Rydog
Rydog
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Good talk.
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@Seanzu said:
It's the same if a killer DC's when you're going for adept surv, it definitely should be fixed.
Agreed, that ought to count as an escape.
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I have never understood the logic of how DBD's chat filter works.
Like, if I 4K people with Freddy, and I type "gg, every town has an Elm Street" in chat (which is a well-known Freddy quote), it censors the word "town." I don't even know what that word is supposed to be close to, in terms of something censorable. I'm sure the intentions are good, but I wish we just had the option to turn the filter off, just like you can in every other game that exists.
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I have had multiple tome challenges and daily rituals fail to clear/progress since the last patch. This is apparently a widespread issue.
I have heard that cycling the challenge (de-selecting and then re-selecting) each time you start the game client will help.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3279114#Comment_3279114
How is it a free down when the killer waits with any hits until the survivor is done?
A healthy survivor would get hit once, use the speed boost to the next tile and loop the friendly killer to hell and back like usual?
And please don't come with specifics like X killer has an instant down, that's not a general applicable answer.
It's a free [whatever it was going to be before the survivor stopped dead in their tracks], i.e., a hit or a down.
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If you're the killer, why not? Just wait! The survivor is saying "I am giving up to get this glyph," so why not let them? You aren't actually a killer in real life, just have a little bit of courtesy to the player who is handing you a free down, this is obviously important enough to them that they would do so. The game should just make you invulnerable when doing glyphs.
(I 100% do this every time, and I will always hold everyone to my standard on this sort of thing.)
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3278717#Comment_3278717
About the absurd argument. Why do killers use weapons and hooks? It should be a modified game of tag so we don't exclude young audience /s
Full accessibility does not take precedense over everything. If fixing accessibility ruins the game, then maybe the game should not be friendly to fully blind or fully deaf people. If there is an easy fix - say perk that gives advantage together with fixing accessibility issue - say spine chill, then provide that perk as an option for everyone. But please don't make it basekit for every player.
https://forum.deadbydaylight.com/en/discussion/comment/3278678#Comment_3278678
Sure and existance of boons is buff to a killer as survivors spend less time on gens. By this logic we should probably make basekit CoH for everyone and call it a win win.
You know that extended FOV is much better benefit then hindrance. Why are you even trying to sell it as survivor buff?
We definitely disagree over the idea that a universal FOV slider would ruin game balance. It wouldn't. If it were as strong as you imply, every killer would be running Shadowborn.
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I'm not particularly biased toward either side, I play everything. If anything, I play way more survivor than killer. So, your assumption there is wrong. :P
The idea of the game being balanced around FOV as a design element at the cost of accessibility is absurd -- and it really is that way, man, that's on them. The accessibility should still come first. That's like an obvious accommodation that games have been making ever since the advent of 3D graphics cards, and the consistency around this Shadowborn argument supports that.
They should just add an FOV slider, maybe not to the degree that current Shadowborn affords if that's too much, but something that is more customizable than what we have now. The people who need Shadowborn to even play at all have to give up an entire perk slot to do so.
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FOV is an accessibility feature in any normal video game. It should not be gated by a perk, the end.
People here arguing about killer vision and game balance, as though that should somehow take precedence over actuial game accessibility. Get real. You'll adapt to it. I've seen some players who literally cannot play any killer without Shadowborn because it gives them motion sickness.
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@Akumakaji said:
Dear BHVR,
I love the game and I think that its in a better state then it has ever been before, if you dont count the crazy first years.
But now that rank and grades are no longer used for match making, de-pipping serves no purpose. On one hand people say "grade is no skill indicator anymore, its monitors how much you played that month", while on the other hand they say "removing the de-pipping would take away all excitement and skill requirement, giving free BP to everyone".
So what do you want? Do you want the grades to reflect skill? But right now we can't flex with our awesome Iri1 grades, because its hidden from everyone besides friends in SWFs lobbies. Or do you want to make it a reward for loyal players who came back time and time again to play your game? You can't have the Escape cake AND eat it, so please make up your mind.
I would prefer that it was, indeed, a reward. So please, please, PLEASE take away de-pipping. Its a relic of the old ranks system and serves no purpose besides being extremely frustrating and unfun at times.
