tixerp
tixerp
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No.
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I'd really enjoy for them to slow down, not make a new chapter, and just refine what they have. We're at 20 killers and even more survivors. With how complicated/convoluted some killer powers are getting, I'd really love if BHVR just took a good amount of months to refine everything they have currently in the game now (killer reworks, 1st person moris for all, more map variants, QOL changes, more items, BUG FIXES, maybe base perks?)
I know that's not gonna happen though. So I'll just settle for Hellraiser chapter, or a werewolf killer. Maybe a vampire.
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@clem1710 said:
A killer who can't even know where he put a survivor? Are you serious? Or just an entitled survivor main ?
I main PH. I only cage survivors when there's something very important to get to quickly/there's already a lot of pressure on survivors. The last thing on my mind, is where the survivor will go. I just want him hooked immediately. Don't care where he's going. Maybe it'd be better if the Killer Instinct were in his basekit and not add-ons only though. Theoretically of course. I like him the way he is right now.
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He's not an easy killer to loop. Posters in the thread are misinterpreting you for talking about only the ranged attack, but I get what you mean is the 50/50. Either he shoots, or cancels and M1's. Either way, usually that only works when you're already fairly close enough to them to get an M1, all it does is gives you a small time save. Not a big problem in my eyes. Works for Demo too. This is really a killer you need to stealth, because a skilled PH will not let you escape a chase/can end it pretty quick with the right skill or wrong misplay from survivors.
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Neither. The moment people voiced their loud misconceptions/demands on the game being balanced and fair like an e-sport, BHVR panicked and tried to appease both sides, when they just fall flat on their face sometimes instead. I still miss when DBD was a #########, but endearing, spark of passion and soul, rather than a complicated Dead Sea Scrolls mess of balance.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1365440#Comment_1365440
He only helped composing the menu theme. That's why we have this new awful chase music now.
Ah that explains it. It's not the worst thing ever, I just think there was a lot of wasted potential. Nowhere near my favorite chase music.
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Agreed right up until the end lol.
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Tfw missed potential for SH2 Pyramid Head chase music remixed for DBD. Maybe with a bit of inspiration from "My Heaven" from SH1.
https://www.youtube.com/watch?v=SXsbCg2y76cAlso, no white noise, or knife scraping as a part of his Terror Radius. Good job on the DLC BHVR... But come on, man. Could've been so cool.
I heard Akira Yamaoka actually made the music for this DLC, which is interesting because I don't really hear it? I don't want to discredit the man himself, but I was hoping for it to sound a bit more like something from SH than Doctors music like you said. Nailed the concept of a dirty industrial track... But I guess I was expecting something more experimental. More metal banging, mechanical pulsating, haunting echoes, etc.
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It's not as bad as people make it out to be. It's just hard to control at first, and requires a skill and a new kind of tactic. And when you do master it, it becomes really powerful. It's balanced. You shouldn't be able to shoot it with little punishment for missing anyway, I feel that'd make him pretty strong. You reward someone for hitting, and punish them for missing. It's not a through the wall Huntress hatchet.
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IMO:
Green skins: $3-$4
Purple skins: $6-$7
Legendary: $10 at most.
People have really gotten used to multiplayer games skewing their depictions of reasonable cosmetic prices. I think even what I'm putting the skins at is a little much. I'm sure with these prices, the devs would still be making more than enough money. I get it, they need to make their money. Can you at least make the prices reasonable. One purple skin is more than an entire DLC for crying out loud. And people actually buy and support this kind of stuff.
Remember when BHVR was more consumer friendly, and made a cool skin pack with tons of neat stuff for only $3? Whatever happened to that. I want BHVR to be their best, that's why I cannot support them with any of this overpriced skin crap. I was going into the store update hopeful when it was first added, and I heard that like 70% could be bought with playtime; But the catch is the playtime prices are ludicrous, and the cool skins that are cash only, have usually ridiculous prices. Speak with your wallet.
Also don't give me any of that "it's just a cosmetic". You'd be lying if you said cosmetics weren't a big factor into goals/gameplay loop. It's one of the few things players can work towards besides leveling their characters and playing the game.
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@kosmi said:
https://forum.deadbydaylight.com/en/discussion/162705/suggestion-solution-for-cage-tunneling-with-ph
Better let him down you then get into tormented so that you can use ds. Also you can run into locker to use ds if you are tormented. So change you playstyle or use your brain. Aginst swf ph is not big deal.
