Dead by Daylight 10.2.2 Changed Dark Arrogance a Third Time in Five Weeks: BHVR Admits the Middle One Failed

Dead by Daylight 10.2.2 Changed Dark Arrogance a Third Time in Five Weeks: BHVR Admits the Middle One Failed

BHVR's 10.2.2 patch changed Dark Arrogance for the third time in five weeks, and the dev note admits the previous version was an overcorrection. We trace all three designs, and why Unrelenting now beats it.

Behaviour Interactive shipped Dead by Daylight 10.2.2 yesterday, and it is a tiny patch with one balance change inside it. That single change is worth more attention than the other twenty-one lines in the notes combined, because it comes with an unusual piece of text attached: Behaviour has told players, in writing, that it got a nerf wrong.

Here is the part that matters. Dark Arrogance, the perk on Vecna, has now had three different designs inside five weeks. The first was a public test. The second shipped to live and immediately turned out to be a net downgrade rather than a nerf. The third shipped yesterday and partially undoes the second. Behaviour called the middle one an overcorrection, and said it will keep monitoring for more.

That is a smaller story than a new chapter, and a much more unusual one. It is also a story we can partly check ourselves, because our own database had this perk wrong and we have now fixed it. Both halves of that are below.

What actually changed in 10.2.2

The full list is short. One Killer perk changed. One event got a date. Twenty-two bugs got fixed. Behaviour grouped the fixes into Audio, Characters, Maps, UI and Misc, Haunted by Daylight, and Lights Out.

The balance change is this:

> Dark Arrogance > - You basic-vault Windows 15/20/25 percent faster. > - Your basic-attack cooldown is 10 percent shorter. (was only missed, and 15/20/25 percent) > - Whenever you are blinded or Pallet-stunned, the duration is 25 percent longer.

That is the entire mechanic change. The event date is one line: "Event will run from November 5th - November 12th. Check out the available quests for rewards!" for Lights Out: Stranger Things Edition.

Everything else in the patch is bug fixing, which we will come back to. The cooldown change deserves the front page.

One perk, three designs in five weeks

Here is the whole history of Dark Arrogance since September, in one table. This is the clearest way to see what happened.

Version Vault speed Basic-attack cooldown Blind and Pallet-stun penalty
Before 10.2.0 15/20/25 percent faster None 15 percent longer
10.2.0 PTB, 15 Sep 15/20/25 percent faster Recovery 15/20/25 percent faster on every attack 25 percent longer
10.2.0 live, 6 Oct 15/20/25 percent faster Missed and obstructed only, 15/20/25 percent shorter 25 percent longer
10.2.2, 20 Oct 15/20/25 percent faster All outcomes, flat 10 percent 25 percent longer

Read the middle two rows together. That is where the mistake is.

The public test gave Dark Arrogance a cooldown that applied to every attack, including the ones that landed. That was the new upside, and it was large: at Tier III your cooldown came back 25 percent faster after a hit, which in a chase is enormous.

The live version removed that upside. Successful hits went back to doing nothing for this perk. Missed and obstructed attacks kept the cooldown reduction, and gained obstructed attacks as a new trigger, which is a real addition.

Here is the problem. The penalty for the perk did not move with it.

Before October, Dark Arrogance cost you something: Killer Blinds and Pallet Stuns lasted 15 percent longer. The public test made that cost worse, raising it to 25 percent, and the justification was that the perk now had a real upside to pay for it. Behaviour wrote at the time: "We found the downside of this perk to be very thematic but felt the bonus gained in return lacking. We want it to feel like a worthwhile trade-off."

So the 25 percent penalty was explicitly priced against the successful-hit cooldown existing. Then the successful-hit cooldown was removed on 6 October, and the 25 percent penalty stayed exactly where it was.

That is what the community said, immediately and in detail, in the thread under Behaviour's own developer update. The top replies were not subtle about it: removing the new upside while retaining the increased downside renders the perk significantly worse than before, and if the cooldown is going away then the perk should just go back to how it was.

Behaviour did not respond in that thread. Instead, two weeks later, it changed the perk again and explained why in the patch notes.

The three dev notes that tell the story

This is the part worth reading, because the three notes together say more than the three numbers do.

