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Prestige System QOL Rework

GlamourousLeviathan
GlamourousLeviathan Member Posts: 1,028
edited June 2021 in Feedback and Suggestions

So, let us all agree on something, the prestige system is terrible. For those unaware, you gain 2 bonuses every time you prestige with a certain character. The first and most obvious one is the free cosmetic, a bloodied version of the base skin of the character. The second bonus is related to the bloodweb, giving an extra spawn rate to green, purple, and red nodes. With this bonus, whenever you get your prestige 3 bloodweb, you will receive an increased +30% chance for green nodes, +20% chance for purple nodes, and +10% change for red nodes.

The bloodied cosmetic is okayish since it is a free cosmetic, and who doesn't like free stuff after all? But, the thing is, the cosmetics themselves aren't good. As far as I know, people only want to get these cosmetics if they either want to have the full collection or they don't own any other cosmetics. The thing is, with so many pretty cosmetics being sold with Iridescent Shards and Auric Cells, there is no real reason to use the prestige ones. As for the increased chance on the bloodweb, it is barely noticeable in a way that many players didn't even know this was a thing. For these reasons, people don't often go through the trouble of resetting their bloodweb, since the pain of having to grind all those bloodpoints back just isn't worth it.

In the end, the prestige doesn't feel like a natural progression on a certain character, instead, it feels more like a sacrifice for a reward that isn't that great to begin with. With that said, I want to propose a full rework of the prestige system, in a way that it makes it seems more like a natural progression of the bloodweb instead of a hassle.

The first change that I want to suggest is to make nodes cheaper as your prestige levels up. To make things simple, I am gonna say that, with each level, the nodes become cheaper by 25% of their original value.

Brown nodes: 3000 -> 3000/2250/1500/750

Yellow nodes: 4000 -> 4000/3000/2000/1000

Green nodes: 5000 -> 5000/3750/2500/1250

Purple nodes: 6000 -> 6000/4500/3000/1500

Red nodes: 7000 -> 7000/5250/3500/1750

Reducing the cost of the nodes will give a logical reason to prestige, as it will give a benefit to players who don't care/need the prestige cosmetic. Not only that, but it will make the subsequent leveling up of the bloodweb much easier, giving it a feeling of a natural progression.

The second change that I want to add to make the prestige more attractive is to give the player the ability to select four perks when they prestige. The selected perks will have an increased chance to appear on the bloodweb, and this change will be kept on the subsequent prestige resets. To keep things fair, you will have to already own the desired perk on tier 3 on the selected character, before resetting. So, let's say I want to prestige my Hag, so on my first reset I am choosing Pop Goes the Weasel, Corrupt Intervention, Franklin's Demise, and Thanatophobia. These four perks will now start to have an increased chance to appear on the bloodweb and, when I get to level 50 again, I can choose other four perks to add, which, let's say, Surge, BBQ & Chilli, Undying, and Oppression. Now, I have 8 perks with an increased appearance rate and so on. Nowadays, when you reset your bloodweb you lose all your perks, which makes it is even more of a hassle on killers that are dependant on some perks, like Oni with Infectious Fright and Trapper with Corrupt Intervention. So, basically, when you go back to your web level one, your desired perks will be fighting against other 83 perks (94 if you are a survivor) to make an appearance every time you level up. With my suggestion, getting back your favourite perks won't be so problematic and luck-based, giving you an opportunity to get back to your previous state much quicker.

These are my ideas for the prestige rework, now I want to know what you guys think about it.

Post edited by Rizzo on

Comments

  • fogdonkey
    fogdonkey Member Posts: 1,567
    edited June 2021

    Reducing the price of nodes is a terrible idea: People will have enough bloodpoints to always run the strongest add-ons, items and offerings. Everybody will just run purple/green stuff all the time. The game is not balanced around that IMO.

  • MongolPSR
    MongolPSR Member Posts: 1,032

    Um. The game already gives enough BP to do that. I am never wanting for addons on wraith or slinger.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,028
    edited June 2021

    Yeah, I know that but I don't think that there should be game breaking stuff like iri heads and BNPs to begin with, for my idea I am considering a beefy nerf on these kind of stuff. For killers, I think that red add-ons should be based around The Twins add-ons, in a way that they change the killer's playstyle instead of giving them an insane buff.

    Also, on each level of the highest bloodweb, you can claim at maximum 2 red nodes per level, not even considering the possibility of them don't spawning nor the Entity consuming them. They are called Ultra Rare instead of Ultra Expensive for some reason.

