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The Grind FEELS Slower After the Prestige Change

itsPina
itsPina Member Posts: 91
edited August 2022 in Feedback and Suggestions

No matter what the raw numbers may reflect (which is a pretty small percentage increase....) the grind FEELS like it takes twice as long now that BBQ and WGLF are no longer in the game. It takes ######### forever to get 6million BP which is what you need to get tier 3 all perks for a single character.


BHVR are you still planning on addressing the grind more soon? This recent change feels like a step backwards in the moment to moment gameplay.

Post edited by Rizzo on

Comments

  • ColonGlock
    ColonGlock Member Posts: 1,224

    Players who did not have all perks unlocked got a nice boost and can try a wider array of gameplay styles. I am equally dividing up points and keeping all the characters I play stocked with items and offerings until the next DLC. I don't understand the race to prestige 100.

  • Man_of_triangles
    Man_of_triangles Member Posts: 302

    The grind was only reduced in the sense that if you already have all your characters at high prestige (or high levels before the update) then all future characters will start with massive amounts of high level perks. If you only played a few killers, the grind was increased. If you only played one or two survivors (the majority of the playerbase) the grind was increased. If you didn't already have these characters leveled up, then the grind for a new player to unlock teachable perks on their main character has increased. That's not even getting into the increased grind for addons with the bloodweb resetting, or that BBQ and WGLF are gone.

    It doesn't just feel worse - it IS worse for anyone who didn't already have every killer at a very high level. Going forward, the only benefit will be that you can do your grinding in-between chapter releases instead of saving up a measly 1 million BP and then needing to dump 50 million or so into the new character.

  • TarunCosmo
    TarunCosmo Member Posts: 181

    This.

    I get to my bloodpoint cap and am like, crap time to sit in bloodweb for the next 30 minutes. I'm not in a rush to max out prestige, and really see no value after P6. I mean it would be nice to see more rare item options, but I hardly take items into a match anyways. (I'm a digital hoarder)

    However, Add-ons on for killer are always nice to have.

    But to each their own, kudos to the first person to hit P100.

  • Plsfix369
    Plsfix369 Member Posts: 566

    They did the Impossible, they actually made it harder.

  • Gary_Coleman
    Gary_Coleman Member Posts: 732

    The bloodweb becomes tedious once you have all of the available perks. Takes longer to proc the entity.

  • Supernaut
    Supernaut Member Posts: 1,532

    I'm really hoping that the BP incentives will give us a bit of a boost. Although we can earn up to 40k a match through regular play, it is very rare to see anywhere near that.

    I genuinely hope we get the WGLF/BBQ effects reimplemented somehow. Their presence was an in game incentive for a healthy playstyle.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    The grind is definetely reduced I mean you dont need to spend 3m point in searching perks on the 34 characters left

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    Use prove, and boon totems till oblivion and tgen u can just focus on rescue.I also like facing onryo cuz its easy survival pointts

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Gonna have to hard disagree with you on the grind being much smaller now. I'm a Kate main. I only play Kate. Before the rework, I could get away with investing around 1m~ BP into a survivor for their teachables. Now, I have to invest around 1.6m because I have to prestige the survivor to get their teachables.

    To get all survivors to P1 requires roughly 52.8 Million BP. The difference pre-patch is 600k per survivor, which comes to a rough total of 19.8 Million BP. Assuming you wanted all survivor perks as teachables, pre-patch you only needed 33 million BP.

    The prestige rework benefits killers the most because each killer is unique in their own right with different powers. When a new killer releases, you're not restricted to their perks only for awhile. All the perks you've unlocked are available on the new killer from the get go.

  • Onyx
    Onyx Member Posts: 214

    I mean, you're not wrong. I think some people, BHVR included, should remember, this is not a problem with how much total BP you have to spend to get all perks, because that is indeed much smaller, there is no doubt about it. No, this is a problem of how much BP you GENERATE.

    Sure, previously you could earn up to 32k BP and now it's up to 60k BP.... except not. See, because of BBQ and WGLF, the reality was that you could earn up to 64k per match. Basically you could always have a party streamer active without having to get one from the bloodweb! Well, killers at least, WGLF was always such a "I need to compete with my teammates for tokens" that the reality is not everybody could get 4 stacks of WGLF unless people started throwing, which is why I wanted more ways to earn stacks. Personally, every survivor action should have given you a stack (complete a gen, cleanse a totem, heal a survivor one state, be in a chase while a generator is finished to still reward people who run the killer the whole game).

    But now, now that has been removed, and despite you being able to earn a total of 40k BP, lets be honest, most survivors don't even get that much. So, while they did reduce the grind, they also hit it quite hard by removing the essentially free Escape Cake/Survivor Pudding, which gave everybody way more BP per match by just playing it.

    HOW TO FIX THIS

    1. FIRST SOLUTION

    There are multiple ways. Since you halved the amount of BP one can generate per match, the easiest and fastest solution would be to just... halve the cost of everything.

