8.7.0 | Steady Pulse
Content
New Survivor: Orela Rose
New Perks
- Do no Harm:
- When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
- Duty of Care:
- When you take a protection hit while healthy, all other Survivors within 12/12/12 meters gain 25/25/25% Haste for 4/5/6 seconds.
- Rapid Response:
- When you Fast Exit a locker, you suffer from the Exhausted status effect for 30/25/20 seconds.
- When you gain Exhausted, you see the Killer's aura for 2/2/2 seconds.
- Exhausted prevents one from using perks that cause Exhausted.
Killers
The Ghoul
- Breaking a pallet puts the Power on a cooldown Timer based on 2 Leap Tokens. (was 1 Token)
- Hindering time applied to Survivors when activating a vault using the Kagune Leap while targeting them prior to that instant has been reduced to 0.5 second. (was 1.0 second)
- ADDON: Yamori's mask no longer reveal Survivors hiding in lockers.
- ''Become Enraged'' scoring event received when performing a Grab-attacks now properly activates when the killer is already in Enraged Mode and has been increased to 600 Deviousness BP. (was 250 BP)
The Doctor
- Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.
The Houndmaster
- Reduced the Dog's vault speed during Chase Command to 0.65 seconds. (was 0.45 seconds)
- Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.
The Oni:
- Removed the turn rate limit during the open phase of Demon Strike.
The Singularity:
- Overclock Mode now provides a 3% base speed increased instead of Haste.
Perks
Survivor Perks
- Babysitter:
- Increased Haste effect granted to the unhooked Survivor to 15%. (was 10%)
- Boon: Dark Theory:
- Increased the Haste effect to 3%. (was 2%)
- Breakout:
- Increased the Haste effect while near a carried Survivor to 6/8/10%. (was 5/6/7%)
- No One Left Behind:
- Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.
Killer Perks
- Batteries Included:
- Increased Haste effect when near a powered generator to 7%. (was 5%)
- Furtive Chase:
- Increased Haste effect after hooking the Obsession to 10%. (was 5%)
- Game Afoot:
- Increased Haste effect when breaking an object while chasing the Obsession to 7%. (was 5%)
- Hex: Pentimento (Rework):
- You see the aura of cleansed Totems and can Rekindle each Totem once.
- While a Totem is Rekindled, Survivors Heal and Repair 20% slower +1/2/3% for each additional Rekindled Totem.
- If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
- Survivors cursed by this perk see Rekindled Totems' auras within 16m.
- Unbound:
- Increased the Haste effect after vaulting a window to 10%. (was 5%)
Features
Quest System
- Introducing a unified place for all Quests, which will include daily, event, rift quests and much more.
Base Game Adjustments
- Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
- Added a protection for failing Skill Checks that trigger right when the interaction is stopped.
Haste & Hindered
- The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
- Perks which affect movement speed now mention Haste or Hindered in their descriptions.
Abandon Option
- Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Abandon.
Rarity Rework
- Rarity levels have been revised to better surface different tier value.
Pre-equipped Loadouts
- Characters now have a pre equipped perk when first unlocked.
- Characters now have a set of pre equipped items and add-ons to ease learning about their gameplay.
Perk Previewer
- Added a widget highlighting a player’s own Perks in the pre-game Lobby.
Character Visual Fidelity
As part of our ongoing effort to boost character visual fidelity in DBD, we’ve updated our character materials to match the same physically accurate shading models (yes, fancy math!) used everywhere else in the project.
What does this mean?
True‑to‑life skin reflections- Skin will now reflect light just as it does in the real world yielding sharper and more accurate highlights.
Broader range of looks- Artists can dial in everything from oily youth to weathered veterans, with precise control over pores, scars, and surface oils.
Consistent across all lighting- Whether you’re in the swamp, the carnival, or the asylum, characters will look and behave exactly the same under any lighting.
The result? More believable, responsive characters that feel grounded in the world of DBD.
Bug Fixes
Archives
- Fixed an issue where some users were getting an error message when selecting "The Tomes" in the main menu.