I don't see what your argument is. I agree that PH isn't a big deal. The only thing this suggestion changes, is lowering the chance for PH to tunnel a caged survivor, and instead chase the un-hooker. Doesn't make him any worse.
@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1365250#Comment_1365250
I think he is perfectly fine, if survivors are too slow its on them. You cant hold their hands forever. People got extremely cocky while they had BT or DS activated and most of the people that complay now are just mad that they dont get 60 seconds of "i can run in the killers face without being punished because i have DS unbreakable combo"
Sure. I play both survivor and killer, so while I also wouldn't want PH to get changed, I can imagine how ######### it would be to play survivor and get tunneled out of cage with little defense because of incompetent team mates and a dickwad PH. The best we can do is try to balance out the amount of that, instead of breaking him. I have a fear devs might crumple under fear and bash his brains in under the loud voice of survivors who want much worse changes, so I hope they listen to a much more subtle change like this, IF they do have to change him. Just a theoretical suggestion, not a crying demand.
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@RayrafLPP said:
I dont get this, The cage spawns on the other end of the map.
Theres are two reasons why PH could be there before you:
- Everybody runs Urban evasion and you are just to slow getting there. Maybe these people should learn how to run.
- Oh you wanted to finish your gen wich was at 60%? well gens over friends i guess, but dont complain about the killer creating some pressure when they notice you sit on gens and only rescue last second.
Theres nothing wrong with his cages. I can understand some cases of people complaining about camping and tunneling off hooks, because the killer was aready there, but the cages?
No.
This killer is extremely balanced, even his range attack is easy to dodge.
I say leave him as he is and thats it.
Personally, I feel the same way. As I said, I haven't seen a single tunneling PH so far. My suggestion isn't for nerfing him as it really wouldn't change your normal PH experience, but it instead slightly discourages tunneling if someone tried, and instead gives him a different kind of edge (killer instinct on the un-hooker). So I wouldn't be opposed to a kind of change like this, but I still feel it's unnecessary.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1365189#Comment_1365189
true, but if the pyramid head really wants to tunnel that badly you cant stop him from doing it
Exactly. ANY killer can tunnel if they want to that badly. So instead, the best we could do is discourage it. Which PH does discourage it, but there will always be some bad eggs of the bunch. This change just lowers the chance of someone tunneling, while still giving him an edge, and not breaking him into submission like how some people want to nerf him into the ground.
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@Onionthing said:
keep making these threads, devs will cave and nerf bat him into the ground ... they always do ... so dont stop
I don't want him to be nerfed to #########. I like his position as is. I'm just trying to think of a theoretical middle ground "fix". And I don't think my suggestion is a drastic enough change to break him like they did to Freddy or something.
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The point of Pyramid Head isn't to tunnel whoever is caged. That actually hurts him, if the survivors aren't rank 20's.
Therefore perks on his cages are irrelevant for both sides. If someone abuses it to successfully tunnel, then
- There will always be bad apples, and people who tunnel with any killer. You cannot avoid it, but you can discourage it. Which PH does for the most part.
- The survivors didn't take advantage of the situation.
He's in a good state. I like him. People are very much over reacting. If I were to suggest a change, make it so he cannot see cage auras. Maybe make it a rare add on with some downside.
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Some sound really interesting like Obsidian Goblet, but make for a super situational strategy in practice. For the most part though his addons are kinda boring. Really a shame too, because he has 4 Important variables to work with: Torment, Torment trails, Ranged attack, and Cages. There's so much you can mix up and do with all 4 of those. But more often than not you'll just use stat increase offerings.
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The cages intentionally spawn as far away as possible from him. He doesn't encourage tunneling. If anything it usually hurts him, if the survivors are above rank 12. And his mini mori is fair to me considering not only does the survivor need to be caged before (which you need to be situational with, otherwise you compromise map control and give survivors a free save), they need to be currently Tormented, AND on death hook. So they were already dead anyways, just cuts the middle man of carrying them to a hook. And it's an awesome reward for playing a killer well. A 1st hook Ivory mori is faaaar worse than going against this.
If his Final Judgement were 1st hook, THEN I'd say it's strong.
