Dead by Daylight update 6.1.0 patch notes: Progression rework, matchmaking changes

Dead by Daylight 6.1.0 Update: Progression Overhaul, Perk Meta Shifts, and Game-Changing Balance Adjustments

Dead by Daylight 6.1.0: The Most Significant Update Yet

Behaviour Interactive has unleashed the monumental 6.1.0 update for Dead by Daylight, delivering the most comprehensive progression overhaul in the game’s history alongside sweeping balance changes that will redefine the meta.

The 6.1.0 patch represents a paradigm shift for Dead by Daylight, completely revamping progression systems while introducing critical gameplay adjustments that affect both killers and survivors at a fundamental level.

After weeks of community anticipation and Public Test Build feedback, the development team has implemented changes that address long-standing player concerns about the game’s grind and balance.

The update went live across all platforms on July 19 at 11:00 AM ET, bringing with it not only the promised progression rework but also unexpected quality-of-life improvements and the highly anticipated Attack on Titan collaboration cosmetics.

This comprehensive patch touches every aspect of the game, from core mechanics and perk balance to technical performance and user interface enhancements.

Below is your complete guide to understanding and adapting to these transformative changes that will shape the future of Dead by Daylight.

Core Gameplay Balance Adjustments

The fundamental mechanics of Dead by Daylight have undergone significant recalibration, with changes designed to create more dynamic matches and reduce frustrating gameplay patterns.

  • “Tome 12: DISCORDANCE” of The Archives (starts July 20th 11AM ET)
  • Added 5 maze tiles to the pool in the McMillan Estate map
  • Generators now require 90 seconds for solo repair (increased from 80 seconds) – this extends early game pressure and gives killers more time to establish map control
  • Kicker generators immediately suffer 2.5% progress loss plus regression – this makes generator kicking substantially more impactful for slowdown strategies
  • Bloodlust trigger times optimized to 15 seconds (Tier 1), 25 seconds (Tier 2), and 35 seconds (Tier 3) – faster activation rewards consistent chase pressure
  • The following Killer actions have been sped up by 10%:
    • Post-hit cooldown reduced to 2.7 seconds (was 3 seconds)
    • Generator kick time reduced to 1.8 seconds (was 2 seconds)
    • Pallet/wall break time reduced to 2.34 seconds (was 2.6 seconds)
  • Duration of Survivor speed boost when hit reduced to 1.8 seconds (was 2 seconds) – tightens chase dynamics and reduces distance survivors can create
  • Survivors now have a modified version of Borrowed Time as a baseline ability, no perk required
    • Unhooked Survivors receive 7% movement speed bonus and Endurance for 5 seconds
    • The protection ends if the Survivor performs a Conspicuous Action
      • Includes: Repairing a Generator, healing yourself or others, cleansing or blessing a Totem, sabotaging a hook, unhooking a survivor, and opening an exit gate.
    • Added a new section and description to the Game Manual
  • Endurance status effect is now cancelled by Conspicuous Actions
  • Endurance does not prevent a Survivor from entering the dying state if they are inflicted with Deep Wound
  • Strategic Implications: These changes fundamentally shift early-game dynamics. The increased generator repair time combined with faster killer actions creates more pressure on survivors to coordinate repairs while giving killers better tools to maintain generator pressure. The baseline Borrowed Time effect reduces the necessity of specific perk slots while adding strategic depth to post-unhook decision making.

    Killer Perk Meta Reshuffle

    The killer perk landscape has been dramatically altered, with both buffs and nerfs targeting the most influential meta picks while revitalizing underutilized options.

  • Barbecue and Chili
    • Removed Bloodpoint bonus – this significantly reduces the perk’s economic value while maintaining its information utility
  • Corrupt Intervention
    • Added: Corrupt Intervention deactivates when any Survivor enters the dying state
    • Note: The perk still deactivates after 2 minutes if no Survivor has entered the dying state
  • Coulrophobia
    • Added: Healing Skill Checks move 50% faster for Survivors under the effect of this perk
  • Eruption
    • Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%)
    • Increased duration of Incapacitated status effect to 15/20/25 seconds (was 12/14/16 seconds)
  • Hex: No One Escapes Death
    • Added: Once the Hex’s effect is revealed to the Survivors, its Hex Totem’s aura is shown to the Survivors at a range of 4 meters. This range increases steadily over the next 30 seconds to 24 meters.
  • Hex: Ruin
    • Added: Once any Survivor is killed by any means, the Hex: Ruin Totem reverts to a Dull Totem
    • While a generator is not being repaired by a Survivor, it will immediately and automatically regress repair progress at 50%/75%/100% of the normal regression speed
  • Lethal Pursuer
    • Added: Any time a Survivor’s aura is shown for a period of time, its duration is increased by 2 seconds
    • Note: The new effect applies to the duration of the normal Lethal Pursuer effect, which means it effectively reveals survivors for 9/10/11 seconds at the start of the match
  • Pop Goes the Weasel
    • Changed regression to be 20% of current progress (was 25% of total)
    • Note: This is calculated after the new baseline regression when kicking a generator
  • Killer Strategy Tips: The Eruption buff makes it substantially more powerful for regression builds, while Lethal Pursuer now synergizes with any aura-reading add-ons or perks. Hex: Ruin’s changes make it more consistent but with a built-in expiration timer. Consider pairing updated perks with the faster killer actions to maximize pressure.

