LapisInfernalis
LapisInfernalis
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@Elan said:
During last year devs kinda shew that they are not very good at balancing game. Boil over got buff that make it abusable and uncounterable, annoying in some maps, got nerfed twice. Boon CoH was introduced, needed nerf and then a not really needed second nerf. Julie's mixtape got reworked and nerfed a week later. Overzelaus or how is it called getting rework one week after release. Legion's and Ghostface rework was so minor, that they are still hardly relying on add ons. New maps have busted loops and some infinites. Dead man switch was buffed from niche perk to extremely oppressive meta, making solo queues even more painfull. Yes, we will see. But hope devs understand that this update will be a huge step forward and defienetly on of most important one. Will either keep game alive or will kill it entirely. Hope devs understand that solo qeues need massive quality of life changes.
Let’s say I'm cautiously optimistic.
Dead Man's Switch is just so good, because it is combined with SH:PR witch let's it basically auto-proc at least once. Once you know the killer has DMS you just need to decide what you do after someone gets hooked and then commit. I'm fine with that. Maybe they should remove the block when one of 2 or 3 people leaves a Gen.
@IlliterateGenocide said:
I'm worried 2 , mostly worried mind breaker will become meta lol, I love object of obsession 2 much.
I use Mindbreaker on Myers, because I hate people with SC and SB to notice me from 36m and run away before I can stalk. I also like Object although I think it's a bit underwhelming.
@[Deleted User] said:
I’m worried they will remove the BP boosts from BBQ and WGLF and say they’re “not necessary” because of the prestige rework.
This is also my biggest fear....
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@MrMori said:
Even SupaAlf, a Nurse main with many thousand hours agrees the range addons need to go. But I honestly don't think Nurse will ever be nerfed since she'll then be completely unplayable for beginners.
With great power comes great responsibility.
I think Nurse should be hard, because if you learn to use her, you get the ultimate power to be the most effective killer at high levels. New players should learn the basics first anyway before attempting a unique killer like Nurse. Knowing maps, survivor behavior and counterplay are all important and without that beginners will struggle with Nurse regardless of once-bugged-now-a-feature addons.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3009750#Comment_3009750
Range addons actually make learning Nurse worse for beginners as they can mess up muscle memory
As do all add-ons which change charge times or ranges. So learning a new killer without these or without add-ons at all is best.
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The only nerf she needs are the recently bug-now-a-feature range addons.
Everyone who knows the bug from 5.6.0 knows what I'm talking about.
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My predictions:
BBQ: (nerf) either as Scourge Hook or shows Survivor Locations instead of Auras
BT: (nerf) does not work once all gens are done or EGC starts
Botany: (buff/nerf) heal speed is 50%, but no longer efficiancy for medkits
Calm Spirit: (buff) all sounds are silent. no more moaning when doing totems, chests, slow vaults etc
Corrupt: (nerf) 120s instead of 180s
Coulrophobia: (buff) no more TR requirement, but 40m base
Dark Devotion: (buff) 60s or remove the Obsession part.
Dark Sense: (buff) see the killer for 5s when the gen is at 70% (like a reverse tinkerer)
DH: (nerf) no more I frames or a token based version where you can only use it 2 or 3 times.
DS: (nerf) deactivates after all gens are completed (lockers are fine, else u will get the DS+UB meta again...)
Deja Vu: (buff) see the 3 closest gens for the whole game
Distortion: (buff) 5 tokens + 20s duration
Eruption: (buff) 15% (instead of 6%)
Gift Of Pain: (buff) apply the slowdon directly after unhook, like mangled
Hope: (buff) remove the timer
Iron Will: (nerf) only cancels the "injured noises" and lets the character have the normal breathing sounds. (-> spirit and other killers can still track)
Jolt: (buff) remove basic attack requirement
Knockout: seriously.... idk
Lethal: rework, maybe something chase related like "see auras after breaking a pallet/being stunned"
Lightweight: (buff) scratchmarks are fainter
Lucky Break: (rework) 3 tokens, after being injured the perk activates for 30s (no blood, no scratchmarks, no sounds)
Monstrous Shrine: (buff/rework) basement are scourge hooks, surge hooks return after 30s after sacrifice, no kobe possible from SH
NOED: (nerf) no longer a Hex, gets 1 token per hook before all gens are done. 1 token = 20s duration
No One Left Behind: idk
Overzealous: (rework) for every gen completed, gain a stackable 3% increased gen repair speed
Off The Record: idk
Overcharge: (buff/nerf) super tiny skillcheck (like grand zone), +10% regression, but stops working once gen is completely regressed
Pain Resonance: (nerf) just some numbers maybe
PGTW: (nerf) added cooldown of 30-45s
Pharmacy: (rework/buff) getting brown medkits in every chest or that you can rummage though an open chest too to get one.
