Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Killer mains how do you "jUsT pRessuRe gEns!" ?
I don't play killer that much, and after the matches I had this evening, I remember why not. I'm in green ranks, but there are constantly 1-2 red rank survivors in my lobby. Games are super fast, gens pop left and right even though I try not to chase one person too long, run Ruin and chase survivors off the gens. Most of the matches were 0k or 1k, there just weren't enough time to kill anyone.
How the ######### do you do it.
Comments
-
Find the one survivor who is bad at looping. Tunnel him out asap. Once they're only 3 survivors left, you successfully applied pressure.
28 -
Well, I just play the game. Try to down people fast. That's all, I don't really think about it a lot.
11 -
Get quick downs, prioritise defending the generators early on, tunnel someone out the game if the opportunity arises and set up a 3/4 gen to hard-core protect.
All depends on the map, survivors, killer and how you're playing though
4 -
This content has been removed.
-
What killer(s) are you playing?
1 -
First there's game knowledge: even without perk you should know the general area where survivor are.
Then depend on the killer. Some like Clown, Huntress and Deathsligner require you to end chase really fast so you have enough time to patrol.
Then you have how good/bad a map is for your killer. On Lery many killer can't use their ability properly. There are barely any loop where Demo can Shred, too many windows for Bubba to deal with, most tiles are too high for Huntress's hatchet etc.
2 -
I consistently use corrupt intervention just because i know how much progress can be completed in 2 minutes if left unchecked. Aside from that discordance is always good to know where half of the survivor team is so that's where pressure needs to be applied. If those don't help then limit chases to ~30 seconds, if you dont get a hit in that time go somewhere else. If you do get the hit in a timely manner commit if they have a med kit or leave if they don't(they'll need a teammate to heal them, they'll selfcare for a while, or be weak the next time you run into them).
1 -
I use my game knowledge and mechanical skill to outplay survivors.
If that fails I post on forums about how hard killer is, and beg for swf nerfs and complain about discord cheaters.
3 -
I slug. A lot.
11 -
I try to be a bit less ruthless than this, but similar idea.
Find a weak looper, down them, force stronger loopers out of position to rescue, then capitalize. Even the best looper can't evade you if you pick a nice dead zone to force him into.
Honestly, I'll sometimes slug to avoid 3 hooking a bad looper too quickly. While a part of it is mercy... there's a strategic element to keeping the weakest link alive, as someone has to come out of position to pick them up.
11 -
These day I play STBFL on Demo so I try to keep the obsession alive till I have all my 8 stacks, then if I have time I'll chase that person with shred otherwise I'll focus more on the other.
2 -
I drag the Survivor I downed with me using the taxi build so I don't waste time walking to a hook first. :P
0 -
I played as the Legion until rank 10 and did okay with them. Now I'm playing Pyramid Head and it's defeat after defeat.
0 -
2 words. 3 gen. most survivors will 3 gen themselves into the ice age, try locate a good 3 gen then make sure it stays intact.
3 -
I'd like to tell you there is a secret move or a magic bullet. There isn't. The advice I'm going to give you is all correct in theory, but application of these tactics will still take you a lot of time and practice. Good pressure keys in on a lot of things. I like to be and honest and up front as I can. These things will help you, but it is going to take time to integrate them into your playstyle, and evolve the instincts you need to do them in the first place.
- Triage your map. This means you should immediately look out across the map and decide what Generators are not worth fighting for at all. As you become more familiar with the maps (which takes time) this becomes easier and easier. There are some Generators that appear inside areas and loops that are just too friendly to the Survivors. Consider that Generator that always appears upstairs in the "Ugly Room" of the Hawkins map. This is the room where the Upside Down is spilling over into the real world. It takes forever to get there, you have to go all the way in, up the stairs and then back around to get to the Survivors. They on the other hand have multiple holes to drop down on, a whole side to drop down on and go back up the stairs, and even a crazy little catwalk in the corner. Time spent in this room is largely a waste. Likewise, any Generator spawning next to the Pig Head Tree and the little Stone Wall is like swimming upstream when you face someone with even the basics of Looping down. There are strong points and weak points for Survivors all over the map, just as there are those for Killers. Once you know your maps, it only takes a moment or two to identify those areas which provide the most dead zones and advantage to you.
