fogdonkey
fogdonkey
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/2304961#Comment_2304961
Yeah.. it's the same thing when people make their game brighter, like why play if you're just going to be on easy mode?
Brightening the screen is not that big of an issue in my opinion. Instead of everything fading into black it will just fade into gray. If there is a lot of light in your room the reflections on the screen can make it difficult to play if the screen is black.
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@Prop4FORDAYZ said:
https://forum.deadbydaylight.com/en/discussion/comment/2303556#Comment_2303556
I see where you're coming from with it making prestiging the meta, but right now prestiging doesn't really do much at all besides unlocking a cosmetic that some people won't even choose over others. There should be a reason to make people want to lose all of their items and perks just for one cosmetic.
I can understand your arguments as well.
Something should be done with the following problem: Characters that already have all the perks from the bloodweb but were not prestiged. It would be too much grind in these cases to do prestige.
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@Bran said:
i woulda thought just give more bloodpoints, but i'm just built different.
Giving more bloodpoints could break add-ons: you could afford to always run the most powerful add-ons. If MMR gets correctly implemented then maybe it is not that big problem.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2301011#Comment_2301011
I mean, would it though?
You can already burn a pudding in a large portion of your matches if you want (assuming you run BBQ to econ them up), so it's still a lot faster to just max your character on P0 than to burn 150 levels worth of BP.
That isn't a bad idea, but it doesn't really solve any problems. The grind is still hellishly long, there's no real reason to prestige besides completion (or having some cosmetics for Freddy), and the Bloodwebs feel like hollow wastes of BP once there are no more perks to level.
Yeah, please don't give some important reasons to prestige, because then you will just increase the grind even more. Prestige should really stay as some optional thing for hardcore gamers
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2303578#Comment_2303578
It's the thrill of maybe getting ds or maybe getting head on and stuff like that. It's a hard grind and I believe it's fine. I get what your saying but to unlock all the perks and have them on a character should take hours and eventully when you get that build you oh so wanted your absolutly hyped. Its an input output situation
Should take hours? Well... Currently it takes weeks.
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Prestiging should be difficult but should not give any game advantage. It should be something to brag about, e.g. special skin, some badge.
Perks are very important for the game, therefore it should be a lot simpler to get them. As a first step, remove perk tiers.
In my opinion perks should be immediately available on T3 without the need to buy them in bloodweb:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/260471/fixing-bloodweb-grind-idea
I dont understand what's so wrong with bloodweb grind. It makes you want to play the game more and it's a good challenge. Personally I think bloodpoint and th e bloodweb are perfect how they are, and I dont believe the devs would change it because so many people already commit to the grind and if they make it ez people will have p3 characters too ez and then they will stop playing because th are is nothing more to accomplish
The prestige grind for special skin should stay.
The grind for getting all perks should be drastically reduced however. It is not really fun thing to not be able to play with the perk build you want. And it is even less fun when you realize that unless you play insane amounts of time you won't even get there. Why the hell should then someone buy DLCs if maxing out the base game already takes a lot of time? Therefore at least perk tiers should be removed. Or maybe even perks should be available immediately without the need to buy them in bloodweb:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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@Prop4FORDAYZ said:
This idea just came into my head randomly at night, and it's a really basic idea, but it would also heavily reduce the grind in the bloodweb, as well as give an incentive to prestige killers and survivors more.
Basicially for each prestige, it would be at which perk tier you start with. Prestige 1, tier 1 - 3, prestige 2, tier 2 - 3, prestige 3, tier 3. This would give an incentive to prestige your characters, as well as reduce the grind. you still are able to get the higher tier perks at lower prestige, but you START at the lower tier first. It would be like how it is now, but you'll just be starting at that tier, but you can still tier up. Prestiging is just so you don't have to start at the lower tier first.
Here's the video explaining it a bit more:
If you like the idea, let me know. If there's ways to improve it, put it in the comments!
This idea is not good for the following reasons: it makes prestiging the meta for unlocking all the perks. If it becomes meta then prestige is not something special anymore that only a few players are willing to do for the skin or to be able to brag about it.
I however fully agree that the grind for unlocking perks should be reduced. Either by simply removing perk tiers, or even simply making the perks immediately available on max tier, without the need to buy from bloodweb. More details of this second idea:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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Would like to hear a Dev's or Mod's opinion on this. I put quite a lot of effort into documenting this proposal.
