Reducing the grind while also balancing the game a bit AND giving more time for health updates.

There are some perks in the game right now, that doesnt belong to a specific character yet. (for example monstreus shrine)

How about, instead of creating new perks you just rework (if needed) some of these perks and give them to future killers? This would reduce future grind since we wont get completely new perks and ALSO would give the developers more time to look into more serious stuff instead of thinking and developing new perks.

At the same time perks like monstreus shrine could finally get the love they deserve!

Comments

  • They really shoukd buff the crap out of those perks

  • Okay, but here's the problem: I WANT new perks. People are less likely to buy a killer if they just use recycled perks.

    Not to mention the uproar that'll be caused if you ask someone to pay for a perk they already had before it was taken away.

  • @GrimmGaliard said:

    Okay, but here's the problem: I WANT new perks. People are less likely to buy a killer if they just use recycled perks.

    Not to mention the uproar that'll be caused if you ask someone to pay for a perk they already had before it was taken away.

    If you had it already, you wont lose it. They did the same with Bills perks.


    Also thats why i said rework. They could and SHOULD rework them completely, which would then make them new perks.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295306#Comment_2295306

    If you had it already, you wont lose it. They did the same with Bills perks.

    Also thats why i said rework. They could and SHOULD rework them completely, which would then make them new perks.

    And I also didn't have to pay for Bill, but iirc it was only consoles that didn't have to level him to learn his teachables because he wasn't in the game.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295321#Comment_2295321

    And I also didn't have to pay for Bill, but iirc it was only consoles that didn't have to level him to learn his teachables because he wasn't in the game.

    Yea but they still could do the same for the other perks. Everyone who already had them get to keep them.

    Only new players would need to unlock them but it would still reduce the grind since its still atleast 3 perks less per character.

  • Two problems:

    First, it would make new Characters really unattractive to get. Survivors would really just be Skins. And it would be harder for BHVR to advertise their DLCs, why should someone pay 7 Bucks when they already have most of the content? Only the new Killer would be new Content.

    Second, it would limit the Perk Choices for new players. They would start the game with almost no Perks to get, basically only the teachables of the Character they picked. Would make it really boring.

  • @Aven_Fallen said:

    Two problems:

    First, it would make new Characters really unattractive to get. Survivors would really just be Skins. And it would be harder for BHVR to advertise their DLCs, why should someone pay 7 Bucks when they already have most of the content? Only the new Killer would be new Content.

    Second, it would limit the Perk Choices for new players. They would start the game with almost no Perks to get, basically only the teachables of the Character they picked. Would make it really boring.

    Well, thats a point.


    I still would love to see that happen tho.

  • All perks should be unlocked immediately, I have no time to grind through perks for every DLC i want to try.

    Here is my suggestion:

    @fogdonkey said:

    Idea:

    Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.

    Benefits for players:

    - Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.

    - Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.

    - Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.

    - Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.

    Benefits for BHVR:

    - People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)

    - People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)

    Other important reasons:

    - Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).

    - I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).

    Further work:

    My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.

    Some ideas for further improvements:

    - Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).

    - Possibly making prestige harder since my suggestion makes it a bit more accessible.

    - Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.


  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295336#Comment_2295336

    Yea but they still could do the same for the other perks. Everyone who already had them get to keep them.

    Only new players would need to unlock them but it would still reduce the grind since its still atleast 3 perks less per character.

    But I LIKE some of those. I LIKE Sloppy Butcher and Bitter Murmer. I see NOED and Iron Grasp a surprising amount. I used to love unrelenting.

    I want new perks that fit new killers. The perks imo haven't been the problem, it's the powers. The past three or four have been so boring to me that I don't want to play them.


    I mean, look at Oni. His perks suck but I don't care. He's a fun killer and big man go smash.