Laluzi
Laluzi
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- Laluzi
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@Peanits said:
I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.
But that's got its own problems. The huge level 50 bloodwebs have tons of goodies in them, where the early webs are mostly low-level clutter and you don't start regularly seeing high-level items until maybe level 25. It's fine for some killers like Demo, Ghostface, or Hag, but typically, most killers and all survivors don't want an abundance of browns and yellows. You figure there's lots of reagents, shrouds, bloodpoint single category modifiers, and basement/hatch offerings in that area, and those are all very unwanted items.
The perk grind's been improved, but addon/item sustainability has gone way down with this. I can't really see this as good for anyone who already had most or all of their perks unlocked. Adding in the loss of bloodpoint-booster perks and the flat cost for forced prestige and the new prestige system isn't really looking as promising as I thought it would be.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3037517#Comment_3037517
Or god forbid the killer has the audacity to bring lightborn, lol, like I do every match even if I don't see flashlights 😂
I've never seen anyone try to report me for having Lightborn. It does get a ton of DCs or people insulting me for using the perk, though.
@Peanits said:
Bannable? No. The only time farming is bannable is when you're forcing someone who doesn't want to be involved to farm. e.g. You and another survivor use them to farm hook/unhook and healing points against their will. Sitting in a corner by yourself is not forcing anyone.
Illegal? Only in some countries. If you live in one of those countries, you'll know it when the police arrive shortly. (Not really.)
Heh. They won't take me alive! I'm going down with my arms full of flan!
Actually, while you're here on the topic, could you clear a situation up for me? Let's say we have 3 survivors that want to farm, the killer is down for it, but the last survivor doesn't want to be involved and just wants to exit the match. Holding that survivor in the match against their will is against the rules, which includes stuff like slugging them or preventing them from doing gens. However, is there anything wrong with chasing them down twice to hook them before letting them go back to doing whatever it was they're doing (or chasing them down three times and killing them while sparing the farming survivors?) I just want to be sure about what's in the clear and what isn't.
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Huh. I'm not sure if the exact numbers check out, but the bones of the idea are a pretty solid way to change the dominant strategy that removing a survivor ASAP is the most reliable way to win the game.
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I wouldn't care quite as much if they were for the original characters - I like owning stuff that can't be gotten anymore too - but doing it for licensed characters just seems cruel. These are often the characters people join DBD for, and also characters that typically only have one or two cosmetic options available.
I worry that they got a taste of how much people will flock to cosmetics they otherwise had no interest in buying when Stranger Things got pulled, and want to weaponize that model for periodic "buy NOW or you lose it forever!" deals on iconic characters.
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@SAWII said:
Personally, if the choices are limited time cosmetics for licensed characters or no cosmetics, I'll take the any cosmetics.
Thing is, I can't imagine the license holders would say "We'll let you make this outfit, but you can only sell it for x weeks!" or "We'll give you the rights to this outfit, but only for a month, then we're pulling it." That's 100% BHVR's purview with the designs it's purchased. So while I'd agree if it truly was all or nothing... I cannot believe that that's actually the case.
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I'm pretty sure you need to do a lot of afk matches before you'd get dinged for it. They want to get bots, not the occasional killer who gives up or survivor who accidentally left the game on ready when they went to go make lunch.
I would bet dollars to donuts that that SWF says that to every killer who stops interacting with them. It's common amongst bully squads.
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I don't mind green glyphs. Like others have said, they're way easier on killer - you'll get 5-6 per game. Perhaps for survivor, they need to make the spawn conditions more generous, but I think mostly the issue is that survivors don't roam as much as killers do, and when they're on the move, they're often not in a position to get glyphs unless the killer decides to be friendly about it.
I'd rather have green glyphs than many other archive challenges. Hell, they're not even as tedious as cleansing x bones.
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@TeabaggingGhostface said:
Imo it should have a cooldown per gen instead
That's what I would have preferred. Like maybe a minute on each, so Tinkerer Blight can't keep zooming in and interrupting around the 70% mark, but if survivors let a gen hit zero, it can be Tinkerer'd again.
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It's in the PTB, so... sure? BHVR agrees?