Audio
- Fixed an issue where the wrong audio SFX would play when walking in the Grim Pantry's big Cabin.
- Fixed an issue where the wrong audio SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
- Fixed an issue where the wrong audio SFX would play when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.
- Fixed an issue where unwanted SFX would persist in-game with certain Tome 23 survivor outfits equipped.
Bots
- Fixed an issue where Survivor bots could reveal The Ghost Face and were able to clear their Weakened status against The Unknown from normally impossible locations.
Character
- Fixed an issue where The Knight would be stunned at the Guard's spawn location.
- Fixed an issue where The Knight's power could break when being stunned at the start of a summon.
- Fixed an issue where The Knight could stay in the Patrol Path creation speed due to latency.
- Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
- Fixed an issue where The Houndmaster's head customization, 'Festering Scar,' was missing her grin animation during the Mori.
- Fixed an issue where The Houndmaster's dog end up standing in unnatural angles and partially clip into the ground.
- Fixed an issue where there was no cancel interaction prompt when The Trickster was in Main Event.
- Fixed an issue where The Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
- Fixed an issue where The Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
- Fixed an issue where The Ghoul's Kagune mark reticle clipped into male Survivors head when aiming at them.
- Fixed an issue where The Ghoul's Kagune Leap could activate without playing the animation when canceling the power.
- Fixed an issue where The Nemesis stopped playing his menu interrupt animations.
- Fixed an issue where The Nemesis' Zombies would be invisible when using the Tyrant Gore and Depleted Ink Ribbon add-ons.
- Fixed an issue where The Nemesis could vault at nearly twice the normal speed.
- Fixed an issue where Survivors could become stuck inside a dropped pallet after vaulting towards the Hag's Phantasm trap with the Scarred Hand add-on.
- Fixed an issue where The Twin's camera could get stuck on the Survivor after Victor pounced on them with some network lag.
- Fixed an issue where The Lich's Vorpal Sword add-on did not increase the pallet break time to 4 seconds.
- Fixed an issue where Survivors became infected quicker when the Plague aimed Vile Purge at the Survivors held item.
- Fixed an issue where Survivors could bleed out during a Mori.
Environment/Maps
- Fixed an issue which caused slowdowns on Midwich Elementary School.
- Fixed an issue on Temple of Purgation that did not allow zombies to reach the arch base.
- Fixed an issue with collisions on Lerys Memorial Institute.
- Fixed an issue with collisions on Father Campbell's Chapel .
- Fixed an issue on Disturbed Ward where zombies that could get stuck on a ramp.
- Fixed an issue in Dead Dawg Saloon where a character could land on top of Saloon decorations.
- Fixed multiple issues in Autohaven Wreckers Realm where the characters clipped through the lockers when exiting them.
- Fixed an issue in Lery's Memorial Institute where the red stain of the killer would appear through a wall.
- Fixed an issue in Raccoon City Police Department where the characters could get stuck on top of the hooks.
- Fixed an issue with lighting in Nostromo Wreckage .
- Fixed an issue where The Mastermind was unable to vault a specific window using Virulent Bound on Mothers Dwelling.
- Fixed an issue where The Knights Guards could get stuck after vaulting on Raccoon City Police Department.
Perks
- Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
- Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.
- Fixed an issue where The Wraith remained Cloaked after being stunned by a pallet mid uncloak with Enduring.
- Fixed an issue where Killers with Stridor equipped could not hear grunts of pain from recently unhooked Survivors equipped with Off The Record.
- Fixed an issue where The Ghouls aura would not be shown to the Survivor that had Hardened equipped, if The Ghoul had the Yamori's Mask add-on.
UI
- Fixed an issue where the Tally Screen would leave the Bloodpoints earned page before displaying all bonuses.
- Fixed an issue where notifications would disappear when transitioning to the main menu.
- Fixed a visual glitch with equipped add-ons in the loadout menu.
- Added audio feedback when hovering collected nodes in the Bloodweb.