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Get good. But also, sometimes I've seen this happen when 1 or 2 experienced players play SWF with some new friends, showing them the game. It'd be unfair to ban all of these people just because of a few bad apples. Everyone in the community wants to ban some kind of playstyle or behavior or something now. So that there's only one way to play the game. This is DBD, not 1984. Players in any video game are like a box of chocolates. Sometimes it's a nice snack, and sometimes you get diabetes.
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I thought this was gonna be about something else and not camping but alright. Yeah, the screens funny, and yeah, camping sucks, but I'd rather the potential to camp then have some kind of restriction that doesn't feel right. The game isn't an esport, and I like to have the freedom of doing almost anything on either side. And having the freedom of doing anything, will allow some players to do bad things unfortunately. But now you just can't even hit hooked survivors as killer? I don't want anything else like that.
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Jeff! Big, chill, metalhead artist. Great backstory, and meshes really well with Legion's story too.
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No way I'm buying Legendary skins if they're anything over $12 at most. I really love Lisa, but no matter how beloved the character is, you can't persuade me with that price. Even $10 is asking a lot for a cosmetic. And yeah, the problems show. It's gonna be a crying shame if the price never changes, and the problems are never fixed, because Legendary skins open a lot of potential that's gonna be lost.
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I don't always like when moris are over the top MK fatalities. I like DBD's tone of implied violence, rather than being a gore fest. The idea is neat, and a lot more stimulating than Wraith's current mori, but I hope that if they do rework old moris, give use some kind of option to choose which mori we want. Even if people hate 'em, I don't want to never be able to use them again just because other people don't like them.
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Yesssss. Would make a lot of sense too. Dunno why they chose Lisa instead of Maria.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1362099#Comment_1362099
On a Killer with an insta-down, you have no reason to use FP, obviously. On Killers without, there aren't any insta-down perks that I actually like to use.
I don't see your point. Although it'd be interesting if my version of FP was still the same as FP rn, where even non M1 attacks apply FP. So a Huntress could throw a hatchet and instadown. Although I think that's even a little too strong. Sure, Billy and Leatherface won't benefit from it as much as other killers would but that wouldn't mean it's useless. An instadown against bodyblockers as ANY killer sounds extremely useful. Especially Pyramid Head.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1361882#Comment_1361882
Unless they intend on using Self-Care for who knows what reason, I'd rather have the Survivors be in a one-hit state for a shorter chase than take a small amount of time being healed up by someone.
It's not so short that it doesn't matter. That's precious time of them healing instead of doing gens or something more important.
Also so the plan is, hit them, let them run off, chase the blockee and eventually find the blocker before the 60 seconds ends? Okay. I still think instadowns would make for a much stronger/exciting perk, but sure.
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He's a solid B tier.
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Because I hate to see them leave, but love to watch them go.
Jokes aside, I dunno. I haven't really seen anyone tunnel Lisa. I know I don't. Pretty sure it might just be a fad on the forums and tunnel vision will make you think it's bigger than it is.
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I still find it utterly useless. Even at 60 seconds of broken, it really doesn't matter.
Either 1. You chase the blocker, and then Broken is meaningless because they wouldn't be healing in this situation anyway..
Or 2. You chase the blockee, and the other survivor does something more productive like work on a gen, open a gate, prep for a save, etc. They still probably wouldn't have been healing anyway, but if they were, that would've been more beneficial for you.
You WANT survivors to waste time healing. I really don't understand this perk. I see the synergy they were trying to do with Deathbound, but it's just so situational and doesn't work.
It should just be an instadown. Token based instadown, like Mettle of Man, but for killer. Every 3/2/1 protection hits, the next is a instadown. Makes a lot of sense for Pyramid Head too, both character-wise and gameplay-wise.
Imagine you play your cards right, and have had the blocker Tormented. Maybe use ToT, or Deathbound to sneak up on the two, instadown the blocker, send him to cage, and immediately resume chase with the blockee. This could be such a simple change to make it a good perk, but people seem really scared to have good perks now.
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Maybe pose-wise, but they're not much the same. Like at all. Bubblehead nurses in SH2 just tremble towards you and wack you. No teleportation or phasing like Nurse or Spirit.
