The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

The excessive Bloopoints farm is making DbD boring (Solution)

skylustv
skylustv Member Posts: 223
edited May 2022 in General Discussions

After almost 3k hours, I've finally leveled all characters to lvl 50 and got all perks on them, got prestige on 5 killers and also on 6 survivors

A friend of mine started playing a few days ago with the lastest Steam promo, well, I was teaching him how the bloodweb works and... I just forgot how boring and massive it is to level all those characters to lvl 50 and take all the perks, he almost quit the game that day

DbD is turning 6 in June and I heard the devs already know about this massive farm and they're probably going to solve this (but this need to be implemented in the game sooner than ever, in the anniversary event if possible)

This massive farm makes a lot of people quit the game before they even start to have fun with the meta perks

SOLUTIONS: 1 - Remove perk tiers and make all them tier 3 in blood web (removing yellow and green tiers)

2 - After unlocking lvl 40 on a character you already unlock the option to buy those 3 perks on another character without rng

3 - Increase a little bit of bloodpoints earned in matches, actually you can farm 27-30k, maybe increasing to a maximum of 40k-45k will also be helpful

4 - Grey addons (surv and killer) should be base kit, remove them from blood web (PLEASE)

5 - Reduce bloodpoints items cost: grey (base kit), yellow 2k bp, green 3k bp, purple 4k bp, irridescent 6k bp with rng rarity

This changes would reduce drammaticaly the massive farm this game is dealing with

All suggestions are welcome here! 😉

Post edited by skylustv on

Comments

  • Afius
    Afius Member Posts: 563

    I don't know sounds like a lot of work. They said that removing perk tiers would be "too much work" and a bandaid fix 🤪. Because reducing the grind by 66% is not a lot and too much work for their player base that puts 1000s of hours in.

  • Brimp
    Brimp Member Posts: 3,017

    demo would have a field day if all his browns became base kit.

  • GillyBeannn
    GillyBeannn Member Posts: 554

    yet half the things in this game are bandaid fixes and they decide not to do something that's a "bandaid" fix. weird logic devs

  • HauntedKnight
    HauntedKnight Member Posts: 388

    As a start please remove the map offerings, the hook spawns, shrouds and reagent offerings.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    BHvR won't remove the grind as it's a business solution for them.

    Grinding increases player engagement which increases play time which increases MTX sales.

    BHvR doesn't care about making the game fun to increase player engagement, they just want your money in the lowest effort form possible.

    There is a reason they have a litany of failed launches and games in their resume.

  • Trevize
    Trevize Member Posts: 27

    Prestige 1, just items and perks tier 1

    Prestige 2, just items and perks tier 2

    Prestige 3, just items and perks tier 3

    And allow sell back the items and addons you don't need for the half prize.

  • Remohir
    Remohir Member Posts: 17

    I agree with you.

    We have a bloodweb developed for a handful pf perks, and not for the over 90 we have now. Plus there has been no evolution at all, nor an increase on the amount of BP that can be made per game.

    I have all the surv lvl 50, some prestiged once ad 4 completely prestiged and with all perks.

    And here is the thing, I want to prestige others and get all the perks, but I don't want to throw away BP looking for a perk that is not showing up because eventually I'll prestige them and the idea of the waste makes no sense.


    By lvl 50 you have around of 20 purple perks and 5 yellow, that means there are 70 perks missing and the amount of hours ahead...


    I hope you/we are heard

  • malloymk
    malloymk Member Posts: 1,555

    Yeah. I think this will be a pivotal anniversary event. If there is no real fix to the grind, I think some players will likely bounce.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    When I was around ~3500 hours and Devotion 12, I had all killers and survivors Prestige 3.

    I am now 4,700 hours and Devotion 15.80 and I have 23 killers with all perks unlocked and fourteen survivors with all perks unlocked. Braggadocios, I know.

    I have the opposite problem of OP. I’m staring at the end where bloodpoints don’t really have a place anymore.

    My feeling on this issue is people who are wishing the grind away don’t know how much of the game is kept interesting by the building up of their roster. I think it should remain as is and the playerbase should learn how to manage it instead. I imagine a lot of this sentiment comes from newcomers who were convinced not to Prestige and kinda eating the sunk cost reality they find themselves in.

  • Ryuhi
    Ryuhi Member Posts: 3,831
    edited May 2022

    That would be all well and good if there wasn't such an obscene focus on meta for viability, or if your ability to obtain aspects of said meta wasn't almost entirely RNG dependent. Gatekeeping behind gatcha style acquisition is one thing, but having to do it for each individual character has more than an additive growth scale. Not only that, but the more you unlock, the worse your chances of actually getting what you want to unlock in each web.

