
The 10.2.0 Public Test Build carries the largest single perk pass Dead by Daylight has run in a long time, and almost none of it is a simple number tweak. Twelve perks come back with entirely new rules, and several old staples lose the secondary effect that made them worth a slot. This page lists every perk Behaviour touched, with the previous value next to the proposed one.
Quick answer: The 10.2.0 PTB changes 58 perks in total, split into 27 Killer perks and 31 Survivor perks. 12 of them are full reworks: Hex: Thrill of the Hunt, Shattered Hope and Undone on the Killer side, and Borrowed Time, Down to the Last, Premonition, Road Life, Slippery Meat, Small Game, Spine Chill, Stake Out and Windows of Opportunity on the Survivor side. These are test-build values dated September 15, 2026, not live rules. The live game is still on Patch 10.1.2, and PTB numbers routinely change before release.
Every value below is taken from Behaviour's official 10.2.0 PTB patch notes, published September 15, 2026. Where this guide calls a change a nerf or a buff, that is editorial judgment, not a measured win rate. Checked September 16, 2026.
How big is the 10.2.0 perk pass?
Behaviour advertised 58 perk changes for this build, and the notes back that number exactly: counting the entries gives 27 Killer perks and 31 Survivor perks, which is 58 with nothing left over.
Three themes run through the list. The first is modernising lower tier values: Agitation, Iron Grasp, Resilience and We'll Make It keep their tier 3 numbers and pull tier 1 and tier 2 up towards them, so an unlevelled perk plays closer to a maxed one. The second is Diminishing Returns, the stacking ladder introduced earlier in the 9.6 line, which lets Behaviour hand back effects that were dangerous when they stacked freely. Unrelenting regaining a successful-attack cooldown bonus and Spine Chill regaining vault speed both come from that. The third is specialisation, clearest in the split where Windows of Opportunity keeps windows, Five Moves Ahead keeps pallets, and Dark Sense picks up the broad reveal both used to share.
If you only track one thing from this build, track the reworks. A value change costs you a few percent. A rework can make the perk in your fourth slot do something you never asked for.
Which Killer perks changed in 10.2.0?
All 27 Killer perk entries, with the previous values in brackets.
| Killer perk | 10.2.0 PTB change |
|---|---|
| Agitation | Haste while carrying is now 14/16/18% (was 6/12/18%) |
| Iron Grasp | Survivors wiggle 10/11/12% slower (was 4/8/12%) |
| Bitter Murmur | Gen-completion reveal is 20m for 8s (was 16m for 5s), endgame reveal 10/12/14s (was 5/7/10s) |
| Deerstalker | Aura reveal lasts 4s (was 3s) on the same 40/35/30s timer |
| Fire Up | Every per-token bonus is 6/7/8% (was 4/5/6%) |
| Game Afoot | Haste is a flat 10% (was 7%) for 8/9/10s |
| Spies from the Shadows | Alert range 36/38/40m (was 20/28/36m), cooldown 3s (was 5s) |
| Unbound | Window 26/28/30s (was 24/27/30s), Haste 5% for 25s (was 7% for 10s) |
| Help Wanted | Up to 3 compromised Generators (was 1), attack cooldown bonus 100/110/120s (was 40/50/60s), new 150% regression on unrepaired Generators |
| Machine Learning | Up to 3 compromised Generators (was 1), Haste 10% (was 8%), other Generators now lose compromised |
| Dark Arrogance | New 15/20/25% faster basic-attack recovery, blind and stun penalty now 25% longer (was 15%) |
| Dead Man's Switch | Triggers when a Survivor stops repairing for more than 2s, block 30/35/40s (was 25/30/35s), cooldown 30/35/40s (was 50s) |
| Dissolution | Basic-attack damage only, 13/14/15s window (was any damage, 12/16/20s) |
| Hex: Blood Favor | Basic-attack damage only, flat 32m (was 24/28/32m), block 13/14/15s (was 15s) |
