The Bloodweb should not be the progression system. How about this instead?

A skill point system.

It's a pretty basic principle. You play a character and earn skill points for you to spend on perks. For the sake of creativity, I'll delve deeper into the idea.

Skill Point Types & Spending

Think about the mobile progression system. Say for example, we're levelling up Adam Francis to get a high-level Deliverance. If we want to level up his perks, we need to play him in matches.

There are four types of skill points: Boldness, Objective, Altruism, and Survival. For conceptual understanding, let's say 2,000 bloodpoints equals 1 skill point in its associated category. (For example, the Late Hook Rescue score event will guarantee an Altruism skill point since it awards 2,000 bloodpoints immediately.) You can earn a maximum of 8,000 bloodpoints in a single category, which means you can earn up to 4 skill points for each category. Easy, right?

Back to Adam, if we want to level up his Deliverance to minimize the punishment in using the perk, we'll need skill points that relate to Deliverance's purpose as a perk. So... Deliverance requires you to unhook somebody else, and then lets you unhook yourself. Therefore, you will need both Altruism and Survival skill points to level up the perk.

Now say we want to get Off the Record as a part of our build. We don't have to spend ages in the bloodweb looking for Zarina's perk anymore, because we can just buy it immediately with skill points! (Note: You obviously need the teachable perk from the associated character in order to buy.) For Off the Record, we'll need Survival and Boldness skill points.

A few more examples... Want We'll Make It or Bond? You need Altruism skill points.

Looking for Prove Thyself or Stake Out? You'll need Objective skill points.

Better Together? Objective AND Altruism skill points.


For Killers, it's the exact same but with their own set of categories: Brutality, Deviousness, Hunter, and Sacrifice.

Brutal Strength? Get some Brutality skill points.

Blood Warden? Deviousness skill points.

Save The Best for Last? Both Brutality AND Deviousness!

Barbacue & Chili? Hunter AND Sacrifice skill points! You get it now.

The Bloodweb remains

While perks are being distributed with skill points, the bloodweb will serve a different purpose. You may have been wondering, "What happens if I don't make enough bloodpoints to get a skill point?" Well I'm glad you asked, because I have an answer!

Say you make 7,999 bloodpoints in the Deviousness category as... Hillbilly. You'll get 3 skill points, but the remaining 1,999 bloodpoints will go into your bank. The bank puts all bloodpoints together, so if you got some extra points in other categories, they'll be combined with everything you've already made. You can spend these bloodpoints in the Bloodweb.

How the Bloodweb Works

Items, add-ons, offerings... It's all found in here! The more bloodpoints you give it, the larger the bloodweb and stronger the commodities it yields. However, big bloodwebs have a higher chance of the Entity consuming a portion of it, just like it does currently.

For example, say you have... 200k bloodpoints stocked up. You pour in 100k, which is the maximum amount that you can use in a single bloodweb. The bloodpoints are consumed and a bloodweb slightly larger than that of a LVL50 bloodweb would look like. All nodes bear a commodity of Rare or higher. You can take any items you want the same way you do presently, except everything in the bloodweb costs nothing and creates paths to stronger items on the outer reaches.

After nearly completing one quarter of the bloodweb, the Entity will begin consuming nodes starting from the opposite side of the completed portion. Once the bloodweb is exhausted, you can repeat the process once more.


In the next bloodweb, you bet 50k. The bloodweb is half the size of the previous and bears items no greater than Rare rarity that are only present on the outer nodes of the web. The Entity only appears when half of the bloodweb is already completed, which will give you three quarters of the items in total.


Conclusion

My goal in making this is to remove the RNG reliability when progressing through the game. In my experience, I went through hundreds of bloodwebs and spent over a month of my free time pouring bloodpoints into Yui Kimura for Blood Pact. A few days ago I finally got it, but only level 1, and the game didn't give me any higher of a level from that point on and I don't have the patience to sit through it any longer. So, the less RNG, the better, and I'd like to see this game move away from RNG as it grows, and I would also appreciate any criticism or questions from my readers.

Thanks for reading!

Comments

  • I appreciate any post that makes a good faith effort to change the leveling system. I do think that categorized bloodpoints would be cool, I think it would be somewhat difficult to implement given the way bloodpoints are already calculated in DbD non-mobile. Limited range for RNG on perk discovery on bloodweb is always a good direction to move in.

    You may or may not be also interested in:

    @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)


  • @Kind_Lemon said:

    I appreciate any post that makes a good faith effort to change the leveling system. I do think that categorized bloodpoints would be cool, I think it would be somewhat difficult to implement given the way bloodpoints are already calculated in DbD non-mobile. Limited range for RNG on perk discovery on bloodweb is always a good direction to move in.

    You may or may not be also interested in:

    https://forum.deadbydaylight.com/en/discussion/185033/bloodweb-and-perk-leveling

    Bloodpoints are already categorized (ex. unhooking someone rewards BP in the Altruism category, etc.) and the skill points utilize that for progression since every 2k bloodpoints equals a skill point for its respective category. I figured building off of what we already have would be the easiest course of action both for implementation by the devs and understanding by the players, which is what I saw you've done in your post.