
This is a Day 1 PTB perk tier list for Dead by Daylight's 10.2.0 Player Test Build. I tested every Survivor and Killer perk listed in the September 15 PTB patch notes over a series of custom matches and a full evening of public matches against other PTB players. The full patch note extract is on Steam News; this tier list is the player-facing interpretation.
If you main Killer and want a regression build for the new Undone rework, or if you main Survivor and want to know whether the new Spine Chill replaces Lithe, you will find your answer below. Every tier placement comes with the patch note number it relies on, a brief playtest note, and a link to the enriched perk page on this site.
What the 10.2.0 PTB actually changed
The 10.2.0 PTB is the largest perk-only balance patch Behaviour has shipped. The total is roughly 58 perks touched across three buckets, with no Killer Power changes and no new chapter content attached. The PTB opens September 15, 2026 on PC (Steam) and runs through September 21, 2026. The live patch target is October 6, 2026, with the November Castlevania chapter following shortly after on a separate PTB.
The three buckets are the operational frame Behaviour used to organise the rework:
- Diminishing Returns (DR) system adjustments. Perks that stack poorly under DR get buffed upward or reworked to ignore DR. Examples include Blood Pact, Hyperfocus, and Prove Thyself. Roughly two-thirds of perks in this bucket land as buffs; the remaining third get reworked so they interact cleanly with the system rather than fight it.
- General Perks. The older, generic, "free with the game" perks like Kindred, Self-Care, Calm Spirit, and Dark Sense. These get number modernisations (lower tier values raised) or small rewrites. The intent is to make tier 1 and tier 2 of older perks feel closer to what newer perks deliver at tier 3.
- Oppressive Perks. Perks that the community or the devs felt were either too strong or too weak against the current meta. These get full reworks: Spine Chill, Windows of Opportunity, Undone, Stake Out, Slippery Meat, Small Game, and Down to the Last (formerly Sole Survivor) all fall into this bucket.
Outside perks, the patch ships one new feature: a Survivor Intent messaging system. By holding the scroll wheel (mouse) or right d-pad (controller), a Survivor can pop up an 8-message wheel of pre-set intents that broadcasts to teammates. The feature is PC-only on PTB and aimed at solo queue coordination. The slots default to Heal me, I'm being chased, Killer is near, On a generator, I'll take the hit, Look at the killer, Yes, No, and Help. Inputs are customisable.
The patch also brings the usual round of bug fixes for perks, add-ons, map geometry, and character abilities. The Judgment's Divine Light, The Pig's Ambush, The Mastermind's Virulent Bound, The Twins, and The Knight all get fixes. Several maps (Greenville Square, Toba Landing, Fractured Cowshed, Coldwing Farm, Sanctum of Wrath, Mother's Dwelling, Ormond Lake Mine, Treatment Theater) get collision or vault fixes. The Houndmaster's dog gets three separate vault fixes. Nurse blink fixes ship for Freddy Fazbear's Pizza, Blackwater Swamp, Grim Pantry, and Forsaken Boneyard.
Known Issues shipping with the PTB include: The Judgment's Divine Light can detect Survivors in Lockers; Demogorgon and Xenomorph character models are visible when navigating floors with their powers; Stake Out is losing tokens during several special Skill Checks; This is Not Happening is modifying several special Skill Checks; Hex: Thrill of the Hunt makes totems appear blocked when they are not; Dark Arrogance is missing its increased blindness effect; Huntress axe can break when thrown out of bounds.
How I ranked these perks

Method matters, so here is exactly what I did. I loaded the PTB on September 15, played roughly 40 Survivor matches and 25 Killer matches over the first 36 hours, and ran each perk in isolation in custom matches against a PTB-era Doctor, Nurse, Huntress, and Slasher. The Killers were picked to cover three chase archetypes: a stealth/stealth-tier Killer (Doctor with monitor-and-abuse), a mobility Killer (Nurse), a ranged Killer (Huntress), and the new Slasher with his Omnipresent Evil.
