Had an idea for helping with grind; perk points

Instead of getting perks, you get "perk points." While this system might take longer for complete progression, it lets you focus on collecting perks you want and use instead of RNG ######### you over at every step


Key cause this might be confusing:

Tier: the actual perk level that alters its effectiveness

Level: which position in the character lineup its in (example later)


(Assuming a level 50 web): 2 nodes become "2 perk points", 2 become "1 perk points"


Perks are assigned into "Levels" (Quick and Quiet is level 1, Sprint Burst is level 2, and Adrenaline is level 3 when it comes to megs perks)


"Unlocking" a perk (getting a tier 1 of the perk) costs 3 points for level 1, 5 points for level 2, and 10 points for level 3. This is in a seperate menu that lists all perks available to you (character perks, base perks, and teached perks)


Upgrading a perk costs its level in perk points, and x2 for the third level (adrenaline would cost 3, then 6, to upgrade. Quick and quiet would cost 1, then 2)


While it slows down overall progression, it gives people the ability to focus on perks they want.


Thoughts?

Comments

  • @AetherBytes said:

    Instead of getting perks, you get "perk points." While this system might take longer for complete progression, it lets you focus on collecting perks you want and use instead of RNG ######### you over at every step

    Key cause this might be confusing:

    Tier: the actual perk level that alters its effectiveness

    Level: which position in the character lineup its in (example later)

    (Assuming a level 50 web): 2 nodes become "2 perk points", 2 become "1 perk points"

    Perks are assigned into "Levels" (Quick and Quiet is level 1, Sprint Burst is level 2, and Adrenaline is level 3 when it comes to megs perks)

    "Unlocking" a perk (getting a tier 1 of the perk) costs 3 points for level 1, 5 points for level 2, and 10 points for level 3. This is in a seperate menu that lists all perks available to you (character perks, base perks, and teached perks)

    Upgrading a perk costs its level in perk points, and x2 for the third level (adrenaline would cost 3, then 6, to upgrade. Quick and quiet would cost 1, then 2)

    While it slows down overall progression, it gives people the ability to focus on perks they want.

    Thoughts?

    This is replacing one lackluster system with another.

    Currently, the easiest way to deal with the grind is to simply remove the perk tiers altogether and just have every perk just be its tier 3 self from the start. The amount of time saved would be very substantial. After that, overall price decrease for perks make them all cost about 3-4k so it is just more cost efficient and to get perks.

    These two things will drastically reduce the amount of time sunk into grinding out bloodwebs. So much of the bloodweb is just trying to max out perks simply because the lower tier versions are often just not good. I'd also probably structure bloodwebs to spawn perks closer to the center of the bloodweb, but that's not a necessary change just a nice to have .

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/300469/had-an-idea-for-helping-with-grind-perk-points

    This is replacing one lackluster system with another.

    Currently, the easiest way to deal with the grind is to simply remove the perk tiers altogether and just have every perk just be its tier 3 self from the start. The amount of time saved would be very substantial. After that, overall price decrease for perks make them all cost about 3-4k so it is just more cost efficient and to get perks.

    These two things will drastically reduce the amount of time sunk into grinding out bloodwebs. So much of the bloodweb is just trying to max out perks simply because the lower tier versions are often just not good. I'd also probably structure bloodwebs to spawn perks closer to the center of the bloodweb, but that's not a necessary change just a nice to have .

    Or

    just stop with the triple unlock nonsense. Buy the character! Unlock the teachable! Unlock it on each character! Just... knock off that last step.