| Distressing | New 6/7/8% repair slowdown inside your Terror Radius, Terror Radius a flat 30% larger (was 20/23/30%) |
| Dominance | Totems only, chests removed, block 25s (was 8/12/16s), plus a scream and a 3/4/5s aura |
| Hex: Nothing but Misery | Ignites after 4 basic-attack hits (was 8), adds 10% slower vaults |
| Hex: Thrill of the Hunt | Rework, see below |
| Insidious | Undetectable after a flat 2s idle (was 3/2/1s), now lingers 6/7/8s after you act |
| Knock Out | Trigger distance 10m (was 6m), Hindered 20% (was 5%), ends early if the pallet is broken |
| Ravenous | New 4% carrying Haste and 4% faster hooks per token, Exposed 80/85/90s (was 40/50/60s) |
| Scourge Hook: Monstrous Shrine | New 150/175/200% regression on unrepaired Generators while you stay 24m from the Scourge-hooked Survivor |
| Shattered Hope | Rework, see below |
| Superior Anatomy | 30/35/40% faster window vaults for 10s rather than a single vault, cooldown 20s (was 25s) |
| Undone | Rework, see below |
| Unrelenting | Missed-attack cooldown 30/35/40% shorter (was 20/25/30%), new 10% shorter successful-attack cooldown |
| Whispers | Range 28/26/24m (was 48/40/32m), new 5% Haste while outside that range |
The two entries worth re-reading are Help Wanted and Machine Learning. Both go from one compromised Generator to three, which converts them from a coin-flip gimmick into something you can plan around, and Behaviour said so directly: the compromise perks "require precise setup and the loss of a Generator", and three slots "should allow for a bit more flexibility in how they're activated."
The quiet nerfs are Dissolution and Hex: Blood Favor. Both now require basic-attack damage, which cuts every Killer who injures with a power. Behaviour named that interaction as the reason.
Which Survivor perks changed in 10.2.0?
All 31 Survivor perk entries, with the previous values in brackets.
| Survivor perk | 10.2.0 PTB change |
|---|---|
| Kindred | Killer aura range 14/15/16m (was 8/12/16m) |
| No One Left Behind | Heal and unhook speed 80/90/100% (was 50/75/100%) |
| Resilience | Every bonus is 7/8/9% (was 3/6/9%) |
| We'll Make It | Duration 70/80/90s (was 30/60/90s) |
| Better Than New | All bonuses 40/45/50% (was 12/14/16%) |
| Empathic Connection | Heal others 40/45/50% faster (was 25/30/35%) |
| Flow State | Per-token bonuses 13/14/15% (was 8/9/10%) |
| Friendly Competition | 10% for 80/85/90s (was 5% for 100/110/120s) |
| Bound by Obsession | Aura 4s (was 3s), bless, cleanse, heal and repair bonuses 8/9/10% (was cleanse only at 2/4/6%) |
| Blood Pact | New, being hooked as the Obsession passes the Obsession to another Survivor |
| Boon: Illumination | Now reveals Chest and Generator auras, blessing 150/175/200% faster |
| Borrowed Time | Rework, see below |
| Calm Spirit | Totem and chest work is now 8/9/10% faster and silent (was 40/35/30% slower) |
| Dark Sense | Duration 8/9/10s (was 5/7/10s), adds pallet and window auras within 24m and other Survivor auras |
| Down to the Last | Rework, see below |
| Do No Harm | Great skill check bonus now scales with hook states, new 5% increase to skill check odds |
| Five Moves Ahead | Now reveals the 5 closest Pallets only (was Pallets and Windows) |
| Pharmacy | Unlock and rummage 75/100/125% faster, one rummage allowed per chest |
| Plunderer's Instinct | Chest and item auras at any range (was 32/48/64m), new 150/175/200% faster unlocking |
| Premonition | Rework, see below |
| Road Life | Rework, see below |
| Self-Preservation | Elusive 13/14/15s (was 20/25/30s) |
| Shoulder the Burden | You become Injured and Broken for 160/140/120s (was Exposed for 60/50/40s), and the perk deactivates for every Survivor in the lobby |
| Slippery Meat | Rework, see below |