- Corrupt Intervention is your friend. Why not start the first two minutes of the match only having to defend four Generators? It gives you time to get a feel for the Survivors and a lot more time to do that Triage I spoke about above. It takes time to do Triage fast, but with Corrupt Intervention you have time to think until you have internalized the instinct. Sometimes you even get a bonus. Sometimes the three furthest away Generators are also the closest together. This means you can instantly see the best 3-Gen at the start of the game and you don't have to defend it yet. You can get your early hits and hooks in, and then if you feel you have to, shift to that side of the map and defend those hardcore and lock up the game. It is a dirty trick, and those three furthest aren't always the closest together, but at least a third of the time, they are in fact a great 3-Gen.
- Eat those pallets and take those early stuns. Lots of Killers are adverse to getting hit, so much so that they respect the pallet and it doesn't get thrown. Remember that Triage above (it all goes back to that)? I said you want to identify your strong points early (dead zones which favor the Killer) and in the early game you want to NOT respect the pallet in those areas so they drop them. So you get a brief stun, so what? The key thing is you have made that strong point into a fortress now and defending the Generators in it just got a whole lot easier as the game goes on. Take your lumps early to ensure they take their hooks later.
- Learn to Herd. Herding is another tactic, not unlike Camping, Tunneling, Slugging, etc. It just isn't very well known. Herding is the practice of chasing in such a way as to pick up more than one (as many as you can) Survivors in a chase as possible. In fact, you often aren't really chasing, only giving the appearance of it. You listen for those Generators being repaired, you keep an eye out for other Survivors as you chase, and then swing wide to bring them into the same motion. The more Survivors that are running, the fewer there are working Generators. Also, if you scoop up 2+ Survivors in a chase the chances are that they will get in each other's way allowing hits or downs, and/or when they do break into different directions, you get an option to cut the distance and go for an easier target rather than the one just pushing M1 and going in a straight line. Herding also allows you to nudge them toward the 3-Gen you want. If you just start chases (even those you know you don't intend to close) and keep running them off from certain areas, Survivors always gravitate to the Generators of least resistance, i.e. working on those you have written off anyway.
- Keep track of where everyone is located, or likely located. This skill only comes with time, countless hours spent playing the game. You get a feel for where Survivors are and you take note of when you see Crows in the distance, or you see one land as you move into an area. There are always clues that can tell you where people are even when they are being pretty sneaky. If you run up on a Generator that was at zero last time you checked it (not that long ago) and now it is almost done, it should tell you something. Even if you only see one Survivor running away, there is another there somewhere hiding and waiting for you to chase off so they can finish the job. Does this mean you have to have a good sense of time, check Generators are regular routes and do the math in your head roughly? Yes. Does this mean you have to pay attention to crows, even the ones you can barely see? Yes. You also have to take note of the Generators that are going up and in what pattern. Are your Survivors clumping together or are they spreading to the four winds?
- You have to study your Survivor reactions early. Are they altruistic or are they going to milk every hook for maximum Generator time? Altruistic types can be disrupted simply by hooking someone, and make sure you hook them in a backwater, some deep corner where there are no Generators or the Generator there is already done (if you can). This takes two Survivors off Generators (or more) for the longest time possible. Also, the further someone has to travel, the greater the chance they will run into you while you are leaving that backwater. Dead corners can be better than the Basement. Also, if you are so lucky as to hook two Survivors at the same time, hook them near each other if possible and in this case near a Generator or two you are defending. Then you can defend those Generators and camp at the same time. You will be pulling at least one and perhaps both the other Survivors in this case for the rescue and have killed three birds with one stone.
I'm going to stop there, because I've given you enough to think about and practice. There is more, a LOT more. These are just the things I think you will have the most power over early. Different Killers, of course, have options to Proxy Camp, Insta-Down, and various Regression Perks help with generator pressure too. I'm making the assumption you already know about those.
10 -
Pyramid Head is pretty difficult to get started with. Hell, even I still struggle with him. You can try focusing on getting the rites of judgement hits before survivors drop pallets or vault windows so that you get a good hit. Orrrr you can FAKE the rites of judgement which causes the survivor to not vault it at all and then the survivor hesitates and you get a free M1 hit.