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@TheSwamp said:
https://forum.deadbydaylight.com/en/discussion/comment/3033724#Comment_3033724
On my pc account all 50 bloodwebs got reset so basically confirmed, The brown clapper is the current yellow map wide bell one
Wait, so Coxcombed Clapper used to be a yellow? That's nuts. The closer I look at that bloodweb, the more oddities I find. Non-event-rarity lunar new year offering, green The Serpent, brown Blink and Swift Hunt, yellow The Beast - those, I'm guessing the actual effects changed and the rarities are reflecting what addons got swapped out for the current set (because IIRC he had a full line of All-Seeing, a full line of Blind Warrior, etc), but it's still really cool to look at. F to this museum of history.
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Oh no, that's confirmed? RIP to my Huntress bloodweb, and I'd better pour BP into everyone's webs fast so I don't waste the flans I 'saved' for later.
What did the brown clapper do?
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@HectorBrando said:
As I read so many times before in this forum whenever someone complains against frustrating stuff only to get spammed with the same parroted mantra.
"You are not entitled to any fun from my part".
Its a crappy motto but those who live by the sword die by the sword.
You're not entitled for people to play in a way that's fun for you, true... but I do think you're entitled to people actually trying to play the game. Being downstairs making a sandwich is not a valid playstyle.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/331640/afk-survivors-we-need-to-talk
To be fair, I wouldnt be surprised if half these players were just afk to reduce their MMR so they wouldnt face Nurses etc. I dont blame em.
Total bullshit. You can play a game through and then die at the end. Or just play solo queue and you'll derank most of the time anyway.
There's no argument for being AFK. It's purely selfish and bogs down the game.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3032774#Comment_3032774
Given that Killers got 7 meta perks nerfed while Survivors got 5 nerfed and one buffed (BT).
Killers got 10 non-meta perks buffed but Survivors got 16 non-meta perks buffed.
Hardly an equitable "balance" move across the board.
Because killers have a wider meta in general? I don't get the BT buff, and they seemingly forgot Guardian existed, but when you look at the actual nerfs applied, only Ruin is no longer viable on the killer side, while on the survivor side, Iron Will, Spine Chill, Decisive Strike, and Self-Care got nerfed into the ground.
Plus killers got an array of basekit buffs (longer gens, less cooldown, faster kicking, immediate 2.5% gen regression, survivors get less distance on hit) while survivors only got one buff (5s of BT, which is incredibly easy to wait out and too short to effectively bodyblock with.)
You can't honestly claim that this is a survivor-sided update.
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I dislike him being able to place the remnant in the middle of a loop because it kind of feels like he has too many toys, but on the whole I don't mind him. There's plenty of killers I'm happier to see Dredge than.
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Crop top Myers or I riot.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3032738#Comment_3032738
I think I found it actually.
At 1:28, is that the sound?
No, I don't think that's the right one. I think it's more of a ringing sound?
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3032562#Comment_3032562
I'll admit I hate this change but I kinda feel that they ruined Ruin even worse.
What's truly annoying is that WGLF lost it's BP bonus but got a buff while BBQ lost it's BP bonus and got nothing. Hmm, which side do the devs favour?
You're reading too much into that. BBQ without the bloodpoints bonus is a decent aura reading perk. Doesn't fit all killers, counterable, but fairly reliable information when you're ready to find a new chase or pressure a gen. WGLF without the bloodpoint bonus is one of the most niche healing perks imaginable - double heal speed only on dying survivors, who the killer usually picks up immediately, who will have already recovered some amount of progress by the time you reach them if the killer doesn't and often take less than a second to pick up anyway. Does WGLF have clutch uses, yes, would anyone run it for the odd chance it'll happen in any given match, no.
I wouldn't complain if BBQ got a buff to replace what it lost, but of the two, it's clear to me which perk needed it more.
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I had this issue when I first tried to get the achievement. I can't verify it, but it didn't work when I spent the end of the match teleporting around lockers for extra points, and it did work when I didn't do that and just waited for the end. I heard another player report the same result in one of these bug reporting threads. So perhaps try that?