Also someone from Finance could check this, because with my proposal BHVR would make more money.
So this is a win-win for players and BHVR.
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@STARS_truck said:
https://forum.deadbydaylight.com/en/discussion/comment/2301907#Comment_2301907
I actually think this would increase DLC sales because people would know they'd be able to get them (relatively) quickly right away on the killer/survivor they main. It's great to have so many content creators showing this stuff off but they either stream the game full time or get generous amounts of BP from the Devs to show them off. "Use these four perks that are across four DLCs tht you'll need to level up to 40 then find them in the killer you play as."
@STARS_truck said:
It's a grind for everybody honestly. I started playing 2 years ago on and off and it felt pretty daunting trying to get the perks I wanted/needed to play. God knows how brand new players are coping. At least make the shrine of secrets 4 killer and 4 survivor perks per week. That would be a start for new players. I honestly believe DLC perks should be unlocked as soon as they are purchased. You still need to get them but they are in all your blood webs. Arbitrary grind is not fun. I've been playing a very sweaty Doctor to get as many BP as possible per match just to power through and that's not really fun for anybody.
Please support my proposal, it addresses these issues:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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The grind for getting the perks has to be definitely reduced. This should be however be separate from prestige mechanic.
The issue with your proposal is: It is actually going to be easier to get all perks while doing prestige. In other words: with prestiging you will get the perks with less grind compared to no prestige. So prestige is not going to be something special that only a few players do for the skin. It will become the META.
My suggestion is to just simply make the perks immediately available on max tier, no need to get them from bloodweb. My proposal also addresses prestige and bloodpoint balance.
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
But simply removing perk tiers is also good enough.
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@MadLordJack said:
Firstly, I'd throw out the existing grind. I've tried to convince so many people to play this game and the moment I mention the literal thousands of hours required to get all perks, or the hundreds to get a couple of good ones, they nope the ######### out and I honestly don't blame them.
Secondly, I'd swap out some of the perks. BBQ, WGLF, Pop, DS, Zanshin Tactics, and Windows of Opportunity should be base-game perks. To lessen the grind a bit more, the weaker base perks can replace them on the characters they come from.
Third, I'd make the Shrine and new character cheaper, maybe even slash the price in half.
Fourth, I'd add an actual co-ordination system that encourages teamwork, like callouts. The last thing this game needs is selfish survivors and the current solo que experience.
All base perks and teachable perks from DLCs you bought should be just simply available immediately without the need to buy them in bloodweb. So simple and removes the grind. You still use bloodweb to get items, add-ons and offerings.
More details:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
My proposal is to make the perks immediately available without the need to buy them in bloodweb.
More details here:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2297685#Comment_2297685
I agree completely. I have been playing since silent hill got released, and have nearly 1000 hours in the game. I am only now at the point where almost all my killers are lv 50 with complete builds, and soon I can start working on survivors, my highest level survivor is 48.
Its absolutely ridiculous. Mobile game levels of grind.
Seeing streamers with all killers p3 is insane, let alone killers AND survivors.
Think about a new person starting on the RE release. They need 4.5 million BP to max out the new content. But they also need all the meta perks which is millions more bps.
I honestly think the anniversary event theyre doing where everyday a new 4 perks is on the shrine should have been brought forward to RE chapter release, and do something different on the anniversary. Something insane like 200% cakes, stackable.
Their logic is flawed, the grind doesnt keep people, it turns them away. Awarding a total of 1000% extra bloodpoints with 5x cakes at 200% without a 1million total cap would be so fun, I would marathon the game. It would cost them nothing too.
The only problem would be going back to normal bloodpoints would make it feel even worse once you're used to 2 weeks of 400k bloodpoints a game.
I started a bit less than a year ago, and I would like to buy DLCs to play other killers. But I don't buy them because of the grind. I would unfortunately never get to a point when I have all the perks I want. I don't play that much this game like some streamers.
For new players the grind situation is terrible. But I think also for older players it is becoming harder to keep up.
And I think giving more bloodpoints is not a good solution, because some players could spend it on add-ons instead of perking up a new killer/survivor. Then they could run the strongest add-ons all the time, which is in my opinion not how the game is balanced. Unless MMR is turned on, maybe that would mitigate this issue of add-on imbalance.
My proposal was to just make all the perks immediately available to the players. You buy only items, add-ons offerings in the bloodweb. But removing perk tiers is also a good enough solution for now.