- Added audio feedback when hovering items in the offering sequence.
- Added audio feedback when hovering items in the Tally Screen Match Consequences page.
- Added plus/minus audio feedback on Rift Tier update button.
- Fixed an issue where the external skills icon of any team skills would only appear in a brown color.
- Fixed a potential crash issue when selecting a player card in the player profile.
- Fixed a crash issue when cancelling an infinite tier purchase.
Misc
- Fixed an issue where the What Lurks Beneath Achievement/Trophy would gain progress when the damage source was caused by a Survivor perk.
- Fixed an issue where items retrieved during the match are listed as gained when reaching the Tally Screen when the Abandon Feature is used.
Public Test Build (PTB) Adjustments
Haste & Hindered
- Reverted the changes to Haste and Hindered stacking. Multiple sources of Haste and Hindered can stack once again.
Perks
- Babysitter:
- Increased Haste effect granted to the unhooked Survivor to 15%. (was 10%)
- Batteries Included:
- Increased Haste effect when near a powered generator to 7%. (was 5%)
- Champion of Light:
- Reverted Haste effect to 50%. (was 70%)
- Game Afoot:
- Increased Haste effect when breaking an object while chasing the Obsession to 7%. (was 5%)
- Hex: Pentimento:
- Increased Repair and Healing speed penalty to 20% (was 15%), +1/2/3% (was 3/4/5%) per additional totem.
- Duty of Care:
- Lowered range of effect from 16/16/16 to 12/12/12 meters.
- Rapid Response
- Exhaustion changes from 30/30/30 to 30/25/20 seconds.
- Aura reveal now constant at 2/2/2 seconds.
Killers
- The Singularity:
- Overclock Mode now provides a 3% base speed increased instead of Haste.
Bug Fixes
- Fixed an issue where Orela Rose's idle animation was missing in lobbies.
- Fixed an issue in Badham Preschool where three generators would spawn in the same house.
- Fixed an issue where the Spirit's Husk was missing the Terror Radius if a Survivor entered the Terror Radius while the Spirit used her ability.
- Fixed an issue where Survivors lose the Dredge's Nightfall effect after the Dredge performed a Mori.

Comments
That's almost certainly Resurgence.
Without Resurgence the fasted heal with every possible buff (which is extremely unlikely) is about 3 seconds.
With Resurgence a heal with no buffs takes 4.8 seconds, add in We'll Make It and its 2.4 seconds.
the do no harm increases that even further
The score event change for ghoul does not work, you still do not get "Enraged Attack" score event when you are in enraged mode
I'm factoring Do No Harm In
We'll Make It (100%) + Do No Harm (100%) + Boon Circle of Healing (100%) + Botany (50%) + Empathic (30%) + Leader (25%) = 3.17 second heal.
All of the above with Resurgence = 0.95 second heal
We'll Make It + Botany and healing someone with Resurgence (an example of a build that has existed for awhile) = 1.92 second heal
Throw Do No Harm into the above = 1.37 second heal
Stacking healing perks saves extremely small amounts of time and is rarely worth it and Do No Harm doesn't change that aspect of the game. It also doesn't account for the weird second or two that usually happens before the heal actually starts.
I don't get why everyone is upset at duty of care? The entire point of protection hits is to save an injured survivor, all this does is help with that. I highly doubt it will make YOU faster as well.
Right?
As for this: Kaneki was bugged to hell in the initial PTB, it was only when he went live that we got to see how he would actually play because HIS PROGRAMMING WORKED. It's an example of how Behavior is failing to use one of the most valuable tools to improve a character before trying to make people pay for it. PTB doesn't just have to be "Oh, this bug exists- noted!". If they had a second phase where they could at least let us try the killer WITHOUT the enourmous bugs, things like this wouldn't happen. If we got to play against unbugged kaneki in the PTB, unnerfed Kaneki would have never made it to live.