Ruin: (nerf) max 150%
Saboteur: (buff) no cooldown
Self Care: (nerf) can't be healed by teammate
Sole Survivor: (rework) reduces the time your aura or position can be seen by the killer by 33% per dead survivor (activates already on death hook before the animation ends so that BBQ won't show your location when the last person dies); if you are the last Survivor alive, gain a 5% haste status effect.
Spine Chill: (nerf) no longer works against Undetectable
Tenacity: (buff) but idk what
Thana: (buff) stays if survivor dies (that is literally what the word means: fear of death)
Tinkerer: (nerf) only once per gen
WGLF: (buff) you and the unhooked person see the killer's aura for 4s after the unhook
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3005972#Comment_3005972
Yeah Undetectable sould mean no Perks or abilities work but then you're still dealing with the issues of visibility and possibility to hide yourself while also making progress, you might be able to hide but you're not making progress thus to make progress you can't hide, which is what every stealth killer suffers from. In order for them to progress they need to expose themselves, you can't stalk if you don't look at them and to look at them you're also giving them a line of sight towards you. Visibility is anti-stealth so if a killer has to be visible to use his power then what's the point?
If you are completely Undetectable, it would be op as hell. Imagine a Wraith who is always invisible.
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@Milo said:
Seriously, the crowns aren't worth it to be angry over. You would forget they exist after a week. No one uses them, I don't use them often because it uses basic hair.
That is something they should change tbh. Just make a new slot for these event heads. Crowns and masks alike.
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It would help a lot if Undetectable means Undetectable. That type of detection immunity Myers had in EWI before that status effect was introduced. No Spine Chill warning, no Premonition (no body uses that anyways), no aura reading.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3002662#Comment_3002662
Fair enough, but Nemesis tentacle doesn't have much range. I would argue it's so that survivors can't just zickzack and avoid the tentacle strike easily. It has a very narrow hitbox, so I think it's fine the way it is.
Narrow hitbox? That thing is huge. You can't dodge it like huntress' hatchets. It's just a big block that hits you from a meter away. Deathslinger has a narrow hitbox (u can squeeze that thing through almost any hole).
Maybe it's just so frustrating to see that line on the ground, 1m next to you and still getting hit because Nemesis walks his phantom hitbox behind you.
And before you ask: I have around 40ms ping, so that issue is not on my half.
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@colley94 said:
https://forum.deadbydaylight.com/en/discussion/comment/3002457#Comment_3002457
Nice repsonse, but not possible unless the player is useless.
Sure Mikey will get it eventually, but how long that takes is completely dependent on the map and the team. Of course it's easier on Autoheaven or MacMillan, but that much harder on Lèry's or Rotten Fields. Spine Chill and Sprint Boost are basically a hard counter to Myers (especially in EWI).
Don't blame an addon or the Killer for your team's stupidity. I got perma EWIII once with 5 gens left on Lèry's. How? Because all of them were camping pallets and tbagged.
When I started to play almost 4 years ago, Myers was quite popular, so I had to deal with him quite often. I also mained him back then. So I learned how to deal with perms EWIII on both sides. It's not that hard. And you should not heal once you notice it anyways (it just wastes time).
Perma EWIII is fine. The Tombstone Piece is the one "OP" addon Myers has. Look at that one.
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@Jaxton2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3002207#Comment_3002207
It would be very easy to just allow the expiration date to be a couple weeks after the event ends to avoid this type of problem.
I already have over 200 of them in total. And that was just my 4mio BP I had saved for the event. Not to mention all the cakes I got by just playing one evening...