(If you weren't teleporting at the end of the match, disregard. :P)
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3030283#Comment_3030283
I have no issue with Twins and they're a top tier killer so yeah, I don't get the complaint here. Is it because of that irrelevant Victor cooldown thingy?
The fact that you can call Twins a top tier killer while virtually nobody plays Twins kind of explains everything it has to regarding Twins QoL. People like strong killers, and Twins can be very strong. Their power isn't neutered by SWF like a couple of other would-be-high-level killers, and they're not that hard to learn to a competent level. They should be appealing.
Except playing Twins is slogging through cooldown after cooldown after cooldown before and after doing anything. They're punished for hitting, they're punished for missing, they're punished for trying to hook people. Their power is belied by how playing them is the equivalent of lumbering through molasses. The only killer that wastes more time dragging themselves around the map is Trapper, and that's because his power spawns scattered across the map.
People invoke them, Billy, and Slinger in the same contexts because they're all killers with fairly strong powers that you're dissuaded from using because their QoL is horrid.
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@Alcuin said:
STBFL is about to be broken on him. My brother -- who doesn't play DBD but understands multiplayer games -- watches me play Deathsllinger and knows immediately how powerful he is in the 1v1. 10 stacks of STBFL, lol. Killers in this game, lol.
Because somebody who's never played the game, much less the killer, has valuable pinpoint feedback to make about game balance. Okay.
Deathslinger might be able to attack again very soon after a hit with STBFL, but his gun's got the most precision hitbox in the game and the aiming apparatus is terrible to control between the delay and the turn speed. He's much worse than the other two ranged killers at the moment, and in a worse spot than most of the semi-ranged ones to boot. He's strong in chase, but there are several obstacles that can be used well against him (moreso than Huntress in particular, who's his closest comparison), and his map pressure is god-awful due to his slow speed and lack of a 1v4 element. His power's also unique in that you can actually land a hit and then have it fail after the fact due to bodyblocking.
Pretty much the only things he has going for him that Huntress doesn't do better are utilizing M1 perks and yoinking tbaggers at the exit gate.
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@Friendly_Blendette said:
I tried playing slinger and now Im regretting buying his cosmetics so much. 10 quid for the fun outfit only for the killer to be gutted. Haven't really played a single fun match so far but slingers have all been unfun.
Urgh, yes. I bought him this anniversary with the discount, and I got my teeth kicked in in any game that wasn't versus babies (and one bully squad, but that was because they weren't doing gens.) He feels so bad to play. Clunky as hell, super unforgiving hitbox, punished for missing more than any other ranged killer. Man desperately needs some love. I want to like him, and his design is cool as hell, but his gameplay is horrible.
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It's going. My internet's gone fucky the past few days, so I haven't been able to play as much as I want to; there are periods I can't get a stable connection and either get kicked out or spend the whole match teleporting back to the same spot, so the only thing I can do is turn off DBD and try again a few hours later. Just hit 333 cakes on my main killer, and might leave it at that number, because I don't see myself hitting 500 at this rate.
Matches are starting to feel like a chore, a bit, which is a clear sign to take a break once the event ends.
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Same. Looks like part of the updated description snuck in, but the numbers don't line up or something, because it doesn't mention the cooldown either.
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Sloppy will kill Resurgence's 50% in a matter of seconds, sadly. Same with any hemorrhage addons, which are fairly common. Other than that, it's a pretty simple perk.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3030764#Comment_3030764
I absolutely hate the Hag and if I had the chance to never get matched up against her again, i'd take it in a heartbeat.
Know what i'm not gonna do?
Kill my team by ragequitting. I've accepted the very, very unfortunate possibility of Hag when I queue up, and i'm still gonna make her goddamn fight for it. If it was such mortal soul-wounding pain to go against any killer on the roster, I wouldn't play the damn game.
You should play against my Hag. I haven't done her in a while, but last anniversary, I was just spamming 8-9 traps in a building or in a row along a tight hallway and then laughing my ass off when anyone ran through it. No strategy, just heart attacks.