| Small Game | Rework, see below |
| Solidarity | Conversion 65/70/75% (was 50/60/70%), Med-Kit restriction removed |
| Spine Chill | Rework, see below |
| Stake Out | Rework, see below |
| This is Not Happening | New 150/175/200% bigger good zones, great zones 30% bigger and no longer injured-only |
| Wake Up! | 8/9/10% faster gates plus an extra 20% for each other Survivor alive (was 8/10/12.5% per any Survivor alive) |
| Windows of Opportunity | Rework, see below |
Shoulder the Burden is generating the most argument, and Behaviour did not hide behind neutral phrasing. The dev note reads: "Shoulder the Burden's incredibly strong effect has not had a sizeable enough downside." Taking a hook state for a teammate now leaves you Injured and Broken for up to 160 seconds, and switches the perk off for the entire team afterwards, so a four-stack cannot chain it.
Self-Preservation is the other one to check before you queue. Elusive drops from 20/25/30 seconds to 13/14/15, roughly a 45 percent cut at tier 3.
Which perks were fully reworked?
Twelve perks in this build stop doing what they used to do. If one of these is in your build, read the new text rather than assuming the effect survived.
Hex: Thrill of the Hunt. Your first hook ignites a Dull Totem. Every hook after that blocks all Hex Totems for 6/7/8 seconds per lit Hex. The passive cleansing slowdown is gone, replaced by an active defence tied to hooking.
Shattered Hope. Snuffing a Boon still destroys the totem, but now any totem blessed, cleansed or destroyed blocks Dull and Hex Totems for 16/18/20 seconds and shows Boon auras for the same duration, so the perk has value in a Hex build even when nobody brings Boons.
Undone. You bank 1 token per hook, up to 3, then damaging a Generator spends them all for 8/9/10 percent progress loss and an 8/9/10 second block each. Behaviour describes it as less instant regression than Pop Goes the Weasel with the flexibility to stack.
Borrowed Time. The unhook extension is gone entirely. The new effect: whenever you gain Deep Wound while you already have Endurance, it mends passively over 40/35/30 seconds. The dev note is unusually blunt about why the old design was dropped: "We added Elusive to the list of unhook protections previously but didn't like the idea of Borrowed Time extending it's duration. Instead we've opted to rework the perk to an entirely new effect."
Down to the Last, formerly Sole Survivor. Tokens now come from being hooked or completing a Generator, up to 6. Each token makes other Survivors open Exit Gates 10 percent faster, and at 3 or more tokens you can unlock the Hatch as the last Survivor.
Premonition. The 45-degree cone is gone. Looking in the Killer's direction within 32 metres notifies you and now shows their aura for 3 seconds, but the cooldown climbs to 70/65/60 seconds and the effect disables in chase.
Road Life. Can now heal you. While injured and repairing, great skill checks bank tokens and misses lose them, and spending 6/5/4 tokens grants a 100 percent faster self-heal. The old broken restriction is gone.
Slippery Meat. Luck stacking is out. Other Survivors now unhook you 90/95/100 percent faster and you gain 5 percent more Haste when unhooked, which the notes frame as an entry-level anti-tunnel option.
Small Game. No more invisible cone. You simply see totem auras within 10/11/12 metres.
Spine Chill. Vault speed returns on a leash: being looked at within 40 metres notifies you, blocks screams for 12 seconds and grants 10 percent faster vaults for 12 seconds, on a 40/35/30 second cooldown.
Stake Out. Tokens now convert basic skill checks into harder special skill checks worth 4 percent more progress, and a miss costs 4 percent more. Special skill checks do not activate other skill check perks.
