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This Article archives the various changes that occurred to Perks and the various mechanics surrounding them over the history of Dead by Daylight.


Old Perk Rarities[]

All Perks come in a variety of Rarities that are usually determined by their Tier or their special function, if applicable.
These Rarities have been changed and reworked several times throughout Dead by Daylight's history.

Original Rarities[]

These Perk Rarities were in use since the release of the game
  • Tier I Perks: either Common (Brown), Uncommon (Yellow) or Rare (Green)
  • Tier II Perks: either Uncommon (Yellow), Rare (Green) or Very Rare (Purple)
  • Tier III Perks: either Rare (Green), Very Rare (Purple) or Ultra Rare (Pink)
  • Teachable Perks: Teachable (Orange)

Rework I[]

These Perk Rarities were in use since Perk Rarity Rework I (Patch 1.4.1)
  • Tier I Perks: either Uncommon (Yellow) or Rare (Green)
  • Tier II Perks: either Uncommon (Yellow), Rare (Green) or Very Rare (Purple)
  • Tier III Perks: either Rare (Green) or Very Rare (Purple)
  • Teachable Perks: Teachable (Orange)

Due to issues with the original BloodwebIconHelp bloodwebIconHelp bloodwebIconHelp bloodweb spawning rarer Perks much more often than more common ones, ironically making common Perks so rare to the point of many Players only being able to obtain them when the Bloodweb had no other Perks left to spawn, the Developers intended to rework the spawn rules for Perks with a fix in Patch 1.4.1.

However, the Patch went overboard on the changes and caused Perks to spawn in strict order of Rarity, making it close to impossible to obtain Tiers II and III of a Perk, due to their higher Rarity, because the Bloodweb would spawn all Tier I Perks first.

A supposed temporary fix for this new issue was introduced with Patch 1.5.0, wherein the Developers narrowed the available Perk Rarities to the spawn rules of the Bloodweb, by upping/lowering all Common/Ultra Rare Perks by one Rarity Level respectively, causing them to remain Uncommon/Very Rare for two Perk Tiers respectively. The fix, however, remained until a second rework in 2020.

Rework II[]

These Perk Rarities are in use since Perk Rarity Rework II (Patch 4.3.0)
  • Tier I Perks: Uncommon (Yellow)
  • Tier II Perks: Rare (Green)
  • Tier III Perks: Very Rare (Purple)
  • Teachable Perks: Teachable (Orange)

With Patch 4.3.0, the Developers decided to rework Perk Rarities once more, tying a Perk's Rarity to its Tier instead of arbitrarily assigning different base Rarities to Perks.

This was decided for two reasons:

  1. Perk Tiers are immediately recognisable by their colour.
  2. Perks are sorted completely alphabetically in the inventory, unlike the previous mix of sorted alphabetically and by Rarity.


Teachable Perks[]

IconHelp teachables
This mechanic was made obsolete with the Progression System Rework in Patch 6.1.0.
However, Teachable Perk icons continue to be used in the Shrine of SecretsIconHelp shrineOfSecretsIconHelp shrineOfSecretsIconHelp shrineOfSecrets.

In order for other Characters to obtain the Unique Perks of other Characters under this system, a special version of those Perks called a Teachable Perk had to be purchased from the original Character's Bloodweb at specific Levels (30, 35, 40).

Teachable Perks were not quite Perks as such. Their description was the same as the Tier I version of the associated Unique Perk, but only for the purpose of not being left blank, and they had their own Rarity class (Teachable).
Purchasing a Teachable Perk would not unlock a physical Perk in the inventory of other Characters, but rather unlock the Teachable Perk's ability to henceforth spawn in the Bloodweb of all Characters.
In this regard, Teachable Perks were best compared to a key used to unlock them for all Characters, turning a formerly Unique Perk into a General Perk.
This action was what gave the Teachable Perks their name: lore-wise, a Character taught their Unique Perk to the other Characters.

With the old Prestige System, prestiging the original Character would not affect already unlocked Teachable Perks in any way and any remaining locked Teachable Perks would reappear at their appropriate spawn Level in the Bloodweb.

Unused & Retired Perks[]

Unused Perks either can or could be found in the Game's files, but remain unused in Dead by Daylight to this day.

Retired Perks were once available as Teachable Perks, but have since been retired and were replaced with a General-Perk-variant.

Icon Name Description
Artefact Hunter Artefact Hunter THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

THE EFFECTS OF THIS PERK ARE UNKNOWN.

