Health States

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Health States are a Game Mechanic exclusive to the SurvivorsIconHelpLoading survivor.pngIconHelpLoading survivor.pngIconHelpLoading survivor.png in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png.


Overview

Health States are an integral part of the Gameplay Loop in Dead by Daylight's Trials and dictate how vulnerable a Survivor is to the Killer and various Game Mechanics.
They can also activate or deactivate Perks as a whole or some of their effects.


Health State Types

Survivors can be in one of 3 distinct Health States:

  • Healthy State
  • Injured State
  • Dying State

There is also a special fourth state situated in-between the Injured State and the Dying State: Deep WoundIconStatusEffects deepWound.pngIconStatusEffects deepWound.pngIconStatusEffects deepWound.png


Healthy State

IconHelp healthy.png

This is the default Health State of Survivors; they always start the Trial in this Health State, unless, they have the Perk No MitherIconPerks noMither.pngIconPerks noMither.pngIconPerks noMither.png equipped.

Healthy Survivors can perform all interactions and move at their default Movement Speed.
They do not make excessive noises other than heavy breathing after running.

Damage

Receiving damage from a Killer's Weapon puts Healthy Survivors into the Injured State.

Receiving damage while already in the Injured or in the Deep Wound State puts them into the Dying State.

Double Damage

Receiving double damage from a Killer's Power, or a Killer's Weapon puts Healthy Survivors directly into the Dying State.


Injured State

IconHelp injured.png

This is the default Health State of Survivors using the Perk No MitherIconPerks noMither.pngIconPerks noMither.pngIconPerks noMither.png.

While Injured, Survivors will bleed and grunt in pain, making them easier to track. Though an injured Survivor limps, their Movement Speed is unaffected and the same as when Healthy.

Receiving damage from a Killer's Power or Weapon puts Injured Survivors into the Dying State.

Survivors that were grabbed during an interaction with a Prop are also put into the Dying State.

Survivors can reduce or stop the grunting by using No MitherIconPerks noMither.pngIconPerks noMither.pngIconPerks noMither.png, Iron WillIconPerks ironWill.pngIconPerks ironWill.pngIconPerks ironWill.png, Off the RecordIconPerks offTheRecord.pngIconPerks offTheRecord.pngIconPerks offTheRecord.png, Parental GuidanceIconPerks parentalGuidance.pngIconPerks parentalGuidance.pngIconPerks parentalGuidance.png, Self-PreservationIconPerks self-Preservation.pngIconPerks self-Preservation.pngIconPerks self-Preservation.png, Low ProfileIconPerks lowProfile.pngIconPerks lowProfile.pngIconPerks lowProfile.png, Bite the BulletIconPerks biteTheBullet.pngIconPerks biteTheBullet.pngIconPerks biteTheBullet.png, or Lucky StarIconPerks luckyStar.pngIconPerks luckyStar.pngIconPerks luckyStar.png.

Killers can improve their ability to hear grunting by using StridorIconPerks stridor.pngIconPerks stridor.pngIconPerks stridor.png.

Survivors can also ignore being put from the Injured State into the Dying State once should Mettle of ManIconPerks mettleOfMan.pngIconPerks mettleOfMan.pngIconPerks mettleOfMan.png activate.


Deep Wound State

Main article: Deep Wound


This Health State is also a Status Effect inflicted by various Unlockables and some Powers.

While Deep Wounded, Survivors are on a bleed-out timer (shown as a yellow bar on the HUD) until they either Mend themselves, are Mended by other Survivors, or the timer runs out.

The bleed-out timer is paused whenever the affected Survivor is either running or Mending.
Partial Mending progress is saved, if the interaction is interrupted.

If the bleed-out timer runs out, the Survivor will fall into the Dying State.

As a unique side-effect of MadnessIconStatusEffects madness.pngIconStatusEffects madness.pngIconStatusEffects madness.png, Survivors cannot Mend themselves, if they are on Madness Tier III, but can still be Mended by other Survivors that are not on that Tier.


Dying State

IconHelp dying.png

In the Dying State, a Survivor's Movement speed is limited to a slow crawl and they are unable to use any of their ItemsIconHelp items.pngIconHelp items.pngIconHelp items.png.

A crawling Survivor has two options: recover as much health as they can (at maximum 95 % at a rate of 50 % of the normal Healing speed, which equates to recovery taking 30.4 seconds), or crawl away to find help. Without the aid of certain PerksIconHelp perks.pngIconHelp perks.pngIconHelp perks.png, a Survivor cannot fully recover by themselves; they will need another Survivor to finish healing them. A crawling Survivor can be picked up by the Killer and brought to sacrificial HooksIconHelpLoading hook.pngIconHelpLoading hook.pngIconHelpLoading hook.png.

While in the Dying State, Survivors slowly bleed out till death (after 240 seconds). The bleed-out progress can be seen below the Survivor's Status Icon in the HUD.

