Easy grind fix IMO

This post is just gonna be short and sweet. On the newest stream they said " don't expect anything in the next 6-9 months". Easy solution, just give more points in game. Raise the cap from 32,000 (this is just standard with no bonus at the end obviously) to 48,000 or something. Keep the bloodweb the same obviously. This will help people get stuff quicker and make playing less grindy. I get the devs are busy but this isn't a hard fix.

Side note- Make it so survivors can actually gain a decent amount of blood points in games. Killers average pretty decent amounts even on bad games. Survivors rarely get more than the killer. I've been in games where the killer got close to 30,000 and the closest survivor literally had only 22,000. Not always but that's a big gap for a close game.

Comments

  • To me it seems like the problem with survivor bloodpoints is that they have to go out of their way to earn them.

    The killer just does what they normally do, though some of their powers prove to be a detriment in the deviousness category.

  • @chieften333 said:

    To me it seems like the problem with survivor bloodpoints is that they have to go out of their way to earn them.

    The killer just does what they normally do, though some of their powers prove to be a detriment in the deviousness category.

    The biggest problem for survivor bloodpoint gain is that there are barely any ways to get points in the survival category

  • The easiest way to relieve the grind is to just do away with perk tiers altogether. There's really no reason for them to even exist. The only point to tiers is to artificially increase the length of time spent grinding, period. At the very least, just eliminate one tier and have them all go "Enduring - Basic" - > "Enduring - Advanced"

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795838#Comment_1795838

    The biggest problem for survivor bloodpoint gain is that there are barely any ways to get points in the survival category

    Isn't one of the few ways self care? Obviously there's escaping, but is that it?

  • easy grind fix:

    @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)


  • @chieften333 DS and Deliverance also award Survival points, but healing yourself is the easiest way. Escaping as the obsession gives you an extra 1000 bp too. Otz made a video on youtube a couple weeks ago if you wanna check it out

  • @Dpooly I also believe that doing actions that help you combat a Killers Power award you Survival Points. For example, Curing Yourself of the Plague, Escaping a Beartrap/Reverse Bear Trap, Mending Yourself and Escaping a Grapple with the Deathslinger. But my memory isn't so clear if that's true for all those actions.

  • @RaingerPlaysDBD You are correct, those all award Survival points as well. It is the most difficult category to max out and you have to go way out of your way do so most times. The green and yellow suture/needle addons for medkits also help if you can hit great skill checks regularly or use Stake Out like in Otz's video