The first note, on the public test in September. Behaviour said the downside was thematic and good but the bonus was lacking, so it wanted the perk to feel like a real trade-off. In other words: the perk was paying a 25 percent penalty and not getting enough back. The successful-hit cooldown was the fix.

The second note, in the Developer Update on 5 October. Behaviour wrote that it had seen feedback that Killers were recovering from attacks, including successful hits, too quickly on the test build, "which ended up making chases feel too short." It named Dark Arrogance as one of the key culprits and cut the perk back to missed and obstructed attacks only. The reasoning is on the record: "The cooldown on the PTB was ultimately doing too much by including successful hits, so it now only affects missed and obstructed attacks."

That reasoning is defensible on its own terms. A perk that speeds up recovery after every hit does make chases shorter, and Behaviour has said for years that chases are the most interactive part of a trial.

The third note, in yesterday's patch. Behaviour wrote: "The team has heard the feedback that the PTB to Live change for Dark Arrogance was an overcorrection. The basic-attack cooldown will apply to all outcomes (missed, obstructed, successful), at a smaller reduction percentage." And then: "We will continue monitoring to see if further adjustments are needed in a future update."

Put the three notes in order and the shape of the mistake is obvious. Behaviour decided the perk's bonus was too weak, raised it too far, decided it was too strong, cut it too far, then cut it back. Three designs in five weeks for a perk that has been in the game since Vecna arrived.

The genuinely interesting part is the last sentence. "We will continue monitoring" is not the language of a studio that thinks it has finished with this perk. It is the language of a studio that expects to touch it again.

Why the live version was a net downgrade, not a nerf

There is a technical distinction here that gets skipped, and it is the reason the community reacted as strongly as it did.

A nerf makes a perk worse than it was. A net downgrade makes a perk worse than it was by removing something it never had in the first place.

Compare 10.2.0 live against the version that preceded it:

  • Before October, Dark Arrogance had no cooldown effect at all. Its only effects were faster window vaults and longer blinds and stuns.
  • In 10.2.0 live, the cooldown applied only to missed and obstructed attacks, at 15/20/25 percent.
  • The blind and Pallet-stun penalty went from 15 percent to 25 percent and stayed there.

So for the most common event in a match, landing a hit, Dark Arrogance gave you nothing in October that it did not give you in September. You got no cooldown benefit on hits, and you were punished ten points harder when you were blinded or stunned.

For a player who actually lands their attacks, 10.2.0 live was not a nerf. It was a straight downgrade, and the successful-hit recovery that had been advertised as the perk's headline buff was simply gone.

That is why the thread under the developer update was as hostile as it was, and why the word people kept reaching for was not nerf. It was broken.

The system underneath all three versions

None of this makes sense without one other piece of Dead by Daylight, and it is the reason the successful-hit cooldown exists at all.

Diminishing Returns shipped in patch 9.6.0 on 28 April 2026. It is a global rule that identical modifiers no longer stack linearly. If each copy of a modifier is worth 100 percent, then the first is 100, the second adds 50, the third adds 25, the fourth adds 12.5, and the fifth and everything after it adds 5. Five copies of something is not five hundred percent of power. It is 192.5 percent.

The rule applies within a role, and only to negative action speed and positive skill check chance. Add-ons are excluded.

Before Diminishing Returns, Behaviour could not simply buff a perk that stacked with itself, because doing so would compound out of control. After it, they could. That is the entire point of the system, and Behaviour said as much in the same period: it would let them buff perks that had previously been unable to be buffed.

You can see them use that permission directly in yesterday's notes. The Unrelenting dev note reads: "Diminishing Returns allows us to return the long-since-removed successful basic-attack cooldown."

That sentence is the whole story in one line. The successful-hit cooldown had been removed from Unrelenting years ago because it was too strong when stacked with itself. Diminishing Returns made it safe to bring back, so 10.2.0 brought it back at 10 percent, and Dark Arrogance, sitting in the same patch, picked up a version of the same idea at 15/20/25 percent.

And now watch what happened next. That same permission, applied generously, produced a perk that shortened chases so much that Behaviour pulled it back. Then the pullback was too harsh, and yesterday they restored part of it.

So the sequence is not three independent balance decisions. It is one new global system, adopted across 58 perks in a single patch, producing a set of numbers nobody could predict from first principles. The same tool that let Behaviour buff Unrelenting is the tool that let them overbuff Dark Arrogance.

