http://dbd.game/killswitch
The Reason Removing Perk Tiers is NOT a Good Solution to the Grind
Comments
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Removing perk tiers does more than reducing the grind as a bandaid fix, it also opens gateways to more perk ideas and easier to balance perks
So while it ties down the issue with grinding for a very long time and allows the devs to work on a better solution, it also allows the devs to make better ideas for perks and better ideas to balance every perk in the game. It would solve several issues with balance and solve several issues with power creeps in perks
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"Well your solution would have to address the exponential growth"
It really bothers me that ppl do not understand what "exponential growth" means. In DBD, the growth with every new character is POLYNOMIAL, not EXPONENTIAL!
Exponential would mean something like "with every new character, the perk count doubles (100% increase)". Or it increases by half (50%), or by 10%, or even just 1%. Exponential means there's an multiplikative factor.
When a new character is added, we get three new perks. Thats a constant, additive factor! Which makes it polynomial. Sure it's still a hell of a grind, and it gets more and more with each new character. But's its still "just" a ploynomial increase (quadratic, to be more precise):
With a new character, that one has to learn all the other perks. Furthermore, every existing char has to learn the new perks from the new char. So each character has to learn his and the perks of all other characters. Thats quadratic. SInce the common perks normally do not increase, that counts as a constant factor, btw, so it can be ignored (when judging the growth factor).
So, knowing all this, if you really want to decrease the grind in a meaningful way, you have to step down from quadratic to linear growth. But that's only possible with heavy adjustments.
A) Either existing (maxed-out) characters get all the perks from the new character without additional effort
B) Or the new characters are not required to max out the existing (character-specific) perks.
Your proposed solution falls into method B, and I think it's the more sensible one. You solution would effectively lower the grind to linear effort, which is reall nice! The only small issue I have with it, is that prestiging has no real purpose with it (granted, ti doesn't have currently either). I would prefer giving prestige more meaning: Instead of unlocking the teachable by level, they got unlocked for all other characters after prestiging. Reaching P1 unlocks Tier 1 teachabled for all other characters, P2 unlocks Tier 2, and P3 unlocks T3. That would create a big incentive to prestige characters.
Sure that quadruples the grind compared to your solution, bc you would have to P3 to get the teachabled for all other characters. But since the grind ist dramatically decreased by just having to buy general perks, I guess that wouldn't be too much. We shouldn't decrease the grind to much, bc that keeps the players playing ( at least it does for me).
Also, with every prior perk being available from the start with this solution, I feel there should be some other limitation as well. E.g. the prestige level could also be the determining factor in using existing teachables. So with P0, you cannot use other teachables. With P1, you can use other teachable Tier 1, with P2 you can use Tier 2, with P3 you can use Tier 3. To enable you to still get teachables of others in lower prestige, you could still buy them in the bloodweb (half of the nodes guaranteed to have some random teachable). But, buying that would be always be a waste of BP, since you always would get the teachables for free when prestiging.
So, to sum it all up:
Prestige would allow a character to use the teachables of others, and share their own teachables to the others character. Prestige level determines the Tier of the teachables being shared. In the bloodweb, characters only need to buy their own teachables (in higher tiers than their current prestige) and general perks. So for maxing out, they have to P3 and buy all the general perks in all tiers. It should still be possible to get higher tiers in a teachable of another character, if one really wants to have that (e.g. by having one perk node dedicated for other teachable from level 40 onwards, and two nodes dedicated from level 50 onwards, or simply if there are no general erks left). But that would always be a net loss of BP compared to just buying general perks and consequently prestiging.
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In order for the grind to return to where it is now, if you removed perk tiers, it would take a full decade for the grind to return to where it currently is.
A decade
3650 days
87,600 hours
Ten years.
This game is NOT gonna be here in ten years or at least not remotely active.
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What I would do is to implement a "Market" of sorts
Where you can buy perks... Items and addons (with BP or Shards)
Exchange what you don't want... Items, addons and offerings (for "better versions" of certain offerings) BP and Sharda
And yea that does mean getting rid of the Shrine... But the "Market" will put certain perks "for sale" (the same as the Shrine)
On top of that increasing BP gains and Shard gains would also be a thing
But I don't know if that'll make it any easier by any means
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Not only is that number wrong, the grind was problematic long before where we got to today. Removing perk tiers would probably buy us 3 years at most before the grind became excessive again. On top of this, the devs aren't ever just thinking a few months in advance and they're working on creating the next 3 chapters at any given time.
So why not just rework the system in a way that removes the problem completly instead of just buys us time so that it needs to be fixed again in 3 years. That's a waste of resources that could be used improving the game in other ways.
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I don't get where your faith in the Devs comes from, the last time the Devs came up with permanent solution to a game function it took years and we got SBMM.
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