Everyone knows the pain of being in gold or iri, 4 pips, and then a series of unforseen events sends you tumbling down to 1 or even zero pips. As a killer it is pretty hard in the Iri region to pip at all and a good SWF group can easily make you de-pip just by denying you any success. But as survivors its even worse: you could be camped as the first survivor being found in that trial with no chance at all. Or somewhat even more frustrating: earlier this day I had a game with an afk killer. I did my gens, I cleansed a totem, open a chest .. and still de-piped. Well, thanks for that one, no I am back to start.
I am a killer main, and I love to give survivors who played well the hatch or relax the tension a bit after two survivors died and the last two sorta "give up", by memeing with them. But when I am in the Iri grades and get like 3 pips, I just can't effort that. In a game plagued with toxicity and players feeling hopeless after getting stomped, the de-pipping system does nothing to help the situation, but actually increases the problems. When I am just one or two pips from grading up I frankly don't give hatch, I don`t relax my playstyle and I play as sweaty as it gets. Its actually a real relieve when I finally hit Iri1 with killer, usually a week before grade reset and I finally can play the game the way I like and not play "balls to the walls" every single time. I am definitely not the only one who thinks so and it would be way more healthy for the game to just count your good games until you reach Iri 1 and don't bother with the bad ones, besides DCs. DCs are the only valid reasons IMHO that warrant to take a pip away.
And now a dirty, little secret at the end: some people have suggested a method that works pretty well if you struggle with pipping up in the Iri grades, and I tried it out for the first time this month. You go for two hook and don't kill anyone, not even the dirty SWF bullies who really try to get under your skin. Let everyone escape scot free, 8 hooks being the max you go for. Do so till you drop in MMR deep enough that you notice that the baby survivors around you are too afraid of you, dont do gens and dont go for saves. When peple start dying on first hook, even though you are at the other side of the map, shift gears, play as sweaty as possible, dont show mercy and just burst through 2 grades in 5 games by getting a mercyless rating every game. Just dont kill them too fast and shoot for 12 hooks.
Is this a playstyle that you want to promote? Smurfing is nothing new and some people do it regularly. I didn't enjoy doing it, as it probably ruined the experience of the 6 games or so that I utterly stomped, but I am adapting. So please, dont force people to adapt this way. I would hit Iri 1 naturally each month by playing in my MMR bracket, just by the occasional stelar game that garners me a pip, IF de-pipping wasnt a thing.
Thanks for listening
Sincerely
Me
I 10000000% play the way you suggest at the end, as killer. But, it's to facilitate efficiency for challenges. I'll screw around and not really go after kills, if my challenge is to break 50 pallets or chase people for 300 seconds or whatever stupid thing they're forcing me to do. The challenge always IS THE GOAL for me. If I rank down because of that, all the better. It means when I get to the "sacrifice 20 survivors" challenges, Mr. Bing Bong has a mission and you get the red clapper and the hide-the-TR brown add-on, because I have to make sure you are dead dead, and that's much easier and more guaranteed if I have spent the last 14 matches "losing."
This is the way it makes sense to play, to me, for as long as the stupid tome challenges are the way they are.
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The chat filters are completely bizarre and stupid. They just seem random. And for who knows why, you can't even disable the filter like in a normal-ass video game.
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I don't understand how you would... abuse it. Boil Over's effect happens when you wiggle. When you get picked up, you begin wiggling, that's normal behavior for a survivor. Either you are using the perk, or you are not using it. There are no gradients to it.
Are you asking "Why do you wiggle at all when you have this perk?" Is that what you are asking? Because that seems like the only real choice at hand here.
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Fun is pretty subjective, and in a game like this where there are a gazillion options between survivors, killers, items, add-ons, offerings, perks, powers, maps, and tiles, there is bound to be some combination of stuff that you or I find objectionable.
As a survivor, I don't like playing against Deathslinger, I find him oppressive and the counterplay boils down to "did I get lucky and zigzag the right way?" I don't like playing against Cannibal because his chainsaw dash lasts for approximately 800 years and there is literally no way to escape him if he decides you're going down, especially right off hook. I don't like playing against Wesker because it just feels really really bad and oppressive to get slammed against the wall and have my movement taken away for so long, I HATE that he needs a 40 meter TR and it just throws me off my whole game, and his voice lines are too frequent and add insult to injury when I am already feeling frustrated.
As a killer, I absolutely do not take the game very seriously so I do not have an easy, ready-made list of stuff I don't like.
