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About restoring the 5-level rarity system for perks
This system guarantees that better resources are more difficult to find in the Bloodweb and have a higher price (3000, 4000, 5000, 6000 and 7000 BPs, respectively), which is reasonable and balanced (you cannot treat the Ebany Memento Mori or the Skeleton Key like a Faint Reagent or a Toolbox, because their effects in game are greatly different, of course).
That system used to be applied to the perks, too. Then, to fix a bug in the patch 1.4.1, which prevented rarer perks to appear in the Bloodweb until the player had not bought all more common perks, they reworked the rarity system with the patch 1.5.0, removing Common and Ultra Rare levels.
A) the perks are the main and more fundamental mechanics of the game;
B.) every perk has 3 tiers;
C) to use a 3-level rarity system with 3-tier perks means alternatively to associate every tier with a different level of rarity or to use twice the same level of rarity for two different tiers;
D) both the first and the second solutions in C) produce unreasonable results: the first forces to flatter all the perks, despite of their different relevance and strength, the second makes equally rare two tiers of the same perk;
E) the Community is attached to the old and better system, in fact in the Wiki of every language the old 5-level classifications and colors are preserved.
1) a bug in the perks' draw system of the Bloodweb should not be fixed by destroying two levels of rarity, but changing the algorithm: our beloved Developers, a long time ago, devised a hasty remedy for the urgent need to immediately remove a fault that afflicted the availability of perks in the Bloodweb, but now the algorithm works beautifully (the Winter Solstice event is an evidence they are able to change the resources' rarities without any issue) and the Common and Ultra Rare perks can finally be restored;
Comments
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I honestly hate this idea. I'll tell you why and I'm not trying to sound elitist while doing so. But I have most of my killers with all rank 3 perks unlocked. I find it rather annoying that the perks are separated into 2 tiers since if I'm looking for something alphabetically it is a hassle to try and remember what rarity the perk is. More tiers means finding the perk I actually want is more difficult.
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@Dreamnomad Not more perks' tiers, but the same rarity system used for items, add-ons and offerings. Your perks shall remain of the upper tier, of course.
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@Dreamnomad said:
I honestly hate this idea. I'll tell you why and I'm not trying to sound elitist while doing so. But I have most of my killers with all rank 3 perks unlocked. I find it rather annoying that the perks are separated into 2 tiers since if I'm looking for something alphabetically it is a hassle to try and remember what rarity the perk is. More tiers means finding the perk I actually want is more difficult.It would bump up your perks. Rare will be Ultra Rare, Uncommon will be Rare. rADa raDa.
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@Entità said:
@Dreamnomad Not more perks' tiers, but the same rarity system used for items, add-ons and offerings. Your perks shall remain of the upper tier, of course.That is exactly my point. The perks are separated according to rarity and then alphabetically. If some perks ended as ultra rare then that means once you reach the end game all your perks are separated into 3 different categories. Ultra rare, very rare, and rare. That means if I'm trying to find a perk I have to recall which rarity it is adding unnecessary time. It's already annoying trying to remember "Is bamboozle rare or very rare?"
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@Dreamnomad Maybe the first three days, then your visual memory and practice will become unfailing.
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I would like to read other players' comments. What do you think?
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I just miss the old pink/ red perks
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I relaunch this passionate petition, very simple to implement, right in principle and in practice, aesthetically beautiful, which is very close to my heart.
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@Entità said:
Items, add-ons and offerings are divided into five levels of rarity: brown (Common), yellow (Uncommon), green (Rare), violet (Very Rare) and pink (Ultra Rare).This system guarantees that better resources are more difficult to find in the Bloodweb and have a higher price (3000, 4000, 5000, 6000 and 7000 BPs, respectively), which is reasonable and balanced (you cannot treat Ebany Memento Mori or Universal Key like Faint Reagent or Toolbox, because their effects in game are greatly different, of course).