Claustrophobia Claustrophobia THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to Cruel LimitsIconPerks cruelLimitsIconPerks cruelLimitsIconPerks cruelLimits.

Fearmonger Fearmonger THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to MindbreakerIconPerks mindbreakerIconPerks mindbreakerIconPerks mindbreaker.

Guardian Guardian THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to BabysitterIconPerks babysitterIconPerks babysitterIconPerks babysitter.

In the Dark In the Dark THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

Set your default Terror Radius based on how many Survivors were alive in the Trial:

  • 32 metres for 4 Survivors.
  • 24 metres for 3 Survivors.
  • 16 metres for 2 Survivors.
Inner Healing Inner Healing THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to Inner StrengthIconPerks innerStrengthIconPerks innerStrengthIconPerks innerStrength.

Jolt Jolt THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to SurgeIconPerks surgeIconPerks surgeIconPerks surge.

Kinship Kinship THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to CamaraderieIconPerks camaraderieIconPerks camaraderieIconPerks camaraderie.

Last Standing Last Standing THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

For each Survivor that had already left the Trial by any means, Last Standing grew in power:

  • Gained a stack-able 7.5/15/25 % bonus to all Action speeds, up to a maximum of 22.5/45/75 %.
Overconfidence Overconfidence THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

THE EFFECTS OF THIS PERK ARE UNKNOWN.

Renewal Renewal THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to Second WindIconPerks secondWindIconPerks secondWindIconPerks secondWind.

Self-Aware Self-Aware THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to FixatedIconPerks fixatedIconPerks fixatedIconPerks fixated.

Situational Awareness Situational Awareness THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used.
It will not return to the Game.
)

Identical to Better TogetherIconPerks betterTogetherIconPerks betterTogetherIconPerks betterTogether.

Tough Runner Tough Runner THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

THE EFFECTS OF THIS PERK ARE UNKNOWN.

Underperform Underperform THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)

THIS PERK WAS UNUSED AND UNOBTAINABLE BY PLAYERS.

THE EFFECTS OF THIS PERK ARE UNKNOWN.

PTB Designs[]

These were new Perk designs or changes to existing Perks that never made it to the live build of Dead by Daylight or were changed very shortly afterwards, usually due to considerable balancing concerns arising.

Mettle of Man[]

2.6.0
IconPerks mettleOfMan
Evil has a way of always finding you.

After getting hit 3 times by a Killer's Basic Attack, Mettle of Man activates:

  • Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.
  • The next time you heal back to full health, your Aura will be revealed to the Killer whenever you are farther than 12/14/16 metres away from the Killer.

Mettle of Man deactivates the next time you are put into the Dying State.

Increases the odds of becoming the Killer's initial Obsession.
The Killer can only be obsessed with one Survivor at a time.

Self-Care[]

PTB 2.5.0
IconPerks selfCare
Unlocks the Self-Care ability, allowing to self-heal without needing a Med-Kit.
  • Reduces all Healing speeds by -45/-35/-25 %.
  • Increases the Efficiency of Med-Kits while self-healing by +20 %.

Background Player[]

PTB 6.6.0
IconPerks backgroundPlayer
You are not usually the centre of attention and in some cases, this can be a good thing.
  • After you unhook another Survivor, break into a sprint at 150% of your normal running speed for 6 seconds.

Background Player causes the Exhausted Status Effect for 60/50/40 seconds.
Background Player cannot be used while Exhausted.

Scavenger[]

PTB 7.0.0
IconPerks scavenger
Where others see junk, you see valuable improvised tools.

While holding a depleted Toolbox, Scavenger activates:

  • Succeeding at Great Repairing Skill Checks grants 1 Token, up to a maximum of 6/5/4 Tokens.
  • Reaching the maximum number of Tokens automatically consumes them and fully recharges the Toolbox.
  • Scavenger is then disabled for the remainder of the Trial.

Scavenger grants the ability to rummage through an opened Chest once per Trial and will guarantee a basic Toolbox.

Wicked[]

PTB 7.6.0
IconPerks wicked
They can try to hurt you.
But you're not going down so easily.

You start the Trial with 1 Token on Wicked and gain +1 Token for every 15 seconds you spend in the Basement, up to a maximum of 5 Tokens.

  • Increases your Recovery speed from the Mangled Status Effect by +20 % per Token, up to a maximum of +100 %.
  • Increases your Healing speed by 8/9/10 % while you are suffering from the Cursed Status Effect.
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