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I love a lot about this DLC. One of the best we've had in a while + one of my favorite series. A lot of love and effort was put into all the easter eggs, and while that's great and I take it to heart, I criticize BHVR because I want them to keep doing better, and better. Who doesn't. I want them to put the same amount of love and effort that went into all the easter eggs, into more things. Perk balance, unique pallet/wall breaking animations, better cosmetics, better prices, unique view model, 1st person moris, better addons, better generation in the map, etc etc. A lot of it can come off as me busting BHVR's balls, but I do it out of love. And I'm sure a lot of other people do too.
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Ehhhh, trust me I'm a big Silent Hill fan too, but I just don't think Claudia is a good fit. She stabs vincent at the end, sure, and it makes more sense for Cheryl to be the survivor, but she doesn't really fit the big slasher killer bill that Pyramid Head fills. What would her power even be. Just visualizing it makes me feel all eh. I like the thought of the Entity turning James into a killer (Pyramid Head) instead of being a survivor anyway. The lore from BHVR contradicts it but.. It's a crossover man I'm just gonna headcanon whatever the hell I want.
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I'm hearing you, but damn, what the hell is with your typing. Also I like to think BHVR can make almost anything fit in DBD, but a lot of people don't seem to get DBD has a very specific tone and theme to it. Clown is the best example. Everyone wanted some dumb Pennywise clown, but BHVR did a really good job at making a clown killer really fitting for DBD.
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- Leave Torment whenever possible. No use in not dropping it when you can.
- Leave Torment in high traffic areas when chasing a survivor to either scare them away from a loop, or make them get Tormented.
- This is the most important tip. Use your ranged attack in guaranteed situations, like when a survivor is dropping a pallet or vaulting. I see a lot of PH's throwing it all the time, and it sets them far back, cuz the survivors always dodge, and the punishment is bad. You can get plenty of through the walls shots, just use your judgement wisely.
- Do not cage survivors whenever possible. This is also a big problem with most PH's. They give up a lot of map control for no reason. Cage survivors when you have another objective to immediately get to. For example, if you ran into 2 survivors, cage the first one, and quickly resume chase with the second.
- Mindgame survivors by drawing your trail up to them pretty early. They'll swing left and right preparing to dodge your ranged attack, when really it just makes them lose distance. Once you're not even within lunge range, just cancel and M1, or commit to a ranged attack if they go for a pallet/window.
- Use Final Judgement like #4. This is more of a personal thing, but it doesn't net you as much points as a sacrifice anyway. Most useful right before resuming chase with someone else.
- Don't ######### with a spear under the helmet. Gives survivors a free win.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1357216#Comment_1357216
I dont see why konami would have a problem with using individual pieces of these cosmetics for her...
https://us.v-cdn.net/6030815/uploads/J1YND8UK7V9Q/20200616164835-1.jpg
But be completely ok with these cosmetics being sold and used individually
https://us.v-cdn.net/6030815/uploads/6B4Z0OQMR32K/20200616163245-1.jpg
I don't see what the hell Konami's problem has been over the past 6 years dude.
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It makes complete sense for Legendary skins, but there's just no excuse for normal skins otherwise. Unless the reason is if it's Konami's order. In that case, guess there's not much BHVR could do.
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Frick Dwight.
Marry Dwight.
Then kill Dwight.
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Yeah the shirts were an awesome touch, I'm really glad they added the Happy Birthday and God of Thunder extras, but it just doesn't look the same without the jeans. Looks weird with the skirt and boots. Also, really? No tattoos, choker, and grey hair for God of Thunder? I get it might look a bit immersion breaking compared to some characters, but the bar is pretty low for cosmetics now like that clown elephant costume thing. Not nearly as "unrealistic".
Maybe it's just Konami shafting BHVR. I wouldn't be surprised.
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Cheryl is one of the better looking licensed survivors. In the face at least. She just doesn't really look like her from SH3, and has that slightly weird gremlin quality DBD survivors have, only a little. Good attempt though.
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I don't like it. I love it.
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@indieeden7 said:
They do have the choker and jeans but for some reason you are forced to wear them with the torso that they come with despite the fact that neither of the torsos look that good imo
It's not THE choker and jeans from SH3.
I'm glad they didn't include them at all, but yeah I was really hoping for there to be the actual full outfits from the game. Better yet, an actual God of Thunder re-skin. Cheryl with the shirts and the skirt/boots just doesn't really mix. Also no belly button, man. Come on, I know BHVR has played the game before.
