http://dbd.game/killswitch
This is a discussion not feedback. If you was a dev how would you reduce the grind?
You're now a dev, how would you reduce the grind? Keep in mind vet players, new players and dont make it over the top. YOU CAN MAKE 3 CHANGES, GO!
Comments
-
1. 5perks per web (you can now collect 3)
2. Daily for both sides can hold up to 6 challenges.
3.max bp per trial is now 40k, 10k for each category. Current scoring categories are increased by 15%
6 -
- Raise (Or Remove) Bloodpoint Cap
- Increase Number of Perks Earlier On The Bloodweb
- After Prestiging That Characters Teachables Are Permanently Unlocked on Themselves At Level 3
- Reduce the clutter in the bloodwebs, there is so much useless offerings*
*For this, I wouldn't mind the 'useless' offerings if you could make them play every round, have two offering slots, one for maps/luck/coins and one for BP offerings that will automatically keep putting the same one in over and over again so you slowly use them without thought.
1 -
1 - Make characters' perk "library" shareable. You have a ton of perks on Jake but would love to use Ace? You can now share Jake's perks with Ace so Ace too has all of Jake's. It should be obtainable (so not automatic) and with a limit (eg you can share someone's perks only with one other character)
2 - More iridescent shards. Make them obtainable through the rift and/or daily challenges.
3 - Perks have no tiers, but only one perk bloodweb. Just removing tiers would be a bit too much, this would make progression 50% faster (if my math is correct).
1 -
1 - Reduce the cost of all nodes in the Bloodweb by 2,000 BP
-ie, Common nodes go from 3,000 -> 1,000, Ultra Rare nodes go from 7,000 -> 5,000, etc.
2 - Improve the value of prestiging a character
-Have prestige not re-lock perk slots (a PIII-1 character will still have all 4 slots).
-Give all post-prestige bloodwebs from level 1-25 have a guaranteed minimum of two perk nodes. The Bloodweb later adds the 3rd/4th perk nodes when it normally would.
-Change prestiging to not remove a character's perks. Instead, it resets all perks they had unlocked back to Tier I.
3 - Add some form of post-trial BP bonus to every perk in the game
-BBQ and WGLF have the only meaningful bonuses out of all of DbD's perks. But imagine if every perk had something to that extent; like if Distressing doubled your Deviousness BP after the match instead of doubling the rate at which you can earn it (up to the category cap) during the trial.
4 -
Unlocking a perk on one survivor would unlock it on every survivor...not just make available in their trees, thats what we have now. No I mean it would be available to be selected by any survivor instantly. Survivors are just a skin anyway, why treat them like they're independent.
1 -
- Perk levels removed. There is zero point to them except to pad out the grind since Discordance 1/3 have been changed and Discordance 1 is no longer the best version of it.
- Perks unlocked shared across all valid characters, eg. having BBQ purchased on one killer means all killers have BBQ purchased.
- This means any paid killers/survivors automatically unlock perks for others. The only required perk grind at all would be Shrine of Secrets-bought perks, and they'd be unlocked very quickly.
- Offerings inventory shared across all valid characters.
- Add-ons inventory shared across all survivors. Killers have no identically-named add-ons anymore since the Bubba/Billy rework.
- Items inventory shared across all survivors. Survivors are just skins. There's no point to forcing them to have separate inventories.
That's it. That eliminates virtually all of the grind and opens people up to playing with items/addons they might not normally be able to afford or are otherwise unwilling to spend BP on. The grind is truly obnoxious and reeks of f2p, despite DBD being a paid game. Of course, the cynic in me predicts BHVR will never, ever implement any of this and will instead take the microtransaction route. They already have battlepass, just like a crummy f2p. Perhaps $50 for 1 mil BP.
1 -
- Increase the overall BP-Cap - 100k per Level of Devotion. This would give players something for Devotion while not being super-strong (like, I am Devotion 27, I would be able to save 3,7 Million BPs, but this would still not mean that I can max out a Character instantly).