But, maybe other people do not feel the same way I do about the stuff I mentioned up above. Maybe they have their own stuff. I can't say whether that stuff is balanced; those killers certainly are not at the top of any tier lists (though Wesker seems strong right now). But they just feel bad to go against. Part of this is probably just my own personal issue. Part of it is that BHVR is very bad at considering the human "how does this feel?" element when making balance changes, and they get excessively over-reliant on data alone to tell the story for them (the whole Object of Obsession kerfuffle is exhibit A here).
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FWIW, when I play killer it's almost always in the service of some tome challenge, and I will prioritize the terms of the challenge more than the actual match goals. But if the challenge is "kill 20 survivors" or something like "make sure the exit gates don't open," you'd better believe I'm using my most oppressive add-ons and making sure everyone is dead. I'm after efficiency and nothing else in these cases, I have a box to check.
Other times I'm nice and goof around and proooooooooooobably let people leave after 8 hooks. And I'll always let you get your glyphs and stuff, no matter what else is going on.
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Just make breakable walls a different color, white or something. I agree this is annoying for sure.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3172926#Comment_3172926
True but do they need permission to rework his power and stuff?
As someone who has seen firsthand what a pain it is to work with IP holders, I will say: Yeah, probably. Depending on who the IP holder is and how controlling they are, they may want sign-off on every little thing, especially as it relates to how the character is depicted. Ask anyone who's worked extensively with licensed products, and they'll tell you that IP holders are typically nightmares to work with.
To answer the OP more directly: BHVR did give Freddy a lot of attention, but then they didn't have the good sense to leave him well enough alone when he was in a strong spot. It's sort of embarrassing how badly they handled it, introducing a good, very playable change for Freddy and then watering it down until it was basically at the same place that it was pre-rework.
Also, BHVR's license probably only covers the 2010 remake. Not that it's out of the realm of possibility for them to expand it, but Wes Craven's estate is complicated as I understand it. Probably not Friday the 13th-level complicated or anything -- but enough to kill any speedy negotiation for classic movie content.
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"I can't camp or tunnel as easily anymore" is a weird grievance to have. If that's what makes a certain killer good in the first place, that's a problem with the killer.
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Wait... it doesn't?
What is the point of Open Handed if there is going to be an exceptions list? If a perk can't work with it, there's probably a problem with that perk's design, geniuses.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3150234#Comment_3150234
What if i slide you this 100k BP to sweeten the deal?
But such a vast amount would upset the precious BP economy!
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I dunno why they continue to make these really stupid challenges. I mean I guess this is a "play normally" type of challenge and just keep going until you get it, but challenges that are this really insistently specific are just the worst. All challenges should be some variation of:
- Repair X gens.
- Unhook X teammates.
- Kill/hook/down X survivors.
- Get X emblems.
- Use X killer and successfully hit with their power some number of times.
I dunno why they think things like HIDE FROM THE KILLER ALL GAME WITH DWIGHT AND THEN ESCAPE OR IT DOESN'T COUNT are good challenges.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3150131#Comment_3150131
Lol
Why do people think taking away the 2nd blink is in any way reasonable.
I dunno if there are any non-drastic options for bringing Nurse in-line with other killers. Can't really balance her to any realistic degree if she remains this special, different island entirely unto herself.
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I saw a great Nurse rework idea on a Reddit thread the other day:
"Keep 2 blink tokens but make blink attacks consume a token, so she can either do 2 blinks to travel or blink + attack. Shorten blink range to 16 meters, increase recharge time to 4 seconds per token. Blinks are now special attacks so no more Exposed BS. 110% movement speed to compensate and make her in line with other killers."
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@Cameragosha said:
Now DBD come back to survivor sided again.
Devs reverse MoM nerf but not reverse thanatophobia nerf.
Old thana should return.
You keep making these posts about Thanatophobia. I don't see how this correlates with Mettle of Man, or why you are so hell-bent on this weirdly specific thing. Thana got overtuned and it resulted in a ton of weird forever Legion matches, so they changed it because that sucked. Mettle of Man was an accidental nerf in the first place that they are now reverting.
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@IWantCandys said:
https://forum.deadbydaylight.com/en/discussion/comment/3148502#Comment_3148502
I mostly play in the evenings/nights IF I play.
Right now I have the feeling that I need a break again, at leats for today. It just frustrates me enormously not even getting any further in the rift, I also want the cosmetics.
I really appreciate your offer. It´s glad to see that there are still wholesome people in this community.
But you have read what my problem is. I can't go in a voice call with strangers, I wouldn't get a word out. And since you and your friend have known each other for years, it's even worse for me because it makes me feel even more like the stupid outsider.