This is worth sitting with, because it predicts what comes next. If Diminishing Returns is the mechanism, then the 26 perks in that patch that were adjusted specifically for it are the ones most likely to need revisiting once players actually live with them. Dark Arrogance is simply the first one where the adjustment was public, admitted and corrected inside two weeks. We would not be surprised to see a second one before the end of the year.

It also gives you a way to sanity check perk advice you read elsewhere. If someone tells you a perk is worth taking because of three stacked copies of something, ask whether Diminishing Returns has eaten the third copy. It almost certainly has, and the number they quoted you will be the pre-April number.

Is 10.2.2 actually the fix? The Unrelenting problem

Here is where yesterday's patch stops being a clean resolution.

Yesterday restored the successful-hit cooldown. It did not restore it to its test value.

  • The public test gave a Tier III Dark Arrogance 25 percent shorter cooldown on a hit.
  • 10.2.2 gives 10 percent on a hit, at every tier.

Now put that next to Unrelenting, which was also reworked in 10.2.0 and which the patch notes describe in their own dev note:

> Unrelenting > - Your missed basic-attack cooldown is 30/35/40 percent shorter. (was 20/25/30 percent) > - Your successful basic-attack cooldown is 10 percent shorter. (NEW) > Dev Note: Diminishing Returns allows us to return the long-since-removed successful basic-attack cooldown. Additionally for cases where you're smacking a lock off a locker or hitting a pallet instead of a player. This perk now also includes obstructed basic-attacks.

Read those two side by side:

Perk On a hit On a miss or obstruction Extra upside Downside
Dark Arrogance, 10.2.2 10 percent shorter 10 percent shorter Vaults 15/20/25 percent faster Blinds and stuns 25 percent longer
Unrelenting, 10.2.0 10 percent shorter 30/35/40 percent shorter None None

On paper, Unrelenting now matches Dark Arrogance on a successful hit, beats it by a factor of three on a miss, and carries no penalty at all. The only thing Dark Arrogance still wins is the window vault speed, and for that it pays 25 percent longer blinds and stuns.

This is where the Killer community landed. In the main 10.2.2 discussion thread the reaction was mostly cool to openly dismissive. One player, describing the 10.2.0 version, said it had one or two solid use cases, nice on Xenomorph and perhaps the Dredge or Singularity. Another wrote that the new version turned it into "just like, worse unrelenting." A third said flatly that "10 percent is definitely not going to help you that much."

That last one is the correct read of the numbers. Ten percent off a basic-attack cooldown is real but small, and it now costs you a tier investment that buys you nothing on the cooldown.

Two honest caveats before anyone builds around this. First, Behaviour's notes do not say how Dark Arrogance and Unrelenting interact if you run both, so any stacked number you see posted online is unconfirmed and we are not going to invent one. Second, on the specific case the second dev note mentions, smashing a locker lock or hitting a pallet, Unrelenting and Dark Arrogance are both active and both reduce the same cooldown, so the perk is more valuable there than the flat number suggests. Neither point rescues it against the tier loss.

If you are running Dark Arrogance today because you read the September test build notes, that is the one piece of advice in this article worth acting on. Swap it for Unrelenting unless the vault speed is what you are actually buying.

Tier scaling is gone, and that matters more than the numbers

Before yesterday, Dark Arrogance's cooldown scaled 15/20/25 by tier. After yesterday it is a flat 10 percent for everyone.

That is a small thing on paper and a strange one in practice. A Tier I Dark Arrogance now delivers exactly the same cooldown reduction as a Tier III one. Only the window vault speed still scales.

The practical effect is that the perk has become almost indifferent to how much you invest in it. You get 15 percent faster vaults at Tier I and 25 percent at Tier III, but the cooldown is the same either way. For a perk whose entire identity is a trade-off, that is an unusual shape, and it is worth watching if Behaviour comes back to it.

It is also the kind of detail that gets lost in coverage. Several perk databases still showed the older missed-only wording when we checked today. If you are reading a number that says 15/20/25 on a missed attack, it is out of date.

The event finally has a date

The other headline item is small but genuinely first-party, which is why it matters.