- Remove the 8k Category-Cap, people should be able to get over 8k BPs in Objective if they are running Prove Thyself or over 8k in Boldness when they get chased a lot. Keep the 32k Overall-Cap to avoid big farming-Matches.
- Double the amounts of the Category-BP Offerings (brown-->100% in that Category, yellow-->150% in that Category, green-->200% in that Category). This would make them actually useable, currently, you have to get at least 5k BPs in a category to get back the BPs you spent for a green Offering. With 8k BP in that Category, you only have 3k BPs extra when using it. With my idea, you only would need 2,5k BPs to get back the Offering and on Max, you would get 11k BP Bonus, even more, when the Category Cap is removed.
- Bloody Party Streamers (and Event Cakes) give 200% Bonus BPs to those who are using it and 100% to every other player. This would increase the incentive to burn them outside of the (rare) Double BP-Events.
- Some Bloodweb-Changes:
- More Perks unlockable - Level 1-10, one Perk, 10-25-->two Perks out of 3, 25-50-->2 Perks out of 4, 50-->3 Perks out of 6 would be my thoughts.
- remove some Offerings on both sides
- Teachable Perks get unlocked at Level 30/35/40 without purchasing them in the Bloodweb (similar to Perk Slots)
- When prestiging a Character, they keep the Perks they unlocked before from previous Characters on Level 1 and their own Perks on the Level they purchased. They already learned it, no need to re-learn it.
4 -
- Bloodpoint Multipliers for every level of Prestige, a 50/75/100% Multiplier for individuals, and a 5% universal multiplier for every survivor and killer prestige level total.
- Higher quality loot more common the higher Prestige Level you get, this would go well with the multiplier and allow for better quality gear.
- Complete removal of Perk Tiers, they are a huge factor in the grind and would also help the balancing because the balance team isn't held down by perks that require numerical values.
0 -
Reduce items in the blood web and increase perks. Promote finding items in the match and reduce the grind for perks.
1 -
1. No more tier 2/3 for perks.
2. Dailies more rewarding, 30k > 60k for the basic ones. 60k > 90k for the mori ones. Limit the amount of dailies to 6.
3. Base-kit BBQ 100% bonus, but leave BBQ alone. Moar grind.
1 -
Remove perk tiers (all perks would start at what is now tier 3).
0 -
- Remove Perk Tiers
- Remove/Increase the Bloodpoint Cap
- Remove the useless/outdated items in the Bloodweb.
0 -
1. BP caps/Scoring events - Increase total BP cap, remove category caps, implement more scoring events. More overall BP can be earned per match, maybe up to like 40k or 50k. Remove caps so if killer is focused on one player for match and they loop them the survivors aren't screwed because chased maxed out boldness 3 gens ago when the other survivors maxed out their objective and no one is getting altruism because no one was hurt/hooked. Adding additional scoring events to compensate also for increase in total as well as put in scoring events that already should exist. Some additional scoring events: being in a chase with Victor, downing a survivor in the exit gates, killer going after survivor that was not the recently unhooked, make unhook 500 BP safe unhook 2000 BP and unhooked survivor not being chased 30 seconds after unhook additional 1000 BP (this will encourage actual safe unhooks and more teamwork from survivor that unhooks instead of relying on BT or DS).
2. Bloodweb adjustments. Remove perk tiers since they are only there to increase the grind. Combine the single category offerings to all category by % since currently they cost more than BP. Right now (could be bug) if you have only tier 3 perks left to unlock you are only offered 3 perks not 4 so would change that to make bloodweb always offer 4 perks. This is only on first time going through bloodweb but remove having to unlock teachables in bloodweb, have it automatically happen once reach that level on a character.
3. Additional methods of earning BP. Have monthly Bloodhunt weekend. Have daily challenges offer 3 killer and 3 survivor. Fill in the like 50 empty spaces on rift free track with 10k or 20k BP - this will encourage those that would be hesitant to buy premium to play more, once they see how far they make it thanks to the BP incentive they'd be more likely to buy the premium pass.