And I'm afraid of playing badly (I'm not a good looper) and disappointing my fellow players.
Sorry for the double-post, but I wanted to respond to this too. As a fellow shy person who is very cautious about what I say to people I don't know well, all I can say is, try to overcome it at least a little bit. People are not gonna make fun of you about your social anxiety, and if they do, they are not the kinds of people you probably want to be friends with anyway. If someone is offering to play some matches with you, it doesn't hurt to take the offer at face value, nobody is gonna force you to keep playing if you are uncomfortable.
Same goes for playing badly or whatever -- everybody makes mistakes sometimes and it's just a video game. There's nothing on the line in a match of Dead by Daylight, so getting really mad at a teammate is just silly and unkind. I have a friend who I have played this game with for years, and he makes dumb plays all the time, I constantly have to remind him the killer can hear him in lockers, etc. It's fine, I don't get mad at him over it. And I make dumb mistakes a lot too. If we lose, whatever, it's off to the next match.
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@IWantCandys said:
Is matchmaking active at all? Why do I keep getting killers that I should never be paired with in the first place?
My MMR should be way down by now thanks to numerous losses since the last patch. And yet I get killers whose skill is far higher than the skill in my solo queue lobbys. I am currently despairing of an actually simple challenge.
"Fully repair 2 gens, and do in a single trial"
I've never managed more than one gen today.
Apparently the rift only works with swf now or if you are a solo survivor then you have to be a god looper.
Sorry for the rant, but I'm having a really bad day today.
0% escape rate and I can't get any further in the rift.
It´s frustrating , why am I doing this to myself ?
If you think your MMR is way down, you are (probably?) getting matched with other survivors who are in your same league. The problem isn't necessarily "the killer is too good," so much as "my fellow survivors are not great." A team of bad survivors can prop up a bad killer a great deal.
Also, this comment stands out to me: "if you are a solo survivor then you have to be a god looper." Let me tell you, I have played this game for 4,000 hours and I suck at looping. Despite this, I have consistently gotten to red ranks, before and after the rank/grade system change. YOu know what helps me loop? Windows of Opportunity. It is a must-run perk for me, especially after the buff, Windows of Opportunity turns a mediocre looper into a decent one, and I am absolutely the proof of that.
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Extra BT base kit time is a great change. Anything to counteract camping/tunneling is good. The players who are dead-set on tunneling just hit you out of your endurance immediately anyway, so the added speed boost is good too.
The 33% Bloodweb node cost reduction is also a positive change. This moves the goalpost for unlocking teachable perks roughly back to where it was in the first place (1.1 million BP to reach level 40 before the big patch, increased to 1.6 million BP to reach P1/level 51 after the big patch, and back to ~1.1 million BP to reach P1/level 51 after this upcoming patch). So, it's a wash in terms of the grind getting better (and I should be clear in that "unlocking a character's teachable perks" is 90% of what I consider "the grind" that needs to be fixed), and then cheaper maintenance costs beyond that. I wish it were closer to a 50% Bloodweb cost reduction, but I'll take what I can get.
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Matchmaking will never work "correctly" in this game, unless they find some efficient way of accounting for player skill in a granular way.
Right now, the only thing that ticks your MMR up or down is a binary "win" (successfully exiting, or killing a survivor) or "lose" (getting killed, or allowing a survivor to escape). Unless it's been changed, every survivor you kill counts as a win (so a killer who 4Ks "wins" 4 matches). And, every exit you make as a survivor counts as a win. But your actions during a match don't matter; you can do literally nothing, hide in a corner, and run out the exit gate. The game parses that in the same way as someone who personally fixed 3 gens or ran the killer around for 5 minutes.
And, MMR is a secret number that we cannot see, which in my opinion means it might as well not exist anyway. People talk about MMR a lot here, but it's not like we have any tangible ratings to go off of. There are no leagues or brackets or whatever, and you have no clue how your MMR stacks up against anyone you are being matchmade with. You can probably get a better sense of it at the very high-end tippy-top where the Umbras and Otzdarvas are, but for the rest of us, who knows?
The thing is, the vast majority of players are gonna complain the loudest if matchmaking is slow. People will complain more about not getting fast/frequent games, so this is a bit of a damned if you do/damned if you don't situation for Behaviour. Either leave it as-is and weather these threads of people complaining against lopsided matches, or make the matchmaking logic more restrictive and put up with players complaining about way longer queue times. Given the choice, I'd rather play any match than no match. At least if I'm in a lopsided match there is the chance that I will learn something or improve vs. overwhelming odds.