Lights Out: Stranger Things Edition runs 5 November to 12 November 2026. That is Behaviour's own wording, from yesterday's notes.

Until this patch, the only 5 November date in circulation was a fan tracker's Stranger Things collection listing. It is now confirmed by the developer.

For the unfamiliar: Lights Out is a limited-time Modifier. Behaviour introduced it in February 2024 as its first official Modifier, and its launch article describes the core idea without much room for interpretation. The map is "shrouded in darkness" and you go into the Trial without perks. It is the reason the mode lands so well on stealth Killers and so badly on Survivors who depend on information.

The fix list tells you more about this edition than any announcement so far. Behaviour fixed Survivors clipping through generators when placing Lanterns, Lantern effects lingering after locker exits, Uncommon and Common items appearing in Chests, and Treatment Theatre spawning only ten chests. Lanterns and chests are clearly load-bearing parts of the mode, which tells you the mode is being taken seriously rather than reskinned.

Stranger Things came back to Dead by Daylight with its second chapter on 27 January 2026, which added Vecna as The First along with Dustin and Eleven. A Stranger Things-branded Lights Out is the obvious tie-in.

One caution. Behaviour's notes say only "check out the available quests for rewards." The full reward list is not published. We would rather tell you that plainly than republish a reward track that appeared three days early and may still change.

The 22 fixes, and the three people actually noticed

Behaviour grouped the fixes the same way they always do. We have kept their grouping and pulled out the ones with real gameplay weight.

Audio, four fixes. The one Survivors will genuinely notice is that the flesh-hit sound was missing entirely for Survivors hit by a basic attack from several Killers, including the Nemesis, the Cenobite, the Onryo and The Dark Lord. If you have been playing without hearing your teammate get hit, that was this bug.

The other three audio fixes: The Dark Lord's lullaby could still be heard in Bat form during a Lights Out Trial, the Krasue's intestinal whip sound was missing during Haunted by Daylight, and a locker-grab stinger played when grabbing a vaulting Survivor for a specific list of Killers including the Singularity, the Good Guy, the Unknown, the Houndmaster, the Krasue, the Slasher and The Judgment.

Characters, three fixes. Mikaela's hands clipped through the dress of an outfit, with the outfit name left blank in the notes. A2's hair appeared bent while screaming. And a gap could open between the Houndmaster's dog, Snug, and the grabbed Survivor.

The A2 line is the interesting one, and not because of what it fixes. It is the only NieR-related change in the entire patch.

Maps, five fixes. Nostromo Wreckage had projectiles blocked by invisible collision around the meeting table. Pale Rose had a Generator where players could not interact with one side. Treatment Theatre had an offset door frame. Badham Preschool had some bushes with no collision. And there was a rare crash during map generation.

The Pale Rose one is the fix most likely to have been quietly affecting real matches, since an unusable Generator half is not something a player reports as a bug so much as a reason to stop repairing.

UI and miscellaneous, two fixes. The matchmaking queue timer could start early and keep running after you stopped queueing, and the game could crash while loading on some platforms.

Haunted by Daylight, one fix. Void Haunts could pass through breakable walls.

Lights Out, seven fixes. The Dark Lord lullaby again, Uncommon and Common items in Chests, Lantern effects lingering through quick locker transitions, Survivors clipping through Generators while placing Lanterns, Treatment Theatre spawning only ten chests, Survivors holding the Lantern incorrectly while injured, and the Lantern being held the wrong way while opening an Exit Gate.

That the mode gets its own fix category says something about where Behaviour's attention is for November.

What 10.2.2 did not fix

Three things players are waiting for are absent from the notes, and one of them had been promised by Behaviour itself.

The 2B outfit rework. On 9 October, BHVR community manager Mandy wrote on the official forum that adjustments were coming for the Legendary worn by Feng Min, to bring it closer to the original character, and that she had no ETA but would expect some updates in the second bugfix patch. Then she added: "(but don't quote me on that last part!)."

10.2.2 is the second bugfix patch after 10.2.0. There is no 2B line in it. The only NieR change in the whole patch is the A2 hair fix. A thread asking when the 2B rework is coming was already up on the main subreddit within a day.

We are not going to hold that against anyone. The caveat was explicit.