0 -
Prestiging needs to do more other than give your character a splash of blood on their clothing. It should bring with it the ability to unlock perks at the next rank. So for example if you reached prestige level 1, then every perk you unlock should be at level 2. Prestiging at level 2 would then yield rank 3 perks. And once you have hit prestige level 3, it would cut in half the blood points required in the blood web.
0 -
Changes to bloodpoints triple the bp cap to 3 million, change the max bp in each category to 10k instead of 8k and increase all point scoring events by 25% so you still reach the caps at the same speed
Changes to offerings, double the effects of single category offerings and make them affect all players (killers respective category included) make all current 100% personal bonuses lobby wide and all lobby wide 100% bonuses 150% lobby wide bonus)
Changes to bloodwebs Increase the amount of perks at a max bloodweb to 6, amount of perks follow this pattern level 1-9, 1 perk, level 10-19, 2 perks, level 20-29, 3 perks, level 30-39, 4 perks, level 40-49, 5 perks, level 50, 6 perks
Changes to perks, perks can be individually leveled once their teachable is unlocked leveling up a perk this way increased its tier on all killers who have it and increases its tier when its found in bloodwebs, leveling a perk to tier 2 costs 20k bp and leveling a perk to tier 3 costs 25k bp
Changes to prestige, nothing is lost upon prestiging but the bloodweb is still reset to level 1
1 -
I'd create a new objective during trials which would allow characters to grab parts and ingredients within the trial itself, which in turn would allow crafting and custom-making inbetween new trials.
There would be a marketplace where players can trade items, parts of bloodpoints inbetween trials also.
The Bloodweb would then need less items and offerings; making room for more perks within the web. There would still be items within the bloodweb, but not as many.
This would create a new in-game objective, a new mechanic for crafting, a new marketplace for trade, and an easier grind.
1 -
You know those glyph thingies that are in the challenges?
I would make those useless luck offerings give a chance to spawn one of those glyphs and upon retrieving it the survivor is granted 2 bloodweb pages without needing to spend BP. This would happen on chance (RNG) .
I would also make it so you could sell back some of the more common/useless things for BPs (maybe at a lower cost than what they were obtained for)
I would make it so if you have excelled at a certain action (healing, repair, protection hits) meaning you have done it religiously. You are granted a perk pass for a perk that relates to that action. So if you have taken an insane amount of protection hits you could get WGLF (as an example) bypassing the bloodweb and shrine. Although I feel this might not work since perks are attached to characters and characters =$. So…
1 -
Do you not feel that would take out any sort of grind? I do feel a bit of grind is needed as it keeps you aiming towards something and therefore playing.. plus I'd low key be sad of all the bps iv spent getting all tiers on everyone todate lol
0 -
Remove the 32k bloodpoint cap during matches.
1 -
1. Remove most of the pointless offerings (hook ones, luck ones, killer coins - survivor ones are fine, brown and yellow bp offerings, make the current green ones be common, moris are changed : Ebony is now green and does the same as old ivory, Ivory becomes yellow and keeps its effect and Cypress is base kit)
2. Removed perk tiers 1 and 2, all perks now cost 5000 blood points
3. New item shop: Bloody Favours:
- In its screen you can see all the perks you may unlock
- You can buy a favour for one of them for 100.000 Bloodpoints
- Buying a Bloody Favour for a perk increases its chances to appear in Bloodwebs to 100%
- Purchasing a perk influenced by a Favour deactivates the Favour
- Only one Bloody Favour may be active at a time
4. Items, addons and offerings can now be refunded for 75% of their price
0 -
1. Remove the emblem category caps, hard cap blood point gain at 40K
2. Trade in unused items and offerings for half of what you spent on it.
3. Remove the tiers on perks.
0 -
One simple change: remove perk tiers, all perks are tier 3 already. Also, unlocking a character is enough to unlock their perks for everyone. In this way new players won't find themselves with all perks at like lvl 40 (because hopefully there are enough unlocked characters already to grant 50 perks)
0 -
1) All characters start with their own perks at level 3
2) New players can get 2 survivor perks and 2 killer perks from the shrine without using shards
3) delete map offerings for more bloody party streamers (has the nice side effect of deleting map offerings)
0 -
No more perk tiers, only tier 3 perks.