My proposal:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
With bad implementation you will need to wait long, but this can be easily fixed.
The fact that Otz can do 50 win streak is the actual problem. What's the point of 50 win streak if you most often get low skill opponents?
-
@gammatsunami said:
I have always said, the easiest way to remove the grind now is to get rid of perk tiers.
They made sense in 2016, not now.
Or make it so each prestige removes them. So P1 you only get tier 2 and up. p2 is 3 and up. p3 its removed and you get more party streamers
Exactly, removing perk tiers is a good enough solution for the start.
Adding prestige as a requirement is not good however, because then you are unnecessarily increasing the grind for players who don't care about prestiging. With this proposal doing prestige is going to be the less grindy way to unlock perks.
So just simply removing perk tiers is enough.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2297622#Comment_2297622
I didn’t say that either. Please improve your reading comprehension
Sorry, I misread theast sentence, but still...
"So then don’t. Just play."
Does this mean: Just play, ignore the fact that you will play with bad perk builds and just don't care that you can't use the perk you wanted. Play, even if it is not fun...
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2296660#Comment_2296660
“I agree that prestiging is not necessary, but please don't decide for others what is fun.”
I didn’t dictate what is and isn’t fun for other players. I’m addressing the way most of these posts over-dramatically imply the grind absolutely HAS to be done, like it’s some sort of conscription into the military.
“I don’t wanna grind for so long 😭”
So then don’t. Just play.
So that's the solution? If we don't like something then just let's don't play the game? Tell this to everyone then on the forum who complains about something: perks, add-ons, killer powers, bugs, etc...
For many players, including me, playing with good builds is important. Playing with e.g. with monstrous shrine or level 1-2 perks is not fun. Therefore grind is unavoidable currently.
-
@TheClownIsKing said:
Absolutely nothing you have put in your post is mandatory for players to play the game. These arguments about the grind are all the same. They have no weight because it ISN’T mandatory to grind out EVERYTHING in order to a) enjoy the game, and b) play and get BETTER at the game!
I agree that prestiging is not necessary, but please don't decide for others what is fun.
For me fun is to buy a new killer and try various perk builds. But I can't do it because I need to spend hundreds of hours to get the perks from the bloodweb.
I am not buying DLCs because of all the grind that is needed to get the perks on a new killer. BHVR is losing money because of the grind.
My suggestion:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
All the perks should be immediately available to all characters. Perks should not be bought for bloodpoints.
I am explaining this in detail in the post below:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
Removing perk tiers is good enough for the next ~2 years.
Adding more rewards to prestige is not good, because then prestige is going to be important, and then it increases the grind.
Awarding a lot of bloodpoints works only if new characters are periodically released and players buy them. Otherwise it leads to add-on imbalance: everyone will be able to afford to use the best add-ons all the time.
I still believe that my suggestion is the best grind and balance wise:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
All perks should be unlocked immediately, I have no time to grind through perks for every DLC i want to try.
Here is my suggestion:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
Here is my suggestion for eliminating the grind. My proposal also addresses the items, add-ons, offerings balance.
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
Easily could be delayed until midchapter update... Most likely they have to fix many things that they were postponing for months.
-
@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2291380#Comment_2291380
I don't understand your logic. The killers will continue to face good SWFs and also now the SoloQ survivors will be much better. Why would we face off against worse SWFs?
Killers will face survivors that have the same skill as the killer. This means most likely stronger solo players and a bit weaker swf players. If you lose you will gradually get weaker and weaker survivors.
If you don't understand just wait until it gets activated. It makes little sense to discuss about it.
-
@van9684 said:
I would get rid of Noed or give it a massive overhaul. Rewarding killers end game who have played poorly is a broken feature and works against killers developing skill.
I would also say bbq and chili. Killer should see one players aura upon hooking another survivor.
which do you think need a rework or nerf?
Adrenaline should be also removed, it rewards survivors for not healing.
-
An MMR is a buff to killers, here is why:
The skill difference between soloQ teams and SWF teams that killers face will become smaller. Killers will face stronger solo players and weaker swf players in most cases.
In theory of course, we will see how it turns out in practice.
-
Prestige in general should require grind, otherwise what's the point.
Here is my suggestion for eliminating grind, it basically covers your requirements:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
I would say that most players don't really care about charms.
