Fixing the grind.

There are 84 killer perks in the game and 95 survivor perks. This is an incredible grind, expecially considering you have to purchase a perk 3 times in order to get it to max level.

This equates to on the killer side, having to get 252-3 (teachable starting perks) ie 249 seperate perks in the bloodweb in order to have a fully unlocked killer.

Or on the survivor side 285 (282 effective) perks are required to fully unlock everything on a killer.

Not to mention the fact that there are currently 24 playable killers, and 27 playable survivors in dead by daylight.

This is besides the fact that there is prestige, which can set you back up to 200 levels, if you wish to level a killer or survivor from prestige 0 level 1, to prestige 3 level 50.

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So how do we fix it. How do we make the grind more accessible for newer players to be able to "get in and play the game effectively" whilst making prestige worthwhile/but more achieveable for those wanting to 100% every killer and survivor there is.

Listed in order of difficulty to implement here are my changes that i would enact to fix the grind for the majority.

  • At level 1-15, two perks will spawn in the bloodweb. From levels 15-25 3 perks will spawn in the bloodweb. From levels 25-50 4 perks will spawn in the bloodweb. The entity will begin consuming the bloodweb at level 10 as normal. (This allows newer players to grab more perks earlier in their leveling)
  • After level 50 Perks can replace valid raritys of items/addons or offerings in the bloodweb, with a 10% chance. - effectively granting up to 3 perks gained per bloodweb, or possibly more if someone gets lucky.
  • Prestige bloodwebs gain an extra 5% per rarity - This means prestige 3's will get more rare's, very rare's and ultra rare's in their bloodwebs.
  • All category based bloodpoint offering's are reworked to give the equivalent bloodpoints to their rarity, within their category - Ie a Fragrant Primrose Blossom will now grant 400% bloodpoints within the altruisim category (this gives them the same amount of points, that they would for using a bloody party streamer, but forces the player to focus on filling the selected category of the offering.) - however, this would nerf escape cakes and survivor puddings to a lower level, but make other offerings far less useless for grinding.
  • After match bloodpoint bonuses for playing well - A bronze emblem = 150bp, a silver emblem = 250 bonus bp. a gold = 500bp and an iridicent emblem = 1000bp. (potential 4000 extra bp per match for playing very well.)
  • A "consecutive match bonus" which promotes more players to play more matches in a row (Based on if a player que's up within 5 mins of a previous match. dc penalty and waiting too long will remove this), with the highest multiplier being 3x for (insert amount of matches here). this encourages players to stay in games, and play for longer.
  • A priority system where the players in the minority get a bonus for being played (ie if theres a majority of killers playing at one time, survivors get a bloodpoint bonus and vice versa.) Not only would this incentivise playing the other role and make que times shorter, but it would decrease the grind for those willing to switch it up.
  • 3 daily's being given per day. this would automatically fill up the daily's so that someone has 3 seperate objectives to do for the day, rather then a single one per day, which only encourages a single match.

Comments

  • I'd like to share my version of this thread with a much simpler solution:

    @Seraphor said:

    There are now 95 survivor perks and 84 killer perks

    When the game launched, there were approximately 30 survivor perks and 20 killer perks.

    Every year adds 12-15 perks for each.

    In another 2 years there will be ~120 survivors perks, and ~110 killer perks.

    For established players who have already caught up with the perk grind, this isn't a problem, but for new players (and the game thrives on new players) this is fast becoming an insurmountable mountain to climb.

    120 perks, to get on just one survivor, would require you to level all survivors to level 40, and then make your way through an additional ~150 bloodwebs on that one survivor.

    27x40=1080, so around 1230 bloodwebs, at an average of around 50k per web = 61.5 Million Bloodpoints

    That's just one survivor, and not even accounting for the Prestige system.

    This is an insane amount to grind, and it's not necessarily possible to fast track it in any way, as it could be that one perk you're trying to unlock for your main survivor that just won't spawn on the bloodweb, and it takes you the full 61.5 million bloodpoints to obtain it.

    So there's two huge issues here, the insane amount of bloodpoints required to obtain the perks you want, and the ridiculously low chances of spawning the perks you want. This is only going to get worse with time, and BHVR need to do something to address it.

    One solution, that could solve both facets of this problem without doing too much to disrupt the current progression design is:

    All perks, when unlocked, are automatically available for all survivors or killers at tier 1

    So when you first begin the game, all survivors and all killers automatically have access to; their own teachable perks at Tier 1, and all generic perks at Tier 1.

    Upon unlocking a character's teachable perks at levels 30, 35 and 40, all other characters instantly acquire that perk at Tier 1.

    The result of this change is two-fold:

    1. The insane perk grind is reduced by a THIRD, as you now only have 2 tiers to unlock for each perk via the bloodweb instead of 3. Now you may think "but that's just a band-aid fix, eventually we'll have enough perks that it'll climb to 61.5m again," however...
    2. The frustration of not finding the one perk you need is almost completely removed. You will have access to all perks that you 'own' on all characters, at Tier 1. This is an immeasurable quality of life improvement, that will massively reduce the urgency to grind out perks for a character. If you need a perk, and you've unlocked that perk as a teachable, you already have it, albeit in its weakest form.

    Some perks will benefit from this more than others, for example BBQ & Chilli is not worth all that much as a BP multiplier at Tier 1, so you will still want to grind it out to Tier 3, however some other perks such as Inner Strength, are still completely viable at Tier 1, requiring you to simply wait 2 more seconds in a locker to regain a health state.

    The quality of life that this change would bring to newer players is huge, allowing them to play with any of the perks they have, without needing to invest hundreds of hours into the game before they even get a chance to use them. The 'pressure' of the grind is massively reduced, while still providing incentive to grind to 'level up' the perks you have. This could allow newer players to actually consider the Prestige system, which is currently something that is essentially written off for anyone with that huge perk grind still ahead of them.

    Meanwhile established players that have already caught up with the perk grind, will be minimally affected, as it will now take them merely 2 bloodwebs to acquire all of the new perks instead of... 3 bloodwebs.

    Most of all, this change would be such a drastic improvement, without disrupting the value of items, add-ons and offerings. The bloodpoint 'economy' would still be maintained, with Rare, Very Rare and Ultra Rare items and add-ons remaining just as 'rare' as they are now. There's no need to change the BP values of anything in the bloodweb. The grind will still remain as much of a grind for items and add-ons as it is now.

    I see a lot of people suggesting things like; "remove perk tiers entirely" and "increase bloodpoint rewards", and while these aren't entirely unreasonable suggestions either, I also doubt they're things BHVR are realistically going to consider, because they do have their own vision for what the grind should be, and the value of bloodpoints is something they have to consider. Remove the grind too much, and people have less reason to play, and less incentive to play well. But this suggestion is much more realistic in that it shouldn't completely disrupt BHVRs vision.

    However you have some good ideas here, especially the BP bonus offerings that do need to be buffed, as it is the browns and some yellows are practically worthless.

    Oh and Prestiging does increase rarity. Not by much though, effectively 2-3% I believe.

    Three dailies per day might be a bit much, especially when you miss a day and then you have six... do you get nine if you miss two days? As it stands the daily system allows you to hold up to three, with a potential fourth pending, so you can take a break for up to three/four days without the FOMO setting in. I imagine if you got three per day it would be much more annoying to miss out on a day. Maybe this could be something that only gets triggered when you've completed every single Rift challenge.