and better use for BPs then using it on a survivor that in the end is like every other (not different powers like different killers).

    I would HIGHLY suggest following (and I say this mostly without self-interest because I already have most things unlocked on characters I am interested in):

    separate the perks from addons and items And make Perks be shared by all Killers and all Survivors

    By doing this the chance is higher that people would play a survivor or killer they did not play before and the chance is higher they would play a new character because of a new fancy skin! Just think about it:

    • its a win for new players - because the amount of stuff to unlock to play with good perks is faster
    • its a win for old players - new players means less waiting time
    • its a win for people who want to unlock all - it would be not so unattractive anymore to prestige the character because you would not lose the perks atleast
    • its a win for people who would love to buy cosmetics for characters they would usually not play
    • its a win for YOU DEVS - because people would buy stuff more!

    If I can suggest how to seperate them:

    The actual bloodweb stays for limit use stuff like addons, offerings, items.

    The perks can eather get their own "Pain Web" (you can call it what you want) or you can just make it like the shrine of secrets 4 slots you pick one entity picks second you pick 3rd and 4th is taken by entity after that 4 perks are generated again. you could even make the price a little higher for the perks it would be still a reliev for all people.

    What do you think? Tell me a single reason against it besides "people who spend all BPs before will cry a lot that other have an easier life now".


    But Devs ignored it!

  • I just updated the main post with your ideas guys

  • @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)


  • That a lot of stuff, huh

    neat

  • Updating the prestige system.

    I'm ok regarding grinding for getting the prestige 3 outfit, but not about losing all your perks+addons+offerings just because you prestige.

    That's a big nonsense.

  • While rather intrusive into the game's balance, I think slimming down the number of addons could work.

    Getting rid of the "+% variable" - addons, with a compensation in basekit might be a possibility, if we get more interesting addons in return. Example would be on trapper bags or other's charge speed addons.

  • Grind is not that bad. When you play just to play, you're going to get 1 million BP in like a few hours, maybe less, maybe more. You can buy a LOT with 1M. Especially if your plan isn't to P3 T3 every single character.

  • IMO I think the solution for the grind is just to change the teachable system, since when people complain about the "grind" they complain about having to do so for perks, mostly.

    I think that when you buy a killer or survivor, their perks should be instantly unlocked for all of your killers. This shaves off 40 levels of blood points that you need just to unlock teachables on a killer that you might never play.

    If you don't buy the killer/survivor, there should still be a (very small) chance that the perk will appear in the blood web anyway. I mean like much less than 1% if BHVR doesn't want to cannibalize sales. This gives people a chance to get cool new perks, and unlocks the paywall. If you want them faster you can still get the killer, of course.

    This has the side benefit of allowing BHVR to make much stronger perks, since they don't have to worry about it seeming P2W if everyone has access to it.

  • I think BP bonuses for devotion, each devotion level you get 5% or 10% more BP in every match maybe? To reward you for getting to level 100 however many times :)

  • Honestly,i just want them to remove most offerings.There are so many useless offerings that at this point i don't even know why the exist

  • 1: move the BBQ and WGLF BP bonuses to base kit, it’d insensitive new players to seek new targets/play more altruistically, and also give double BPS every match. Also, locking BBQ behind a licensed DLC is a bit money hungry.

    2: revert the add on loss change for survivors. Most survivor add ons are garbage, its such a waste of BP to lose your only good add ons even when you do escape

    3: remove the bloodpoint tier caps and raise the base BP gain from a match to 40k. This would make it so survivors dont get screwed out of BPS if they go against a really bad killer because of matchmaking, getting only 13k bps because the killer cant catch someone is kinda bad. Would also help killers with terrible Deviousness gain (like myers and pyramid head)

    4: lastly, change the prestige system. Its a bit absurd that people have to play this game for a very long time to even come close to getting this game to 100%. in fact, i dont even think ive heard about anyone getting every character p3 50 with all perks.

  • I personally like a good grind gives me a reason to play if there was 0 grind i would not be playing not that this games grind is bad cause it’s not lol

  • I got two ideas.

    1 gifting bloodpoints to friends it can be from a set or as many as you want.

    2 giving props to a player and you receiveing props give you 2x the bloodpoints on your next game.

  • @MadLordJack said:

    Removing perk tiers and doubling bloodpoint gains at base. Not only would it massively reduce the grind, but everyone could always be using good items and add-ons.

    Edit: also, removing the brown BP offerings. They are literally a waste of both BP and an offering: they cost 3k BP and make, at most, 4k. And that's only if you max their catagory. You need to at least fill the catagory by three quarters (6k BP) to break even. Yellow catagory offerings aren't any better, either.