Grim Pantry. Behaviour said on 16 October that it was disabling the Grim Pantry map and would re-enable it in a future patch. The 10.2.2 notes do not mention it. Do not assume it is back.

The console spectate bug. One of the first replies in the 10.2.2 thread was that it feels like they forgot about console players getting stuck in spectate mode with no way out. It is not in the fix list.

The 10.2 patch timeline

For readers who arrived late, this is the whole sequence.

Patch Date What it was
10.2.0 PTB 15 Sep 2026 The 58-perk pass on the test server
10.2.0 Mid-Chapter 6 Oct 2026 Perk pass live, Survivor Intent System, Surrender and End Trial
10.2.1 Bugfix 14 Oct 2026 End Trial condition changes, Virulent Bound redirection during Haunted by Daylight
10.2.2 Bugfix 20 Oct 2026 Dark Arrogance, the Lights Out date, 22 fixes

One nuance on the 10.2.0 date, because the sources disagree and the disagreement is real. Several trackers date the 10.2.0 release to 6 October. Behaviour's own announcement that the release was live on all platforms is dated 13 October. Dead by Daylight rolls out across PC, console and mobile over several days, so both dates can be true at once: PC players were on 10.2.0 on the 6th, and the complete rollout finished the following week.

The 10.2.1 change is worth one line even though it is not this week's news. It changed the End Trial rule so that a Killer gets the option once all remaining Survivors are bots, with the Dying State condition removed.

What we got wrong, and what we fixed

This site exists to be a reference, so the useful part of this story is what our own data was doing while it happened.

We checked our perk database against yesterday's patch notes. Out of the nineteen perks that Behaviour names across 10.2.0, 10.2.1 and 10.2.2, eleven are missing from our database entirely.

They are Unrelenting, Distressing, Iron Grasp, Hex: Thrill of the Hunt, Bitter Murmur, This is Not Happening, No Hoarder, Built For Battle, Thrown From The Shadows and Shadow Step. Of those, Unrelenting and Iron Grasp and Distressing are general Killer perks, which is not a small gap. Unrelenting is the perk that makes yesterday's Dark Arrogance numbers legible at all.

That is worse than the count we published on 6 October, when we said seven perks named in the patch notes were missing. The number went up because the patch notes named more perks.

The specific failure that mattered for this article was Dark Arrogance itself. Our page described the perk as having no basic-attack cooldown effect whatsoever. That was accurate in September and completely wrong by 20 October, because nobody updated it when the public test landed and nobody updated it again when the live version changed. A reader checking our page during the entire five weeks of this story would have been told the perk did not do the thing this article is about.

We have corrected the entry with the verified 10.2.2 values. The eleven missing perks are a larger piece of work and we are listing them here rather than pretending otherwise.

A correction to our own coverage

Our 6 October article on this patch said the update was not yet live and that the current build was 10.1.2a. It also said Dark Arrogance no longer reduces cooldown on successful hits.

Both statements were accurate when written and are now both wrong, in the way that time makes things wrong rather than in the way that being careless makes things wrong. 10.2.0 shipped on 6 October, and yesterday's patch put successful hits back into the perk.

We have left the original article in place rather than quietly editing it, because a changelog you rewrite is worthless as a changelog. We have added a correction notice at the top pointing here. If you built around the advice in that article, specifically the advice to expect Dark Arrogance to be weaker than it had been, that advice is now out of date and the Unrelenting comparison above replaces it.

FAQ

What is the latest Dead by Daylight patch? 10.2.2, a bugfix patch Behaviour published on 20 October 2026 at 15:01 UTC. It changes Dark Arrogance, confirms Lights Out: Stranger Things Edition for 5 to 12 November, and ships 22 bug fixes.

What does Dark Arrogance do now? After 10.2.2 it makes you basic-vault Windows 15/20/25 percent faster and shortens every basic-attack cooldown by a flat 10 percent, on misses, obstructed swings and successful hits alike. In exchange, blinds and Pallet stuns last 25 percent longer.

Was Dark Arrogance buffed or nerfed in 10.2.2? Both, depending on what you were using it for. Successful hits gained a 10 percent cooldown reduction they did not have in 10.2.0, which is a buff. Missed and obstructed swings lost value at every tier, dropping from 15/20/25 percent to a flat 10 percent, which is a nerf.

