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Bloodweb and Perk Leveling

Kind_Lemon
Kind_Lemon Member Posts: 2,559
edited August 2020 in Feedback and Suggestions

(for bloodweb and perk leveling, skip past the spoiler/italics)

First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

Perks and Bloodweb leveling

As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.


How it functions:

  • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
  • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
  • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

Perk Leveling (2).png Perk Leveling (6).png

(ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

(P.S. This also brings back Ultra Rare and Common perks)

Post edited by Kind_Lemon on

Comments

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited August 2020

    I can't edit something in a PTB archive, and this isn't doing much use there.

    Alternate Add-on Solution

    I was hoping for a solution that rewards players for doing well, but a solution that helps players who are not doing so well might be more feasible.

    Killers that only manage to get kills after all gens are done and killers that don't manage to get kills keep both add-ons. Killers that 4k keep one add-on of lower rarity (if there are two). If there is only one add-on, the killer loses that add-on.

    Survivors that die in a match lose their items and add-ons if they have used at least 10% of the total charges. Escaping with an item with less than 25% of total charges does not preserve the item or add-ons. Otherwise, all items and add-ons are kept.

    Post edited by Kind_Lemon on
  • LapisInfernalis
    LapisInfernalis Member Posts: 4,245

    I would love to see the ols ultra rare/common rarity of perks again. I didn't play back then, but I liked it very much and used it for my icon collection.

    I like your Idea. Paying the double price seems OK, since most times you need more BP than that to get to the perk. Especially on P3.

  • CalamityJane
    CalamityJane Member Posts: 487

    I dislike your suggestion around add on retention. Survival keeps add ons but the killer only keeps add ons if they get a 4k.

    That is very skewed, a survival is a win for a survivor, but a 4k is above and beyond a win for a killer. Losing a survivor to the hatch because you didn't go full tryhard and slug everyone until you found it isn't a loss, it's still a win.

    It would also cause an even greater divide between add ons. If you base retention on kills, then 'good' add ons help you get a lot of kills so you keep them. Iridescent Heads and Infantry Belt would be very difficult to lose, meaning their ultra and very rare status are both redundant because as long as you don't suck, you never run out.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I completely understand. I felt the same way too, but this post was written originally as a rough draft and I never went back to modify it. I wanted a solution that was based off of "rewarding players for doing well", but that can cause a host of problems, so I've added my alternate solution in my first comment.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Colors are pretty, and that was one of the driving forces behind this change lol.

    But also, the perk rarity distribution was shrunk because of a bug and due to how the bloodweb spawned perks. In a world where the bloodweb doesn't have multiple tiers of the same perk, this change isn't needed, and it would make sense to return things to how they were intended to be.

    Also, price is just a rough estimate right now. But yeah, considering how expensive it is to buy perks now, it would be significantly cheaper to get all the perks you wanted on all the killers you desired.

  • DaddyFatSacks420
    DaddyFatSacks420 Member Posts: 192

    just decreasing perks to only 2 tiers (standard and upgraded) would make a big difference, or increase how many perks show up on the bloodweb past lvl 10. having at least 2 perks to choose between lvls 10-30 seems reasonable. Or maybe you could spend iridescent shards to upgrade perks right away

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    but that's boring.

    Most of the really interesting stuff happened with tier one perks until the devs decided to make them not as interesting (tier one DH, etc.)

  • bjorksnas
    bjorksnas Member Posts: 5,804

    the problems I always see with forcing killer 4k is that it usually forces slugging for the hatch for a reward, so maybe 3 sacrificed or 4k to keep addons because the last person usually gets hatch or gets out 30-40% of the time without slugging depending on perks

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    possibly...

    the entire notion feels more and more like an impossible mission if I'm being honest. i.e. There should be some way, but the way seems to not exist....

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    The acquisition and retention of add-ons such as iri head is in and of itself an issue with the bloodweb. It would make a lot of sense (imo) to have add-ons stick around after the match for killer if killers weren't getting good add-ons as much. That is, if it took a killer seven bloodwebs to get one iridescent add-on (eg. iri head) and spent 700k or more to obtain it but gets to use it for only two (chooses to play one round in between without it), that would be just as frequent if not less for a killer getting add-ons from the bloodweb currently.

    These two ideas were included in the same post because increasing the bloodweb's cost to adjust for deflation to prevent add-ons from just stacking up, unused -- a deflation of currency which is directly caused by the need to allow players to acquire perks in a reasonable amount of time spent leveling -- means that both the method of obtaining perks and the price of add-ons are related and need to be addressed together.

  • Pawcelot
    Pawcelot Member Posts: 985

    I am in the camp that they should just remove perk tiers all together. It causes such unnecessary grind.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Yes, it does, but perk tiers serve a function. They exist to bridge the gap between no perk and perk (something which the game has lost along the way with all of the new patches). They also provide a short term goal for players that gives them a reason beyond entertainment in the trials to keep playing.

    What my suggestion does is keep all of that but remove the grindy-aspect of it. It should be a win-win suggestion with the added bonus of returning ultra rare and common perks (also note that ultra rare perks are further from base game than are common perks, and while strength does play a role in the term "further from base game" , the terms are not identical).

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    I agree with the idea of separating perk tiers from the bloodweb, they could even attach small challenges to it such as play so many games with the tier 1 perk equipped before spending bloodpoints to level it up to tier 2 etc.

    I would also go one further and remove teachables from the bloodweb and have them listed separately to the inbetween the bloodweb and killer model to be purchased with bloodpoints once the required character level is achieved.

    Currently I have characters like Demo/Freddy where I am only getting 1 or 2 perks per bloodweb because I don’t want to unlock some of their teachables until I have got the perks I want on my other killers or it will add many other bloodwebs I will have to go through to get what I want wether I unlock them or not.

    Separating teachables from the bloodweb will only serve to give more perk variety per level to get what you want faster, while not affecting ‘bloodpoint economy’ as you will still have to level up the character and spend the same or more bloodpoints to unlock them.

    I cannot see an argument for keeping things as they are except to create a grind and make it more difficult to unlock what you want the more DLC you have purchased and unlocked.

  • Trwth
    Trwth Member Posts: 923
    edited October 2020

    A relatively simple upgrade from what we have now. A little dry for my taste, but it could work. The only outstanding flaw I notice is that there is still a grind. Having a perk upgrade menu dramatically reduces the grind, but there is still a grind. Getting new perks and stuff should feel rewarding, like you've earned these perks.

    There's room for improvement is what I'm getting at :)