Windows of Opportunity. Windows only, within 24 metres, plus 10 percent faster window vaults on a 40/35/30 second cooldown. Behaviour explicitly points to the replacements: "Players can still gain the old effects of Windows of Opportunity by using the new Dark Sense or combining Windows of Opportunity with Five Moves Ahead." Our full breakdown of the Windows of Opportunity rework covers that trade in detail.
What are players saying about the changes?
The threads that moved fastest on the DBD subreddit after the notes landed were about Borrowed Time and Shoulder the Burden rather than the Killer list.
One player summarised the Borrowed Time logic more clearly than the patch notes did: the point of the current perk "is that it extends the unhook protections. If they wanted to buff borrowed time while also being consistent with what the perk is supposed to do then they would also have to extend the unhook elusive. They aren't willing to do that so they've given it a new purpose."
On the anti-tunnel cluster, opinion splits hard. One comment argues the pick rates are self-explanatory: "I would not use DS in all my builds if I wasn't tunnelled half the games I play." Another pushes back that the same perks get used offensively, "to annoy the killer and waste their time." Both readings fit Behaviour cutting Self-Preservation while handing a light anti-tunnel effect to Slippery Meat, a perk almost nobody currently runs.
How do you test these perk changes yourself?
The PTB is the only place these values exist right now, and it is Steam-only. It appears as a separate entry in your Steam library rather than a toggle inside the live client, and progress made there does not carry to the live game. Our guide on how to download and play the 10.2.0 Public Test Build covers the setup and the ownership rules.
Test the perk you actually run, not the one with the loudest thread: the value changes buried in the tables are the ones that will silently alter your games. And feedback given during the PTB window is the only feedback that reaches this build, since Behaviour routinely adjusts numbers between the test build and release.
For the feature-level changes that sit outside the perk list, see our 10.2.0 patch notes hub. For the state of play on the live build, our Survivor perk tier list for Patch 10.1.2 and the Killer tier list for September 2026 are both built on current rules.
FAQ
How many perks changed in the DBD 10.2.0 PTB? 58 in total, made up of 27 Killer perks and 31 Survivor perks. Counting the entries in Behaviour's published patch notes returns exactly that split.
Which perks were fully reworked in 10.2.0? Twelve. On the Killer side: Hex: Thrill of the Hunt, Shattered Hope and Undone. On the Survivor side: Borrowed Time, Down to the Last, Premonition, Road Life, Slippery Meat, Small Game, Spine Chill, Stake Out and Windows of Opportunity.
Are these perk changes live yet? No. They exist only in the 10.2.0 Public Test Build published September 15, 2026. The live game is on Patch 10.1.2 as of September 16, 2026, and Behaviour has not published a live release date for 10.2.0.
Will the PTB numbers change before release? Historically yes, often. Behaviour explicitly flagged several of these as perks it is watching closely, including Hex: Nothing but Misery, Self-Preservation, Shoulder the Burden and Spine Chill. Treat every value as provisional.
Does Borrowed Time still extend Endurance after an unhook? Not in the PTB version. The reworked perk instead passively mends Deep Wound over 40/35/30 seconds whenever you gain Deep Wound while you already have Endurance.
Is Windows of Opportunity still worth running? It still reveals window auras within 24 metres and adds 10 percent faster window vaults, but it no longer shows pallets. Behaviour points at Dark Sense, which now reveals pallets and windows within 24 metres after a Generator completes, or Five Moves Ahead, which specialises in pallets.
Do PTB perk levels matter for testing? Yes. Several changes in this build raise tier 1 and tier 2 values towards tier 3, so a tier 1 perk in the PTB behaves differently from a tier 1 perk on live. Compare at the same tier before drawing conclusions.
Want more Dead by Daylight coverage? These guides go deeper on the builds and updates this article touches:


