DPEAVY1
DPEAVY1
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Five Arguments I Know People Will Make
1. “This turns Prestige into grind-to-win.”
Bet. Then the goal shouldn’t be to make a P100 character automatically stronger in every situation. Higher Prestige should unlock more options, new mechanics, and different ways to play, but those abilities still need cooldowns, tradeoffs, counters, and restrictions. A P100 should feel evolved — not unbeatable.2. “Secondary Killer powers would be impossible to balance.”
That’s why they wouldn’t be full copies of another Killer’s power. Secondary abilities would be reduced versions based on how far you prestiged that second Killer. Shared cooldowns, weaker effects, restrictions, and banned combinations could keep the crazy ######### under control. The point is variety, not making every Killer a ######### final boss.3. “New or casual players would get destroyed.”
Matchmaking should still try to pair similar Evolution tiers together. But if a lower-level player gets thrown into a much harder match, the game should compensate them with a Bloodpoint Risk Multiplier. The bigger the Prestige gap, the bigger the payout. You shouldn’t even have to escape or get a 4K to benefit — chase time, gens, saves, hooks, healing, downs, stuns, and overall performance should all count. There could even be rare Jackpot Trials with huge Bloodpoint multipliers. Harder match = bigger reward = faster progression.4. “Survivor powers would make certain Survivors way better than everyone else.”
Only if the powers are designed like straight buffs. They shouldn’t be. Every Survivor ability should have a completely different strength, weakness, cooldown, and purpose. Eleven might have psychic awareness. Rick might have leadership. Lara might have environmental survival. Bill might have endurance. Nobody should be “the best Survivor.” They should be different Survivors with different roles.5. “There would be way too much hidden information and too much ######### to learn.”
That’s fair — but the game can solve that through UI. Before the Trial starts, players could see the opponent’s Evolution Tier and maybe a symbol showing what category of secondary ability they brought without revealing the exact power. Survivors could also have visible ability icons. You should know enough to prepare, but not enough to completely solve the match before it starts. Part of the horror should still be figuring out:“What the ######### can this person do?”
I’m not saying every number or mechanic I suggested would be perfect on day one. That’s what testing, balancing, PTBs, and player feedback are for.
These are just the five biggest concerns I could already think of. What other problems, balance issues, or ideas do you guys see with this system? I actually want people to pick this apart and add onto it.
Because the core idea I keep coming back to is:
Prestige should become gameplay.