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- Dead by Daylight 10.1.1: Vigil now only speeds up Exhaustion and Rejected Alliance arms 15 seconds sooner — the Knight's Guards bypass your pallets
Dead by Daylight 10.1.1: Vigil now only speeds up Exhaustion and Rejected Alliance arms 15 seconds sooner — the Knight's Guards bypass your pallets
In brief
Dead by Daylight's 10.1.1 redraws the contours of three powers: Vigil becomes a pure Exhaustion perk, Reassurance activates 15 seconds earlier, and the Knight's guards bypass pallets beyond 48 m of detour. A fix that keeps its promises on two fronts and adds a third without warning.
Behaviour Interactive rolled out patch 10.1.1 for Dead by Daylight on Tuesday, September 1, 2026 at 2:30 PM UTC, that is 4:30 PM Paris time — the conversion is our own, the studio only dates its announcement in server time. Patch 10.1.0 and the Chorus of Sin chapter had dropped on Tuesday, August 25, at the same minute, exactly one week earlier to the day.
The content fits on a single page: two survivor perks tweaked, two killers adjusted, a long list of bug fixes. But it carries out to the letter two commitments spelled out in black and white in the 10.1.0 patch notes, and adds a change no one had seen coming, this time concerning the Knight.
A note on method: Behaviour does not publish any patch notes in French, the Steam thread requested with l=french serving up English instead. The French labels below come from the official character sheets on deadbydaylight.com/fr and from the official French-language wiki.
Vigil: seven status effects removed, plus a percentage cut on top
The perk belonging to Quentin Smith used to speed up recovery from eight negative status effects for every survivor within a 16 m radius. Patch 10.1.1 strips away seven eighths of its scope.
| Version | Effects covered | Speed boost (levels 1/2/3) |
|---|---|---|
| Before 10.1.0 | 8 status effects | 44/55/66% |
| 10.1.0 — August 25, 2026 | 8 status effects | 30/35/40% |
| 10.1.1 — September 1, 2026 | Exhausted only | 20/25/30% |
Removed from the list: Blindness, Broken, Exposed, Hemorrhage, Hindered, Mangled, and Oblivious. The 16 m radius and the 15 s lingering effect after leaving range remain unchanged.
The cut had been announced. On August 25, the developer note read: "We heard the feedback that Vigil affects too many status effects. We will review the list of effects in an upcoming bugfix patch." The commitment concerned a bugfix patch; the September 1 update is literally titled "10.1.1 | Bugfix Patch."
What remains is something nobody had announced: the August 25 commitment concerned the list of effects, and that alone. Yet 10.1.1 also shifts the percentage. Two variables moved, only one had been promised — and Behaviour knows it: "We have heard concerns that the lower value may be too low. We will be monitoring this change carefully."
We will not convert these percentages into seconds gained: Behaviour does not publish the formula linking this rate to the actual Exhausted status countdown, and the patch notes give no numerical example.
Repressed Alliance: fifteen fewer seconds of setup time, and nothing else
The perk belonging to Cheryl Mason receives a single-variable fix: "After repairing Generators for 40/35/30s" instead of 55/50/45. At level 3, it now takes 30 seconds of cumulative repair progress before you can block a generator solo, down from 45 before. The block duration, 15 seconds, remains unchanged — it was already reduced from 30 to 15 back in patch 10.1.0.
The commitment was public: “We heard the feedback about the requirement to activate the perk being a little too high. We will reassess this for an upcoming patch.” The studio had identified the activation cost as the problem; it is the activation cost, and only that, which has been fixed. This time, no developer note accompanies the line.
The Knight: the pallet becomes a Hunt-cancelling tool
This is the surprise of the patch, and the only change that affects a mechanic rather than a number. The Knight sends his three guards — the Jailer, the Assassin and the Carnifex — to patrol the map via his power Guardia Compagnia; when a guard spots a survivor, the Hunt begins. Three lines change the rules:
- Dropping a pallet during a Hunt now makes the guard go around the pallet.
- If the resulting detour — the notes refer to it as Guard Path, with no published French equivalent — exceeds 48 m, “the Guard will abandon the Hunt”.
- Dropping a pallet on a guard now makes him walk through the pallet.