If I were you I would try playing Freddy for now w/ snares for gen patrolling and anti-loop if you're still struggling. If you're doing fine with Legion you can keep playing them.
1 -
Which killer and build are you using?
0 -
That very strongly depends on which Killer I'm playing... but I have a tendency to make builds based around spreading injuries around and making not healing a terrible idea.
If I'm on Legion, Frenzy Deep Wounds and Thanatophobia. After I get several Frenzy stabs and a down, I then kick a Gen and inform the Survivors that I have Trail of Torment and neglecting to heal is... probably not in their best interest since I am now budget Ghost Face. Then I catch out heal parties with Nurse's Calling + M&A/Trail.
If I'm on Myers, I stay in Tier 1 for a... possibly uncomfortably long time and use Surveillance and Nurse's Calling to ambush stationary Survivors along with Sloppy and Oppression to buy me additional time. Yes T1 Myers is slower than average, but closing the distance on a Survivor at a rate of 4.2 m/s is significantly quicker than doing so at a rate of 0.6 m/s. This is map dependent, but when it works, it works beautifully.
As Deathslinger, he already makes not healing a really bad idea. So... add Sloppy and 3 Perks that can tell me where people are mid chase. If one goes off and I've speared and stabbed someone so they're injured and deep wounded, I leave them. Oh also Tinkerer. Believe me... you do not want to be injured on a Gen and have an undetectable Deathslinger step around the corner.
1 -
- Hit or pallet in 15 seconds or less and then rotate to another survivor.
- Rinse and repeat.
Go for a second hit if they happen to position poorly. Otherwise go back to 1.
Hit or pallet longer than 15-20 seconds is losing you the game.
This advise will take you far.
1 -
Corrupt intervention
also killing
0 -
Bro i just had the same Problem today! Im on ranl 9-10 Killer and got 3 times the same Survivor Group with 2 rank 1 players and me with my controller nurse. You can imagine how embarrassing that was for me to get dunked.
I gotta say they were really friendly to me after the first match. The second and third time they didnt teabagg and flashlight spam anymore and they told me i shouldnt give up on trying to learn nurse. Very nice people.
So to answere your Question on how to preassure gens: Against "not so great" Survivors you just could choose a 3 gen strat and let the other 2 get finished. I guess you would have to take pop goes the weasel and noed in order to make this work well.
I rly dont know how you could do well against high rank survivors if they rush gens bc undying nerf makes gen Regression perks useless imo.
So yeah maybe we should play more as survivor 😅
1 -
Pretty much what he said. Playing Killer is not only chasing people around, tunneling someone who can loop you easily on the best zones of the map, getting the gens poped because you cant diversify and coming to the forum to rant. Killer has a huge strategic factor that a lof of people ignore, you need to study the map in the first 30 seconds and prepare, for me the very moment the match loads, when the camera is spining around me in third person view Im already checking gen locations and which ones are important and which ones are not
Triaging the map right at the start is paramount, almost all maps have generators on clusters or in worst case scenario a map will have 6 gens in 2 thirds of the map and one lone isolated gen in the other third, this gen is of no consequence and while checking it is ok (pressure is pressure and you should never give any generator for free) you shouldnt obssess over it.
Locate the best places and try to focus on those gens, getting rid of the pallets early is very important for it will allow to pressure those gens easily, to achieve this lead the Survivors towards that zone, this has 2 benefits, first it will force Survivors to drop the pallets you want out and second, it allows you to have constant vigilance over the important stuff.
Downing people fast is also what pressure Survivors the most, if your chases last too long you might be running the L-T gyms wrong, trying to mindgame unmindgameable loops or trying to loop around a god pallet, you might be making a lot of mistakes that extend chases too much without even noticing, there are some videos around that teach the basics of looping as Killer to make loops last less.
