We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Why are some stronger/weaker perks green/purple?

yes
yes Member Posts: 361

As the title asks, why are some perks like Enduring & Spirit Fury green? They should be purple due to how strong they are, and perks such as Deja Vu and Monstrous Shrine should be green, as they provide little to no benefit at all.

Basically what I'm trying to ask is, why are some stronger perks lower rarity than those perks that have a higher rarity but they aren't as strong?

Comments

  • NurseMainBTW
    NurseMainBTW Member Posts: 531

    I think they are... just like that. Every survivor/killer (except Laurie/Myers) have at least one green perk.


    Same thing about the general perks, they were just picked randomly.

  • yes
    yes Member Posts: 361

    That's weird. Sole Survivor should be a green perk imo.

    The rarity of perks should depend on how strong they are.

  • PigNRun
    PigNRun Member Posts: 2,428

    I think they base perk rarity based on how useful/popular they think they will turn out. And, to be fair, in most cases, they have been correct. Enduring's case, see it this way. When it was added, there was little use for it. No DS, much less even SF. Comparing it to Hillbilly's other perks, Lightborn (back when flashlights were far more powerful) and Tinkerer (made add-ons more efficient), Enduring was weaker compared to the rest.

    Taking Spirit's case as another example, if memory doesnt fail me, people really underestimated SF when it came out. Wouldnt be surprised the same thing happened with devs. People would say "Break 2 pallets? Meh.", as well as "Oh my, I can trap my hex totems now! YAY!" and "Free mori! OP!". And how different that is to the current consensus.

    Same thing goes for Huntress, LF, Myers, Pig, Nurse, Hag, Freddy, Doctor and a bunch of Survivors. The only odd ones out are probably Legion (Discordance being largely underrated, and Iron Maiden being designed as THE counter to the patch's main change, like Jeff's), Nea (my guess BL was rated as green because we had even less maps with high enough drops), Plague (overhype from devs thinking Dark Devotion would be the best mindgame perk) and Monstrous Shrine (maybe because basement appeared to be especially dangerous, though the perk was never good in the first place).

  • yes
    yes Member Posts: 361

    Thanks for the explanation! To me, its funny when a perk is highly underestimated at launch but a few months later it's meta or something like that. BL could've also been underrated due to tiers 1 & 2 of the perk before the buff happened, and as you said, some maps didn't have high drops.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    I'd say it's because purple perks are powerful alone, like PGTW or Ruin, but green ones usually become powerful with synergies with other perks, like Spirit Fury + Enduring.

  • yes
    yes Member Posts: 361

    that makes sense as well, but some purple perks need to rely on others.