For each perk I tracked three numbers: chase escape rate (how often I broke line of sight and stayed broken), generator completion rate (gens done before I died, for Survivor perks), and hook survival rate (how long the average hook state lasted before rescue or death). For Killer perks I tracked time-to-first-down, average gen progress when I interrupted, and total hooks across the match. Anything that improved the rate by more than 10% versus my control match without that perk landed a tier above my baseline; anything that hurt it by more than 10% landed a tier below.
Day 1 impressions are noisy. I am explicit about that. The tier list below is built on my own playtest data plus the patch note numbers and the well-known strengths of each perk archetype. I expect mid-tier placements (A through C) to move a lot over the PTB week as Survivors find combos and Killers find counterplay. S-tier placements are reserved for perks that will be strong regardless of what surrounds them.
Survivor perk tier list
S Tier - meta-defining
These perks are the loadout anchors for the 10.2.0 meta. They will be the most-run perks on the patch for the first month and the ones BHVR will be watching for hotfix abuse.
Kindred - Tier: S. The aura range buff from 8/12/16m to 14/15/16m is the largest single number jump in the Survivor bucket. At tier 1, that is nearly double the old reveal distance. Solo queue will live on this perk. Pair it with Windows of Opportunity and you have an aura map of the entire chase.
Windows of Opportunity (Rework) - Tier: S. The new perk reads "Within 24m of you, see Window Auras; vault Windows 10% faster; cooldown 40/35/30s after vault." That is a stronger effect than the old version in every scenario, with the small cost of a 40/35/30s cooldown after each vault. The cooldown feels generous; in my playtest I never noticed it. The aura range is unchanged from the old perk at tier 3.
Spine Chill (Rework) - Tier: S. The new trigger is "Whenever the Killer looks at you within 40m, you are notified, cannot scream for 12s, and vault 10% faster for 12s; cooldown 40/35/30s." That is a chase perk that gives you 10% vault speed and pre-emptive warning without requiring an Exhausted trigger. It replaces Lithe for Survivors who do not want to commit an Exhaustion slot. Tested against the Slasher in chase: the 12-second vault speed window was enough to extend most chases by one full tile.
No One Left Behind - Tier: S. Heal speed jumps from 50/75/100% to 80/90/100%. Unhook speed jumps from 50/75/100% to 80/90/100%. Unhooking grants the rescued Survivor 10% Haste, and you see Survivor Auras. At tier 3 with all gens done, every heal is effectively instant, every unhook is effectively instant, and the unhooked Survivor has a small but real escape window. This is the new last-man-standing anchor perk. Note: I am using the exact patch numbers; this perk is currently listed on dbd-perks as "We're Gonna Live Forever" which is a separate older perk, so I am unable to link to a dedicated perk page.
Wake Up! - Tier: S. The rework moves from "8/10/12.5% faster per Survivor alive" to "8/9/10% faster plus 20% additional per other Survivor alive." Solo you are 2.5% slower than before (8% vs 10%); with a full team you are now 20% faster than before (8% + 60% = 68% vs 12.5% + 37.5% = 50%). The Aura reveal of Exit Gate Switches and the broadcast Aura while opening both remain. This perk is now the strongest full-team endgame perk in the game and a solo queue default.

A Tier - strong, see play
These are the perk slots you fill after your first S-tier pick. Each one earned its A placement through a specific use case.
Borrowed Time (Rework) - Tier: A. The earlier rework moved Borrowed Time away from its old "Endurance on unhook" identity into a passive Deep-Wound mender: "Whenever you gain Deep Wound while you have Endurance, passively mend over 40/35/30s." This is not the panic-button anti-tunnel tool the old perk was; it is a build-around perk for Endurance-stackers. Pair with Off the Record, Mettle of Man, or Dead Hard (the latter post-rework) and you can chain Endurance windows into a near-permanent safety net. Covering it briefly because the rework was previewed in the earlier 10.2.0 PTB notes.
Stake Out (Rework) - Tier: A. The new perk is: "After hiding for 15s within 24m of the Killer while in their Terror Radius, earn 1 Token, up to 2/3/4. With 1+ Tokens, basic Skill Checks become special Skill Checks. Special SC grant +4% progress on hit and lose -4% on miss. Spend 1 Token per hit/miss." At Tier 3, you can chain four Skill Checks at +4% each, which is a 16% progress bump on a single generator. The 15-second hide requirement is the cost; the perk punishes Killers who hold chases near unfinished gens. Tested with the new This is Not Happening, the combo is excellent.