Cus they look better, what is there to complain about? The colours being familiar with other games helps to familiarize new players, and also relieve confusion regarding whats unqiue about an outfit
If they further mess with those hit scans he'll become unplayable with a controller
Houndmaster is almost bug free now, only bug i can remember is when you send the dog into a pallet and then redirect chase command and he phases through the pallet. The whole point of vecna's power is really powerful abilities at a long cooldown cost. For the record his fly spell has the shortest cooldown of his 4 spells too
There's two things to complain about.
1: Reportedly, this new set of rarity colours makes things harder for colourblind people. I'm not colourblind myself, but I have seen more than one or two people weigh in with their own experiences there.
2: Changing the rarity grade in this specific way after this amount of time makes things more confusing for newer players, not less. They may be able to understand the rarity grade slightly faster (not that it really took time to learn this game's rarity grade since things are listed in rarity order), but anytime they go to look at any commentary about the game from early than literally today, they're going to see a different rarity grade.
It adds a few moments of minor confusion and doesn't remove any. It's just negative, outside of the colour looking nice in a vacuum.
new survivor perks are just bad. In no way getting exhaustion and revealing your location due to fast exit from locker is worth 2 sec of killer aura.
haste effect for other teammates could have some niche value, but restriction to being healthy is too much, could be some cooldown. And that healing boost is easly just worse than bottany or we’ll make it.
Like tunnel? There are 39 killers to choose from if you find m1 killers too hard to play. But survivors need to be able to go against all of them
In no way getting exhaustion and revealing your location due to fast exit from locker is worth 2 sec of killer aura.It happens anytime you get exhausted. The idea is to pair it with another exhaustion perk and potentially Eyes of Belmont to give you aura read after your exhaustion so you can see which way the killer is going.
I don't think its worth it, but that's the idea, not the locker exit.
Do No Harm is an alternative approach to a healing perk. It's not better than the main healing perks, but it has its upsides.
Duty of Care is extremely situational. I expect it will be one of the many survivor perks that gets talked about as being OP, but then rarely gets seen in actual games.
Maybe but he already feels unplayable on controller and is unenjoyable to play after the last changes. I rather see them making his hit scan more of skillful somehow and buff him or remove some of the nerfs. He is so bad now and unplayable against any good survivors. All they have to do is forcing you to break pallets or loop pallets and you will not have any useable option other than leaving or playing as m1 without a power until all pallets run out.
Adam's dnd skin is still bugged and missing scrolls :(
damn you guys are killing the game instead of fixing it
Are Vecna's "poweful abilities" in the room with us rn ?
Still not understanding why BHVR released a perk that is entirely designed around making m1 killers even weaker considering that the perk won't affect killers with mobility. Why are we constantly seeing weak killers getting kicked in the gut every patch? On the killer side, I'm tired of seeing the underdogs and weaker killers get worst every patch, andnon the survivor side, im tired of just seeing dash killers every match since the other killers just get crapped on with new perks and balance changes.
Her search command is still super buggy. Go to the RPD main lobby room, stand on the 2nd floor, and just try to target the generator on the 1st floor, and the various parts of the floor on the 1st floor. Notice the targeting completely breaks, and the killer needs to dramatically swing their camera up or down to target the location you actually want to target.
Her search command only really works when she's targeting a generator on the same floor as herself. But it gets completely stuck on multi-floor maps when she's trying to target a different floor, and even on single floor maps her targeting cursor gets stuck on various environmental objects.
Also, it doesn't matter if fly is Vecna's shortest cooldown spell. It's still way too long of a cooldown for him to be considered to have good chase mobility.
Rapid Response procs with any source of Exhaustion, not just Sprint Burst. The fast exit from a locker is only there to give you a way to activate it if, for some reason, you don't have an Exhaustion perk already.
Rapid Response will proc the same if your became Exhausted from Lithe, Dramaturgy, Genetic Limits, or Blood Echo.
It shouldn't work like that though. The perk should be balanced by the fact that it alerts the killer with a locker loud noise notification.