At the end of the day, this stuff is probably just not gonna change, because Behaviour has no incentive to change it. It works, we put up with it, we're still here after six years, the game is going strong, so why change it? The developers have shown over and over that they cannot grasp any nuance to base matchmaking logic on, other than binary win/loss, so what even is the benefit of gong to any extreme lengths? It would probably necessitate a rework of their entire scoring system, just complete remake from top to bottom.
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Uhhhhhh... auto-aim? What?
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Wiggling doesn't exist to be a likely escape mechanic, it exists to prevent every hook from being a basement hook.
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Good talk.
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Should be a slightly rounded 10% cost reduction for Bloodweb purchases per Devotion level, capping at something like Devotion 5. So it would look like:
- Devotion 0: 6,000
- Devotion 1: 5,400
- Devotion 2: 4,860
- Devotion 3: 4,375
- Devotion 4: 3,950
- Devotion 5: 3,550
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3132661#Comment_3132661
Keep in mind that I started at around Level 15 and ended at P17 Level 3.
I would estimate that to cost about 1.4 million BP under normal circumstances. So yeah, 2 million is a huge difference.
The grind is not better, people. It's worse. It's a lot worse.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3132637#Comment_3132637
On a P16 Steve, 2 mil BP got me about 48 levels after being very efficient in the webs.
That is a... very substantial and alarming difference.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3132603#Comment_3132603
Thanks. I knew it was around that - did enough of it before the prestige update to get my mains to P3. I just didn’t sit down and think about calculations. I really thought I might make it over the line.
I did a leveling cost study a while back and recorded bloodweb-by-bloodweb totals for what it takes to get a fresh character from 1 to 50. It has mostly been pretty consistent, though I am curious what the increased item rarities do to those numbers on a fresh prestige cycle.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3132596#Comment_3132596
People who were affected by this would definitely notice, it was a lot of progress lost. If you've not noticed anything amiss then you were likely not affected by it.
Thank you!! That is reassuring. :)
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@[Deleted User] said:
I haven’t been able to play much this month so I only got 650k for rank reset. Though “Cool, Bill is at something like P1, 21. Surely I can get him to P2 with this amount “. Nope!
Another thing, is it me or has BHVR slowed down with the BP codes?
They've definitely cooled down on the BP redemption codes.
And, for reference, it takes roughly 1.6 million BP for one full prestige cycle.From 21 you're probably looking at ~1.1 million.
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@Mooks said:
I have no idea and I am also not sure if I might be affected or not. I did play during the time but don’t know when I started or if I restarted the game?
also, no idea what the compensation would be and if everyone gets the same? I would expect BP, shards and rift fragments?
Yeah, my game seems totally fine. I got my rank reset rewards, and nothing seems amiss. I'm mostly just curious what impacted folks' accounts look like.
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I have not seen a single key use (in terms of unlocking a kicked hatch) since the hatch's spawn logic was changed. I think it's better off this way.
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Circle of Healing was a degenerate, game-wrecking perk. I say this as someone who absolutely saw it more from the survivor side prior to the nerf. It single-handedly won SO MANY games, especially when multiple people brought it and set up essentially a healing mesh network.
More broadly: Beahviour's core failure is that they are not agile, they fail to act on anything quickly. Everything takes weeks. Even now, there's like 4 threads about the lack of daily login rewards for Ghost Week, and it's been 2 days of no rewards and they haven't even acknowledged it on here. They (predictably) drop the ball every time in terms of addressing or at least acknowledging issues quickly.
That said, I wouldn't put that on the team that is developing future chapters. The chapter roadmap is going to continue apace, no matter what else is going on with the game. There will be a new chapter every three months, forever. The fact that they continue to aggressively lock up strong licenses is demonstrably very healthy for the game's population. Game balance isn't really a factor with this specifically.
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...anyone? Has anyone experienced anything that makes them go "I'd better not play until they fix this"? What are the signs of haivng been impacted by this? Is your entire account reset? Does anyone know?
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I got the 50k BP on the first day, nothing since then. There are multiple threads about it, it's been 2 days of no rewards, crickets from Behaviour.
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I did not get yesterday's 50k BP, and it's hard to tell whether I got today's 5 Rift fragments or not.