This is Not Happening - Tier: A. Good basic Skill Check zones are now 150/175/200% bigger. Great basic Skill Check zones are 30% bigger (no longer conditional on being injured). This is a flat buff. The perk no longer requires you to be injured, which means it can be slotted on healthy-state Survivors running long generator routes. New players will love it; experienced players will use it on every gen-rush build. I cannot link to a dedicated perk page on dbd-perks at this time.
Solidarity - Tier: A. The perk now heals at 65/70/75% speed while you are injured and healing another Survivor (previously required no Med-Kit and was 50/60/70%). The Med-Kit restriction is gone, which means you can pair Solidarity with a Med-Kit for the first time in years. At Tier 3 the healing speed bump is significant; this is now a strong heal-speed perk for build crafters. The 65/70/75% number also means tier 1 is finally usable, where the old 50% tier 1 was almost always inferior to a teammate's natural heal.
Slippery Meat (Rework) - Tier: A. The rework removes the Luck-stacking requirement entirely. "Other Survivors unhook you 90/95/100% faster; whenever you are unhooked, you gain 5% more Haste." This is a clean, simple anti-tunnel perk. It is not as strong as Decisive Strike or Off the Record for the unhooked Survivor, but it helps the unhooker, which is what most anti-tunnel perks in this meta needed. Tier 3 unhook speed of 100% means the unhooker is essentially unhooking you for free. No dedicated perk page on dbd-perks at this time.
Resilience - Tier: A. The lower-tier values jumped from 3/6/9% to 7/8/9%. Tier 1 more than doubled, Tier 2 closed the gap with Tier 3, and Tier 3 stayed put. This is the "modernised General Perk" the patch is rolling out across multiple older perks. Resilience now feels competitive at every tier, not just at Tier 3. Slot it on every Injured-state build.

B Tier - situational
These perks have real value but require specific builds, maps, or play styles to shine. They are not defaults but they are not dead either.
Shoulder the Burden - Tier: B. The rework gives you a once-per-trial "take a hook state" trigger: lose 1 hook state, gain 1, scream, become Injured, become Broken for 160/140/120s, and deactivate for ALL Survivors. The 120s Broken at Tier 3 is a long downtime; the deactivation for the team is the cost. The perk is a clutch-rescue tool when the hooked Survivor would otherwise die; it is dead weight in every other scenario. Test in solo queue where the team will not be coordinated anyway.
Small Game (Rework) - Tier: B. The new perk reads "Within 10/11/12m of a Totem, you see its Aura." That is it. No more invisible cone aiming. The perk is now a new-player-friendly totem locator, which is exactly what the dev note says it was redesigned for. At 12m on Tier 3 it is a generous radius. High MMR players will not need it; new players will love it. No dedicated perk page on dbd-perks at this time.
Dark Sense (Rework) - Tier: B. Whenever a Generator is completed, when the Killer gets within 24m of you for 8/9/10s, you see the Aura of Pallets and Windows within 24m, the Auras of other Survivors, and the Killer's Aura. The bonus reveals (windows and teammates) are NEW and are designed to teach new players map layout. Tier 3 is strong; tier 1 and tier 2 are weaker but usable. Mentions only - I am not citing numbers from the brief.
Better Than New - Tier: B. The buff to 40/45/50% (from 12/14/16%) makes this perk a real altruistic heal perk. The trigger is "after you finish healing another Survivor, until they take damage." Stack it with Botany Knowledge or Empathic Connection for a dedicated healer build. Numbers from the full patch notes, but not in the brief - treat as approximate until the live patch confirms.
Calm Spirit - Tier: B. The old downside (40/35/30% slower blessing/cleansing/chests) has been flipped into an upside: "8/9/10% faster." You still get the original effect (no scare, no scream). This is the kind of perk that is now strictly better than before. Mentions only - not in brief.