Why did Behaviour change it again so soon? Because the live version had removed the perk's only upside while keeping the penalty Behaviour had explicitly priced against that upside. Behaviour's own dev note calls the 10.2.0 change an overcorrection.

Is Dark Arrogance worth taking over Unrelenting now? On the cooldown, no. Unrelenting matches it on a hit at 10 percent, beats it three to one on a miss, and has no downside. Dark Arrogance is only the better pick if what you actually want is the window vault speed, and you are willing to pay 25 percent longer blinds and stuns for it.

Did the tier values on Dark Arrogance change? The cooldown stopped scaling. It is a flat 10 percent for everyone, so Tier I now gives the same cooldown as Tier III. Only the 15/20/25 percent window vault bonus still scales with tier.

When does Lights Out: Stranger Things Edition start? 5 November 2026, and it ends 12 November 2026. That comes from Behaviour's 10.2.2 notes. No start hour was published.

Did 10.2.2 fix the 2B outfit? No. A Behaviour community manager said adjustments could be expected in the second bugfix patch, with an explicit caveat not to quote her. 10.2.2 is that patch and contains no 2B change. The only NieR fix in it is A2's hair bending while screaming.

Is Dark Arrogance really The Lich's perk or Vecna's? Both, and this trips people up. Vecna is the character's name in Dead by Daylight, The Lich is his in-game title. The perk is his teachable, which is why changing it is treated as a character balance change rather than a general perk one.

Should I drop Dark Arrogance altogether? On a general perk row, probably. It is a unique perk, so you can only run it on Vecna and a handful of other prestige-unlocked Killers, and on those it is competing with a general perk that does more of the same job without a penalty. Keep it if your Killer already vaults constantly and you are deliberately choosing slower stuns for faster windows. Otherwise the slot goes to Unrelenting.

Will Dark Arrogance change a fourth time? Possibly. Behaviour's own note ends with an explicit statement that the team will keep monitoring the perk for further adjustments. A dev note that concedes an overcorrection is rarely the last word, and the flat ten percent value currently in the game was chosen by eye rather than derived from the Diminishing Returns curve.

Does the 10.2.2 change affect Unrelenting? No. Unrelenting's numbers are unchanged since 10.2.0, which is part of why the comparison stings: Dark Arrogance has been adjusted twice in fourteen days and Unrelenting has not been touched once.

Related reading on this site

Sources

  1. Behaviour Interactive, 10.2.2 Bugfix Patch, 20 October 2026, published 15:01 UTC. https://forums.bhvr.com/dead-by-daylight/kb/articles/562-10-2-2-bugfix-patch
  2. Dead by Daylight Steam news mirror of the 10.2.2 notes. https://store.steampowered.com/news/app/381210/view/1846651706695628
  3. Behaviour Interactive, Developer Update: 10.2.0 PTB to Live Changes, 5 October 2026. https://forums.bhvr.com/dead-by-daylight/discussion/472801/developer-update-10-2-0-ptb-to-live-changes
  4. Behaviour Interactive, 10.2.0 Mid-Chapter patch notes, 6 October 2026, SteamDB build 25590565. https://steamdb.info/patchnotes/25590565/
  5. Behaviour Interactive, 10.2.0 PTB patch notes, KB article 559. https://forums.bhvr.com/dead-by-daylight/kb/articles/559
  6. Behaviour Interactive, 10.2.0 live patch notes, KB article 560. https://forums.bhvr.com/dead-by-daylight/kb/articles/560
  7. Dead by Daylight bug report portal, Release 10.2.0 PTB. https://bugreport.deadbydaylight.com/projects/pr-5642738318/releases/5737
  8. Behaviour Interactive forum announcement, 10.2.0 release live on all platforms, 13 October 2026.
  9. Dead by Daylight Steam community announcement feed, used for the Unrelenting and Dark Arrogance values quoted above. https://steamcommunity.com/app/381210/allnews/
  10. Our own coverage of the 58-perk 10.2.0 pass, published 6 October 2026, which this article supersedes on Dark Arrogance. https://dbdperkcombos.com/blog/dbd-10-2-0-bhvr-reversals

All patch-specific values above apply to Dead by Daylight 10.2.2 and will change with the next patch. Behaviour has said it will continue monitoring Dark Arrogance.