    Survivor Perk Evolution

    Survivor perks have undergone the most dramatic transformations, with meta staples completely reworked and underused perks receiving substantial buffs to increase build diversity.

  • Borrowed Time
    • Reworked to account for the baseline version of the effect
    • Survivors you unhook keep their Endurance status effect for an extra 6/8/10 seconds and their movement speed bonus for an extra 10 seconds
  • Botany Knowledge
    • Increased healing speed bonus to 30/40/50% (was 11/22/33%)
    • Changed Medkit efficiency bonus to a -20% efficiency penalty (was +10/20/30%)
  • Dead Hard
    • Removed the dash / dodge element of the perk
    • Activating Dead Hard now grants the Survivor Endurance for 0.5 seconds
    • An animation plays when activated so Killers can see when the perk is used without the Survivor being hit
  • Decisive Strike
    • Added: The perk and its effects are disabled if the exit gates are powered
    • The perk is now disabled when the Survivor performs a Conspicuous Action (Defined earlier in the patch notes under the Gameplay section)
    • Stun duration is now 3s down from 5s
  • Iron Will
    • Reduced the grunts of pain volume reduction to 25/50/75% (was 50/75/100%)
    • Added: Does not function while Exhausted. Does not inflict Exhausted
  • Off the Record
    • Added: Once you are unhooked or escape from the hook,Off the Recordactivates for 60/70/80seconds
    • Added: Gain the Endurance status effect
    • Added: Off The Record is disabled when the exit gates are powered
  • Self-Care
    • Reduced the self heal speed to 25/30/35% (was 50%)
    • Removed Med-Kit efficiency bonus
  • Spine Chill
    • Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill’s icon indicates the strength of the Killer’s Terror Radius
  • Survivor Build Strategy: The Dead Hard rework requires completely different timing and prediction skills. Botany Knowledge now offers exceptional healing speed at the cost of medkit efficiency, creating interesting trade-offs. Off the Record provides substantial protection but becomes useless in endgame scenarios. Experiment with combining the new Borrowed Time with We’re Gonna Live Forever for powerful protection builds.

    Progression System Complete Overhaul

    The progression and Prestige systems have been completely reimagined to reduce grind and make perk acquisition more straightforward for both new and veteran players.

  • The Progression and Prestige systems have been reworked
  • IMPORTANT: No existing perks, items, or cosmetics will be lost if they are already unlocked on a character, even if having them would contradict the rules of the new system
  • Global Bloodpoint soft-cap has been raised to 2,000,000 (was 1,000,000)
  • Bloodpoint Categories maximum raised to 10,000 (was 8,000)
  • Prestiging no longer removes any items, add-ons, offerings, perks, or perk slots
  • Teachable Perks have been removed from the Bloodweb
  • Level 51 in the Bloodweb requires the character to Prestige, costing 20,000 Bloodpoints
  • Characters can now each be prestiged up to 100 times
  • Prestiging a character has the following rewards:
  • Prestige 1: The character’s perks are immediately unlocked for use on all other Killers / Survivors at Tier 1
  • Prestige 2: The character’s perks are immediately unlocked for use on all other Killers / Survivors at Tier 2
  • Prestige 3: The character’s perks are immediately unlocked for use on all other Killers / Survivors at Tier 3
  • Prestige 4-6: Bloodied cosmetic items (when available for the specific character)
  • Prestige 7-9: Perk Charms for the character’s perks
  • Existing players will have their characters granted prestige levels in the new system based on the following:
  • +2 additional levels per existing Prestige level
  • Example: A Prestige 1 character will receive +2 levels, resulting in being Prestige 3 in the new system
  • If the character has 70 or more Perks unlocked (Counting each tier of a perk separately):
    • +1 level for 70-119 Perks
    • +2 levels for 120-169 Perks
    • +3 levels for 170-219 Perks
    • +4 levels for 220-269 Perks
    • +5 levels for 270-319 Perks
    • +6 levels for 320+ Perks
  • Prestige 9 is the highest level a character can be when transferring to the new system, even if the above rules say they should be higher
  • Existing unlocked Teachable Perks will immediately grant access to Tier 1 of that Perk on all characters if no other mechanic has already granted access to the Perk
  • Added unique Prestige Crest artwork for each prestige level
  • Characters who are already at Prestige 3 on the old system will unlock a Bloody Prestige Portrait on the character selection screen
    • Can be toggled on / off in the Options menu
  • Progression Strategy: Focus on prestiging characters to P3 first to unlock their perks across your entire roster. The increased bloodpoint cap allows you to bank more points between play sessions. For veteran players, the automatic conversion means many characters will immediately have maxed perks available roster-wide, dramatically reducing the need for bloodweb grinding.