I will have 1k of these on all characters combined. If you let them expire, I can't even get rid of them fast enough.
It would be just dumb. And some people like to save these for other events like Blood hunts.
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@DarkEnigma333 said:
https://forum.deadbydaylight.com/en/discussion/comment/3003608#Comment_3003608
I dont see a reason why it shouldnt be shown.
Because it only tells you how much free time someone has, how much they play regularly etc. That still doesn't equal skill. I have almost 5k hrs in almost 4 years now, was playing about 50/50 for the first 1.5 years, but now I am barely doing killer archive challenges. If I get to Gold VI on killer that is something.... (usually something like Silver III). But that doesn't mean I am bad or rusty. I still crush a lot of teams with my main. People were salty because they "lost against a Bronze VI noob" as Red ranks....
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3003543#Comment_3003543
So many people still think rank = skill. There really is no reason why it needs to be shown.
Yeah. I got so many comments that were like "why do I vs red ranks, I'm just a bronze rank killer" over 3 months after the change. And the Devs noticed that people were generally happier with match results when the rank was hidden.
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I did not notice they fixed it. What is different? The necklace?
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@DarkEnigma333 said:
you should be able to see everyones ping and their monthly rank. also, at the end of the match you should be able to know which survivor was playing what, for me it only shows their account name not which survivor they were. all annoying
You can see that by going to options -> match details in the end-game screeen.
I don't think you should see their rank though. There is a reason why they hid it in the first place.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3002340#Comment_3002340
No other killer has his tentacle strike as an ability....
But similar mid ranged powers: Deathslinger, Doc, PyH, PiH...
None of their hitboxes move with them.
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@colley94 said:
Unending exposed after 2-3 mins (as long as the killer isn't a new player). Great game design.
This is the penalty for letting him stalk so much. Just don't let that happen.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3001214#Comment_3001214
Well the lingering hitbox is a good thing, but I agree that it shouldn't go past objects so you can theoretically get a hit around objects. That seems weird.
This only happens to me incredibly rarely however, so I have always assumed that it was just lag.
Do other medium ranged killers get this kind of hitbox? No. So why should Nemesis?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3001235#Comment_3001235
So why don't you tunnel the low MMR players out?
What do you do if their profile is private? Or they are not on Steam? Do you also dodge, because what if .......? :D
1. I hate tunneling.
2. Then I have to live with it. But then I don't know either. I had killers dodge the lobby because of my 4.5k (most on survivor) hrs and I don't care.
3. I dodge when they have suspicious names or profiles (e.g. Claudette_Morel_01, some numbers, when they only got one game etc.) and when I'm not in the mood to VS a clicky-clicky-squad.
I do not want to get punished especially because of the 3. reason's first group. I don't want to get forced to play with potential hackers or suffer a minutes long penalty.
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No.
Why? I just don't want to play vs 2 people who have 7k+ hrs in this game who teamed up with 2 new players to get a lower MMR.....
I've seen it. I have been used for this myself (3.5 years ago). I vsed it. I don't need it.
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@R1ch4rd_N1x0n said:
The only Nemesis change I want is for Nemesis to be renamed to Rival so it no longer causes confusion with the Killer called The Nemesis.
Or just call the perk Hatred, because that's it's in-game file name.
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The only change I want is, that they fix the tentacle's ######### hitbox. I'm sick of getting hit from around corners because the hitbox moves with the killer and does not stick to the tentacle (which already hit the ground).
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Maybe you don't know since it was changed a long time ago, but the DS skillcheck was smaller than today and it could be affected by unnerving presence which made it as large as a great skillcheck zone.
I understand that a laggy hardware can be frustrating (my friend played the game on 11fps for who knows how long, I had problems with massive framedrops in chases with my old PC on newer maps) but making the skillcheck bigger is not the solution. You make it a ton easier for everyone to use this perk. It is a huge reward if used correctly and it should not be given lightly.
I know being tunneled sucks (I hate it too, else I would not use DS) but a perk should not be the solution to this anyway. Maybe we will see some changes in the near future with all the perk updates
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2993487#Comment_2993487
To be fair, the original post was specifically complaining about flashlight blinds while breaking pallets which is honestly their weakest use. Blinding during a carry is much more effective, if they can land it of course.