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Loud minority.
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I've said it before but idk why they didn't just make the edges of the screen that kinda fading bloody rusty texture you see so much in SH. Maybe make it peeling and fading away. Also the trails always looked weird to me, it looks less like a cut with blood under the ground and barbed wire coming out of it, and more like an asset jumble. There's like a metal beam in it too even. I think they should've just gone simple and have a crack in the ground with a spooky red light shooting out from it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1338808#Comment_1338808
Reporting has nothing to do with the topic at hand. We are discussing a blocking system enforced entirely by player choice. Also, it is not uncommon for someone to go "haxx, reported for camping" in post-game chat in DBD, so that's not something different from what you remember in Overwatch.
You must have missed the part in my post when I said that one of the best Overwatch players in the world was experiencing very long queue times because of the system that OP has proposed. So yes, if that is accurate, I would say that your account does become a deadzone.
Different fans? No. Players numbers? If people are steadily blocking you regardless of which game, the end result is still the same. Obviously, this is an extreme example that isn't going to happen, but having 4 people blocking you at a time is not that much better than having 6 people blocking you at a time. You're still going to gradually find it harder and harder to match up as the game starts to find it more difficult to find people who haven't blocked you (and in a game that already suffers from matchmaking woes, it is absolutely NOT in the devs' best interests to exacerbate the issue). Anonymity? As long as it is still possible to message anyone who hasn't turned off messaging, no.
Reporting is all we have in DBD. It kind of does have to do with the topic. The point is a blocking system would be preferable compared to what we have now, which is just reporting. I recounted my experience of OW player reputation system, which was mostly comprised of reporting. Which is why I said I didn't want that OW system in DBD. If that's not what OW is anymore, then cool. Also, in DBD while it's just text after the match has already ended, so you can leave and ignore it, in OW it's someone usually saying it on mic mid-game. Something hard to ignore considering avoiding comms is "not good teamwork" which opens an opportunity to ban or block. But that's besides the point
With that OW player in mind, maybe OW straight up bans you from playing with a blocked player instead of lowering the odds, because a situation like that has never happened in a Valve multiplayer game. Not once in CSGO, TF2, or L4D2. And they use what you make sound like, generally the same system.
When I say anonymity, OW has you talking with players in voice chat and making teamwork decisions mid-game. DBD does not have this. There is no VC, and you can turn off chat. If you have a private steam profile and want to play the game for yourself without talking to anyone, you can do that. These two player bases invoke different reactions. One of these groups is gonna be a lot more reactive to toxicity and ready to block, compared to the other. One gives more opportunities to block someone than the other. Now take the whole 12 players a match vs 5 players a match into the equation as well. There are many reasons why this block warzone is more likely to happen in OW than DBD. This is why I don't see this pandemic of blocking happening to DBD. I seriously doubt even half of DBD's players as of right now actively report people, or would care to use a blocking system if it came.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1338749#Comment_1338749
I don't see how the things you mentioned means that it is less likely that such a system would be abused in Dead by Daylight. The system in Overwatch was, from what I can tell, "You can block someone to make sure you don't match with them," which is the exact system being proposed by OP.
It'd be simple, quick, and efficient if you're mature enough to know when to rightfully block someone.
I want you to honestly tell me if the word you would use to describe the Dead By Daylight community is "mature."
And if a surplus of immature DBD players have screwed their matchmaking by not learning, why care for them?
The issue is NOT a certain player not being able to queue up quickly reliably because they blocked too many people. The issue is a certain player not being able to queue up quickly reliably because THEY were blocked by too many people.
I have faith that it's abuse won't affect the game in a major way like you and other people say it will, considering just how many people actually play this game.
Consider how many players play Overwatch vs. Dead By Daylight. If it didn't work for Overwatch, why would it work for Dead By Daylight?
I remember Overwatch being all about reporting. Maybe it's different now, but I remember not being able to go two rounds without someone being reported and making it public to everyone else in the match as if they're some kinda mini-cop. If it does have blocking and muting, then good, that's all it really needs. Keep the actual hacking griefing to reporting/banning. I wouldn't mind a system like that in DBD.