    Think about how many steps would be involved for a new player to be a Legion with a Spirit Fury/Enduring build just the absolute bare minimum of webs involved. Then add on that the completion of said build would create clutter in the blood web for any other killer trying to create any build not including said perks.

    Player retention mechanics being greasy as hell is nothing new, but BHVR aren't keeping up with how to get new players to stay while being at a very obvious, massive disadvantage. If you want an example of other businesses learning from this issue, look at how games like League give players a boost: they give out a ton of free characters to new accounts just for doing the tutorials. Said characters are directly sacrificed from the grind so new players can start being competitively viable earlier.

    Meanwhile DBD's grind is so stifling that it even affects long time less frequent players. Every chapter that you fall behind in perk acquisition, you'll have an even larger gap added every 3 months. People who have been playing then game for years at stuff like 5-20 hours a week average generally don't make enough progress to advance in the grind simply due to how inflated the totals have become.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    The grind you’re describing is self inflicted. There are ways to mediate it. Really the first four killers or survivors a new player goes into should have most of the meta youre targeting. Then plus being only four characters in, you’re guaranteed to get the perks you want early. You only can play with four perks anyways.

    The problem is players not prestiging early, and unlocking all the perks, then waaay later regretting not prestiging and having 6 pages of perks to acquire when they finally consider committing. Just do it now. Sunk cost.

    For someone in my position, grinding out a new character isn’t a big deal at all. Because I have 27 other characters to do it with as well as trying out the new killer.

    And to DBDs credit, they leave old Tomes up for new players to work through those challenges. Each Tome has about three million bloodpoints each. Theres at least 25M just sitting waiting to be acquired. You can definitely get a good start from those and it gives the players a little something to work through. That’s probably the equivalent to the Tutorial stuff mentioned from LOL.

  • Ryuhi
    Ryuhi Member Posts: 3,831

    you forgot about perks that are unlocked by default without needing to be teachable, so you're kinda lowballing the minimum. Also I'm pretty sure I already addressed this, but literally everyone thats not caught up has a larger grind added than anyone who is. The amount added will always be higher the less "complete" your unlocks, so it does not create linear growth. Your position is literally the only one that does not suffer from this, though if you were to go for a year without buying any bloodwebs, you would then have substantially more grind than someone who was at that point caught up. And since the acquisition order becomes more rng dependent the more you unlock, catch up progress will always be more randomized and chaotic than maintaining current progress.

    The tomes started as a decent way to help with the grind, but it fell behind very quickly, again affecting those stuck in the grind far more than those that finished it. I'm a survivor main who stopped getting survivors or their perks simply spending all fo their BP on killers to get the current meta unlocked on them in the event i actually want to use them, only to never want to use them because I haven't been able to get them caught up to the current meta yet. (of course, then the meta shifts and the things i was going for before are now worthless, time to start over for the newer meta. For each killer. forever.)

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    I’ve had to restart the grind switching from Playstation to Steam. The starter perks are completely purple by level fifty on the first character. Adding nine more perks from the four starter characters I recommended does not push new players far beyond fifty at all.

    My position I suppose is that if players completed a handful of characters to meta, building up a fifth is easier with four behind it. Then the sixth is easier with five behind it. And the twentieth is easier with nineteen behind it.

    Not following this and being chaotic in decision making can put a player into a position with the grind that can be hard to manage if not prepped. Now I will agree there’s no good answer to being in a position like this except to brute force it. But this isn’t a problem for a brand new player.

  • Purgatorian
    Purgatorian Member Posts: 1,146

    I wouldn't mind the grind if it was lessened, more bp, lesser cost as you said.

    There needs to be more 1.5 or double bp events for now until they add in some proper permanent fix. Also, every character should start with their base perks at tier 3. These are their perks, why would they be tier 1?

  • skylustv
    skylustv Member Posts: 223

    tyvm for your feedback and suggestion and I really hope some devs gives attention to this and a full rework of bloodweb arrives soon

  • skylustv
    skylustv Member Posts: 223

    yeah, more bps, lesser cost and lesser rng for perks, rng on itens its totally viable and I wouldnt change that, imagine survivors with purple itens all games? xD

  • Seraphor
    Seraphor Member Posts: 9,422
    edited May 2022

    Another option:

    When unlocking a teachable perk, that perk becomes automatically available for all other characters at tier 1.

    Essentially, this removes all tier 1 perks from the bloodweb, so only tier 2 and 3 ones will show up, reducing the grind by 33%.

    It also means that you don't need to fish through countless bloodwebs to get a version of the perk you want, you will always have it available at tier 1 at the very least. Only if you want to power that perk up to tier 3 do you need to grind it out of the bloodweb, which will still be 33% easier to do.


    Additionally:

    New players should get a newbie BP bonus. Perhaps up to level 50, or Devotion 1 or something, you get +100% BP.

    Post edited by Seraphor on