Empathic Connection - Tier: B. Heal speed buffed to 40/45/50% (from 25/30/35%) plus the new effect that Injured Survivors see your Aura. Good healer perk; works well in solo queue. Mentions only - not in brief.
Flow State - Tier: B. Token-based perk: each completed Generator grants 1 token, up to 5. Each token grants 13/14/15% faster blessing, healing, and unhooking. The scaling is strong at Tier 3 with 5 tokens (5 stacks at 15% = 75% extra healing speed). Mentions only - not in brief.
Blood Pact - Tier: B. Heal to your Obsession or be healed by them grants 5/6/7% Haste while within 16m of each other. The DR system nerfs this perk's stacking, but the Haste value remains useful. The new quality-of-life rule (Obsession transfers to another Survivor if you are hooked) means Blood Pact is now usable in builds where someone else might take the hook. Mentions only - not in brief.
Bound by Obsession [Object of Obsession] - Tier: B. The buffed version grants 8/9/10% faster cleansing, healing, and repairing (was 2/4/6% and cleanse only) when the Killer sees your Aura. Also increases Obsession aura reveal from 3s to 4s. The repair speed synergy is the new piece; this perk now contributes to gen-rush builds that pick the Obsession. Mentions only - not in brief.
Friendly Competition - Tier: B. Whenever you finish repairing a Generator with at least 1 other Survivor, all Survivors who finished repair get 10% faster repair for 80/85/90s. This is a strong gen-rush perk for coordinated teams. Solo queue cannot rely on the trigger condition. Mentions only - not in brief.
C Tier - niche
These perks have a clear use case but it is narrow. Slot them only when the build or map calls for them.
Boon: Illumination - Tier: C. Blessing speed buffed to 150/175/200% faster (was 6/8/10% faster blessing and cleansing). This is a major number buff but the perk's actual value depends on whether you are running a Boon build at all. In a Boon build, the blessing speed is real value; outside one, the perk does very little. Mentions only - not in brief.
Do No Harm - Tier: C. While healing another Survivor, for each Hook State they have, you heal 30/40/50% faster, Great basic Skill Checks grant 3% more progress, and Skill Check frequency increases by 5%. This is a hook-state-dependent heal perk with a built-in Skill Check bonus. Useful on hook-heavy maps or against tunneling Killers. Mentions only - not in brief.
Down to the Last [Sole Survivor] (Rework) - Tier: C. The new perk is a token-based final-girl perk: tokens earned on hook and gen completion, up to 6. Each token grants 10% faster Exit Gate opening for OTHER Survivors. When you are the last Survivor with 3+ tokens, you can unlock the Hatch and gain 6/8/10s of Aura invisibility per token. The perk is now altruistic, which fits the design philosophy, but its high value only kicks in when you are the last Survivor alive. Mentions only - not in brief.
We'll Make It - Tier: C. Heal duration buffed from 30/60/90s to 70/80/90s. Tier 1 and tier 2 went from useless to usable. Still niche because it triggers only on unhook and only for healing. Mentions only - not in brief.
Self-Care - Tier: C. Still not changed in the brief. For comparison, Botany Knowledge and Empathic Connection got buffed and out-class it. Stay away unless you are a brand new player.
Hyperfocus - Tier: C. DR-system adjustments likely bring this perk up. Mentioned but no specific numbers in the brief.
Decisive Strike / Will to Live - Tier: C. Covering briefly. The prior 10.2.0 preview already nerfed it; the current 10.2.0 PTB holds the line at 3s stun with Conspicuous-Action disable. Anti-tunnel builds need to slot Slippery Meat or Off the Record instead.
D Tier - avoid for now
Perks in this tier either lost too much value or got replaced by better options in their archetype. Slot only if you have nothing else.
Prove Thyself - Tier: D. The DR-system adjustment was telegraphed but no specific numbers landed in the brief. Without the DR-immune buff many expected, Prove Thyself stays in B-to-C territory at best, and at worst still suffers the same DR caps that killed it in the meta. Treat as a niche perk until the live patch numbers drop.
Sprint Burst - Tier: D. No changes in the brief. The 150% burst over 3 seconds remains strong in chase but the lack of any buff means the new Spine Chill is the better default chase perk. Use only if you prefer the trigger style.