And more bp per match (especially for survivor)
More perk options in bloodwebs
0 -
- Removed Perk Tiers [Only Tier 3 Perks]
- Doubled the 50%/75%/100% category BP offerings to 100%/150%/200%.
- Reduced rarity cost by 1,000 BP across the board. Ex > Common would be reduced to 2,000 BP from 3,000 BP.
0 -
- Allow Perk unlock tokens to be earned. These can be in the rift (every 15 tiers) or can be earned every 25 levels for people below Devotion 1. Veterans can exchange the tokens for 250,000 BP.
- Increase max bp in a trial
- Bloodpoint gain modifiers. Further in the rift you go, the bigger your bp modifier is (every 5 tiers you get +5% bp modifier)
This gives new players a reason to play go for challenges.
0 -
i meeeeeean it's been 5 years + beta. At this point you know nothing's gona change..
But just to list a few very obvious options, the kinda so obvious you'd have to maliciously NOT want to do it.......
- Remove Perk Tier OR make Prestiging increase perk tiers in the bloodweb
- Remove useless offerings (did the moonlight bouques ever give a refund? i wasn't playing when they were removed and now i have so many in my inventory on vanilla killers) or just let us sell stuff
- Remove / increase BP cap
- Increase BP cap / match (i only say increase and not remove because game'd turn into farming simulator)
- Reduce the cost of stuff in the Bloodweb i mean we have what, 75 + default perks now and stuff still costs the same as launch. "Inflation: Inflation is the decline of purchasing power of a given currency over time"
Like the level of grind in DBD reminds me of some freemium game that forgot the punch line of actually selling speed ups.... i wonder if it's a french thing. Elbow grease, work makes a man holy and all that....
PS: Don't get me wrong, if you've played for 5 years straight and "just" have to spend the ocasionall ~15M - 30M BP to max out a new DLC that's "Ok" i have no idea what a new player is supposed to do.... i think the retention rates of DBD would make an analyst cry.
0 -
The actual game should be what keeps people coming back, not the crap you have to grind out to enjoy it. But unfortunately BHVR don't really seem to care about that, they think the grind is necessary for people to keep playing. And if they're right, well...what does that say about the game?
0 -
- no perk tiers anymore
- reduce prices in the bloodweb/or make them all the same price (rarity balances everything out, not the price)
- shrine rework (big shrine with all perks, different prices, categories and so on)
- every single rank up rewards bloodpoints (ex: 20-17 50k per rank, 16-13 100k per rank, 12-9 150k, 8-5 200k, 4-2 250k, R1 300k)
- log in bonus per week (shards)
I would do all the steps. Devs claim the game to be a casual game but its grind is like ridiculous. If you are a completionist and you want all perks on all p3 characters? You have to pay so much money and play this game way too much. People give up and new people come in. After some time they also give up and that way we have tons of rank 22s in the red rank section in a solo q game.
Reducing the grind from like 7k hours to sth like 1k hours would be way more interesting for players to stay and complete this game.
And this needs a SERIOUS rework and not a fix to the inflation.
0 -
- Remove ONE perk tier (removing all perk tiers would be too much right now imo)
- Bonus bloodpoints are ALWAYS awarded post-trial (yeah there's no point of using bp add ons on killer if I'm going to max out Deviousness anyway)
- Allow players to sell addons, offerings and items for a fraction of what they paid them (I swear to god everytime I want to prestige I see all the freaking addons I CAN'T use because I have no items left and cry a little thinking about the bloodpoints I wasted)
0 -
A complete redesign of the bloodweb.
Seperate clutter and perks.
One tier for each perk. Perks are randomly generated and cost more as you unlock more. First 5 are 1000, 2nd 5 are 5000 up to a cap at 30k each.
The clutter side has all the items with each bloodweb completed granting iri shards in small amounts. Starting at 2 and maxing at 100 at level 50. Prestige 1 doubles rewards. Prestige 2 triples and prestige 3 maxes at 500 for a level 50 web. Also a small chance for auric cells in p3 level 50 webs. Max of like 2 or 3.