    Quality of Life and System Improvements

    Several systems have been updated to improve player experience and address community feedback about accessibility and convenience.

  • Teachable Perks have been removed from the Shrine of Secrets
  • Purchasing a Perk on the Shrine of Secrets now immediately unlocks that Perk on all Killers / Survivors at the displayed Tier level
    • Tier 1 – 2,000 Iridescent Shards
    • Tier 2 – 4,000 Iridescent Shards
    • Tier 3 – 6,000 Iridescent Shards
  • You must purchase Tier 1 before you can purchase Tier 2, and Tier 2 before Tier 3, unless you have already unlocked the Perk via the Prestige System
  • Having the perk already available via the Prestige System discounts the price:
    • Tier 1 via Prestige – 2,000 Iridescent Shards for Tier 2, 4,000 Iridescent Shards for Tier 3
    • Tier 2 via Prestige – 2,000 Iridescent Shards for Tier 3
  • The same Perk may be purchased multiple times on a single rotation of Shrine of Secrets
  • Purchasing a Perk that you already have at Tier 3 will convert the Iridescent Shards to 100,000 Bloodpoints
    • This can only be done once Shrine of Secrets rotation per Perk (maximum of 4 times on a single rotation, assuming you have all 4 Perks already at Tier 3)
  • Matchmaking Incentives have been added to the game
  • Not available to players who have Cross-Play disabled
  • When the Survivor:Killer ratio in the active Matchmaking queue drifts too far from optimal (4:1), players will receive BP bonuses to enter the queue as the needed role
    • Note: Players can also expect queues with a large Incentive bonus to have faster queue times!
  • Matchmaking Incentives will appear on the Main menu and in the Lobby next to the Ready button.
  • Made UI layout changes to accommodate the new Prestige Crest on multiple screens.
  • Character Info button has been moved to the side tabs in the Lobby UI.
  • Replaced Character Swap buttons/prompts with a Previous/Next button in the Lobby UI footer.
  • System Optimization Tips: Monitor matchmaking incentives for bonus bloodpoints and faster queue times. The updated Shrine of Secrets provides a direct path to specific perk tiers rather than relying on random bloodweb appearances. Use the prestige-based discounts strategically to complete your perk collections efficiently.

    Technical Improvements and Fixes

    Substantial technical work has been done to improve performance, fix longstanding bugs, and address issues identified during the PTB phase.

    Optimized the Doctor’s performance.

  • Dev Note: The Doctor currently has one of the largest impacts on performance for Killers. These performance optimizations should help improve that on all platforms.
  • Fixed an issue that caused players to experience rubber banding during gameplay.
  • Fixed an issue that caused the Dredge’s head to clip through the camera when teleporting to a locker.
  • Fixed an issue that caused the Hillbilly to be able to use his momentum to reach inaccessible areas.
  • Fixed an issue that caused the Artist’s Scanning Crows not to reveal Killer Instinct on Survivors in the dying state.
  • Fixed an issue that caused Lucky Break perk to activate during the camera pan at the start of the match when having the No Mither perk equipped.
  • Fixed an issue that caused the extra fatigue duration from chain blinks to be unaffected by the Nurse’s Catatonic Boy’s Treasure add-on.
  • Fixed an issue that caused the Built To Last perk to continue recharging the item when interrupted going into a locker.
  • Fixed an issue that caused the aura reading effect from the Knock Out perk to apply to Survivors that are downed by other means than the Killers basic attack.
  • Xbox One: Fixed an issue where the game would crash when muting the game on Xbox One.

    Nintendo Switch: Fixed an issue where after extended periods of play, the application would run out of memory after quitting the Tally Screen.

  • The Rancor perk activates when the hatch is closed regardless of how many generators were left
  • The Nightmare is unable to place Dream Snares in the kitchen in Badham Preschool.
  • Bloodweb cap has been increased to 2 million bloodpoint, even though the tooltip still read as 1 million.
  • The matchmaking incentives text is present in Play as Killer without having the BloodPoint Bonus.
  • Terror Radius feedback on Spine Chill functions in reverse (ie Drains as the TR gets louder, instead of filling.
  • Known Issues: Some visual bugs remain with Spine Chill’s terror radius indicator and bloodweb tooltips. These are expected to be addressed in future updates. The Doctor optimization should provide noticeable performance improvements, particularly on lower-end systems.

    In addition to unleashing Dead by Daylight patch 6.1.0, the crew at Behaviour also added the Attack on Titan Collection to the in-game store.

    The new collection includes “Very Rare” Survivor uniforms for characters such as Eren, Mikasa, Annie, and Levi.

    Meanwhile, “Ultra Rare” Killer designs will allow players to dress The Oni as the Armored Titan and The Spirit as the War Hammer Titan.

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