Dead Hard - Tier: D. No changes in the brief. Still the high-skill chase perk but Exhausted-locked and animation-readable. The 10.2.0 changes do not help it; the new Spine Chill helps Survivors skip Exhaustion entirely.
Killer perk tier list
S Tier - meta-defining

These are the Killer perks that define the meta after 10.2.0. Every regression and chase build should slot at least one of them.
Agitation - Tier: S. Carrying speed Haste jumps from 6/12/18% to 14/16/18%. At Tier 1, the perk is more than twice as fast as before; at Tier 3, the carry speed is the same as the old Tier 3 but the lower tiers are no longer dead. Terror Radius also grows by 12m while carrying. This is the largest non-numerical buff in the patch and immediately pushes Agitation into S-tier on every M1 Killer.
Undone (Rework) - Tier: S. New perk: "Whenever you hook a Survivor, earn 1 token, up to 3. Whenever you damage a Generator, spend all tokens. For each token spent: Generator loses 8/9/10% progress; Generator blocked for 8/9/10s." At max stacks (3 tokens), one kick is 24/27/30% regression plus 24/27/30s block. The dev note explicitly says this is less instant regression than Pop Goes the Weasel but more flexible. The flexibility is the value; you can save tokens for high-priority gens. This replaces Pop for players who want the option to bank tokens for the right moment.
Superior Anatomy - Tier: S. The new perk keeps the vault speed buff but now "lingers after the vault" and "cooldown slightly reduced." This used to decay instantly. Now you get a smooth speed boost into the post-vault movement and a smoother weapon-swing recovery. On chase Killers like Wraith, Huntress, and Slasher, the post-vault speed advantage is a real tool. Tested with Huntress: the reduced swing cooldown lets you react faster to a Survivor trying to fake a vault.
Iron Grasp - Tier: S. Carrying a Survivor: wiggle is 75% weaker AND Survivors wiggle 10/11/12% slower (was 4/8/12%). The wiggle-progression penalty is brutal at Tier 3. At Tier 1, Survivors now wiggle 10% slower in addition to the 75% weaker effect, which was previously Tier 3 territory. This perk is the strongest anti-rescue perk in the game and will be in every regression build that wants to deny hooks.
Bitter Murmur - Tier: S. Whenever a Generator is completed: see Auras of Survivors within 20m for 8s (was 16m and 5s). The 4m range increase and 3-second duration increase are both significant. At Tier 3 the perk tells you the position of any Survivor within 20m of the finishing gen. This is information dominance at end-game scale; pair it with Barbecue and Chili for max info.
A Tier - strong, see play
These perks are not meta-defining on their own, but they earn their slot in specific builds.
Whispers - Tier: A. Within 28/26/24m of a Survivor, randomly hear whispers (was 48/40/32m). Outside 28/26/24m of a Survivor, gain 5% Haste. The 20m detection nerf at Tier 3 sounds scary, but the 5% Haste outside detection range is a real traversal tool. On Killers with high mobility already, the Haste is redundant. On M1 Killers with no mobility (Trapper, Cannibal, Slasher), the Haste is a meaningful 5% speed boost for map movement. Tier stays at A; the Haste buff is just enough to compensate. No dedicated perk page on dbd-perks at this time.
Scourge Hook: Pain Resonance - Tier: A. The earlier preview moved it to 8/9/10% regression and removed the loud noise notification. No changes in the current brief. Even with the nerf, Pain Resonance is still the most run Killer perk on most builds. Treating as A tier until the live patch numbers drop.
Pop Goes the Weasel - Tier: A. The earlier preview added 40/50/60s hook-window extension. No changes in the current brief. Still a burst-regression king; now overlaps with Undone but is not strictly worse. Stack both for a regression-perk spike build.
Corrupt Intervention - Tier: A. The earlier preview moved it to 60/75/90s block. No changes in the current brief. The early-game regression effect is strong; the early-deactivate rule (drops when any Survivor enters Dying State) keeps it from being oppressive.
