Dead by Daylight: BETA

Dead by Daylight: BETA

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High Ranking Killer Play
By It's Evan
Rank 1 Killer, currently #2 overall in beta.

The killer's biggest weapon is not his machete, nor his beartraps, but his mind. Learn to outplay the survivors from beginner to expert level tactics, and make those trespassers pay with a permanent time-out in the basement.
   
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Basic rules and tenets
Accept that you are only guaranteed to get one kill based off your abilities to track, find and slay the survivors. Sometimes the maps will not generate in your favor. Sometimes the survivors will spawn on all four corners of the map, and get 10 skillchecks on the generators.

Know that sometimes it is best to leave a survivor downed where they lie as opposed to taking the time to bring them to a hook and mount them.

Understand that it is better to catch a survivor in a bear trap and pick them up, than it is to chase a survivor and slash them twice to down them.

As a trapper, your most advantageous positions are in narrow, long environments. Encourage survivors to travel in these places as much as possible. How, will be elaborated in the advanced section.

Use your judgement to determine if a chase is worth it or not. If a survivor runs into a brick maze, its usually a good idea to break it off.

Some survivors aren't worth the trouble. If they have a medkit, you have to either ignore them or fully commit. If they are highly skilled, it may be a waste of time.

When survivors run loops around a barricade, don't play their game. They will try to mold the environment to their advantage, just break the barricade and don't waste time.

Survivors that sabotage hooks are survivors that waste time. This will be elaborated on later.

The counter to closets is a headset.

When it comes to traps, measure twice, place once.

Most importantly, a trapper needs bait.
Beginner's section
The best thing you can do as a killer is understand the maps. There are four maps, each with their own unique attributes. The maps are not so much randomly generated as opposed to having certain parcels swapped out, parcels that are better for killers, and parcels advantageous to survivors.

For example:

  • There will always be a factory in Ironworks of Misery.

  • Suffocation pit features a shack on one side of the map, a farm on the other side, and a brick maze in-between the two that survivors can easily lose you in.

  • Shelter Woods will always have a tree in the center and a shack somewhere on it's periphery.

  • Coal Tower will always have a shack on one side and a two-floor house on the other, with large parcels in between like log piles or water towers.

Lay your traps in places that survivors will probably walk in. This includes spots like generators or windowsills. Factory window is a popular place to escape in, put a trap there.

Don't move around the map unless you have a reason to. I won't go to a generator on the other side of the map if it makes noise, but if it has an unset trap next to it I might reconsider.

You are in a good situation if there are an equal amount of generators as there are ACTIVE survivors.
Intermediate section
This section is all about understanding the maps and their fundamental properties, as well as guidelines for generator holdouts. This will all be concrete, tangible information that you can visit the maps and confirm. The next section will go into theory, a little bit of psychology and risk/reward.

Assuming that you understand the properties of each map, you need to acknowledge that in a 4 survivor team there will ALWAYS be 7 generators on the map. That means when the count goes down to 1, you will have to manage 3 generators before the exits open.

At the very start of the game, determine which three generators you will be defending. The spots for the generators are mostly randomly generated, but there will always be a generator in the factory on Ironworks, a generator on the top floor of the house in Coal Tower, a generator on the side of the farm in Suffocation Pit, and a generator next to big tree on Sheltered Wood.

These are good generators to keep:

  • Factory is a nightmare for survivors because the interior blocks all view. This makes ambushing survivors on the generator very easy.

  • House generator is nice to keep because if you keep it, you can have eyes on your other two generators at all times, without any risk to your third generator since it's right beside you.

  • Farm generator is great because the generator itself has only two ways to exit and a barricade. Put one trap down on the barricade, approach from the other end. Easy pickings.

  • If a survivor gets spotted on the generator at big tree, they are pretty much guaranteed to get hit since there is a lack of cover for them to run to (barricades, windows, etc.).

If a location has/doesn't have a basement, it may influence your decision to hold out at one location versus another. If you are a vigilant patroller, you should be able to find people sabotaging your hooks before they get destroyed. You only need one hook, the rest of the team can get downed.

Check on your three designated generators frequently. Feel free to neglect the other generators if you so much as feel a concern for the three you are trying to keep. You don't want to be in a situation where the three generators are sprawled across the map, as opposed to tightly clustered and all within eyesight.

Roam around the map deliberately picking up traps. Feel free to harass survivors and down them if they are near, but don't take the time to hook them. The time invested in hooking the survivor may be time the survivors are attacking your generator cluster. You also knock out two people from fixing generators temporarily - one person who's downed, another person who takes time getting them up.