There shouldn't be a map wide killer reveal, that doesn't alert the killer, that has zero downsides, just because the survivor combined it with a different perk. The combo is completely on demand with Sprint Burst, or as low as 20 seconds with Quick and Quiet (because that can bypass the loud noise notification too).
This 2 perk combo is completely worth it in SWFs, where a survivor can just voice comm the killer's location, just like what used to happen with pre-nerfed OoO.
The perk description explicitly says (emphasis mine) "Whenever you become afflicted by the Exhausted Status Effect, Rapid Response triggers its primary effect:" and goes on to describe the aura reading, then describes the locker record as a way to become Exhausted at will. I take that to mean comboing with other Exhaustion perks is by design.
What the perk says doesn't matter. Eruption did exactly what the perk description said it did, but it still got nerfed. Many killer generator perks did exactly what the perk descriptions say they did, but they still got nerfed.
The important part is the perk SHOULDN'T work the way it does, because it's too much value in SWFs.
What the perk says matters very much because it tells you how it works. Rapid Response is written in such a way that it's clearly intended to be used alongside other Exhaustion perks.
Whether it should or shouldn't work that way will be determined by whether or not it actually does become the kind of problem old Eruption or Object of Obsession were.
I'm more inclined to think this will follow the more typical pattern of "people are freaking out about this new perk that will become another barely used niche option"
Why are you overreacting about this perk? Nobody is going to use it. It's actual garbage. (Sorry to be harsh)
2s of aura reading is literally nothing. You get more info from the basekit hud than you do 2s of aura reading.
You honestly don't think the perk combo is worth it in SWFs, where the survivor can use voice comms to announce the killer's location to the rest of the team?
It's so awful the Ghoul was released with 3 absolute trash perks, but the new survivor gets 2 perks that do so much in SWFs. This is why we should never believe people when they say they want to bridge the gap between solo q and SWFs.
Please think about what you're saying. SWFs don't rely on info perks. They just don't.
This is how actual SWFs play the game:
"Hey teammate being chased, where's the killer"
"Killer is at the shack"
This not how actual SWFS play the game:
"I'm gonna keep repeatedly jumping in lockers/making myself exhausted so i can briefly see the killer briefly and tell you where he is".
No SWF will do this.
The only way I see this perk being used is either brief aura reading after someone using head-on or exhaustion gamers using it with eyes of belmont to see the killer mid chase for a bit. (Something a lot of other perks already do!)
People can combo it with Sprint Burst, so they don't need a locker. Someone can just voice comm "Where is the killer", and their teammate can let go of the generator they were repairing, Sprint Burst for 0.1 seconds, tell the SWF where the killer is, then go back to repairing the generator.
Why do you think OoO got nerfed, if "actual SWFs'" don't use info perks?
While not real useful for a serious build, I was thinking of combining this with Lucky Star and maybe Quick & Quiet to get a decent amount of info all at once.
But you're right that this is unlikely to become the new SWF meta compared to already existing options. Even in solo queue you'd likely get more value out of things like Alert and Kindred or, in the case of your example of using it in chase, Troubleshooter.
OoO got nerfed for two reasons:
Notice the highlighted words: "Unlimited". 2s of aura reading is literally nothing compared to that.
Wait, are you insinuating that getting a very brief look at where the killer is would be a better use of Sprint Burst than actually gaining distance from it?
Even in a SWF where the whole team could hypothetically get a vaguer version of the info you get, that's still a massive waste of Sprint Burst. This perk isn't as bad as some are making out, but that's absolutely not what it's use case would be.
If a survivor is repairing a generator, and the SWF wants to know where the killer is, then yes, the Sprint Burst is better used to trigger the killer aura reading, so the entire SWF can know where the killer is.
Because if it turns out the killer is moving towards them, the survivor can start hiding earlier, and won't need their Sprint Burst.
Or they can just go
"Hey anyone seen the killer yet? who is it?"
"It's a Clown, he's going to my gen"
Again, SWFs do not rely on nor need info perks. I wouldn't call them useless but… Having comms makes them redundant which is one of the big complaints about SWF to begin with. Everyone knows that.