Also if you are a low mobility Killer running BBQ & Chili because "bEsT p3rk eVeR [random streamer] sAiD sO!" get rid of it, BBQ sucks for low mobility Killers its one of the worst detection perks for them, its only benefit is the extra BPs but we are talking about pressuring gens not about farming BPs, if you want to farm you have to gimp your build and cant blame balance, Survivors or wathever if you have a harder time because you brought it on yourself by chosing a subpar perk for slow Killers, use Discordance, Thrilling Tremors or Surveillance, this 3 give you information on gens, which is what you want to pressure, going after someone at the edge of the map opening a chest is useless unless you can teleport or rush there.
1 -
I’m in the same boat as you and my advice is to find the gens close together (3-4) and keep a close watch on that area as you patrol. And tunnel someone out quickly and slug. It’s the most effective way and it’s the way I hate playing to be efficient because green ranks on, survivors are glued to delegate gens(of course they’re not at all when I’m playing soloq but I don’t get this matches as killer)
sometimes this works for me but it’s not my fave way to play. I hear sticking to one killer is also good, but I like variety.
0 -
the secret ingredient is tunneling
0 -
Wow, that's a lot, thank you. Yeah, nothing can replace practice. In theory, I should somewhat know how the game works (red rank survivor) but playing killer is much more...hectic. And easily discouraging.
Pyramid Head with Ruin, Trails of Torment, Nurse's Calling and BBQ. Not an ideal build maybe, but I don't have many perks for him yet.
1 -
That's actually not a bad build. Personally I believe ToT is best on Insta down killers and since PH doesn't have that I'd replace it.
0 -
I think it's pretty impossible to defend generators on a lot of realms unless you're Spirit with good add ons, Freddy, Nurse, a few other exceptions, but largely M1 killers with poor mobility and slow down aren't going to cut it
Blood Lodge, Sanctum Wrath, Gas Haven, Ormond, Suffocation Pit, Groaning Store House
a large majority of the maps aren't suited for many killers and it's definitely not pleasant and in my experience unless you're a God at the game, you're going to have to bring in slowdowns. If the survivors are even competent you're going to struggle heavily
0 -
Discordance.
its such an underrated perk - and it always tells you where to apply map pressure to get the most benefit from it.
0 -
I tend to pressure gens by pressuring the area of play. If I down a player, I'll hook them either further away from gens or towards the basement. That forces survivors further from their objective and I can create an arena of play that basically results in survivors fighting for nothing other than the save. It can domino from there.
Mind games also works, but the more sinoster the better. If a skilled survivor is clearly trying to distract you away from a weaker survivor, I'll purposefully down the weaker one and taunt the survivor to come for the save. Acting like the bad guy can irritate them into making mistakes. On the plus side, I usually let the weaker go. I used them as bait for trickier prey, and I'd rather they get more fun than quickly ending them.
My final tip is following on from a previous comment that quite rightly stated you should check the individual playstyles of each survivor. However, when it comes to you, be unpredictable. Don't mindgame every obstacle; sometimes chase and sometimes leave; deliberately make an odd dumb mistake. If survivors underestimate you they too make errors, and if survivors cannot figure you out, it makes them nervous.
0 -
Survivors who have sense, when they realise you have discordance, will split up and do generators, which is arguably worse in a way depending on the killer and/or map.
0 -
camp someone in the basement as bubba.
there is a 50% chance they'll do gens and leave or try to be altruistic about it
0 -
Spies In The Shadows is very undervalued. It not only tells you that a survivor is around, but where. Lets you chase the gen-rat behind you off of that get the other gen-rat just left.
My all time favorite info perk.
1 -
I'd argue it also promote killer to look after crows. Crows, even without any perk, are a valuable information for killers, it let you know if someone was close by.
0 -
Yes, but I get sent to a lot of indoor maps. Spies lets you see the crows through the walls 8D
0 -
it still gives away their spawn location and allows you to get into chase basically immediately.
also when they split up it actively gives you that information which will allow you to adept your playstyle accordingly.
