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 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:
- Perk Tiers are immediately recognisable by their colour.
- Perks are sorted completely alphabetically in the inventory, unlike the previous mix of sorted alphabetically and by Rarity.
Teachable Perks[]
- 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 Secrets.
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 | 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 | 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. Identical to Cruel Limits. | |
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. Identical to Mindbreaker. | |
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. Identical to Babysitter. | |
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:
| |
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. Identical to Inner Strength. | |
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. Identical to Surge. | |
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. Identical to Camaraderie. | |
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:
| |
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 | 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. Identical to Second Wind. | |
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. Identical to Fixated. | |
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. Identical to Better Together. | |
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 | 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.