That system used to be applied to the perks, too. Then, to fix a bug in the patch 1.4.1, which prevented rarer perks to appear in the Bloodweb until the player had not bought all more common perks, they reworked the rarity system with the patch 1.5.0, removing Common and Ultra Rare levels.
We all know that:
1) the perks are the main and more fundamental mechanics of the game;
2) every perk has 3 tiers;
3) to use a 3-level rarity system with 3-tier perks means alternatively to associate every tier with a different level of rarity or to use twice the same level of rarity for two different tiers;
4) both the first and the second solution in #3 produce unreasonable results: the first forces to flatter all the perks, despite of their different relevance and strength, the second makes equally rare two tiers of the same perk;
5) the Community is attached to the old and better system, in fact in the Wiki of every language the old 5-level classifications and colors are preserved.
I humbly ask the Developers (@not_Queen @Patricia @Peanits @Suggestive and other people I don't know if and which account they have) to restore the 5-level rarity system for all perks, and everybody to join this petition, provided that:
1) a bug in the perks' draw system of the Bloodweb should not be fixed by destroying two levels of rarity, but changing the algorithm (and probably this has already been adjusted);
2) perks need, more than items, add-ons and offerings, to be divided into five groups, because they often make the difference between victory and defeat and cannot be well treated with a 3-level rarity system, for the reasons explained above (the most precious and powerful perks deserve to be harder to find and more expensive to buy);
3) the 5-level rarity system is one of the Dead by Daylight's cornerstones and more beautiful than a 3-level rarity system (yeah, give me that pink in the HUD, please!).
People of the Fog, subscribe, please!
I agree with this, makes perks more expensive, making prestige slower to occur
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@Dreamnomad said:
@Entità said:
@Dreamnomad Not more perks' tiers, but the same rarity system used for items, add-ons and offerings. Your perks shall remain of the upper tier, of course.That is exactly my point. The perks are separated according to rarity and then alphabetically. If some perks ended as ultra rare then that means once you reach the end game all your perks are separated into 3 different categories. Ultra rare, very rare, and rare. That means if I'm trying to find a perk I have to recall which rarity it is adding unnecessary time. It's already annoying trying to remember "Is bamboozle rare or very rare?"
Well guess what, that's how it used to be and it wasn't a hassle.
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@DocOctober Exactly, it is a rarity system that existed from the beginning, which has always given excellent proof of itself, and which has been hastily "shredded" just to cope with a serious unexpected bug, which required an urgent remedy: now it is time to give back to the perks the set up that they have always had and restore, thus, a consistency in the management of items, add-ons, offerings and perks, while currently the latter, which more than any other resource have a structural need to be classified into five levels of rarity, do not receive the appropriate treatment, resulting in imbalance and "chromatic" anomaly of the game.
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Fix prestiging so it doesnt take forever first k?1
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Other contributions? I'd like to read more people's opinions.
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In my opinion it shouldn't even have tiers, it should be uniform because that is much, much better balance-wise, especially when considering there are perk slot limitations based on character level. So when there is both perk amount differences and perk tier differences, it just aggravates it.
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@Incarnate You want to reform radically the perk system; I want only to restore the proper classifications and colors, in order to guarantee that more powerful perks are rarer to find and more expensive to buy, aside the fact the five colors are beautiful per se.
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@Entità said:
@Incarnate You want to reform radically the perk system; I want only to restore the proper classifications and colors, in order to guarantee that more powerful perks are rarer to find and more expensive to buy, aside the fact the five colors are beautiful per se.I'm not sure if you realize what is more important, gamebalance or colors in in the UI?