0 -
1. Either reduce BP cost for bloodweb or increase BP per match. Either would work tbh.
2. Be able to unlock perks by using BP. Some players aren't fans of the killer (Twins, Trickster, Blight) but they want the perks (Oppression, Starstruck, Undying). So instead of spending 1m BP to get to level 40, they can spend 250k BP just to unlock the perk. This will help newer players get key perks, while giving veteran players the ability to not grind as much.
3. Last option is to open up PTB to all platforms. Console players don't have access to PTB, yet crossplay is turned on. If a significant player base can't provide feedback (i.e. Blight, Trickster) then devs are losing potential sales as they won't be as interested in killers that don't fit the platform that they plan on.
As a bonus comment to #3, I'd add motion control for platforms that support it.
Also devs need to be more open with what they are working on. The whole colorblind comment was a fiasco. If they had just said they are working on it, instead of being rude, then they wouldn't get the backlash. Even something simple as this would work (monthly);
1. Colorblind mode
2. Totem location review
3. DS review
4. Key/Hatch review
1 -
Well actually alot of games rely on some of a grind to keep the players playing, look at the many looters shooters which people constantly play to just get that one piece of better gear but the grind in this game is too much, there should still be a grind just about 25-50% of what it is now. But I do get where you're coming from sadly balance and bug fixes arent the devs strong points lol
0 -
I personally would rework the Bloodweb into more of a shop with limited stock of items - so you can buy whatever you want but there's only X amount of each thing per week/month and once you've bought them all for that time period you have to wait for the restock to buy more of the same.
It is incredibly frustrating to be forced to waste points on map add-ons like the bead or whatever it is that I never use and never see anyone else use. Same with some of the key add-ons, and the brown add-ons and offerings that I very rarely ever use.
It is also incredibly frustrating to be forced to waste points on perks that I will never use either just to clear them off the web, so I would make all the non-character specific perks available upfront, and then the character-specific ones will only become available in the shop once unlocked in the usual way.
Finally I would get rid of the mystery boxes completely because most of the time it's stuff I don't want anyway, but again the current system forces you to waste points on them just to get to something else a lot of the time.
Basically, all mine boil down to the frustration at having to waste points on stuff I don't want and will probably never use. It's a dumb system.
0 -
- Remove the useless bloopoint cap. Having a cap makes me want to play less because I can't play certain characters at their full potential by saving up earlier.
- Double the amount of bloodpoints earned.
- Teachable perks should be auto unlocked and maxed on prestige.
- Prestiging refunds the bloodpoints all unused items and offerings.
- Remove perk tiers and increase the cost of perks to 9000 each.
- Perks purchased in the shrine should automatically be available to all characters.
Side note: Has anyone ever noticed that the bloodpoint offerings make no sense??? It's driving me insane how an Escape Cake or Survivor Pudding is a lower rarity than the Ardent Wreaths or Fragrant Bouquets.
0 -
- Reduce bloodpoint costs by everything by 2000 points.
- Guaranteed 8000 BP per match for participation. Both sides.
- Dailiy's worth 30k now worth 50k, the ones worth 60k are now worth 100k.
1 cuts the grind by reducing BP costs by roughly half.
2 cuts the grind by giving people extra 8000 BP per match just for not Disconnecting. Survivors earn more BP that way. Killers earn more BP that way. That means perkless and with no offerings, max bp is 40k instead of 32k.
3 gives a way to earn more BP.
0 -
All survivors share purchased items and add ons then prestige won't remove them because what's the point I paid for that perks fine but items should go into a shared bank kinda thing.
All characters who are prestige 3 gain all perks you have unlocked stupid how I have to start again after I prestige for the last time.
And finally more BP and shard events while making codes unlock cool new clothing items or weapons for killers
0 -
- No more perk tiers
- Bake in the bp increases from WGLF and BBQ, remove it from those perks and just make it basekit. WGLF would probably need a buff to compensate, but I think BBQ would still be a fine perk on high mobility killers so it doesn't really need a change.
0