Dead by Daylight 10.1.0: Sprint Burst drops to 2 seconds of Haste, Deliverance rises to 160 seconds of Broken — the 15 rebalanced perks
Credit: Behaviour Interactive
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Dead by Daylight 10.1.0: Sprint Burst drops to 2 seconds of Haste, Deliverance rises to 160 seconds of Broken — the 15 rebalanced perks

Fabian Fabian Lainé
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In brief

The 10.1.0 update "Chorus of Sin" rebalanced 15 perks (6 for the killer, 9 for the survivor), shaking up established builds. Sprint Burst loses one second of Haste (2 instead of 3), while Deliverance doubles its Broken penalty to 2 minutes at tier 3, turning it into a last resort. Six other perks receive major adjustments that reshape the metagame.

The patch notes for 10.1.0 "Chorus of Sin" went live on Tuesday, August 25, 2026. Everyone focused on the tunneling changes and the new MMR calculation. Almost no one read the block underneath: 15 perks already in the game were rebalanced, 6 on the killer side and 9 on the survivor side. Yet that's the one that affects your builds.

Behaviour publishes these notes in English only: every perk name, number and status effect below is quoted from the 10.1.0 patch notes on Steam, which is also what your client displays.

A second shifts sides between Sprint Burst and Adrenaline

Sprint Burst still grants 50% Haste, but for 2 seconds instead of 3. The Exhaustion that follows doesn't change: 60/50/40 seconds. A third less duration means a third less distance, with nothing in return: often one less pallet along the way.

Adrenaline goes the other way: 50% Haste for 4 seconds instead of 3, still ignoring Exhaustion, still with the instant heal when the last generator is completed. The second taken away at the start of the match is given back at its very end, when it's already been decided.

Deliverance: unhooking yourself alone costs two minutes of Broken

Deliverance doesn't change how it works: once per trial, after cleanly unhooking an ally, you can unhook yourself. It's the price tag that explodes. The Broken status effect goes from 100/80/60 seconds to 160/140/120 seconds — at tier 3, the one everyone runs, from 1 minute to 2 minutes without being able to be healed.

Before, self-unhooking put you back in the game: an ally, a health state regained, and you were off. Now you come off the hook injured and you stay that way. Deliverance becomes an emergency exit, to be saved for the moment when no one else can come get you.

A Dead by Daylight survivor unhooking an ally from a hook in a night-time alley
Cleanly unhooking an ally remains the activation condition for Deliverance. Credit: Behaviour Interactive

Nowhere to Hide keeps its numbers but changes its reference point

This is the most interesting adjustment on the killer side, and the only one that isn't about percentages. Nowhere to Hide still reveals auras for 3/4/5 seconds when you damage a generator, still within 24 meters. But this radius is now centered on the damaged generator, whereas it used to be centered on the killer's position.

For the killer, the effect stays about the same: at the moment of the kick, they're right next to the generator. For the survivor, the counterplay becomes measurable: the reference point is a fixed object you can see.

A Nurse's Calling reverts, Coulrophobia pays the price

A Nurse's Calling keeps its range of 28/30/32 meters and returns to what the studio describes as its pre-9.2.0 state: it reveals all survivors engaged in healing, regardless of their health state. The healer at full health lights up just like the injured one.

Coulrophobia takes the compensation hit: the healing slowdown within the terror radius drops from 30/40/50% to 20/25/30%. The developer note explicitly targets the synergy between the two perks, not Coulrophobia alone. The anti-heal build gains information for what it loses in slowdown.

Call of Brine keeps a generator hot for 90 seconds

Call of Brine keeps its 30/40/50% accelerated regression and its notification on good skill checks, but the window goes from 70 to 90 seconds. Enough to cover a survivor's round trip when they let go of the generator and come back: the perk now carries through the gap instead of dying out in it.

The six other adjustments, in one pass

  • Technician: the noise from your repairs now travels 16 meters less instead of 8, and a failed skill check now only costs 4/3/2% instead of 5/4/3%. Buffed twice over.
  • Repressed Alliance: activates after 55/50/45 seconds of repairing, but now only blocks the generator for 15 seconds instead of 30.
  • Vigil: speeds up the decay of 8 status effects — Blindness, Broken, Exhausted, Exposed, Hemorrhage, Hindered, Mangled, Oblivious — but by only 30/35/40% instead of 44/55/66%.
  • Clean Break: instant heal after 75/60/45 seconds instead of 80/70/60.
  • Moment of Glory: only 1 chest required instead of 2, heal after 80/70/60 seconds.
  • Apocalyptic Ingenuity: only 1 chest instead of 2, Fragile Pallet created in 3 seconds instead of 4.

The last two, trimmed rather than rebuilt

Two more perks close the list, and both lose a little without changing shape.

  • Hex: Thrill of the Hunt: the cleansing and blessing slowdown per token goes from 8/10/12% to 8/9/10%, with a broader review announced for the long term.
  • Keep Them Waiting: each token now reduces basic attack recovery time by 5% instead of 4%, with a cap of 6/7/8 tokens; hitting the obsession costs 2.

What's still provisional as of August 29

Don't build a whole strategy around two of these. For Vigil, the studio announces it will revisit the list of effects in an upcoming patch: the 30/35/40% figures will likely be recalculated along with the scope. For Repressed Alliance, it acknowledges an activation condition that's too demanding and announces a reassessment. No date given on either front.

Finally, the perk rankings published in early August cite Overcome, Adrenaline, and Nurse's Calling with figures that are now outdated.

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Frequently asked questions

Why does Sprint Burst lose one second while Exhaustion stays unchanged?
Behaviour is looking to reduce the escape distance without penalizing recovery time. One second is roughly one pallet along your path, making killers more threatening during a chase.
Does Deliverance become unplayable with a 2-minute Broken status?
No, it simply changes role. Before, it was a quick emergency exit. Now, it's a last resort when no one can come get you. Unhooking yourself leaves you injured, which changes team strategy.
What does repositioning No Way Out's reference point onto the generator change?
The survivor now has a fixed visual landmark instead of having to gauge distance relative to the killer's position. Counterintuitively, this makes the perk fairer for both sides.
Nurse's Calling was nerfed, but is it still viable?
Not before a fix. Behaviour acknowledges that 30/35/40% is too low and promises a reevaluation, knowing that the list of affected statuses (8 statuses) could change.
Why does Coulrophobia take a nerf while Nurse's Calling comes back strong?
It's a deliberate compensation. Nurse's Calling gains in reveal power (all healing, not just injured survivors), so Coulrophobia loses some of its slowdown to rebalance this very dominant anti-heal duo.

Key takeaways

  • Sprint Burst drops to 2 seconds of Haste: that's one less pallet in your escape rotation.
  • Deliverance moves to 160 seconds of Broken at tier 3: you stay injured and vulnerable after your unhook.
  • No Way Out changes its reference point and centers on the generator instead of the killer: the information becomes measurable for the survivor.
  • Nurse's Calling gets back its old mechanic and reveals all healing, even at full health.
  • Rejected Alliance activates more slowly (55 seconds) but blocks for less time (15 seconds): no more extended lockdown.

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