    I agree with this.

  • Prestiging should give a permanent Bloodweb discount on that character, that stacks for each level of prestige.

    Maybe a 666 discount for every Prestige, so at P3, that character would get everything roughly 2000 points cheaper.

    It'd be nice if it was an even 1000 discount, but I can't see that happening because then every brown item would be free.

  • Just updated the main post guys, and that list is getting long

  • no like the selling add on item and offering back I see.

  • I think instead of having 3 tiers of perks at leasf have 2 in total.

    Also removing the 1 million cap would help, maybe 2m? Because sometimes you get into almost a million and forget to spend a few bp then when you go into a match you usually finish with 25k+ bbq and well you only needed 10k to get to 1m.

  • @Angel_di_Soufre said:

    Arguably, the most interesting thing to do to keep things spicy in this game is making wacky builds, problem is that actually unlocking perks is a really long and tedious process thanks to being to RNG dependent

    its also a point that multiple perks are used right now as band-aids for core problems, so if the game isn’t getting really that fixed anytime soon, at least let me have those bandaids sooner than later

    Also, we have +20 characters in each side, that’s a lot

    now, we can get a full rework of the bloodweb and Shrine of Secrets which would be ideal but I don’t know how they can get around that

    Also they can make simple changes:

    • Removing Perk Tiers, suggested a lot before, currently a lot of perks aren’t really worth to run on Tier 1 or Tier 2 anyway and the sole exception you could argue is Discordance
    • Make everything cheaper: what if everything was 1000bp cheaper? What if everything was 2000bp cheaper? Right now a lot of BP offerings are really worthless unless you get 8000 points in each category (example, common BP offering gives you 50% but costs 3000bp, you spend 3000 for the potential of 4000)
    • Max Score 40,000 instead of 32,000 (10,000 by category), you don’t need to adjust score events except for sacrifice events, if hooking is the killer’s objective, give them some love, rewarding even more multiple hooks
    • Bloodweb should let players buy more perks early, also perks shouldn’t always be consumed by the entity when you buy another perk
    • Make bloodhunt events more often, it reallly won’t hurt you BHVR, gives us that 2x multiplier
    • If you don’t remove perk tiers, fine, purchasing a teachable perk should unlock that perk on tier one for every character
    • Small QoL, everyone should have their own teachables already at Tier 3 from the beginning, Level 1 Characters
    • Non Teachable Perks should be also unlocked from the beginning, if you don’t remove perk tiers, fine, Tier One Perks but unlocked nonetheless

    These are just some ideas, not necessarily definitive ones

    what do you guys suggest?

    Remove perk tiers. This is a huge wall when it comes to the dbd grind. It just wastes a lot of BP for an upgrade to a perk. Keep in mind we now have over 50 perks.

    Increase bloodpoint gain and cap. Idealy you can increase the bp gain by 50% and cap by 50% making the cap for each catagory 12000 for a total of 48000 each match.

    Decrease character shard costs. You would have to play dbd daily for hours every 2 months to buy 2 characters with 18000 shards. It also doesn't help when a new chapter comes out every 3 months WITH NEW TIER 3 PERKS. I would suggest reducing the shards to 5000. Either that or double shard income.

    Make prestige only take away add ons and offerings. This would reduce the prestige grind by a huge amount. I played dbd ever since 2017 and just this year i got all my killers p3 lvl 50 with all perks.

  • 1 bloodweb for all killers and 1 bloodweb for all survivors. Grinding the same peeks is bs.

    EDIT: also, your p3 50 lvls mean nothing as long as its just spent bp on character. Rise lvls and prestiges only when players play characters they want to rise.

  • All my ideas (remove perk levels and make the 32k max bloodpoints per match non-category specific) have been added already to the list.

    Although, reworking the BP offerings to be more streamlined (aka ignore categories) haven't been added yet. Made a thread about it a while back;

    https://forum.deadbydaylight.com/en/discussion/174323/bp-offering-rework-idea

  • We've already said it but...

    REMOVE. PERK TIERS. REMOVE. PERK. TIERS

    I'll say it again for the people in the back

    R E M O V E. P E R K. T I E R S.

    that's literally all they have to do. Or at least make them 2 tiers and not 3. They do this and the grind is completely eliminated and people can actually enjoy the game without feeling like they need to throw millions of BPs and hours into every single character.

    Or my other idea was have the generic perks shared between every killer and survivor, and only the teachables need to be grinded for.

  • and the list keeps going folks

  • @Angel_di_Soufre said:

    Arguably, the most interesting thing to do to keep things spicy in this game is making wacky builds, problem is that actually unlocking perks is a really long and tedious process thanks to being too RNG dependent

    its also a point that multiple perks are used right now as band-aids for core problems, so if the game isn’t getting really that fixed anytime soon, at least let me have those bandaids sooner than later

    Also, we have +20 characters in each side, that’s a lot

    now, we can get a full rework of the bloodweb and Shrine of Secrets which would be ideal but I don’t know how they can get around that

    Also they can make simple changes:

    • Removing Perk Tiers, suggested a lot before, currently a lot of perks aren’t really worth to run on Tier 1 or Tier 2 anyway and the sole exception you could argue is Discordance
    • Make everything cheaper: what if everything was 1000bp cheaper? What if everything was 2000bp cheaper? Right now a lot of BP offerings are really worthless unless you get 8000 points in each category (example, common BP offering gives you 50% but costs 3000bp, you spend 3000 for the potential of 4000)
    • Max Score 40,000 instead of 32,000 (10,000 by category), you don’t need to adjust score events except for sacrifice events, if hooking is the killer’s objective, give them some love, rewarding even more multiple hooks
    • Bloodweb should let players buy more perks early, also perks shouldn’t always be consumed by the entity when you buy another perk
    • Make bloodhunt events more often, it reallly won’t hurt you BHVR, gives us that 2x multiplier
    • If you don’t remove perk tiers, fine, purchasing a teachable perk should unlock that perk on tier one for every character
    • Small QoL, everyone should have their own teachables already at Tier 3 from the beginning, Level 1 Characters
    • Non Teachable Perks should be also unlocked from the beginning, if you don’t remove perk tiers, fine, Tier One Perks but unlocked nonetheless

    These are just some ideas, not necessarily definitive ones

    what do you guys suggest? So far

    • Looking at how DBD mobile handles leveling up (I didn’t know you get to choose a perk every time to level up)
    • Removal of Several Offering that just take space on the bloodweb
    • BP Offering Update, removing the category limit
    • Increasing overall BP Gain and Cap for x2
    • Recycling/selling out addons and offerings
    • Lowering the levels to purchase teachable perks
    • New Scoring Category, “Participation”, giving points for each minute in the game, also pushing the idea of 40,000 Point Cap per Match
    • Removing the 8000 point category limit and just having a cap for max score
    • Rewarding survivors survival points every time a gen gets repaired
    • Bonus Points each Rank Reset, both for Killer and Survivor, Bonus correlating to current Rank (this got leaked tho)
    • I would like to suggest that at the very least, he should have infinite common items and addons so they don’t take space on the bloodweb
    • also this: https://forum.deadbydaylight.com/en/discussion/179199/an-idea-for-you-devs-how-to-motivate-newer-player-to-stick-and-maybe-even-spend-money
    • and this: https://forum.deadbydaylight.com/en/discussion/185033/bloodweb-and-perk-leveling
    • Also, D/Cs should give bigger bonuses to everyone involved, and D/Cs should also give BBQ and WGLF stacks
    • Give killers a points multiplier for versing SWF, give survivors a multiplier for versing a Memento Mori
    • Prestige doesn’t remove everything you earned (I will personally add, prestige should lock your perk slots for a little longer, so it’s a exciting challenge mode to earn your customization, like just 3 perks slots available all the way between P2 and your way to Lv.50 on P3 as an example)
    • Give a BP % Bonus based on the Player Devotion
    • Quite a drastic change, but just removing a lot of common and uncommon addons that are just simply increases and decreases in X, with a compensation in base kits
    • Buying a characters just unlocks their perks in everyone else, and also you haven’t bought a characters, there is still a minimal chance that it spawns in your bloodweb, avoiding the fear of P2W, letting them make strong perks again
    • BBQ and WGLF basekit, promote multiple hooks and safe unhooks
    • Receiving props from another player gives you a BP Multiplier for your next match
    • Prestiging should give that particular character a permanent discount in their bloodweb (suggested 666bp per prestige, so it’s 2000 discount for P3 characters)
    • Just increasing scoring categories’ cap to 12000 so people can get a maximum of 48,000 per match
    • Also also this: https://forum.deadbydaylight.com/en/discussion/174323/bp-offering-rework-idea
    • Make shards more valuable (just lower prices, 9000 for a character is way to much, 5000 was suggested) or make them way more easy to get.
    • One universal bloodweb for all survivors and one for all killers
    • At the very least having non teachable perks be shared by all characters once you unlocked them

    Dbd mobile progression system is actually just as grindy if not worse.

  • Well, I did this thread 10 months ago and we are where we started huh

    Damn