A Problem That Needs Immediate Attention
So I'm leveling up Demogorgon. I love the new system for perks when you reach level 40, but there is a serious issue. I do not want to unlock the teachable perk Mindbreaker. Ever. I view it as a complete and utter waste and do not want to have to spend 100's of thousands of bloodpoints getting it on all my killers. Which brings me to the problem. I had a bloodweb where unlocking Mindbreaker was the very last thing on the bloodweb!
Now fortunately, I immediately closed the application and when I got back into the game my bloodpoints were returned and I was able to re-buy the bloodweb in a way that wouldn't force me into purchasing Mindbreaker. But what if the game had saved before I was able to close the client? I would be forced into a choice of never leveling up Demogorgon or purchasing a perk that would have long term implications on all my future bloodwebs.
The simple solution would be to make it so when a teachable perk isn't chosen that it is the first one to be blacked out. Because no one should be forced to make that choice.
Comments
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@Peanits If you could bring this issue up at the next meeting it would be greatly appreciated.
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Why don't we just buff the perk instead of adding even more mechanics?
I think that would be the better call here :)
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I'm actually doing the same exact thing, I'm not unlocking all the crap perks like 3rd Seal, Unnerving, Coulro, etc. I've been through that on the PS4 and I've learned my lesson on the PC, only unlock the good shiz or you're screwing yourself over.
Frankly I didn't know the problem you just mentioned was even possible with the Bloodweb changes.
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Because it doesn't only apply to one perk in the game. I'd prefer to see a fix to the bloodweb behaviour than cross my fingers and hope that every currently bad perk gets buffed and no garbage perks ever get released in the future.
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I honestly don't see the problem because the Bloodweb works in a way where you aren't forced to pick anything. However, if you have multiple things you don't want, then that might be a bad sign that it's the perk's fault - not the Bloodweb's fault. :)
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It is has happened to me twice... It's a bummer tbh.
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I personally get all perks anyway so in the future, by the off chance i do want to use it. I don't have to get it later.
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That's simply untrue. If there are teachables on the bloodweb that you do not want, you have Mindbreaker + 2 other perks on your level 40 bloodweb.
If you take one perk, the other may be consumed by the Entity. No matter how well you play around the blood web, it CAN force you to take the remaining teachable by taking other nodes on the web. This has a long term impact of meaning Mindbreaker can show up on every other killers' webs and making similar situations where you can be forced to waste points on it.
This issue isn't limited to one perk, it applies to any teachables, past or future, and can screw over anybody who doesn't want to unlock every teachable to secure better bloodwebs for their characters.
It is therefore not solved by "just fixing mindbreaker" when the issue already applies to things like Up the Ante, Open Handed, Furtive Chase, Dark Devotion, and will continue to apply to every bad perk to be released in the future. Considering the timeline on fixing perks, it's something that will permanently be an issue while they change perks 1 by 1.
The bloodweb behaviour should be altered to allow you to take 2 perks on the web before immediately consuming all remaining perks/teachables, so as to not corner players into taking perks that they do not want. This is an overall positive for all players, and not JUST applicable to the issue of teachables.
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Third Seal is useful vs solos who can't find the totem. Also, perks can change. You might as well get it and wait for it to become something better.
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Choice shouldn't be taken away from the players. Especially not for a reason like that, which is basically "waste games worth of points unlocking worthless perks over and over, on the off chance it's reworked." Even then you're still risking that, like Dying Light, it could be reworked into something you still find worthless.
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It 100% is possible to be forced into picking something you don't want. I'm sure I'm not the only one who has been forced into buying a purple fog offering as a killer. I'm not some scrub that doesn't know how to use the bloodweb. I went toward the perk I wanted most then the non-teachable perk lost the coin toss and was blacked out only leaving the teachable perk and the rest of the bloodweb. I proceeded to work my way around the bloodweb prioritizing the good stuff. It wasn't until I had about 3-4 picks left in the bloodweb that I realized I had been checkmated into the teachable perk being the last thing left.
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I understand that this can be annoying for some players. However, the #1 priority what needs to be looked at immediately is the bugged matchmaking.
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Other than matchmaking taking longer than I feel it should I haven't run into any bugs. What are you talking about? Regardless, the fix I suggested should take all of 5 minutes of programming.
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I'm surprised that you aren't aware: SWF lobbies/SWF matchmaking is super buggy and new players with no perks are getting matched with green ranks and higher. (Which means that new players who came with the Stranger Things DLC and free-to-play weekend are getting scared off.)
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3rd seal and unnerving are actually quite good!
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I was forced to unlock Discordance 2 and 3 on Legion, but only wanted Discordance 1.
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That's not really the issue I'm trying to address in this thread. I'm referring specifically to players being forced into unlocking teachables they don't want unlocked. This wasn't a problem until the last patch which can have long term implications.
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Same. Plus when they eventually get buffed I can try them out!
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Same, I have every perk unlocked on killer and am working on getting all the survivor perks too. My long term goal is to get every killer to p3 level 50 with all perks.
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3rd Seal can be good on certain builds and tactics and they can be strong but those play styles aren't that fun for me personally. I mean do slug sometimes but not enough where 3rd Seal is mandatory.
I used to run Unnerving on Freddy because he has add-ons that go with it but they made that impossible with the latest chapter and I don't like Doctor so I don't use it on him either.