0 -
I just use ruin, undying, tinkerer on high mobility killers with no shame, seems to work pretty well
4 -
It is always funny how killer mains (not the OP,,,others who have commented) talk about "tunneling" right out the gate then in other post talk about how they "do it as a last resort". In my experience, it is those killers who run one survivor on a long chase ignoring other more vulnerable survivors because they didnt like that pallet stun or long chase. So, they run, and run and run just to get this one survivor,,,I can hear them saying "I am going to get you if its the last thing I do" LOL. Well, by that time three/four gens have popped and you now realize you spent most of the time on one survivor. I never did get the tunneling mentality anyway,, I dont mind the three survivor player "stress" option if we have already popped 3/4 gens by that time and working on number 5. Especially, if were running Spine Chill, Prove Thyself, tool boxes etc.
0 -
This is how I "pressure gens".
Step 1: As soon as the game starts, look for 3 or 4 gens that are closest to each other and use that area as your territory. It's ok if 1 or 2 gens get completed in the early game as long as you have those 3/4 gens protected and untouched.
Step 2: When you chase a survivor, make sure not to go too far from your territory. If you don't think you can down the survivor, just leave them and go back to pressuring the gens in your territory.
Step 3: It's important to note that you should down and hook survivors within your territory. This way you can pressure survivors working on gens and those trying to unhook. If you have to camp the Survivor to struggle phase, do it, it's important to get 1 survivor out of the game as quick as possible.
Step 4: Once the survivors managed to complete 4 gens, the last remaining gens should be in your territory. You essentially created a 3 gen where it'll only get easier for you to win. But make sure you have 1 survivor dead by the time there's only 3 gens left, as it will get very difficult from there.
0 -
Or they start the match by running to separate generators anyways. I used to run this perk until I got so many matches where I’d make my way toward a cluster of gens and all four survivors were on the gens closest to each other separately.
I’ve found tinkerer more consistent
0 -
By not playing killers that get defeated by using W and predropping pallets.
1 -
Please elaborate
0 -
Nurse, she's great at applying pressure if you're good with her! 😁
0 -
Every post here boils down to this.
If the survivors are good, you can't.
0 -
That's risky and can backfire. It's best to give them one hit and continue with the weakest looper. Otherwise you'll give them exactly what they want: you chase the strongest looper.
0 -
I can count good nurses I found during the last year on 1 hand.
Honestly, she's only worth the effort if you're willing to spend 200 or 300 hours only on her.
Hours in which a learning nurse gets bullied.
0 -
In the immortal words of MQoutes: "Git gud"
0 -
The first survivor to get hooked gets tunneled out. That's how.
Call it scummy all you want, it isn't scummy. it's called being smart.
1 -
The things survivors complain about, like slugging.
You have to make them do something else.
Mending, slugging, boxing them into areas that have nothing by being where they want to be; being able to camp a hook and protect the gen they almost have done at the same time.....
If you are playing effectively, survivors are going to be mad. That's just the truth.
It takes too long to down, hook, and leave people and repeat if the survivors are good- it's much faster to just do the gens. You need like, one person on the ground, one person on hook, and to be chasing someone so that a guy has to go for save so no one is on a gen, and keep that situation going as much as possible.
1 -
Not sure if we're allowed to name names but there's a popular streamer I watch who taught me a lot about killer and how to apply pressure. There are a lot of things you can and should be doing obviously, but what really helped me the most is this:
"If I don't get anything from this survivor in 15 seconds, I'm leaving."
Meaning if he doesn't get a hit on the survivor (which applies pressure by forcing the survivor to heal or forcing them to be one shot and likely play more passively) or if the survivor doesn't drop a pallet (which applies pressure by making the map weaker for the survivors and giving you easier chases later on) in 15 seconds, it's not a chase worth pursuing.
Once I started doing this in my games, I feel like I have a lot more pressure overall and I don't get too tunnel visioned on one chase. From playing survivor, I know that the easiest games are when the killer is on one side of the map with the same one or two survivors and never check the gens. The hardest games are when I keep getting progress on gens that get halted by the killer either showing up or him having so much pressure on the other survivors that I have to get off it.
(This is also why slugging is very effective and it's mainly why survivors hate it, because it disrupts their gameplay.)
But yeah, limiting my chases against a single survivor has been very helpful. I chip away at their resources while keeping pressure on mine.
0 -
Don't handicap yourself with playing "fair". This game is not designed for it at all.
Slug, tunnel, camp, whatever that makes you win the game. Don't even show mercy because if you do, survivors can come back really quickly.
2