RETURN THE ULTRA-RARE PERKS PLEASE

Please enter ultra-rare quality! How long can it be, huh? You've already made the Blood Web very easy to level up. Please return the ultra-rare quality for variety, how long can look at this purple mess?

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Add the perk rarity search function to the game: ultra-rare quality, very rare quality, rare quality, and uncommon/common quality.

It's incredibly boring when you go to your inventory and see 3-4 pages of perks only purple. Only 2 colors. Seriously? It's so depressing. 

This solid purple color is confusing you.

@Peanits @not_Queen

Comments

  • I'd be okay with the multi-rarities returning on ONE occasion: if the Perk Inventory was adjusted to display all perks in alphabetical order regardless of their rarity.

    Otherwise, the upcoming change is one I've been hoping they would do for a while now to improve navigating the inventory. I don't really want to return to the old messy system of sorting by name AND rarity again.

  • Sadly, they are gone forever. Only a few old players will even care whether perks are all pink or all purple, whereas the majority of the playerbase would be upset if everything became more expensive.

  • Please coming from someone who bought the game in 2019 they looked beautiful

  • you do know rarity increases price right? ultra rare is 7000 bp each

  • @LiunUK said:

    you do know rarity increases price right? ultra rare is 7000 bp each

    They can make some uncommon perks common to compensate for the price.

  • Wouldn't a better option be go make it so that you can put favorite/hate marker on your perks? That way it would be easier to find? Or do what they do in DBD mobile and have different categories for different types of perks. For example make s page for perks that make you more stealthy.

  • No thanks? Consistency is better.

  • @APoipleTurtle said:

    I'd be okay with the multi-rarities returning on ONE occasion: if the Perk Inventory was adjusted to display all perks in alphabetical order regardless of their rarity.

    Otherwise, the upcoming change is one I've been hoping they would do for a while now to improve navigating the inventory. I don't really want to return to the old messy system of sorting by name AND rarity again.

    Why weren't they always alphabetized regardless of rarity? Hhaha it's as if they thought higher tiers = better than lower tiers regardless of ability, so they show the "rare" perks first. As if T3 Monstrous Shrine is better than T1 BBQ&Chili...

  • Nah, try again. Also, REMOVE PERK TIERS!

  • Thankfully this update didn't make things more expensive, even though all the old green perks cost 1k extra to get the rank 3 half of the old purple perks now have a yellow tier 1 which means no net loss or gain in perk costs

  • @Animator said:

    Please enter ultra-rare quality! How long can it be, huh? You've already made the Blood Web very easy to level up. Please return the ultra-rare quality for variety, how long can look at this purple mess?

    https://us.v-cdn.net/6030815/uploads/X7QEW4K5PF4D/image.png

    Add the perk rarity search function to the game: ultra-rare quality, very rare quality, rare quality, and uncommon/common quality.

    It's incredibly boring when you go to your inventory and see 3-4 pages of perks only purple. Only 2 colors. Seriously? It's so depressing. 

    This solid purple color is confusing you.

    @Peanits @not_Queen

    My largest complaint about this would be if they don't add additional perk sorting/filtering options... Not like having 4 pages of purple perks is going to be any easier to parse through. Can we at least get it alphabeticalized by default?

  • Hello? Seriously the grind is short for you, and you're asking to make it even longer? I'm devotion 8, playing since 2018, and I don't even have half of the prestiges done, just 3 survivors and 2 killers perk maxed and then some p3s p2s and p1s

  • This change doesn't solve the problem of "I can't find my perk" either. Not all of us have all perks on all characters (For me: 6 Survivors & 2 Killers are Full Perk). You still need to know what the tier of the perk you are searching for is. You still need to search purple, green and yellow.

    There are 2 solutions:

    1. Choose rarity based upon unlock level and not upon the perk tier. Common (free) perks have brown (common) rarity, Lv 30 perks yellow (uncommon) rarity etc. So i.e. Dead Hard (Lv 35) would be a green (rare) perk regardless of its tier. You would always know where to look for it. The rarity can also be shifted upwards, so common (free) perks have Uncommon (yellow) rarity and Lv 40 perks have Ultra Rare (pink) rarity.
    2. Implement a sorting function like you did for the Charms and Cosmetics. Sort by Rarity, Sort by Name, Sort by Character. With this sorting function you can reimplement the old rarity system what so many people like, without confusing anyone.

    I like Solution 2 more.

  • I am putting my own thread linked here because it might interest some people who visit this discussion.

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)