I agree though that flashlight are weaker than tools and medkits. I'd much rather go against survivors who carry a bunch of flashlights than ones who all carry tools and meds.
True. Because a 4man with FLs will usually just run after you to get saves. These are easy wins for the most part if you do it right.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2994236#Comment_2994236
I already answered this in my first post, you can do this but at the cost of not being able to slow down gens.
Bait the blind. Their FL has to run out at some point.
Use Franklin's.... Use your ears....
There are so many counterplays.
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@catkillsmouse said:
They probably just want points agreed. But they should take some pallets out of the game where survivors know they can get away with this play. Fairly sure it's not intended just like face camping.
It has been in the game for 6 years.
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@missionnhunter said:
This new killer definitely needs a giant nerf. It's got excellent gen pressure on any size map, excellent chase with ability to block and jump back with husk, full speed movement. Locker exit speed is so fast it literally appears and you get hit, no chance to move. And it's got darkness. They've literally made a killer that's good at everything, no weaknesses.
AND the skill needed to play it is very very low, so literally any noob can go destroy experienced survivors. This killer should not be on par with nurse which takes hundreds of hours to learn to play decently. At this point I'm done playing against it, literally just going to die first hook. I play for fun, and if there's no fun there's no point.
This is literally the same they said 3 years ago after the Freddy rework. Look where Freddy is now after they tweaked him a bit. Rarely played, because he's a loop able M1 killer and survivors don't give a ######### about snares or pallets and because his playstyle is just not that interesting
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@Lentara said:
https://forum.deadbydaylight.com/en/discussion/comment/2992568#Comment_2992568
Bro i son't care. I'm ukrainian and in my language its female.
Sometimes languages are weird with pronouns. It's the same with sun and moon in German. Moon is male, sun female, but in many languages it's the other way around.
But now to the post.
The teleport is quite slow while not in nightfall and map dependent. Sure they added lockers though maps but wide open maps like Rotten Fields or maps with "empty centers" like swamp are bad, because lockers are rare or only at certain places. It's a lot worse than Freddy's or Onryō's teleport.
About the lockers. There is a mechanic I only noticed because someone showed it in a video. If you have 2 lockers right next to each other, they count as a single locker and it doesn't matter which of them you close, the Dredge will always teleport to the closed locker. So you can actually lock them twice. It may be a bug and might get fixed in the future so don't nail me on it.
About nightfall.
I only had it activate for 2 times each match. A perticular long one had it activated 3 times. And it is only 60s I believe? Yes, navigating can be a bit difficult, but it's supposed to be that way. For me that has not hindered me with looping that much (except on the new map) because I know most maps' layout by heart (after 5k hrs that's not surprising). I can see that this can be difficult for newer or inexperienced players, but it's basically just memorizing your surroundings as you pass them. I did that for Freddy back then, when he was played often. Remembering where the real pallets were....
If you are caught by surprise often, maybe consider using Spine Chill until you get the hang of the Dredge. It's a nice perk vs stealth killers and since Dredge is Undetectable during Nightfall this could help a lot. For navigating I recommend Windows of Opportunity. Also a great perk.
About the remnant.
Using the remnant as looping tool is OK I think. The mindgames are fun to do and to vs and it's the only thing he really has to cut chases (besides his one perk that destroyes pallets).
So I don't think Dredge is OP. I just think we have to adapt as with every new killer. It was the same back when Freddy got reworked. People complained about him having a teleport DIRECTLY to the gen, sleep and pallets/snares was too much. He was tweaked and now nobody really plays him anymore, because his gameplay is a bit stale.
I wish best for you and your people in these hard times. Slava Ukraini.
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That and for Survivors an option to bind every perk which uses a button to a different key.
I'm sick of changing it everytime I want to use repressed alliance from M4 to another key (I like M4 for DH and skillchecks, because I'm more precise like this) because I would block the Gen everytime I do a skillcheck.
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@Megmain80 said:
It’s way too dark. Those who say it’s fine are killer mains who occasionally play survivor (if at all).
