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Any chance of a bloodweb or perk rework on the horizon?

From what I've experienced from a variety of DBD communities, one recurring thing is bloodwebs being a problem. They often take too long to complete, and the cost per web feels like it's been increasing throughout the years, likely due to the removal of the yellow/brown map offerings while new maps only have green, introduction of new add-ons (like for the key the wedding ring, sometimes when a killer gets reworked new add-ons), then just the overall usage of the items/add-ons you get. A lot of things essentially have been min/maxed or reworked to where certain add-ons show little to no effect, but will show up often in a bloodweb, just acting as a filler to the perks and items players are looking for.

Now, I'm not entirely sure what to suggest, maybe a recycling center to get rid of items that you don't want to use/won't use for bloodpoints, which also gives more use to plundering builds, and could give a BP incentive for items left in the trial/eaten by the entity to Franklin's and Hoarder.

Another idea was the shared inventory, similar to Mobile. This lowers the amount of time spent on an individual character's bloodweb to get them and only them an item you have 20 on a different survivor. Killer it would be a little bit different, as killers have different add-ons, but offerings being combined would be nice to have to use any BP boosting items on while playing them.

To remove some of the perk bloat, why not combine some perks when they both are unlocked to create a combo perk? Probably would have to balance out some combinations, but what about Self-Care and Botany Knowledge combined into 1 perk? Or perks from multiple characters, like Dwight's Bond and Claudette's Empathy or Jeff's Aftercare? A Nurse's Calling and I'm All Ears? Now, surely this is a bit of an "out-there idea", but a lot of perks have some overlapping ideas that could be combined, but I don't know a good way to make the best out of the current teachable perks system and a perk-combining system to clear the bloat of perks in the game

Also a "take cheapest path to item" would be a great addition, or an auto-complete web for those who reach the BP cap often.

Comments

  • Lexilogo
    Lexilogo Member Posts: 587

    The fastest and IMO most sensible way to counteract perk bloat would be to remove Perk Tiers as a system. All T3 versions of Perks just become their normal versions. This would also indirectly improve perk design, as they'd get a little less restricted. (right now, all perks need to do something that's upgraded via tiers)

    I'm also in favor of some kind of recyling/sell system like you bring up. Ideally making things less useless should also be attempted, but people are probably always going to want to sell things at some point.

  • JesseJH28
    JesseJH28 Member Posts: 483

    Marketplace trading: place your items, add-ons, or offerings up for trade with people on your friends list. They can take a look at everything up for trade and make offers in the form of bp's, other items, add-ons, or offerings. Set your own deadline for how long the trade offer will stay up and if no trade is made within that time frame, whatever you put up for trade gets refunded for x amount of bp's

    Something like this would be pretty fun I think