Placed at the right spot in a loop, the pallet thus becomes a Hunt-cancelling lever — but dropping it on the guard no longer serves any purpose.
Above all, this change arrives without the slightest warning. We reread the 10.1.0 patch notes from August 25 and those of its PTB from August 3: the words “Knight” and “Guard” do not appear in them even once. A quiet adjustment, whose impact on loop chases nonetheless exceeds that of the two perks mentioned above.
Its French page hasn't been updated: it still lists three ways to prematurely end the Hunt — “by grabbing the banner, by unhooking a survivor, or by outlasting the guard.” The 48 m detour effectively adds a fourth.

The Judge: the curve window doubles
The killer from Chorus of Sin comes back with a single value changed: the window during which he can bend the trajectory of his Divine Light in Zealous mode goes from 0.3 to 0.6 seconds. The notes call it the Divine Light curve window, with no published French equivalent so far.
This doubling doesn't come out of nowhere either: the 0.3 s value had been introduced right at the very end of 10.1.0, in the post-PTB adjustments, and Behaviour had described it at the time as a starting point, “to better assess what data we get from a consistent curve window”. A week's worth of data later: “the duration of the window was much too short. As a result, we are doubling it”.
Two text fixes — and an official French page that's still wrong
Two lines carry the “TEXT ONLY” label: no in-game effect changes, only the displayed text is rewritten.
- No One Left Behind: the description now reads “You heal other Survivors... faster” instead of “You heal faster”.
- Deathbound, a perk of the Executioner: the description now clarifies which effect hits which survivor, and that it only targets one survivor at a time.
The irony will escape no one. The studio busy refining its English tooltips is still displaying, as of Friday, September 4, 2026, a French-language perk description for Quentin Smith that still describes Vigil as increasing "your recovery rate from all negative Status Effects — Blindness, Broken, Exhausted, Exposed, Hemorrhage, Hindered, and Oblivious." Three days after the patch, the official page is telling French-speaking readers the exact opposite of what the perk now does.
The detail is even more delicious: this list, presented as exhaustive, counts seven effects, while the 10.1.0 patch notes listed eight. Mangled is missing from the roll call. The page was incomplete before it became outdated. Cheryl Mason's perk description, on the other hand, survives unscathed — because it doesn't quantify anything: a vague wording ages better than a precise list.
One last inconsistency, on The Knight's perk page, fits within a single screen: the introduction announces the perk "Nowhere to Hide," while the block right below it names it "Nowhere to Run." [Note: kept as in source, mirroring the described mismatch] The patch notes settle the matter in favor of the latter, which matches Nowhere to Hide; we use that name, without presuming to decide, in the publisher's stead, which of its two texts is authoritative.
What to remember
On the survivor side, Vigil is no longer a versatile team perk: it now only serves to speed up the recovery of Exhaustion-based perks, and it does so less effectively than before. Any build that ran it to purge Hemorrhage or Mangled has lost its reason for being. Repressed Alliance, on the other hand, becomes noticeably more viable.
Against The Knight, remember one thing and its opposite: drop the pallet in front of the Guard to force it to path around and, past 48 m of detour, to abandon the Hunt; don't drop it on him anymore, he'll just walk through it.
Finally, two of the three changed values are explicitly flagged by Behaviour as under watch, with the studio announcing further adjustments if the data warrants it. In one week, Vigil has changed twice: nothing says September 1st is the last word.
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Frequently asked questions
Is Vigil dead after this patch?
Does Reassurance finally become playable?
How do pallets work against the Knight now?
Did Behaviour keep all its commitments with 10.1.1?
Is the English description of Vigil up to date?
Key takeaways
- Vigil no longer accelerates anything but Exhaustion: seven status effects disappear from its reach and its percentage drops, killing hybrid builds.
- Reassurance goes from 45 to 30 seconds cooldown at tier 3, finally making generator blocking viable in solo.
- The Knight bypasses pallets if the detour exceeds 48 m, turning the pallet into a cancel lever for Hunt.
- Two of three changes were announced, the third arrives by surprise and reshapes loop encounters against the Knight.
- Judgment doubles its skill check window from 0.3 to 0.6 seconds after a week of insufficient data.
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