What I'm talking about is gamebalance, and what you're talking about is primarily something that affects how it looks. The rarity system is only in place because of the tier system....but you know, the rarity system could still be in if they made the perks only have 1 tier, even with the 5 level rarity system or more, but really the perk tiers needs to go, they really only should have one level because they affect gamebalance so hugely - as Dave Richards said on devstream #59. So basically what they could do with the rarity system is make more unique perk icons, with various different themes and styles - and that they could even monetize if they wanted. So people could still get the pink perk emblems, in same style and color the ultra rare perk emblems used to look like.2 -
@Incarnate Your suggestion is legitimate, but off-topic: open a thread about perk tiers suppression, then.I believe three things:1) balance tests are made on perks of tier 3, because they are definitive, while tiers 1 and 2 are temporary: they last until you get the best version of every perk, and then are immediately replaced;2) the Developers are busy with bug fixes, localization improvements, frame rate optimization and Christmas event, and I shouldn't charge them with big reforms, not today;3) until perk tiers will stand, a 5-level rarity system is better than a 3-level one, not for colors, but for a proper balance (I explained in the OP why).0
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@Entità said:
@Incarnate Your suggestion is legitimate, but off-topic: open a thread about perk tiers suppression, then.I don't really find all of it to be off-topic, only the perk tier part is.
@Entità said:
I believe three things:1) balance tests are made on perks of tier 3, because they are definitive, while tiers 1 and 2 are temporary: they last until you get the best version of every perk, and then are immediately replaced;
No matter if they're temporary or not, the players still have them, and might have them for a long time before they get the highest tier perk, due to rng. So until they get the highest tier perk they will be at a disadvantage when against one of higher tier perks. And it doesn't make it any better that character perk slot limitations also tie into this.
@Entità said:
2) the Developers are busy with bug fixes, localization improvements, frame rate optimization and Christmas event, and I shouldn't charge them with big reforms, not today;They've been aware of this since at least devstream #59, where it was mentioned by Dave Richards, which is like two years ago, so considering that, they've had that much time to actually fix this, that this really is something that should've been dealt with a long time ago. I know they're busy with many things, but game balance and actual game performance should have the highest priority.
@Entità said:
3) until perk tiers will stand, a 5-level rarity system is better than a 3-level one, not for colors, but for a proper balance (I explained in the OP why).Setting higher prices means people have to grind even more, and the grind in the game is bad enough as it is.
However, I can see a benefit of a 5-level rarity system, terms of being able to increase the potential spread of bloodweb items.0 -
@Incarnate Maybe in these two years the Devs have changed their mind about the suppression of perk tiers. If you think about it, it is not mandatory to use the perks or to fill all the slots: those who want an extreme challenge play without equipping anything, and, in this perspective, the perks of tier 1 or 2 can be a valid intermediate solution between the best equipment and the extreme challenge. The tiers contribute to the game longevity and playstyle variability, so I do not consider them bad: it is wrong to treat perks of different strength or tier in the same way, due to a rarity system unjustifiably reduced compared to normal...
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@Entità said:
@Incarnate Maybe in these two years the Devs have changed their mind about the suppression of perk tiers. If you think about it, it is not mandatory to use the perks or to fill all the slots: those who want an extreme challenge play without equipping anything, and, in this perspective, the perks of tier 1 or 2 can be a valid intermediate solution between the best equipment and the extreme challenge. The tiers contribute to the game longevity and playstyle variability, so I do not consider them bad: it is wrong to treat perks of different strength or tier in the same way, due to a rarity system unjustifiably reduced compared to normal...It most certainly becomes necessary when the opposition is using addons, equipment, perks and offerings to maintain a somewhat equilibrium in regards to game balance - so in regards to maintaining the balanced is mandatory. The game is designed and balanced around the use of addons, perks and equipment, so if the opposition isn't using it, then game balance-wise this play would be giving the opposition an advantage, in otherwords the player will be playing at a disadvantage. The game is most certainly not balanced around the few people who want a more extreme challenge. You may think it's wrong to think of them as perks of different strength or tiers, but that doesn't change the fact that they're of different strengths depending on their tier. Now, if people want that extreme challenge, sure they can go right ahead, but the game should certainly not be balanced in regards to that. It may be that the tiers contribute to the longevity but they most certainly also contribute to fundamental balance issues, and game balance issue hurts the longevity of the game and most certainly also the gameplay experience. Game balance is much more important, and there can still be done things to increase the longevity of the game, as I indicated above.
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@Incarnate I simply think Hope has an intermediate strenght between Small Game and Sprint Burst, so it should be, as before well shown by the 5-level rarity system:1) Small Game: Common, Uncommon, Rare;2) Hope: Uncommon, Rare, Very Rare;3) Sprint Burst: Rare, Very Rare, Ultra Rare.Today, Hope seems as powerful as Sprint Burst, and it's false.About your point, luck is part of the game: if a survivor is lucky and finds the Skeleton Key, they have a meaningful advantage, and not all survivors have it. Do you consider it a balance issue? The same happens with the perks: even suppressing the tiers, if other people finds DS at the third level and you have to wait until the thirty, is that a balance issue?0
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@Entità said:
Today, Hope seems as powerful as Sprint Burst, and it's false.I completely agree, Sprint Burst is far more powerful than Hope, simply because it has an indefinite amounts of uses and can be used already from the beginning of a trial.
@Entità said:
About your point, luck is part of the game: if a survivor is lucky and finds the Skeleton Key, they have a meaningful advantage, and not all survivors have it. Do you consider it a balance issue? The same happens with the perks: even suppressing the tiers, if other people finds DS at the third level and you have to wait until the thirty, is that a balance issue?That actually is a balance issue, same with the offerings that changes things in the map, and it should be obvious why these things are balance issues. However finding items in a trial in regards to balance, is much more reasonable as that is something which will be highly unlikely and it's something you can't be certain of will be present, as opposed to being able bring it into the trial.
In fact the RNG component is generally really bad for balance if not used properly, as in the case with many things in DbD. The bloodwebs randomness in regards to perks, is a balance issue, and the perk tiers just further aggravates this, same goes for the perk slots being limited by character level. But whether or not it's balanced or imbalanced in regards to getting a specific perk like DS at early levels as opposed to at later levels, depends a lot on perspective and the game's actual design. Because say it was changed so that you could only obtain it after certain levels, but gets matched against someone who's low level - balance issue already. That sounds familiar, doesn't it? Because as it is, you can be high rank killer but be playing with a low level killer and be matched against high rank and high level victims. So yes there are many balance issues with the game, at fundamental levels. These should be corrected, and a start would be to make the perks uniform in regards to tiers, remove the character level perks slot limits, give killers individual rank. Should this be done before fixing the rarity system? Well, the perks should be changed to have uniform tier level (only one tier) before the rarity system could be properly re-introduced.
Like I've said before, there should absolutely not be tiers for perks, addons and equipment you could argue to a certain extent that those would be more reasonable to have "tiers", but still at the bottomline, everything that has different values at different tiers/rarity levels, will also affect balance diffently, the better values the addon/item has the more it will impact the intended balance, and likewise with worse values the less of an impact it will have on the intended balance.
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Going to be honest, it really does sound like the main reason you want the 5-rarity system back is because you want the pretty colors back, and everything else is you trying to justfiy that desire. The reasons you have listed are not terribly compelling IMO and don't make me want to see certain perks cost more.0
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@Incarnate Honestly, I fear that your vision of "balance" implies a flat, uniform, predictable and repetitive game: if you eliminate the rarity even from the items, then there will be only one toolbox, one torch, one medical kit, one map ... And it would be a serious problem to treat Judith's Tombstone and the last of the Shape's add-ons the same way, to give a striking example. I believe in the balance without prejudice to the variety, I believe that the game should tend to guarantee equal opportunities for entertainment to all players, who, for their part, must be able to adapt their strategies to the resources available to them. A perfect balance would require leaving only one survivor, because their different appearance, tones of moans and facial features make two survivors differently visible from the killer: it does not seem a sufficient reason to make a clean sweep of the whole sample. Moreover, in purely practical terms, why should developers dismantle a large network of mechanics, cosmetics and special nuances that have been painstakingly built and perfected over the years?
@TAG I like the color choices of the developers, I have no reason to deny it, but it is irrelevant: my speech would not change a comma even if the levels of rarity of the perks were represented by white, yellow, orange, red and black, or in any other symbolic way. Aesthetics is the last of the considerations.
Taking up the example above, I think Hope has an intermediate strength between Small Game and Sprint Burst, so it should be, as well as shown by the 5-level rarity system:
1) Small Game: Common, Uncommon, Rare;
2) Hope: Uncommon, Rare, Very Rare;
3) Sprint Burst: Rare, Very Rare, Ultra Rare.
Today, Hope seems as powerful as Sprint Burst, and it's false.Moreover, the logic requires to consider Devour Hope 3 rarer than Devour Hope 2, Premonition 3 rarer than Premonition 2, because they are stronger, while they currently share the same level of rarity: it is absurd to say that a musket and a rifle, an apartment in a condominium and a villa, a starred restaurant and a tavern in the suburbs, are classified in the same way. It is not just a matter of classification, of love for the abstract order, of perfectionism: the rarity of perks influences the probability of their appearance in the Bloodweb, and their price. Why should the same frequency and price be given to resources clearly having a different impact on the game? Have an appartment and a villa the same price? Not at all.
Why is the 5-level rarity maintained for items, add-ons and offerings? Why do the perks have to be different? Why must the most powerful tools in the game receive the most superficial and poor treatment? It was a remedy for a bug in the Bloodweb, which prevented the rarer elements from appearing, until all the less rare perks had been bought, but this now belongs to the history, to a far past: today I quietly find purple perks, without having purchased all the green ones, so why shouldn't I find pink perks, without having bought all those purple? I believe that the time is ripe to restore a system not only loved by the community, but also intrinsically more functional, and the Wiki of all languages are there to testify it with a warning to readers: "Our Wiki still uses the colours and Rarities of the old Rarity-System from before Patch 1.5.0, the main reason being that all three Perk Tiers thus can be easily differentiated visually from one another with the way they are formatted on the Wiki. They are not to be changed."
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Entità said:
@TAG I like the color choices of the developers, I have no reason to deny it, but it is irrelevant: my speech would not change a comma even if the levels of rarity of the perks were represented by white, yellow, orange, red and black, or in any other symbolic way. Aesthetics is the last of the considerations.
Taking up the example above, I think Hope has an intermediate strength between Small Game and Sprint Burst, so it should be, as well as shown by the 5-level rarity system:
1) Small Game: Common, Uncommon, Rare;
2) Hope: Uncommon, Rare, Very Rare;
3) Sprint Burst: Rare, Very Rare, Ultra Rare.
Today, Hope seems as powerful as Sprint Burst, and it's false.Moreover, the logic requires to consider Devour Hope 3 rarer than Devour Hope 2, Premonition 3 rarer than Premonition 2, because they are stronger, while they currently share the same level of rarity: it is absurd to say that a musket and a rifle, an apartment in a condominium and a villa, a starred restaurant and a tavern in the suburbs, are classified in the same way. It is not just a matter of classification, of love for the abstract order, of perfectionism: the rarity of perks influences the probability of their appearance in the Bloodweb, and their price. Why should the same frequency and price be given to resources clearly having a different impact on the game? Have an appartment and a villa the same price? Not at all.
Why is the 5-level rarity maintained for items, add-ons and offerings? Why do the perks have to be different? Why must the most powerful tools in the game receive the most superficial and poor treatment? It was a remedy for a bug in the Bloodweb, which prevented the rarer elements from appearing, until all the less rare perks had been bought, but this now belongs to the history, to a far past: today I quietly find purple perks, without having purchased all the green ones, so why shouldn't I find pink perks, without having bought all those purple? I believe that the time is ripe to restore a system not only loved by the community, but also intrinsically more functional, and the Wiki of all languages are there to testify it with a warning to readers: "Our Wiki still uses the colours and Rarities of the old Rarity-System from before Patch 1.5.0, the main reason being that all three Perk Tiers thus can be easily differentiated visually from one another with the way they are formatted on the Wiki. They are not to be changed."
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"Survive with Friends" would like to have a word with you about "Hex: Ruin". I do not like this idea at all... Why would you even want this to happen??? because the items had the 5-tier upgrades? I see no reason why we need to apply this to the perks.
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@Toxicity23 A SWF team does not need this reform to know that they must destroy the Ruin totem, and it's not good to reduce a general discourse to very special cases. I do not propose to overturn the system, but to restore the original idea of the developers, which was turned upside down to face an emergency, as explained in the opening post: the emergency has passed, the classic system can finally recover the place that is up to it in the game.
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Entità said:
@TAG said:
These seem like REALLY minor things that are not worth making several Tier 3 perks rarer/more expensive.Are you afraid that, with the 5-level rarity system restored, you'd have more difficulty finding the perks you want?
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@TAG said:
You want to make certain tier 3 perks more expensive to fix what is borderline a non-issue. Not worth it IMO.I repeat, I do not propose to overturn the system, but to restore the original idea of the developers, which was turned upside down to face an emergency, as explained in the opening post: the emergency has passed, the classic system can finally recover the place that is up to it in the game. And 1000 more BPs is a ridiculous price increase, it cannot harm anyone: the greater rarity is more important than the higher price.
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@TAG said:
Entità said:
the greater rarity is more important than the higher price.I do not agree with this.
I don't either. This would just make the grind worse, which is something we don't need at all.
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@TAG @SnakeSound222 I do not understand your fears, since the difference between "ultra rare" and "very rare", in absolute values or percentages, is not known (if you know something, please report it here). And most importantly, if the ultra rare items, add-ons and offerings do not scare you, why should you fear the ultra rare perks? Incidentally, the restoration of the classic system would not be unbalanced upwards: on the one hand, some purple perks would become pink, but on the other hand, some yellow perks would become brown (resulting in less rarity and price), that is, more accessible than they are today.
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Entità said:
@TAG @SnakeSound222 I do not understand your fears, since the difference between "ultra rare" and "very rare", in absolute values or percentages, is not known (if you know something, please report it here). And most importantly, if the ultra rare items, add-ons and offerings do not scare you, why should you fear the ultra rare perks? Incidentally, the restoration of the classic system would not be unbalanced upwards: on the one hand, some purple perks would become pink, but on the other hand, some yellow perks would become brown (resulting in less rarity and price), that is, more accessible than they are today.
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@Entità said:
@Incarnate Honestly, I fear that your vision of "balance" implies a flat, uniform, predictable and repetitive game: if you eliminate the rarity even from the items, then there will be only one toolbox, one torch, one medical kit, one map ... And it would be a serious problem to treat Judith's Tombstone and the last of the Shape's add-ons the same way, to give a striking example.You're saying that the game would become predictable and repetitive because of those changes I suggested?
The game is already predictable and repetitive, nothing I've had anything to do with. I'd like to point out that it's certainly possible to create variance WITHOUT tiers, I've said nothing about eliminating rarity, in fact I've said it's still doable even without tiers. I don't see why Judith's Tombstone specifically would be a problem with change, feel free to enlighten me! But even with perks without tiers it's still possible to keep rarity and it's also possible to introduce different variations of the same perk, where the variance is not it it's value, because it should be of equally comparable strength and drawbacks. In regards to addons and equipment, as far as I know, it's not tiered persé but could be considered tiered with different variations. The reason they could be considered tiered with different variations is simply due to the fact each item and addon becomes progressively better at what it does when compared to addons/equipment of lower rarity, which is the equivalent of a tier. However, I'm not advocating specifically for removing the rarity/tiers from addons or equipment, but perks I most certainly am.@Entità said:
I believe that the game should tend to guarantee equal opportunities for entertainment to all players, who, for their part, must be able to adapt their strategies to the resources available to them.But that the game does not, because when a player goes into a trial the player doesn't have an equal opportunity UNLESS the opposing players has the same amounts of perks and is of the same tiers respectively.
@Entità said:
A perfect balance would require leaving only one survivor, because their different appearance, tones of moans and facial features make two survivors differently visible from the killer: it does not seem a sufficient reason to make a clean sweep of the whole sample.I do not agree with this statement, and furthermore there are many good reasons why tiered perks should not exist in the game, some of which I've already pointed out, and specifically because perk amounts and tier differences between the opposing players. You could consider the perk tiers the strength/power of which the can impact the gameplay balance with. So it should be quite obvious why this is a fundamental balance issue.
@Entità said:
Moreover, in purely practical terms, why should developers dismantle a large network of mechanics, cosmetics and special nuances that have been painstakingly built and perfected over the years?First of all, I disagree a great deal with you in regards to it being perfected, it's quite far from perfect, and certainly not balanced. There are several reasons, but mainly due to the fact that this imbalance is caused by several fundamental design choices; perk amounts and perk tiers. Futhermore, as it was stated on devstream #59 that addons, equipment and perks affect gameplay and performance hugely, they were basically acknowledging it, and in doing so they're also saying that perk amounts and tier differences between opposing players is a balance issue. So by not fixing something they've acknowledge which affects the gameplay balance so hugely, is not only very questionable but also says something else, which I will let you think about.
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Entità said:
@TAG @SnakeSound222 I do not understand your fears, since the difference between "ultra rare" and "very rare", in absolute values or percentages, is not known (if you know something, please report it here). And most importantly, if the ultra rare items, add-ons and offerings do not scare you, why should you fear the ultra rare perks? Incidentally, the restoration of the classic system would not be unbalanced upwards: on the one hand, some purple perks would become pink, but on the other hand, some yellow perks would become brown (resulting in less rarity and price), that is, more accessible than they are today.
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@SnakeSound222 In my opinion, the opposite is true: since there are no "guaranteed seats" in the Bloodweb for each level of rarity (in which case an Ultra Rare perk could undermine an Ultra Rare add-on), but the RNG selects random resources, it is more likely that a Very Rare perk will prevail over an Ultra Rare add-on, having a greater chance of being drawn, than an Ultra Rare perk over an Ultra Rare add-on.
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I rewrote the OP, adding some good reasons to restore the 5-level rarity system for perks.
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@Dreamnomad said:
I honestly hate this idea. I'll tell you why and I'm not trying to sound elitist while doing so. But I have most of my killers with all rank 3 perks unlocked. I find it rather annoying that the perks are separated into 2 tiers since if I'm looking for something alphabetically it is a hassle to try and remember what rarity the perk is. More tiers means finding the perk I actually want is more difficult.It's actually a lot easier because you now have 3 separate categories instead of 1 annoying lump of purple, I really want to go back to those days before they switched the perk rarities.
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no thanks. also, stop pinging the devs! they’ll read it eventually0
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Holy necro
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No doubt that is an excellent idear, I'll keep on focusing on this project.
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I relaunch this thread, which is particularly close to my heart. :)
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Actually no perk was ever common tier.
So it was a 4 tier rarity system.
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The English Wiki clearly uses five colors for the perks classification, for example:
1) Slippery Meat: brown, yellow, green;
2) Urban Evasion: yellow, green, purple;
3) Spine Chill: green, purple, pink.
In particular, every perk icon changes repeatedly its color to show the three tiers' rarity (before the 1.5.0 patch).
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I know what the wiki uses. But in game (Unless I'm derping which I very well could be) it was yellow, green, purple, red with no brown.
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I arrived to DbD a little after the 2.1.2 patch: I ignore what there was before, but if the Wiki uses five colors, I think the old perks system had five levels of rarity, like items, add-ons and offerings still have.
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