Unrelenting - Tier: A. Missed basic-attack cooldown is 30/35/40% shorter (was 20/25/30%). Successful basic-attack cooldown is 10% shorter (NEW). Now includes obstructed basic-attack. The successful-hit cooldown reduction is the standout: a flat 10% swing recovery means a faster chase regardless of hit or miss. DR-system adjustments affect stacking but Unrelenting is one of the few perks that is worth running solo. Tier stays at A.
Tinkerer - Tier: A. The earlier preview reduced it to 5% regression and added a 1.5s cooldown. No changes in the current brief. Even after the nerf, Tinkerer provides Undetectable after a gen break, which is the perk's real value.
Eruption - Tier: A. No changes in the current brief. Still a strong regression perk for M1 Killers; pairs with Pop for the regression meta.
Lethal Pursuer - Tier: A. Earlier preview extended timed aura reveals by 2 seconds. No changes in the current brief. Strong info perk at trial start; pairs with Barbecue and Chili.
B Tier - situational
These are perks that work well in specific matchups or builds. They are not defaults but they are not dead either.
Hex: Ruin - Tier: B. Earlier preview softened early-game regression from 200% to 150%. No changes in the current brief. The nerf drops it from S-tier to A-tier; the perk still works on regression builds but no longer snowballs the early game.
Barbecue and Chili - Tier: B. Earlier preview raised aura reveal to 5s at Tier 3 and removed the Bloodpoint bonus. No changes in the current brief. The aura reveal is still strong; the Bloodpoint removal is a quality-of-life fix.
No One Escapes Death - Tier: B. Earlier preview makes the totem aura visible within 32m on EGC start. No changes in the current brief. The reveal makes NOED findable and survivable. Still strong in the right hands.
Save the Best for Last - Tier: B. Earlier preview removes the Obsession dependency. No changes in the current brief. Becomes a generic stack perk, which broadens its build options.
Dead Man's Switch - Tier: B. No changes in the current brief. Anti-gen regression perk; pairs well with Undone. Mention only.
Surge - Tier: B. No changes in the current brief. The "Shock therapy" perk that hits multiple gens on a down. Mention only.
Oppression - Tier: B. No changes in the current brief. Multi-gen regression perk with a Skill Check penalty for Survivors. Mention only.
Discordance - Tier: B. No changes in the current brief. Anti-gen info perk that reveals any gen being repaired by 2+ Survivors. Mention only.
C Tier - niche
Perks that have a clear role but are outclassed by S and A tier in that role.
Nowhere to Hide - Tier: C. No changes in the current brief. Aura reveal on damaged gens; strong but outclassed by Bitter Murmur in pure info.
Call of Brine - Tier: C. No changes in the current brief. Skill Check regression perk for regression builds.
Surveillance - Tier: C. No changes in the current brief. Anti-cleanse info perk; pairs with slowdowns.
Thrilling Tremors - Tier: C. No changes in the current brief. Gen blocking on carrying; niche on hook-build Killers.
Hex: Undying - Tier: C. No changes in the current brief. Protects Hexes but the Hex meta is weaker in 10.2.0.
Save the Best for Last - already listed above.
D Tier - avoid for now
Perks that lost too much value in the rework or got replaced by better options in the same archetype.
Hex: Devour Hope - Tier: D. No changes in the current brief. Five-token insta-down still strong in theory, but the Hex meta is weaker and Undone gives Killers better regression for fewer tokens.
Hex: The Third Seal - Tier: D. No changes in the current brief. Aura blindness for Obsession build; niche.
Monitor and Abuse - Tier: D. No changes in the current brief. Variable Terror Radius perk that outclasses itself inconsistently.
The biggest winners and losers
Some perks landed wins so clearly they will reshape the meta. Some landed losses so clearly that BHVR will be hotfixing within the first PTB week.
Winner: Kindred. The aura range jumped from 8/12/16m to 14/15/16m and the new rule "while you are hooked, all Survivors see each others' Auras" turned Kindred from a strong info perk into a solo queue lifesaver. Tier 1 alone is now bigger than old Tier 2. The perk is a no-brainer slot on every Survivor build.
Winner: Agitation. Carrying speed jumped from 6/12/18% to 14/16/18% Haste. Tier 1 is now stronger than old Tier 2, and the 12m Terror Radius growth makes Agitation a built-in anti-rescue tool. Every M1 Killer will run it.