Same to the sentiment, though. It's why I won't kill myself on hook against a camping Bubba. All I accomplish by ditching is making the things I don't like more successful. And if your list of things you can't stand exceeds the number of fingers you can count them on, you probably should find a different game instead of trying to select your matches through the DC button.
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Can't agree more. The other day I had a Mikaela DC on first down against a Myers... on The Game... with 5 flans... The Myers didn't have any fancy addons and that game would have been a bloodpoint-fueled stun fest for everyone, but nope, 3v1 at 5 gens. I'm always so baffled by players who aren't even willing to get a feel for how the match is going before they decide to bail.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3030705#Comment_3030705
What's the first thing someone does when getting unhooked with BT? They get right in front of the killer's face. Off-hook endurance players WANT the attention of the killer which is in direct opposition of BHVR's design philosophy that it's intended to allow the player to get away. People with endurance know they get a get out of jail free card, so they turn what's intended to be an evasive mechanic and turn it into an offensive weapon against the killer.
I feel like you're misunderstanding me. I'm completely aware of bodyblocking with Endurance, just as I'm aware of survivors with active DS going all "hey look at me, I'm injured, chase me!" and then stabbing the killer in the face. It was in my original post on this thread, even. I've faced plenty of this and I've done plenty of this, and I've argued on several threads that OTR in its current state is too easy and too painful to counter, especially in endgame.
You're right about everything you're saying, which is not something I've ever disagreed with. You're just also super wrong if you think it isn't also used for its intended purpose of helping a tunneled player live longer.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3030698#Comment_3030698
Endurance off hook isn't anti-tunnel. Survivors literally use it to try to gain the killer's attention by trying to bodyblock or have risk-free flashlight saves. At least with old BT they had a limited amount of time to pull this off. 80 seconds of risk-free bodyblocking and flashlight saves is going to be horrendous for gameplay.
No, it is anti-tunnel, and it's foolish to claim otherwise. It makes it so that it's more time-consuming to kill that player fresh off the hook than it would be otherwise, and make them less attractive to go after. However, anti-tunneling effects have always been used to bait killers, for as long back in this game's history as those perks have existed. They did it with BT, they did it with DS, they'll do it with OTR.
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Yeah. I thought it was very bizarre that they made OTR the next anti-tunneling perk when OTR was originally a stealth perk and Iron Will's nerf opened the gates for a replacement in that area. Like, 100% sound reduction for a long time after being unhooked? It finally had an actual shot at being used. Of course, it's definitely going to be used now, but that's because they nerfed DS and then served up super-BT on a platter.
It's pretty funny how a perk named "Off the Record" is going to encourage survivors to get up in the killer's face.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3030605#Comment_3030605
I mean I would count it. It's a skin that completely changes her into another character. I would agree for something like the Alessa skin because that's just Heather wearing a different person's clothes. Plus survivors are basically all skins anyways.
I think James Sunderland doesn't count just because he's not an original character. BHVR didn't create him or his lore. It's like when people say BHVR has a bare foot fetish with their female killers, and they all have tragic they're-the-victim backstories instead of being inherently malicious people. Pig doesn't count (ish), but BHVR didn't make Pig.
Anyway, I love Yun-Jin and think her lore is awesome, but I feel like they tried the morally-grey thing again with Jonah and it really didn't work out. He comes off as unrelatable at best and completely disjointed at worse. So while I'm hoping for more, I'm also hoping it's done well.
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I get the impression there's nothing, because I doubt they expect - or at least want - people to reach prestige 100. Putting any reward there implies it's a goal players should reach, when your average player will never get anywhere near there and even the extreme time sink players wouldn't get it on more than a few.
I wouldn't be opposed to it, but I think it'd open up a whole world of complaints if they did and the reward was something people actually wanted.
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Fearmonger's got two good uses, as far as I can tell. People on gens can't see downed or hooked players (nor will stuff like Bond work if a survivor is leading the killer into them), and it denies exhaustion perk recharging during the biggest and most consistent downtime survivors have.
You see it a lot because the universal perks available to killers are mostly garbage and it's one of the better ones.