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@MrDardon said:
They increased the BP cap by 25 % without increasing all score events by 25 %. So the increase in caps is kinda pointless.
It wouldn't do much on certain Score events. Like kicking gens would go from 100 BP to 125 BP but it's collectively more at the end.
It's almost like they didn't think this through!
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130792#Comment_3130792
Don't their perks still become teachable at level 30, 35, and 40?
Perks may be found on other characters' Bloodwebs once at least tier 1 has been unlocked. Tier 1 of all perks gets unlocked at prestige 1, so instead of 30/35/40, the "teachable perk" mechanic has effectively shifted to level 51.
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@danielmaster87 said:
The grind has been reduced. Not enough, but it has been reduced.
Did you read any of this thread? I put the math there for you. The grind has not been reduced, that's just objectively not true.
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Here are some ideas. And I don't just mean one of them, I mean all of them at once. Hand out BP like candy on Halloween.
- Remove perk tiers.
- Make base BP gain like 200% of what it currently is.
- Keep whatever per-match cap, but uncap individual categories, so that I can earn all 40k or whatever from getting chased.
- Offer a 50,000 BP login bonus every day.
- Make the former BBQ and WGLF Bloodpoint bonuses a base kit thing that rewards the respective behaviors (hooking a survivor for the first time, or unhooking a survivor safely).
- Reduce prestige rollover to something lower -- like level 30 or something like that.
- Remove the 20,000 BP prestige tax.
- Have a Bloodhunt event on the first weekend of every month (or some other consistent, designated period).
- Revert the Shrine's BP conversion to the previous amount.
- Increase grade rewards.
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@Laluzi said:
I'm forever baffled why they're so afraid of actually reducing the grind. It's not like it would even remotely threaten to allow players to race through the full content unlock. Hah... only BHVR would find ways to add fees and reduce bloodpoint gain during a grind reduction.
I already had all the perks I wanted. Sure, it's nice having a build ready when a new character drops, but otherwise, all this means for me is that I'm getting half the bloodpoints I used to when I play killer. At least survivor BP gain was always miserable... more fool me for thinking that was going to change.
I have almost 4,000 hours in this game. I've played since 2018, I had every teachable perk unlocked before the patch (and I P1'd all non-main killers and about half my non-main survivors as patch prep). I am the type of person who caps my BP and tactically leaves finished tome challenges unpopped to prep for new patches and unlocking new perks quickly. I am meticulous about it, and yet I have not and will never run out of stuff to do. It's an insane fear for them to have.
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It's end of day now. Nice to see that they can't even acknowledge this and say that they're looking into it.
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@Ghoste said:
Imo the goal wasn't to reduce the grind, it was to expand it. Now all the players that had P3'd everyone have 91 more prestige levels to grind per character. More grind = more addiction = more money.
I wish they would just come out and be straight with us about this if it's the case. If their business decision is "Don't actually let players get stuff faster, because there's some sort of metric-driven engagement reason for it" then just tell us that. OWN THAT DECISION. And if that's not the case, tell us, because that's definitely what it seems like, absent any other candid information.
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Follow-up post to crunch some numbers. Let's say you are a hardcore (but not completely crazy) player who has all teachable perks unlocked, and like, a handful of characters maxed out with full perk inventories.
Under the old system, this is what you would have to do in order to get your hands on a single new character's perks:
- Level the new character to 40, which costs roughly 1.1 million BP if you are being efficient.
- Churn through a minimum of five Bloodwebs on your advanced character. This costs about 300,000 BP per character you want to do this with.
- Assuming one survivor and one killer in a chapter, this is a total cost of ~2.8 million BP, plus an extra 300,000 for every character beyond the first survivor + killer that you want to use the new perks on.
Now, in the new system, you have two options:
- Do roughly the same thing, except now it costs roughly 1.6 million BP for a full prestige loop on each new character. Even in the most BP-friendly circumstance (i.e., freshly prestiged mains with short Bloodwebs), you're looking at a minimum of about 90,000 BP per character to unlock ranks 2-3 of each new perk. So, assuming a chapter with one new survivor and one new killer, that is a total cost of ~3.4 million BP, plus a MINIMUM of an extra 90,000 BP for every character beyond the first.
- Just get the new characters to prestige 3, which is gonna cost roughly ~4.8 million BP apiece (that's ~9.6 million for a new chapter with one survivor + one killer).
THIS IS NOT BETTER. THIS IS WORSE.