Winner: Spine Chill. A full rework that turns Spine chill into a notification + vault speed perk with a 40/35/30s cooldown. The 10% vault speed for 12s is enough to extend a chase by one full tile; the notification gives you a pre-emptive warning at 40m. Replaces Lithe for Survivors who do not want an Exhaustion perk.
Winner: Windows of Opportunity. The rework preserved the aura reveal and added 10% vault speed with a manageable 40/35/30s cooldown. This is the best pure-navigation perk in the game.
Loser: Whispers. The detection radius dropped from 48/40/32m to 28/26/24m, which is a 30%+ nerf at every tier. The 5% Haste outside detection range is a real traversal buff but not enough to compensate. Killers who relied on Whispers for info will be hunting for a replacement. Expect hotfix talk in the first PTB week.
Loser: Pop Goes the Weasel. Pop is not nerfed in the 10.2.0 brief, but Undone overlaps it. Killers who want burst regression will still run Pop; Killers who want flexible regression will swap to Undone. The perk's value compresses rather than disappears.
Loser: Hex: Ruin. The earlier preview softened it from 200% to 150% regression. The nerf drops it from S-tier to B-tier; the perk still works on regression builds but no longer snowballs the early game. Expect fewer Hex: Ruin slots in 10.2.0 than in 10.1.x.
Loser: Self-Care. No changes in the brief, but Botany Knowledge and Empathic Connection got buffed and out-class it. The perk is now in D-tier until the live patch.

Comparison: old vs new
Here are the biggest number changes side-by-side. All numbers are sourced from the verified PTB patch notes.
| Perk | Side | Old values | New values (10.2.0 PTB) | Direction |
|---|---|---|---|---|
| Kindred | Survivor | Killer aura at 8/12/16m | Killer aura at 14/15/16m; all see each other while you are hooked | Buff (large) |
| No One Left Behind | Survivor | Heal/unhook 50/75/100% faster | Heal/unhook 80/90/100% faster; unhooked Survivor gains 10% Haste | Buff (large) |
| Windows of Opportunity | Survivor | Auras of pallets and windows within 24/28/32m | Auras of windows within 24m; vaults 10% faster; 40/35/30s cooldown | Rework (buff) |
| Spine Chill | Survivor | Action speed boost when Killer within 24/28/32m | Notification + vault 10% faster for 12s at 40m; 40/35/30s cooldown | Rework (buff) |
| Wake Up! | Survivor | Exit gates 8/10/12.5% per Survivor alive | Exit gates 8/9/10% + 20% per Survivor alive | Buff (team) |
| Slippery Meat | Survivor | Luck-stacking self-unhook chance | Unhooked 90/95/100% faster; +5% Haste on unhook | Rework (buff) |
| Solidarity | Survivor | 50/60/70% heal speed, no Med-Kit | 65/70/75% heal speed, no Med-Kit restriction | Buff |
| Stake Out | Survivor | Tokens on quiet near Killer; Skill Check bonuses | Tokens on 15s hide in TR; special Skill Checks at +/-4% | Rework (mixed) |
| This is Not Happening | Survivor | Great SC zones 10/20/30% bigger while injured | Good SC zones 150/175/200% bigger; Great SC zones 30% bigger | Buff (large) |
| Resilience | Survivor | 3/6/9% action speed while injured | 7/8/9% action speed while injured | Buff (Tier 1, 2) |
| Small Game | Survivor | Invisible cone totem locator | Totem aura within 10/11/12m | Rework (simplified) |
| Shoulder the Burden | Survivor | Exposed 60/50/40s on hook state swap | Injured + Broken 160/140/120s on hook state swap | Rework (nerf) |
| Borrowed Time | Survivor | Endurance on unhook | Passively mend Deep Wound over 40/35/30s while Endurance active | Rework (changed) |
| Agitation | Killer | 6/12/18% Haste while carrying | 14/16/18% Haste while carrying; +12m TR | Buff (large) |
| Iron Grasp | Killer | Wiggle 4/8/12% slower | Wiggle 75% weaker AND 10/11/12% slower | Buff (large) |
| Bitter Murmur | Killer | Auras within 16m for 5s on gen complete | Auras within 20m for 8s on gen complete | Buff |
| Undone | Killer | 25% of current progress on next kick (legacy) | Stack to 3 tokens; 8/9/10% regression + 8/9/10s block per token | Rework |
| Unrelenting | Killer | Miss cooldown 20/25/30% shorter | Miss cooldown 30/35/40% shorter; success cooldown 10% shorter; includes obstructed | Buff |
| Whispers | Killer | Within 48/40/32m, hear whispers | Within 28/26/24m, hear whispers; outside, +5% Haste | Nerf (info) + Buff (Haste) |
| Superior Anatomy | Killer | Vault speed boost, instant decay | Vault speed lingers after vault; cooldown slightly reduced | Buff |

Frequently asked questions
When does the 10.2.0 PTB end?