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Unfortunately, it's still the dominant strategy due to the double whammy of the survivor off hook being a softer, pre-injured target whose location you can guarantee, and the balance of the match tipping drastically when the game changes from a 4v1 to a 3v1 and therefore being a desirable thing to achieve as soon as possible. Spreading your hooks evenly is a great way to lose the game unless you're a good bit more skilled than the survivor team or they're not focused on gens.
I was hoping the basekit changes would fix at least one of those things, but it didn't really happen (outside Off the Record, but perk dependencies were what they were hoping to fix...)
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3029344#Comment_3029344
This has nothing to do with luck.
It has something to do with luck. The initial loss of perks was bad planning, but trying to tunnel to each perk only to have the entity always pop up on the node you were heading towards at that moment is bad luck.
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He needs the 24m TR back (either that or increase the range of his gun - a 32m TR doesn't make sense for the range he can attack you at), faster ADS, and a faster turn rate while aiming.
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A quick tip with flans. The Entity will always spawn on a perk, so if you have a flan that's on the edges of the bloodweb and you're worried it'll get eaten, you should buy the two nodes that lead up to that flan, then turn around and buy your way to a perk. The flan won't be the one selected by the Entity (unless it's a low level bloodweb and there's no other perks) and you can buy it next.
But yeah, F, that's unlucky.
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@dugman said:
Just FYI Playerbase is up a massive +45% over the last 30 days on Steamcharts. There must be a huge influx of people playing killer.
I suspect a lot of people who tend to play survivor otherwise are playing killer because the bloodpoint gains are higher, more reliable, and more flans can be obtained in the bloodweb.
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I feel you. I'm fairly burned out at this point - been playing far too much, and MMR is not providing me with satisfying games. Might taper off, might take a hard break - if I do, it'll be interesting coming back to a changed DBD.
Totally agree that I'm dreading what solo queue is going to look like with stronger chases and 90 second gens, especially when 5 seconds of basekit BT does virtually nothing to stop camping or tunneling. The floated solo queue information buffs cannot come fast enough.
Either way, you'll be missed around these parts!
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3027142#Comment_3027142
Iron will still has it's use it's just not uncounterable anymore. For the majority of Survivors i still see it being very useful cause you won't always face those killers that just know where you are so more often than not you're still going to get value from it.
Nah. How often do you see anyone use Iron Will tier 2? Sound is all or nothing in this game; if there's a sound, the killer can follow it. If someone can track breathing and footsteps, they can track muffled injured noises. Many killers have headsets anyway.
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Well, if everyone was P3 already, that means you got a big supply of flans across all your characters. It might not necessarily look as impressive as one character having a giant load of them, but you've still got plenty of flans to show for all the event grinding.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026475#Comment_3026475
Their role?
"The Survivors are a team of 4. They can choose to cooperate or to look out for themselves."
Are you seriously trying to tell me that hiding at the edges of the map for the entire match is a valid playstyle?
Because everyone who's played this game before knows that survivors lose in a 3v1 unless there's a massive skill disparity and MMR has screwed up. The survivor team cannot escape without everyone working together. People can ditch each other at the end, but before that point, selfishness is ultimately self-defeating because your teammates are your meat shields. Nobody wants to encourage 'wait for you all to die so I can get hatch' gameplay because the presence of those players makes the game impossible for every other survivor playstyle.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026461#Comment_3026461
Not much different from NOED encouraging killers to play any match-throwing way they please, knowing there's a chance at more free downs/kills later
No? The killer can play however they want; they're the only person on their team, and if they get kills, it worked. Survivors that do nothing and wait for their teammates to die aren't performing their role and generally get their teammates killed through inaction. Nobody liked hatch campers and nobody will like Sole Survivors.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3015359#Comment_3015359
"A survivor might bodyblock me" is so much more manageable in terms of a defensive perk being used aggressively than the previous garbage with Decisive Strike. Endurance doesn't protect anyone from being grabbed out of a locker, for starters.
It's really not. You can elect to ignore a survivor that keeps baiting you in lockers. You can't ignore the Jill that keeps getting in your face and blocking doorways while you're trying to chase the Meg.