-
@Bluebird said:
https://forum.deadbydaylight.com/en/discussion/comment/2289547#Comment_2289547
It's not simply "Buy new gear", it's BHVR making DBD's code the equivalent of spaghetti due to them not thinking DBD was going to be successful (they admitted it at one point, don't have a source though) and not wanting to/being able to fix it. They need to pull a Hide or Die, shut the game down for 2/3 months, rework the entire game and fix the code, then re-release it (as the same game of course). Either that or pull and Overwatch 2 and make a new 'version' of the game where all your stuff transfers over, but it's reworked from the ground up with better graphics and code.
*I say this in the sense of *if they want to fix the code*, not *I want them to do this*.
I was just joking with "buy new gear", because it seems like that's what BHVR's approach is currently.
-
Buy new gear
-
@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2288183#Comment_2288183
You don't want to spend hundreds of hours until you finally manage to unlock the perk that you want. Why even play the game if you know that's how it works? Why even play the game if, once you get the perks you want, you will ostensibly now be spending hundreds of hours on the game just like you didn't want to do before you got your perk?
The game is ALL ABOUT spending hundreds, if not thousands, of hours playing. That is the entire point of the game. It isn't an RPG with a story that has a beginning, a middle and an end. It is a competitive game in which you go against other players in a constant flow of matches. That does not change whether you have the items you want or not, and to insist that you be given the items you want right off the bat is no different that someone playing said RPG and saying "this game isn't fun, I want all the best armor and magic spells right from the start so I can enjoy the game". If you're incapable of enjoying the game before maxing out your character, why play? Why subject yourself to so much alleged misery if the whole goal upon getting the good stuff is ultimately to PLAY THE GAME?
I have already played the game for some time, so I know how it works. I would like to play some other killers and I have various perk builds in my mind that I would like to try. This is what I would like to do, and I don't want to spend time on buying the perks in bloodweb. I just want to try the killer with various perk builds. I see no fun in slow unlocking of perks.
-
@miketheratguy said:
I'm just going to say the same thing I say to everybody when I hear about the "grind".
The grind is, when you get down to it, literally just playing the game. There's no "end" scenario, no finale where the game has been "completed". The whole design of the game is to play it over and over and over. What's the point of rushing through a bunch of matches when the reward is more matches?
I don't understand why people don't just relax and play the game to have fun instead of trying to hurry to a specific goal like a certain perk or whatever. Once you get it you'll have angrily hurried through the game just to then...play more of the game.
I bought the game, some DLCs and I want to enjoy the game with the perk builds I want. I don't want to spend hundreds of hours until I finally manage to unlock the perk that I want on my character. I would buy more DLCs, but I won't, because I will never have enough time to get the perks I want to play with.
Players can work/grind for prestige skins or archive challenges if they want to.
Here is a suggestion I posted a few days ago:
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
-
They should eliminate the grind by giving us the perks automatically without the need to buy them for bloodpoints. Only items, add-ons and offerings should be bought for bloodpoints.
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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They should give us the perks automatically, without the need to get them from bloodweb. Only items, add-ons and offerings should be bought from bloodweb for bloodpoints.
@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
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If this would be implemented then they definitely need to reduce the grind.
I am maxing all killers, but just a single survivor, because survivors are all the same. This proposal would change this however, and survivors would become different.
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@Altarf said:
As people have already said, this would not work. Either the passive abilities are useless, or they are somewhat useful and everybody plays the same few "meta" survivors. Trust me, this is not something you want.
Not everyone is playing the meta nurse or spirit, so it could work with survivors as well.
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This: You spent enough time to learn a new language, but instead you just have a character with all THE perks.
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@Onyx_Blue said:
Games tend not to show injections, since they can mistakenly be seen as drug use.
So, as disapointed as you are, gotta get used to it really.
So they can show killing survivors, but the "inject vaccine" action can't look like injecting vaccine.
They just didn't have time to add the animation.
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They had the June 15th deadline and they were afraid to delay it.
But who knows, maybe they are in desperate need to push content every 3 months, otherwise they would go bankrupt?
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@Raptorrotas said:
Short answer: No.
- It's fine
- They did it for a reason
- It's more balanced
- It was too strong compared to other anyway.
- It was ised in unintended ways
- Bad players get carried by it.
It doesnt deserve or warrant a second usage. Its stun wasnt even nerfed.