I know a majority of DBDs fanbase isn't mature. Call this an opportunity to cull them. You reap what you sew, in this instance. And if the player is someone being mass blocked by people instead, then you missed something I said in my second post; Blocking doesn't mean you're banned from a player or the game. It means your chances to queue up with them or drastically reduced. So in the case of having actually that many people block you (which is a lot more people than I think you realize), you can still be matched with people that have blocked you. It's not like your account would be a deadzone suddenly.
And I think it'd work for DBD as opposed to Overwatch because the fans are different. Not to mention, Overwatch has you up against 6 players on the enemy team, as opposed to either 4 or 1 players in DBD, so the chances of having more people block you on average (if literally every person blocks you every round idyllically) is far greater. That and a bunch of reasons I mentioned before (DBD is a game with more anonymity and quick matches in contrast to Overwatch, etc)
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DBD isn't Overwatch. You jump in a match with a bunch of randoms for a quick game. No ranked or casual MM or anything. It's not a competitive E-sports games with tournaments and big players like that. It's certainly becoming that with the way people push it, but that's a different subject. Either way, Overwatches supervision is the exact opposite of what I'd hope for DBD. It's very easy to get banned for almost anything said/done out of the norm, and it just leads to enabling a super sensitivity within the player base at its worst. Don't even get me started on the Good Boy Points system.
Look at any Valve multiplayer game, and it works fine. It'd be simple, quick, and efficient if you're mature enough to know when to rightfully block someone. And if a surplus of immature DBD players have screwed their matchmaking by not learning, why care for them? They sound like a nuisance to the community, and good riddance. Maybe they can learn from it.
It's not that I have faith in that it won't be abused. Of course it will, everything finds a way to be abused. I have faith that it's abuse won't affect the game in a major way like you and other people say it will, considering just how many people actually play this game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1338566#Comment_1338566
No, this is actually a very important question that needs answering.
https://forum.deadbydaylight.com/en/discussion/comment/1338632#Comment_1338632
It can lead to increased queue times if enough people do it to the same person. Sure, in an ideal world, that "same person" is a complete jerk who actively harasses people and makes things worse for everyone. But what about when salty people just block people who they lose against? What would stop enough people from blocking someone skilled at the game just for winning? What stops that person from inevitably having higher queue times?
Well it's a risk worth taking because
1. If you're being salty and blocking people who are just better than you all the time... Then that's your own choice. That's you digging your own grave. And if you don't stop once you realize it's a bad idea anyway, then so be it. It's one person out of many, so the chances of it affecting other people are not that great. People would learn to curb it eventually, anyway. Even DSP knows when enoughs enough sometimes.
2. The chances of this exact scenario happening to a huge majority of this games player base is really unlikely. Think about it. This game has tooons of players now. I know there's a lot of people who exhibit bad behavior but I really have faith that the majority of this games players aren't the kind of people to be salty, AND block after every round, AND not learn to curb it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1338608#Comment_1338608
The difference is that people abusing the report system now doesn't lead to real consequences for those they falsely reported. Self-moderation just leads to the worst of the worst having a free reign on your platform, it's happened every single time that was attempted.
Blocking someone doesn't mean they're banned from the game. It means the chances of you being matched with them are lowered. Just because someone might wrongfully block people, doesn't mean the game is going to turn into a wasteland or something. When has it led to the worst of the worst before, anyway? I think of multiplayer games like TF2, and it's pretty great because Valve doesn't step in. It's up to me and my judgement, rightfully so.
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I'd rather people be able to block/mute players, than have BHVR step in and control all the player relations through reporting and stuff. Someone's saying something you don't like in chat? Mute. Easy, and no hassle. They're intentionally griefing? Blocked. Of course it'll get abused, but there's always bad apples. People use reporting inappropriately rn anyway, it's no different.
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I think the bloodweb progression is genius. Never had a big problem with it/wanted it to change, because playing without some perks is okay in this game. Maybe it gets worse in higher ranks, but for the most part, you can live if you play with 0 perks.
But if I were to suggest an idea to make it less arduous, I think maybe prestige and or devotion should offer a small permanent bloodpoint multiplier, that can stack. Bloody cosmetics are cool, but it does feel like resetting your progress for little reason and not much else.
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Draw, practice bass, grab some food or coffee. Maybe clean up or workout if I'm really productive that day.