Healing from the Dying State puts a Survivor into the Injured State.

Dying Survivors can see the AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of their teammates and vice versa. Dying Survivors can use their teammates' locations to determine whether they should move or attempt to recover.

  • It takes 240 seconds (4 minutes) for a Dying Survivor to bleed out and die.
    • This is a fixed value and there are to date no mechanics or Unlockables that can influence it.
      Contrary to some popular beliefs in the community, moving around while bleeding out does not accelerate one's death.
  • A Killer can see the Aura of a nearby Dying Survivor if they have the Perk DeerstalkerIconPerks deerstalker.pngIconPerks deerstalker.pngIconPerks deerstalker.png.
  • TenacityIconPerks tenacity.pngIconPerks tenacity.pngIconPerks tenacity.png allows Survivors in the Dying State to recover and crawl at the same time.
  • UnbreakableIconPerks unbreakable.pngIconPerks unbreakable.pngIconPerks unbreakable.png, No MitherIconPerks noMither.pngIconPerks noMither.pngIconPerks noMither.png, Soul GuardIconPerks soulGuard.pngIconPerks soulGuard.pngIconPerks soulGuard.png, Boon: ExponentialIconPerks boonExponential.pngIconPerks boonExponential.pngIconPerks boonExponential.png and Plot TwistIconPerks plotTwist.pngIconPerks plotTwist.pngIconPerks plotTwist.png allow a Survivor to fully recover from the Dying State.
  • AdrenalineIconPerks adrenaline.pngIconPerks adrenaline.pngIconPerks adrenaline.png instantly recovers a Survivor one full Health State when the Exit Gates become powered.
  • Survivors can reduce the grunting by using No MitherIconPerks noMither.pngIconPerks noMither.pngIconPerks noMither.png or TenacityIconPerks tenacity.pngIconPerks tenacity.pngIconPerks tenacity.png.

Healing

Healing can put Survivors back into higher Health States.
It is considered a Healing action and affected by various Unlockables.

It takes 16 Charges to heal a Survivors for the equivalent of 1 Health State.

There are 2 types of Healing amongst Survivors:

Altruistic Healing

Altruistic Healing occurs when a Survivor is being healed by one or two other Survivors:

Altruistic Healing does not require the use of Med-KitsIconItems firstAidKit.pngIconItems firstAidKit.pngIconItems firstAidKit.png and is a default ability of all Survivors.
However, using a Med-Kit greatly increases the Healing speed.

Survivors have an individual default Healing speed of +1 c/s, which is doubled to a combined +2 c/s if two Survivors heal a third Survivor together, halving the Healing time.

Personal Healing

Personal Healing occurs when a Survivor is healing themselves without the help of other Survivors.

Personal Healing requires the use of Med-KitsIconItems firstAidKit.pngIconItems firstAidKit.pngIconItems firstAidKit.png or PerksIconHelp perks.pngIconHelp perks.pngIconHelp perks.png that provide the Self-Care ability.

Personal Healing, with few exceptions, usually comes at the cost of a reduced Healing speed, which depends on the type of Unlockable used to heal one's self.


Mending

Mending is the equivalent of Healing for Survivors affected by the Deep WoundIconStatusEffects deepWound.pngIconStatusEffects deepWound.pngIconStatusEffects deepWound.png.
Mending will remove the bleed-out timer and leave the Survivor in the Injured State.

Despite the ability for Auto-Healing effects to also apply to Mending, completing the action generally does not count as a Healing action.

Should the bleed-out timer run out or the affected Survivor receive damage by the Killer before they Mend, they will be put into the Dying State.

  • Self-Mending takes 10 seconds to complete.
  • Altruistic Mending takes 6 seconds to complete.
    • Up to two Survivors may Mend a third Survivor, albeit at a slightly slower individual speed, due to an Efficiency penalty of -25 % to the Action speed.
  • Any partial Mending progress is saved, should the action be interrupted.


Change Log

Patch 2.3.0

  • Survivor Nerf: raised all Health States from 12 Charges to 16 Charges.
    • This means that Survivors need to input more Healing charges, effectively increasing the Healing times.

Patch 3.4.0

  • Survivor Buff: reduced Mending from a fixed 30 seconds to 12 seconds for Self-Mending and 8 seconds for altruistic Mending.

Patch 8.6.0

  • Survivor Buff: further reduced the Mending times:
    • Self-Mending: from 12 seconds to 10 seconds
    • Altruistic Mending: from 8 seconds to 6 seconds
  • Survivor Quality of Life: Mending now pauses while performing Snap Out of It.
    • This change prevents Survivors suffering from Deep Wound and Madness III at the same time from essentially being forced to enter the Dying State once their Bleed-out timer depleted past the point of matching the duration of the Snap Out of It interaction, which takes precedence over Mending.