A common theme among Battle Royal developers today is making nuanced balance decisions around health, healing, and ensuring a wide array of viability among items and perks when it comes to those two things.
Today, we’ll be going over the commonly run Ghost and its comparisons with Tempered. Despite being entirely different perks, they both force the player to lean heavily into one playstyle, but in very different ways. This is doubly true since Ghost’s nerf, which forces players to keep moving to stay undetected.
What is Tempered?
Tempered is a perk that plays off the initial principle mentioned in this article. It allows the player to plate up to full armor in just two plates instead of three, while also increasing the animation time for plating. Effectively, tempered allows players to shave off a huge amount of time from their plating time.
For purposes of long range fights, this is next to useless. But for players pushing opponents and getting in and out of skirmishes often, being able to save a third of your plating time for fighting is invaluable. In fact, in situations where two veteran players begin tagging each other at close range, the player who runs Tempered instead of any other perk is likely to be the winner, assuming both players attempt to replate.
What is Ghost?
Ghost is a perk that allows players to remain undetected from UAVs, heartbeat sensors, and radar drones while moving. Before its recent nerf, this perk allowed users to gain its benefits whilst holding still. Since its update, though, Ghost has become a much more balanced perk, and allows users who don’t plan on hard camping spots to gain some serious benefits.
The player who runs Ghost, much like the players who runs Tempered, wants to get into skirmshes quickly and make a nuisance of themselves. Ghost will allow users to get the drop on their opponents by making use of constant rotations that hide as much information from their opponents as possible.
Should You Run Tempered or Ghost?
The answer to this question will come down to a number of things, but the main stipulation to make is on one’s playstyle and mentality. Do you enjoy making risky plays and trading plates with your opponent in fights that don’t result in an all in? If so, Tempered is the perk for you.
If, instead, you like getting the drop on your opponent with some smart rotations and clever positioning, Ghost will allow you to make such plays without giving too much information away to your opponent.
Basically, the difference between the two is that Tempered allows you to take a beating and get away with it with speedy efficiency, but Ghost makes it less likely that you would have taken the beating in the first place. That said, if you do find yourself shot up and without Tempered, you’re at a distinct disadvantage when running Ghost, since your opponent already knows your location and may also gamble on your needing the extra time to replate.
Both perks, in the right hands and in the right playstyles, are extraordinarily powerful. Aggressive veterans who like to push you in trying situations know how to smell blood in the water, and with Tempered are some of the toughest opponents you can face. But veterans with Ghost are likely the most unnerving, as pinning their position and tracking them effectively becomes twice as hard (nearly impossible for the untrained player).
Which kind of player you want to be is entirely up to you.