Alternatively, for this specific scenario, Fogwise
Random Thought: You know who Rapid Response would really hurt? Users of Mindbreaker. (Edit:No, walt, forgot the Blindness part of it)
,
As an update, I haven't seen any Rapid Response combos yet….
…But I absolutely have seen a whole lot of survivors that are trying to use Duty of Care multiple times in the same chase. Mostly medkits, and sometimes syringes, and sometimes SWFs stacking healing speed perks (even Circle of Healing).
Then you might need to take a break from playing the game. There is no killer I fundamentally find unejoyable to go against. If you hate so many parts of a game, that others love, that sounds like a you issue.
I am not really talking about me. I just took pretty much a four month break from the game, only playing it after Kaneki released and when he got nerfed the first time. If you haven't noticed yet, there are tons and tons of complaints about Kaneki being unfun to go against. So it's a good thing the devs continue to address Kaneki.
If you find no killer fundamentally unenjoyable, great for you. But clearly a lot of people don't feel that way. And you are deluding yourself if you think there are no killers that are disliked by the majority of survivor players.
I'd say the killer queues have been speaking for themselves, up until today's patch, they had been increased noticeably.
I think buffs to batteries included and boon dark theory are huge mistakes. Those two perks just need complete reworks. Any perks that can give near indefinite haste is bad for the game. look at mft. what keeps those two perks in check over mft was lower values and map rng which can be altered with map offerings to take you to maps which make those two perks wayy to consistent and you just buffed the lowish values. Completely awful buffs for game health imo.
Also complete over kill on the ghoul nerfs. The killer is strong but not that strong. no where near blight, nurse or billy. They were like dark lord strength. let ppl learn how to play against the killers before you start nerfing to the ground.
the nerfing of the kidnap tech i somewhat get but the extra charge is too much. what is the point of a mobility chase power if you cant use it in chase?
Why are we trying to introduce caps on all things now? Do we just want survivors and killers to run one specific perk in each category and dictate how others should play?
More and more, I see synergy lost, and if Behavior wants to make people commit to different types of perks - they need to have better perks for both killers and survivors.
The colors can be fixed by using symbols to represent rarities, similar to Marvel rivals. Majority of games use this color scheme now for rarity distinction
I was trying the killer changes and they are fine but for The Ghoul. Now he's nerfed pretty bad , let me explain :
The problem here is not the nerf but how it was implemented. This cooldown should only apply while in chase. Now it may end in a froced situation where you don't break pallets or not have power at all even after a hook wich severely hurts his map preassure. Not asking to change it back bc it is the right move but the original problem was his power being too good specifically in chases so having a cooldown while roaming and breaking pallets doesn't make sense , no other killer has this problem.
It'd also be fixed by just not changing the colours arbitrarily. Other games may use this colour scheme, but there's no actual reason for that, it's just a standard.
There's no benefit to changing them to begin with, that's why it's worth criticising.
Yeah, Duty of Care puts the person running it at risk. It's an altruistic perk and as such I know I won't see it much in my games.
Survivors are constantly told our problem is we don't play as a team. And that's why the solo experience sucks. Well BHVR have been nerfing the "rat" perks and giving us team perks to encourage and reward teamwork. People still aren't happy.
That blue rarity and green rarity changes are so confusing… like why…
What does that even mean?
Lowkey forgot abt that HM bug, its a little annoying that the cursor is inconsistent.
Vecna's fly spell isn't for chase, its mainly used to just get to gens faster. It only becomes a chase tool when you have the window blocking add on
Just need to fix Aestri's teeth on hook now lol
I love the new Quest System it's easier to use and feels more engaging to just enjoy urself rather than go into a match after Match just to do a Single Thing I'm the game.
Why does Ghoul deserve to lose his entire power after breaking a pallet? At least make it fair and do the same to Blight and Wesker.
Are we just never gonna let Stier change? Just always nurse and blight as raining king and queen for years nows
Wonderful, I see absolutly nothing was listened to with the new survivor perks. I quit.