  • fogdonkey
    fogdonkey Member Posts: 1,567

    Probably it is already broken a bit but this change would make it even worse.

  • fogdonkey
    fogdonkey Member Posts: 1,567

    If the prices go ultra low, then you can go through the bloodweb fast enough to make even ultra rare easily findable.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,028

    I put 25% reduction to make it more simple to understand. I don't work at BHVR so saying a precise number won't happen. It can be 5% reduction, or 15% reduction, or 25% but applying it on the reduced values instead of the original ones, or whatever the devs think are a fair price for things. My idea is just making thing cheaper as you prestige.

  • Schardon
    Schardon Member Posts: 177

    Ironically the fact this change would create a balancing issue is a balancing issue in itself already imo. If always running purple add-ons is a balancing issue why is it not a balancing issue if you're just running it a couple of times? In the grant scheme is balances out, sure. But it is an issue within the matches you're using them in and your opponents can't to anything about it since they can't even know what add-ons you're running.


    Furthermore there are Killers that do have bad purple/red add-ons compared to their yollow/greens. How's that balanced then? Since you already can run yellow/greens every game if you want to without breaking a sweat.


    I never really liked the add-on system. It feels really weird to have your full potential locked behind RNG and "consumables" you have to spend in-game currency for.

    The game could potentially feel less frustrating for survivors if the Killers would have their best add-ons baseline but the game would be balanced around this fact and add-ons would just be some small QoL things like the add-on for nurse that lets you see your blink distance instead of having to memorize it.

    This creates more consistency and survivors would know what they're up against instead of "guessing" which add-ons the Killer runs. More consistency = more predictability = less frustration.


    But that's just my way of thinking.. Maybe I'm just an idiot and absolutely wrong.


    On the other hand you'd have to compensate survivors in a similar way too, I suppose. Since their items, like flash lights and toolboxes and medkits and their add-ons also cost BP. Maybe items could stay as they are but they also have their strongest add-ons baseline? The QoL for flashlights could probably be a crosshair.. Idk... just some wild randoms ideas I'm throwing in here right now. There are probably way better things one could come up with when thinking about it properly.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,028

    Actually, I like the idea behind the add-on system. For the sake of the argument, I am going to use Hag's add-ons as an example.

    The brown to the green add-ons are just straight up enhancements to her base power, with each tier of rarity increasing the power of the effect. These add-ons include the teleport range and the set up speed time reduction. They are OP? Definitely not, but they can help you a lot throughout the match. However, the purple and the red add-ons instead of being a direct upgrade from the other add-ons are completely different in a way that they change Hag's playstyle. For example, there is the Mint Rag which puts a cool down on your teleport at the benefit of teleporting to any trap on the map. There is also the Scarred Hand, which makes the mud clones have collision at the cost of your teleport. These add-ons are not game breaking and for some, I would say that they are even crippling.

    My point is, the ideal add-ons, at least on my perspective, should be either the ones that give you a nice upgrade, or change your playstyle. In either way, you can make use of some fun builds giving more variety to the game. Body blocker Hag is harmless as it is and her green add-ons don't make her an unstoppable beast anyway.

  • Schardon
    Schardon Member Posts: 177

    That's the one thing but looking at Wraith, for example, is the other way around. Most of his brown add-ons are pretty much useless/do very little, his yellows and greens are ok but his purple and red add-ons are insane. I've played Silent Bell + Wall Hack Wraith for a couple of games and it's absolutely nuts. Survivors basically can't mind game you at all on most tiles. Speedy Boy + Wall Hack is also really strong.


    Another example would be Spirit with insane purple/red add-ons.


    I don't mind the add-on system in a casual sense since they do bring a kinda fun mechanic into the game but in a competitive sense they're just god awful.

    The sheer randomness and amount of add-ons can make it extremely frustrating to plain against them. Coming back to my example of Wraith - I don't want to imagine how painfully frustrating it was to "hide" from me, and then just to get hit out of nowhere because they didn't hear my bell and didn't know I can see them through walls. Many of them even said to me (in post game chat) that they thought I just saw them moving before uncloaking or it was just my lucky guess only to realize I run those add-ons after I got them the second time with it.


    My whole point basically is that this randomness can be absolutely frustrating for people because they don't have any way to know which add-ons the killer/the survivors are running. There is no information about it before it already did its damage. Same argument could be used for Brand New Parts - Gen got roflstomped within a few seconds. If the Killer would've had the chance to know that this one guy has this add-on then the Killer could've played around that fact and potentially have stopped it but as it stands now - he can't.