    3000 -> 1500 for Common/Event rarity

    4000 -> 2000 for Uncommon rarity

    5000 -> 2500 for Rare rarity

    6000 -> 3000 for Very Rare rarity

    7000 -> 3500 for Ultra Rare rarity

    In fact, if BHVR would like to be a bit more generous, they could reduce those costs even further by an extra 500, so the lowest cost is 1000BP and highest is 3000.

    This is a very easy and quick fix, I think a lot of people would be okay with this one. Along with it, please remove the 20k BP cost to prestige. I literally do not understand the reason behind the cost. If you REALLY want it to cost something, make it 500 BP and that's it. It's just an unnecessary extension to the grind.

    2. SECOND SOLUTION

    Now, first solution is simple and effective, but what it does not address is the amount of BP someone gets in a game. Especially as survivor. See, even reaching that 40k BP is quite the pipe dream as survivor. As killer is slightly easier, but lets be honest, you will still have a hard time reaching it.

    So the solution would be to:

    1. Remove the survival and sacrificing BP categories. The issue with these is that it reinforces your perception of having lost a game simply because you did not escape or did not kill anybody. So not only is it unhealthy for the game and just further makes people upset when that happens, it also literally prevents survivors from ever earning 7k BP just from one category alone. That is 7k BP just never earned and it feels bad. People have suggested just adding more ways to earn Survival points, but I think that is more complicated than just removing the categories entirely, which in the end would be healthier anyway.
    2. Since there are now only 3 categories (Altruism, Boldness and Objective for Survivors; Brutality, Deviousness and Hunter for killer) each category needs to have its cap increased to 21k. Hold on, did I just say 21k? Yes, because with 3 categories that would increase it to a total of 63k potential BP per match!!! The idea is, rather than halving the cost, double the potential BP you can earn.
    3. Alternatively to no 2, instead of having a cap per BP category, why not just have a max cap instead? Have a max cap of 64k per match, unlock how much you can earn in each category, so, if you somehow did nothing but got chased by the killer all game, all the 64k BP would be in the Boldness category, more or less. So you can earn a total of 64k BP with any amount from all the categories (aka the collective categories have a cap of 64k)
    4. Because we raised the cap so high and removed an entire category, now comes the hard part: go through each score event and buff the numbers. You have to heavily increase the amount you get from an event so it makes sense. Re-assign the current Sacrifice and Survival events to other categories and lower the amount you get from them (to keep them rewarding but not as much, basically making them not as needed to cap out on BP). This is their opportunity to also buff score events that were kinda low for a lot of killers. And since they are here, they need to add more score events in general, promoting interaction.

    As you can tell, this is not an easy solution, but would be a better one for the long run, solving the issue of BP generation, especially for survivors, who currently have 7k BP locked behind escaping, which, mind you, they don't want that number to be high. Survivors have always been screwed over BP, it's time something was done about it and if they are, this is their chance to just look at the whole system itself.

    This solution keeps the numbers how they are, but lets you get closer to that max BP per match.

    Conclusion

    If BHVR were to go with the first solution, that would be really nice as well, but I still would love if they looked at score events as well. Lowering the cost of stuff is great, but it does not change the fact that survivors earn less BP in general than killers do and that is simply not fair. You can have a Nurse game that demolishes you, everybody earns less than 10k BP in that match, and yet the Nurse somehow still gets over 20k BP? That should not be allowed. Remove the Sacrifice and Survival categories, please.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Personally, I'd rather see a bloodweb rework. We have so many offerings that are just pointless to keep. Why would you use a wreath, for example, when you can use Survivor Pudding, or Party Streamers? Why would you use a flower when you can use a Escape Cake, or Party Streamers? Luck offerings, too, why would you bring an offering to increase your personal luck when you can just bring Vigo's which increases everyone's luck by 4%.

    It'd reduce the grind immensely. Your ideas are good, too, just not what I'd personally prefer.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Because you more or less are. It cost me 1.6m to prestige Cheryl.

  • Ryuhi
    Ryuhi Member Posts: 3,942

    I would disagree it benefited killers more (or much at all) since their builds are considerably more strict (making more perks useless to aquire) and addons are much harder/more expensive to stockpile now, especially if you're finished the perk portion of the grind. Then you have people like me who P1'd before the update to get the p3 and have their perks unlocked for everyone and so on... had to nuke their addons to do it. which are both consumable and now more expensive to replenish.

    Take a killer like huntress. unlocking all her perks for everyone is nowwhere near as important as her addons, territorial imperative doesn't exactly carry matches. I've said it before in other topics, but the big issue is that the updated grind created just as much waste as it introduced "reduction." BP spending efficiency will always be forcibly bad by design.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    In direct comparison to survivors, killers benefited more from the prestige rework purely due to the fact that you are more inclined to play different killers thanks to each one having a unique power.

    Whereas having all perks available to all survivors is largely meaningless.

    Don't get me wrong, the grind is still worse for both; it's just that the prestige rework was more beneficial to killers than to survivors.