"They did it for a reason" is not a good argument, this is BHVR :D
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@Pulsar said:
Found someone who wasn't around when flashlignt and pallet saves required NO timing.
Nobody liked that test and it was a resounding FAILURE.
Why can't the killers be more careful?
Especially the pallet save doesn't make sense. If you do it while killer is still in animation it will not work. I guess the flashlight works the same, if the blind happens while killer is still in animation, it will not work.
They should find some other way to make it harder, but not with this weird timing which does not make sense.
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@aarongai said:
I can understand it being necessary back when the killer's pick up time was almost 5 seconds long, but now? It's only 3 seconds to pick someone up and that isn't much time to get into position.
There are many moments where survivors are in position for a save, but miss it because their timing was a few milliseconds too early or late. It's silly how exact survivors have to be.
How it works currently: The killer must be blinded at the moment they complete the pickup animation
How it should work: If the killer is suffering blindness when completing the pickup animation, they drop the survivor
The same with pallet saves. If you drop it a bit early while still in animation the killer won't drop the survivor.
"BHVR logic"
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2284852#Comment_2284852
I've been playing since September, so I'm fully aware. (I said 'relatively', not brand new)
I know it's about perks, but when I made my point about not eliminating the grind you said "but items and add ons" so stop moving the goalposts.
I'm against completely eliminating the grind altogether, you need something to work towards or many players just won't bother playing after they've grown tied of the initial novelty, and then queue times will be awful.
A third, and entire THIRD, is way more than generous enough.
Yeah, I guess there can be many players like you who like this grind part of the game, and enjoy slowly unlocking and leveling up the perks.
Probably there are also many players like me: I would buy various DLCs, but it is so discouraging to think about how much time it is going to take to get the perks.
Therefore my suggestion is to remove the perk grind and add other goals for players, for example like the prestige skins.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2284183#Comment_2284183
I am a relatively new player, in that I'm still grinding to level up and perk out most of my characters. But I don't really find I have a shortage of items available, nor do I rely on them either. I can happily make do with just a brown medkit, or still manage to find a green medkit or a brand new part if I want to use one. While you're grinding out perks, you're passively acquiring loads of items along the way.
Reducing the grind by a third would be more then enough in my opinion.
My suggestion is not about getting items or add-ons, but about getting perks. My suggestion isnnot changing how you get items, add-ons and offerings.
Maybe you didn't realize it so far, because you are a newer player. Later you will see how time consuming it is to get perks to be able to try various builds. This is especially true for killers, because each killer is different. Survivors are just basically different skins, so there it is enough to max out a single survivor.
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@Grunder said:
Devs just lazy and greedy.
It's not the devs, they don't decide stuff. It is the management who decides stuff, so they should be blamed.
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@bm33 said:
I know a bunch do because they stream playing DBD. They're all PC players.
I don't think they play it on console at all. I think for testing they just see if the game loads on console but don't actually play it.
Could you put links to their streams here? I would like to check them.
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@Seraphor said:
I feel like that might be a bit too much. Not so much reducing the grind as eliminating it entirely, and then, what's the point of bloodpoints? If bloodpoints are worthless, what's the point of trying to score high?
I'd got for automatically unlocking the perks at tier I. So all of the generic perks are already available at tier I on all survivors and killers, just like a characters own perks are. Then whenever you unlock a teachable via the bloodweb or the shrine, they automatically become available at tier I.
That way, you still need to grind to level the perks up, but by doing this, you automatically have a version of that perk, even if it's not the best version yet, and it reducing the overall grind by a third.
If that's still not quite enough... perhaps introduce the option of skipping tiers. So you have a perk at tier I already (automatically) and you have a chance to find either the tier II or the tier III version of that perk in the bloodweb. Tier III would be a bit rarer, maybe half the chance, but it would be possible to bypass tier II altogether.
The purpose of bloodpoints is to be able to buy items (medkit, toolbox, ...), add-ons and offerings. You need to score high to be able to cover the cost of these. And actually you reach this state even now if you manage to buy all the perks from the bloodweb. Most players however never get to this point because of the insane grind which becomes increasingly harder each time they release new killers or survivors.
Maybe my proposal may seem as a bit radical change, but this could work in the long term, the current system is already broken. As I mentioned, currently the grind is increasing quadratically for new players, which is crazy...
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I think the devs are very aware of the issues. The management is the problem, because they are pushing them to commit to tight deadlines and then they have to do various shortcuts...