It was super easy to tell when a survivor was baiting DS and you could ignore or slug depending on how they played it. Survivors with 80 seconds of Endurance can harass you until you're forced to give them what they want for no value to you whatsoever and give your target the chance to disappear.
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It's so weird, because they basically just stuck old Left Behind onto it when Left Behind was changed because the repair speed boost didn't fit the model of the endgame collapse anymore. I guess it makes the Left For Dead achievement a little more doable, but other than that, it's a pointless addition.
Wake Up is more useful if your team is alive, although in those cases you probably don't need the speed boost nearly as much. I'd say Sole Survivor is better on the whole, but that's only because Wake Up is pretty weak.
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@DaddyMyers_Mori said:
I really wanna try to use We'll make it instead.
I bring We'll Make It pretty regularly, but it's not a substitute for BT. BT is for unsafe hook rescues, We'll Make It is for safe ones. Ideally you want to make safe rescues, but it's pretty regularly not an option.
Also, yeah, either BT will be meta or OTR will be, depending on if the latter gets nerfed. OTR is basically DS and your teammate having BT in one perk, so it's more slot-efficient and I suspect BT will fall by the wayside despite the fact that it was essentially buffed.
However it shakes out, one of them is still a requirement because 5 seconds endurance basekit is nearly inconsequential. Very easy to wait out, doesn't guarantee you can get anywhere. If they wanted to make camping and tunneling less attractive, they needed to go further than this.
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If not everyone is at the gate, they're lingering so that they can bail if needed but also waiting to see if their teammates need to be unhooked or bodyblocked. If they're all there and they Dead Hard out as soon as you show up, they're just taunting you.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3025999#Comment_3025999
Yup, you were right. It was the Fall Masquerade 2017 where you had to hook survivors or escape the killers grasp 12m times over four days in any gamemode. The community got to around 6 million and was given a huntress mask cosmetic recolor as a consolation prize while the real prize was never revealed.
I imagine if the prize was a cosmetic, they've probably already released it in some form. I am surprised they didn't do any kind of extension to it though, even if it was small event. Then again, it was early in DBD's life so they we're probably still testing some things out. Still surprising though.
From my quick peruse through the wiki, that seems to be the only failure.
Yeah, that's it. Good sleuthing - I knew it was where the black Huntress mask was from, but didn't know what year.
I do agree that they don't seem as likely to withhold rewards nowadays. Especially in this case, when the rewards have already been revealed and can't be repurposed in the shop. They're not going to want to waste content. I think an extension is more likely... and it might well happen, because the current line of challenges isn't progressing as fast as I think anyone hoped, and they allow less individual contributions as you move down the line (meaning more players are necessary to complete it.)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3026064#Comment_3026064
Twins would be fine if I wasn't losing 7k BP just for facing them. The fact that Victor doesn't give any chase credit is stupid.
Scratchy Myers is really, really evil on Lery's.
With Twins - as you say, every chase with Victor is a total bust for your points and emblems, which was really poorly thought out considering how Victor is set up as the main chaser. But I also don't know how to juke Victor to any reliable effect, and it's nearly impossible to play Twins without camping, tunneling, or slugging, so they typically don't make for enjoyable games on the rare occasion they show up.
Like, even Hag has more options to play non-campy games. Twins who don't intend to hang around the hook still want to send out Victor ASAP to chase someone else, so they'll invariably move Charlotte just out of range because that's the least amount of time they have to waste before they get back on the hunt. When the unhook happens, they're conveniently right there and there's no reason not to switch back.
Myers might be the most evil on Lery's, but he's also the most fun. Love the spooks. To me, it only starts getting annoying when he has a Devour Hope and it's impossible to get rid of it because of the wallhacks.
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I'm wondering the same thing. I've levelled up my Plague an excessive amount of times - she has about 100 of each iri addon - but she doesn't have every perk available on account of me not bothering to unlock certain teachables I considered bloodweb clutter. And even then, I'm wondering, like... is P3-50 with all perks going to be an immediate P6? P9? A ballpark of what we're looking at and what the maximum jump is would be nice.
Also, yeah, the Hawkins rewards seemed pretty random. Knowing what to expect would be nice so that players can ask for reimbursements if something doesn't add up.