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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 Bloodweb IconHelp bloodweb.png 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.png
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 IconHelp shrineOfSecrets.png.

In order for other Characters to obtain the Unique Perks of other Characters under this system, a special version of those Perks/History 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/History 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 IconHelp teachables.png, but have since been retired and were replaced with a General-Perk-variant.

Icon Name Description This Perk belongs to
Artefact Hunter Artefact Hunter
THIS PERK IS UNUSED.
THIS PERK'S EFFECTS ARE UNKNOWN.
SurvivorsIconHelpLoading survivor.png
Babysitter Babysitter
THIS PERK HAS BEEN RETIRED.

While you have a reputation for being self-centred, you risk it all to help those in need.

When you unhook a SurvivorIconHelpLoading survivor.png, the rescued Survivor will leave neither Scratch MarksIconHelp scratchMarks.png nor Pools of BloodIconStatusEffects bleeding.png for the next 4/6/8 seconds.

  • Both you and the KillerIconHelpLoading killer.png see each other's AuraIconHelp auras.png for 4 seconds.

"I promised to keep you shitheads safe, and that's exactly what I plan on doing." — Steve Harrington

Steve
S19 charSelect portrait.png
Better Together Better Together
THIS PERK HAS BEEN RETIRED.

You seek justice and uncover the truth no matter what obstacle stands in your way.

While repairing a GeneratorIconHelpLoading generators.png, its AuraIconHelp auras.png is revealed in yellow to all other Survivors located within 32 metres.
If the KillerIconHelpLoading killer.png downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for 8/9/10 seconds.

"Let's burn that lab to the ground." — Nancy Wheeler
Nancy
S18 charSelect portrait.png
Camaraderie Camaraderie
THIS PERK HAS BEEN RETIRED.

Life has taught you the importance of friendship which has given you strength.

While you are on the HookIconHelpLoading hook.png in the Struggle Phase, Camaraderie activates:

  • If another SurvivorIconHelpLoading survivor.png is within 16 metres of your Hook while Camaraderie is active, the Struggle Phase timer is paused for 26/30/34 seconds.

"So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington

Steve
S19 charSelect portrait.png
Cruel Limits Cruel Limits
THIS PERK HAS BEEN RETIRED.

Your ties to the otherworldly manifest when your prey attempts to get away.

Whenever a GeneratorIconHelpLoading generators.png is completed, all WindowsIconHelp window.png and Vault locations within 32 metres of it become blocked for all Survivors for the next 20/25/30 seconds.

  • The AurasIconHelp auras.png of the blocked Vault locations are revealed to you for the duration.

"The specimen seems to be able to affect the state of nearby objects, as if they existed in some other form within a dimension alternate to our own." — Hawkins National Laboratory

Demogorgon
K17 charSelect portrait.png
Fixated Fixated
THIS PERK HAS BEEN RETIRED.

When you have a goal in mind, there is no turning back; better to ask forgiveness than permission.

You walk 10/15/20 % faster and can see your own Scratch MarksIconHelp scratchMarks.png.

"I wanna finish what we started. I want to kill it." — Nancy Wheeler
Nancy
S18 charSelect portrait.png
Inner Strength Inner Strength
THIS PERK HAS BEEN RETIRED.

You look inwards and trust your instincts when you feel lost and alone.

Each time you cleanse a TotemIconHelpLoading totem.png, Inner Strength activates:

  • You are automatically healed 1 Health State when hiding inside a LockerIconHelp lockers.png for 10/9/8 seconds while injured or suffering from the Deep WoundIconStatusEffects deepWound.png Status Effect.

Inner Strength does not activate if you currently suffer from the BrokenIconStatusEffects broken.png Status Effect.
"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler

Nancy
S18 charSelect portrait.png
In the Dark In the Dark
THIS PERK IS UNUSED.
Your Terror RadiusIconHelp terrorRadius.png is set to 36/24/16 metres when there are still 4/3/2 Survivors alive in the Trial.
KillersIconHelpLoading killer.png
Last Standing Last Standing
THIS PERK IS UNUSED.
Gain a stack-able 7.5/15/25 % bonus to all Action speeds for each SurvivorIconHelpLoading survivor.png no longer in the Trial, up to a maximum of 22.5/45/75 %.
SurvivorsIconHelpLoading survivor.png
Mindbreaker Mindbreaker
THIS PERK HAS BEEN RETIRED.

Your distressing presence drains and weakens your prey.

Whenever a SurvivorIconHelpLoading survivor.png is repairing a GeneratorIconHelpLoading generators.png, they suffer from the ExhaustedIconStatusEffects exhausted.png Status Effect.

  • If the Survivor is already Exhausted, their Status Effect's timer will be paused.
  • The Status Effect lingers for 3/4/5 seconds after the Survivor stops repairing.

"The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals." — Hawkins National Laboratory

Demogorgon
K17 charSelect portrait.png
Overconfidence Overconfidence
THIS PERK IS UNUSED.
THIS PERK'S EFFECTS ARE UNKNOWN.
SurvivorsIconHelpLoading survivor.png
Second Wind Second Wind
THIS PERK HAS BEEN RETIRED.

You have learnt to avoid awkward situations with parents.

Part of you still thinks your best option is to run away and hope things will take care of themselves.
When you heal another SurvivorIconHelpLoading survivor.png for the equivalent of 1 Health StateIconStatusEffects healing.png, Second Wind activates:

  • The next time you are unhooked or unhook yourself, you suffer from the BrokenIconStatusEffects broken.png Status Effect until Second Wind deactivates.
  • You are automatically healed 1 Health State after 28/24/20 seconds.

While Second Wind is active, the following conditions will deactivate it:

  • Successfully being healed by Second Wind.
  • Being put into the Dying StateIconHelp dying.png before the timer elapses.

Second Wind does not activate if you already suffer from the Broken Status Effect.
"Yeah, that's a no." — Steve Harrington

Steve
S19 charSelect portrait.png
Surge Surge
THIS PERK HAS BEEN RETIRED.

Your eerie presence charges the air and interferes with technology.

When you put a SurvivorIconHelpLoading survivor.png into the Dying StateIconHelp dying.png with your Basic Attack, all GeneratorsIconHelpLoading generators.png within 32 metres of you instantly explode and start regressing.

  • Applies an immediate 8 % Progression penalty.

Surge has a cool-down of 60/50/40 seconds.
"The creature appears to have some unknown influence over electricity and nearby electronics." — Hawkins National Laboratory

Demogorgon
K17 charSelect portrait.png
Tough Runner Tough Runner
THIS PERK IS UNUSED.
THIS PERK'S EFFECTS ARE UNKNOWN.
SurvivorsIconHelpLoading survivor.png
Underperform Underperform
THIS PERK IS UNUSED.
THIS PERK'S EFFECTS ARE UNKNOWN.
KillersIconHelpLoading killer.png


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.png
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.png
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 %.
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