I am a Survivor Main with almost 5k hrs and I don't complain. This argument you use is getting old.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2988309#Comment_2988309
I am using WoO. The problems I have are:
- Can't sometimes see the Dredge itself.
- Running into walls.
- The goddamn dark edges
Looping him with his teleport mindgames is fun. When Nightfall kicks in I legit am guessing half the time.
I did not have problems so far. It's right that you need to know the layout of the map at least decently to do well, but I like the challenge. I memorized pallets etc all the time when Freddy was played often, so I don't mind doing it for Dredge now.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2988228#Comment_2988228
https://forum.deadbydaylight.com/en/discussion/comment/2988217#Comment_2988217
Yes! I'd love some base stuff that address camping and tunneling. But everytime I see someone mention it people complain 😅
Because people automatically see unlimited BT/DS or Unbreakables. AL of these meta perks are band-aids for something......
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Well.... Maybe just use something like Windows of Opportunity instead of all the 2nd chance stuff? Or maybe look at your surroundings and memorize them? Remember when people complained that they needed to remember where Freddy put his fake pallets? It's the same. Just don't be brain afk when vsing the Dredge.
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@sizzlingmario4 said:
We don't need a new perk, we need baseline changes. Perks that address camping and tunneling are bandaid fixes. We need actual changes.
Yes.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2986219#Comment_2986219
Nobody is running Spine Chill only for 6% faster action speed while being looked at. That is less than eight seconds off a generator if you’re being stared at the entire repair duration. Take away its power against undetectable, you kill the perk. It’s that simple.
Edit: Same reason the new survivor perk Overzealous is complete garbage, and won’t be used outside of Adapt Haddie. Someone did the math that you would need to do over three complete generators without being hit after cleansing a totem to get return value. That’s 6% too.
Don't forget that Overzealous can be stacked with other Survivors and perks like Prove thyself. But yeah it's not that great.
Maybe merging Premonition and SC could work well if you make it useless against Undetectable.
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@DBDVulture said:
Just don't look at the person - it's really simple.
Ghost Face and Myers. You need to look at them to use their power.
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@GoshJosh said:
Spine Chill is fine as is. It serves no purpose if it doesn’t counter undetectable.
It helps while vaulting, it helps with finishing gens/totems/heals when the killer is approaching, it helps during chase to react to moonwalking, it helps you to determine if the killer is losely following you (especially indoors)
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Myers had that in Tier 1 ("Detection Immunity") and it was fine. Of course you were paranoid as hell until you knew it wasn't him at the start of the match.
Then they changed it and Tier 1 became even more of a pain. I have suggested to buff Undetectable to what Myers' Detection Immunity was for a long time. Undetectable Should be Undetectable. That needs you to use some brain cells while working on gens, because you need to position yourself well to see everything around you. And you need to listen too.
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I think it would help a lot if he could not down multiple people with one sweep when close to a hook. Bubba is the only killer that can down both rescuer and the rescued survivor in a single attack even if BT is involved.
Even Pyramid Head can't do this.
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I had the idea that CS makes every noise silent (except the injured noises, that's Iron Will's job). So no squeaky noises when slow vaulting, doing totems etc.
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It also doesn't work well with other languages than English. I don't remember what I was writing in German but it was definitely a normal sentence without any bad words or words that were close to a bad word in English or German.
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@Marc_123 said:
Did it second try.
All you need is a bad killer or a good team - you get this some time.
I needed 9 matches of tunnelers, moris and DC's until i got it with pure luck. I really don't have the time to try a challenge like this for x amount of times.
@IlliterateGenocide said:
I did it rarely. a shame you cant use dead hard, hope they change the "only" part
I hope it too. the DH challenge was so easy compared to this (DH is a meta perk and it was only a chase).
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@Wampirita said:
SEARCH BAR, nothing else, but that simple search bar ;-;
Generally a nice idea but bad for console players who spend an eternity typing.
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Or simply use a system like in mobile where you can toggle different perk groups like survival etc.
For this I would ask the community to sort the perks in their groups and then look at the results to do it well.
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@drsoontm said:
To be perfectly honest, I don't play lobbies with ...
- Bans newer than 800 days.
- One-stop shoppers.