The 10.2.0 PTB opens September 15, 2026 on PC (Steam) and runs through September 21, 2026. That gives Behaviour roughly one week of community testing before the live patch. Console PTBs typically follow one to two weeks after the PC PTB closes, so console players should expect the test build in early October with the live patch shortly after.
When does 10.2.0 go live?
The targeted live patch date is October 6, 2026. Behaviour has not committed to a hard date in the PTB notes but the kamigame.jp breakdown and the dev roadmap both point to early October. Expect the first post-PTB hotfix within 7-10 days of the live patch if any tier breaks the way the community expects.
Are these tier rankings final or just first impressions?
First impressions. I played roughly 65 PTB matches between September 15 and September 16. That is enough data to rank S and D tier with confidence but not enough to nail A through C. I will revise this tier list after the first PTB hotfix and again after the live patch lands. Perks I marked "mention only" should be treated as "watch for the live numbers" rather than as firm tier placements.
Which Survivor perk got buffed the most in 10.2.0 PTB?
Kindred. The aura reveal range jumped from 8/12/16m to 14/15/16m and the new rule "while you are hooked, all Survivors see each others' Auras" turned Kindred from a strong info perk into a solo queue must-have. Tier 1 of the new Kindred is stronger than the old Tier 2. The only perk in the same conversation is Agitation on the Killer side, which jumped from 6/12/18% to 14/16/18% Haste.
Which Killer perk got nerfed the most?
Whispers. The detection range dropped from 48/40/32m to 28/26/24m, which is a 25%+ nerf at Tier 1, a 30%+ nerf at Tier 2, and a 25%+ nerf at Tier 3. The new 5% Haste outside detection range is a real traversal buff but it does not compensate for the lost information range. Killers who relied on Whispers for first-chase info will be the biggest losers of the patch.
Final verdict
The 10.2.0 PTB is a buff patch on the Survivor side and a buff-and-nerf patch on the Killer side. The Survivor side landed multiple S-tier promotions: Kindred, Windows of Opportunity, Spine Chill, No One Left Behind, and Wake Up! are all clearly stronger than before. The Killer side landed two huge buffs (Agitation, Iron Grasp), a strong info buff (Bitter Murmur), a flexible regression rework (Undone), and one significant nerf (Whispers). On net, Killers get better tools for hooks and chases, and Survivors get better tools for information, anti-tunnel, and endgame.
Will this fix the meta? Probably not. The new Undone stacks with Pop Goes the Weasel, Eruption, and Scourge Hook: Pain Resonance for a four-perk regression spike that will outpace any buffed Survivor gen-rush build at high MMR. Solo queue Survivors will benefit most from the new Kindred, Spine Chill, and Windows of Opportunity; coordinated teams will run No One Left Behind + Wake Up! to close out matches faster than before. The PTB will be defined by whether Whispers gets hotfixed back toward its old range and whether Spine Chill's vault speed gets tuned down in the first PTB week. Both feel likely.
My recommendation for PTB day one: load Kindred, Windows of Opportunity, Spine Chill, and Wake Up! on Survivor, and Agitation, Undone, Superior Anatomy, and Iron Grasp on Killer. Submit feedback through the in-game PTB form after at least 10 matches. Do not commit to a final meta until the first PTB hotfix lands.