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The point of this thread isn't whether any one particular teachable perk merits unlocking. Nor is it a place to pat yourself on the back for unlocking all the perks. The point is every single player deserves the choice of whether to unlock a teachable perk or not. Currently it is possible for players to get screwed out of that choice. This is something that would be easily fixed too. I'm baffled why there isn't more support for the cause I'm trying to champion here. Even if a few of you want to unlock all the teachable perks, you should still support other players having a choice.
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You could always just unlock it. I don't want to have to spend hundreds of thousands on bloodpoints on Spirit's prayer beads but I'm still going to if the web makes me. Trust me, it's better to get it teachable and be able to buy your way out of it on other killers than constantly be bugged by it.
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Commit yourself to getting all perks on all killers and you won't have this issue.
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It's not like blood points are a limited resource. There is a ton of crap no one wants to buy but get stuck with. Maybe the popping in of less then desirable perks is by design, to slow the rate of which someone can unlock all the beastly builds.
How ever its hard to argue with choice. I get your point, just doesn't seem like it's that big of an issue
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Did you even read OP's post? *facepalm*
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Yes, there are a TON of offerings and perks which are a utter and complete waste of Bloodpoints but sadly that is the system the devs went for when designing the bloodweb :(
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I read headlines like most Americans
Edit: Also how would my suggestion not work?
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Literally a non-issue. Why should the devs care if you get a perk that you don't want. I'm forced to take No Mither within like the first 10 bloodwebs every time I prestige, because for some reason it always shows up before I have choices.
I'm forced to get the jigsaw pieces sometimes when I have no desire to ever go to that level. You'll live if you get it, I promise. Not the pressing issue you make it out to be
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your asking way too much from them mate.
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I'd instead have some method of disabling specific techables from appearing on new bloodwebs at will (with a BP cost possibly)
So you could tech it and then disable it until it gets buffed, and then re-enable it.
This lets you retroactively disable perks you don't like without punishing you for taking them in the first place
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Maybe it isn't as serious as the things you mentioned, but I feel it rates higher than "minor quality of life" too. Every teachable perk unlocked equates to hundreds of thousands of bloodpoints that need to be earned. 50,000ish bloodpoints per bloodweb. 3 ranks per perk. 17 killers. That is roughly 2.5 million bloodpoints. The fact that you can earn 2 perks per bloodweb over level 40 complicates things a little bit. But let's be extremely generous and say that it's half that. That is still 1.25 million bloodpoints needed to max out. Again, times that by 17!
That is potentially raising the bloodpoints needed to max out all killers by 21,675,000! Again, that is with generous math. This is not a minor issue in my book. The problem gets bigger with every survivor and killer released. If the solution required massive man-hours then I might agree that there are certainly more pressing issues. But this honestly shouldn't take that much work. What really should be done is to make it so when a player has all 3 teachable perks unlocked on a character, the player can toggle one teachable perk so it won't show up on future bloodwebs.
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This guy gets it!
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It may not be "serious" but it's also not a major, balance-impacting change. Surely it's a reasonable fix for the time investment. It would also solve the issues of the RNG brought in by the new bloodweb system.
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Some perks can be really good with specific people so sometimes the “shiz” perks like coulrophobia can be part of an anti healing build, or maybe a terror radius based build with unnerving and overwhelming presence, coulrophobia, and distressing to see down everything. Idk, just some thought to give instead of keeping only upper tier/meta perks
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There have been several different suggestions, my personal favorite is make the exhaustion 6/8/10 with no generator percentage it needs to be at.
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Well I switched from the PS4 to PC recently and I unlocked everything over there and used those combos. I do enjoy finding nice fun things that's not exactly good but unique. I stopped using Unnerving when I realized it made skill checks easier since it's smaller, at least it is easier for me when I'm Survivor.
I know you can use Coulrophobia to trick Survivors into not healing instead of just slowing it down but I haven't tried it yet. I'm unlocking Nurse's perks now and when I get to Clown I'll try it out.
I just want to unlock the good perks first so the lower tier perks don't crowd my bloodwebs early on.
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I mean you can't get rid of discordance 2 once you get it unless you prestige and if you're already prestiged well tough luck. It's pretty similar either way imo because it's something that you can be forced into buying. That said, I agree if you don't want a teachable you should be able to avoid it.
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I feel a better solution would be to simply institute a bloodweb reset feature for each level. For either Bloodpoints, Shards, or Cells, or combination of the three, allow players to reset the path of the bloodweb w/ a 50-75% refund (or better yet, a 'cart' system where points are not spent until clicking Submit).
Whether this remixes the web or simply resets purchases on the current web, either would be a great step in the right direction. Obviously, remixing the web could be detrimental to the overall goal of the bloodweb system, but a limit such as 1 remix or 3 resets of the same web would be wise.
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That isn't a bad idea. I think having toggle-able teachable perks solves a bigger long term issue. But I certainly wouldn't be opposed to having both!
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+1
I vote for it. That the teachable is the first take from entitus, if not taken from player.
I keep my wallet of teachables low. And i do not want to buy teachables which i never would use. Like the now senseless "Hangmens trick", a perk what came 3 years too late.
Because the unwanted perks would appear in the bloodweb of my other Killers/Survivors and would waste many bloodpoints.
It is our decision which perks we want, but it should also be our decision which perks we do not want.
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Another guy who gets it! Thanks for your support.
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If it's going to be in each subsequent web, it may as well be the first to "go" since it will definitely reappear on next web. In the end, the only 3 perks remaining would be the teachable perks which would be left to option.
I see no harm in this kind of change (allowing teachables to be eaten first, chance divided among all present teachables per web).
I would not mind this change. +1
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