- Fully numerical or random names.
- Steam profiles that haven't been setup.
I'm getting way less cheaters that I used to.
I would like this one, but also for not Steam players. Also a notification for all the f2p accounts from Epic would be nice.
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/325774/player-filter
Back in the mists of ages when this game was p2p and could packet sniffed super hard, we had a third party program that let people make lists of players and let you know when you were in a lobby with them.
This immediately went from filtering out cheaters to filtering people who used killers who played characters others didn't like and survivors who were good at the game. Queue times started to balloon after a while.
Yeah, they would see you played Doc and all equip Calm Spirit. Once I fould out, I always queued up as Doc and then switched to the killer I wanted to play. It was always funny to see all the CS in the after Match screen.
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@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2974472#Comment_2974472
Man I dont know, but honesty for example I dont think anybody will take dead hard off their builds if devs dont nerf it ore release other 4 perks more broken then that. And I hope that will never happen for this game to stay alive, no broken perks for both sides. Or we will see a drop worst then MMR + COH launch, but that's utopistic, devs will never kill the game like this. But I am surprise like some people are not accepting this meta is bad for game health, with people quitting they will bully bots. But I understand bad players have only meta perks hope to carry them.
One way to nerf DH would be to get rid of the I-frames or just make it available once or twice.
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@Viskod said:
The only time I've been DS'd by a locker grab is when a survivor does a rushed action into one knowing I'm nearby to specifically try to trick me grabbing them and getting DS'd.
I pretty much only ever see DS used by survivors who try to trick me into activating it.
I tried to play without DS, but all the tunneling or farming teammates were getting on my nerves.
If I hop in a locker, I feel tunneled. That's my way to tell the killer to leave me alone (I want to have a fun match too, and getting tunneled is not fun) for a bit. Sometimes they leave me alone, sometimes not. But it's similar like getting slugged. Minus the fact that I can't do ######### when they leave me alone. Which is boring.
But usually I don't go to lockers with DS active.
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@Prex91 said:
I understand, so you guys are not accepting that devs literally said that Willy nerf it, with other perk meta too much used.
A nerf may also be that it won't work after all gens are done anymore. The most use I got out of DS was during EGC or after all gens were finished. I would love that nerf because it would benefit killer who don't tunnel the whole game but are forced to do it in the end.
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I don't think it's over performing, just popular because it gives QoL by not needing to walk to the Gen to kick it. The real value is the combination with pop in case the Survivors touched it again or regress another Gen a great amount. All value if PR that may be overperforming is in combination with other perks like DMS or pop.
The perk itself is completely fine.
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@Slowpeach said:
The grind is something a lot of people talk about and maybe there's new ideas for dealing with it coming soon. I'm still fairly new and not having a lot of stuff is annoying. Especially levelling up characters I have no intention of playing merely to get their teachables. However here is my take on it.
- BBQ and Chili and We're Gunna Live Forever (and other perks with similar effects) no longer passively give bloodpoints in addition to their other effects. Instead you get the 100% bloodpoints regardless. You can attach conditions to increase the modifier from 0% it if you want such as generators, safe unhooks, hooks, downs etc. but ultimately you shouldn't have to use one perk slot merely for earning bloodpoints. Granted both We're Gunna Live Forever and BBQ and Chili are solid perks regardless but I personally wouldn't run either if it weren't for their bloodpoint gain.
- Players can sell unwanted equipment, addons and offerings at 25% of their bloodpoint value . This might just be me but I hate clutter and seeing all this stuff I'm never going to use. Addons are something I know a lot of people like but I'd prefer not to use them since they can't last forever, especially if you play lots of different characters/killers.
- New players get an additional 300% modifier to bloodpoints for their first 100 games and the 1 million cap is also removed from everyone. Not sure about the exact numbers on this but the sentiment is what's important. I know you don't want to overwhelm new players with loads of options and things to spend but at the same time you are putting them at a pretty significant disadvantage on top of all the other new player retention problems the game has.
These are my thoughts on helping the grind. Anyone else got their own ideas?
I would rather have a shared bloodweb/blood market like in mobile where every item/offering you get is available to all characters. Perks are obtained randomly via level-up