By harassing the survivors and downing them, you are buying yourself more time to set up defenses. A downed survivor not only takes significantly more time to get back into action as opposed to the hook, but it also means you can just move on to the next task immediately. Only hook a survivor near your generator cluster, as you will be able to adequately supervise them and make sure that they don't get rescued.

Of course, if the survivor you are chasing is using barricades and going through windows, stop the chase. Only commit to chases that are within your territory, your territory being your generator cluster.

You can put traps on your "trouble" generator of the three and just patrol the other two. You can also put a trap in an obvious spot on each generator, so that when a survivor has the gall to disarm the trap, you will know exactly where they are.

Parcels that are usually worth keeping are the log pile and the water tower. They make good generator spots for the killer as these parcels themselves offer no cover or barricades and you can ambush from the side opposite of the generator.

Parcels that feature numerous barricades certainly have an influence on choice, but you can also work this to your advantage with traps. If you don't have traps and survivors do use barricades inside your territory, just break them. The 20-some barricades on the map don't do anything since you only care about the 2-4 in your zone. They can only run now.

Parcels next to generators certainly can have an influence on your decision to keep it. A survivor can vault in and out of a brick maze parcel right onto your log pile generator, and you can't do anything about it. Not all generator locations are created equal, even if they are on a favorable parcel.

You'll have to make a judgement call on what generators to keep. By all means these parcels are not set in stone to be the best spots to defend. I will still keep a generator next to a brick maze if it's within view of the hilltop that lets me see the other two generators, for example.
Advanced section
(work in progress)
7 Comments
Nikko 22 Jun, 2016 @ 4:07am 
I have no reason to insult you, whether you leave my game or not. Take my comments however you want. I agree that there isn't much you can do unless you can aim your lunges well, but this in itself does not make an exploit. The ranking doesn't matter, but it does show a big badge over your head that people obviously take note of. You're just making excuses for yourself; the community itself isn't the problem- it's the actions that the scum of the community do. The leavers, toxic players, hackers, and "teabaggers" (although this is actually one of the only ways for survivors to communicate, so I refuse to take it personally) will ruin this game.
It's Evan  [author] 22 Jun, 2016 @ 3:54am 
I don't "disconnect" from a game. I leave. This still involves pip loss.

Window vault spam cannot be countered by trapper if the survivors are intent on exploiting the spot. All they have to do is look for traps and disarm them. Look away for about 10 seconds and the trap will be disarmed. You can't take care of your other generators if you want to shut down cheese.

On top of that, the three best generators to hold out on are often at the cheese spots. Take for example, the factory on Ironworks of Misery or the mines in Suffocation Pit.

This means that the three best generators are often within running distance. I can either direct attention to the exploiters, and lose out on the other guys doing gens, or focus on the cheesers, and lose out again. There is no counterplay.
It's Evan  [author] 22 Jun, 2016 @ 3:53am 
And I could honestly care less about what the community thinks of me, if they are all intent on exploiting windows and teabagging the exit in a show of bad manners then this is a community I refuse to associate with.

And be an example of a rank 1 player? Please, the ranking system is broken. It doesn't prove skill, it only proves who's played for a longer time.

You can do a better insult than that.
Nikko 22 Jun, 2016 @ 3:33am 
And what's not inherently exploitive about disconnecting to prevent a loss? They are both in the game, window vault spam and disconnecting, the latter being most definitely iterated that it will be removed from the game. You play trapper regularly, the biggest counter to window users. Exploit implies that the window cheesers are using a bug to their advantage, which they obviously aren't.

You can choose to continue to do what you do, but you are making a fool out of yourself in the rather small community at the minute. You have been talked about on multiple streams negatively, even being accused of disconnecting as a survivor. Be a better example as a rank 1 player; you're doing nothing but slandering your own name.
It's Evan  [author] 22 Jun, 2016 @ 3:17am 
I don't bother with window cheesers, if that's what you're referring to.

I play this game to have fun, not to deal with exploiters.

On the topic of using offerings for "twitch streamers", I save up my memento moris for rank 1's, which without those it's pretty hard to deal with survivors who have sprint + self heal + sabotage.
Nikko 22 Jun, 2016 @ 3:14am 
"The killer's biggest weapon is not his machete, nor his beartraps, but his. . . " ability to DC from games, which It's Evan does regularly!

He's a nice, reliable teammate to have as a survivor, but as a killer, he likes to grief by DCing from games as well as saving up his ultra rare offerings, add-ons, and perks for Twitch streamers and other vulnerable targets (I suppose they are asking for it, sometimes). It's hard to take a guy like you seriously when you heavily promote BM in games by being a toxic killer.

Shame on you. :steamfacepalm:
Caesar 13 Jun, 2016 @ 1:21pm 
Awesome guide.