Underated tips for new killer
The most underrated tips on new killers is know when to chase and when to not chasse.
You need to learn which tile is safe and which isn't and this is different for each killer. if you know you can't get 1 health state from them in 20 seconds, don't chase unless you can pressure mutiple people while chasing like there is 2 people doing gens in that area and it's now 70%, or there is a guy dying state waiting for pallet safe, then you can loop all you want since you pressure 2 people.
if there is a situation where you found 2 guy, you injured one and you have to choose between going after injure guy to down or going after normal health guy, you should decided who to chase depend who going to safer area.
Try to go for 50/50 tile or unsafe tile. Don't ever get pallet stun on unsafe tile, make sure those are garuntee hit. For 50/50 if you mind game correctly you should get a hit. Most of area are 50/50,
ANOTHER TIPS IS : DONT LUNGE unless necessary,99% of the time dead hard don't work.
hope you will win your next time
Comments
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Good tip! Another is to never think it's over until it's over. There have been many times where the survivors look like they are trouncing you, and it still ends in a 4k.
One more is be unpredictable: sometimes try a mind game and others just blunt force it. Pull some risks and mess about a bit. If nothing else, it'll be fun to experiment!
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Yep, I feel like a being unpredictable is common knowledge unlike what I just posted. But I totally agree, you should get a hit on unsafe tile or 50/50 tile with mindgame.
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Level Hillbilly, unlock the teachable Lightborn, do all the counterplay tips people who say you do not need Lightborn recommend, and profit.
Also do not listen to the people who still think regression is meta. Lightborn is literally 10x better than their favorite regression perks.
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Not as common as it ought to be. Even now, many killers follow a pattern in play, especially as the game progresses.
It's possibly due to as the trial progresses the focus of the players deteriorates, so patterns in play start to emerge. So perhaps another tip is that a killer doesn't need to be constantly chasing in very intense sections (e.g.. flashlight squads). Back up to regain composure, then return to the chase.
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Sometimes the most effective mind game is no mind game. They might expect you to moonwalk, to wait at that Windows other side or to suddenly switch direction, but sometimes they just don't expect you do just come for them.
Or another hilarious one:when you can't see each other and you have to decide to go either left or right, you might just wait and let them decide
Doesn't always work, of course, but add this to your repertoire of tricks.
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Also, if someone intensely flashlight clickety clicks and/or t-bags you, they 99% are a god-level looper and purposefully try to annoy you and bait you into a pointless chase that you'll loose.
The best counter? Immediately brake chase with this persons. You might think "dayum, now they can do a gen unfazed" but again, in 99% of the time the chase was their entire game plan and they will often follow you to bait you a bit more, or at least hover around you to flashlight save the next survivor you down.
This is one less survivor doing gens, and if you expect it you can often bait a free hit if you actually down someone. With Trapper or Demo you can do the best baits, ie start putting down a trap/portal on the downed survivors and the cheeky saver might jump out of their hiding place, thinking that you're locked in the pickup animation. Just release M2 and smack them. But you just standing ib place of the pickup is often enough to bait the saver out.
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Exactly. Basically, have fun, experiment and see how it all pans out.
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Considering how many people bring flashlights in my games I honestly want to try it out and see how it goes. Not joking.
Picking someone immediately without looking for those pesky flashlight addicts to chase away could save some time. Sometimes people go down in the open and there is no way to counter it except going for the savers.
Now Imagine a perk that counters pallet saves lol.
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Learn how to use your red stain to surprise attack survivors even tho you cant see it as a killer its there
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Best way to use Lightborn is to play like you dont have it equipped, ie lool away and at a wall when picking someone up, when someone tries to blind you look up and try to avoid their flashlights etc. If you make it obvious that you got Lightborn, then they will stop trying to blind you, while if you fake it convincingly, you can actually benefit from wasted survivor time and attention potentially the whole trial. And it just feels so good being that deceptive.
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When chasing someone by a generator listen for the sounds of someone repairing (if you don't recognize the sound yet you will) and if someone is there chase them off. You can reinjure survivors, you can't regress an already completed gen.
Play a few games as survivor to learn where survivors loop and like to hide. Then as killer look there or anticipate their movement. Some of my favorite DbD moments involve watching a tbagging toxic survivor run straight into a loop I trapped at the beginning of the game.
Strong loopers are much easier to kill when their friends are dead. Drop chase if it takes too long.
Don't worry about winning at the beginning. Learn skills like how to use your power, chase, when to drop chase and how to spot survivors. Future you will really appreciate it.
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Noted. Thanks.
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Maybe not so much a beginner tip, but I'll throw this out there anyway.
Map spawns. Killers and survivors have set spawn points on every map. Survivor spawn points are extremely predictable relative to where the killer the spawns. They are a mostly static pattern relative to the killer spawn. Meaning if killer spawns at point A, X number of survivors will always spawn at point B, and X number of survivors will possibly spawn at point C. Survivors can not spawn within 3 tiles of the killer. What is a tile? A jungle gym, a rock tile, a hill, etc. It's an amount of space, but the space is usually 3 tiles in length.
I can't post images right now, but I'll use Coal Tower as an example. You have two story building at one end and shack at the other end. If the killer spawns on one side of the main building, a single survivor will almost always spawn on the other side of the main building (either a hill or filler tile). The other two survivors are going to be on one side of shack or the other. Whispers does nothing for you here. You know where the survivors are as soon as you've loaded into the trial. You can be chasing a survivor within 10 seconds of the start without Lethal Pursuit, Whispers, etc.
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Don't play M1 killers, there is no point in practicing them.
Play blight, play nurse, there could be other killers who can do decent but it's the easiest.
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I would even say new killer players don't need to worry about trying to figure out if a "tile is safe/unsafe" per se, that's a lot to ask for someone just starting out. The main thing is, if you chase someone and either they stun you with a pallet or you just don't seem to be able to catch them, break the pallet and switch targets to someone doing a gen. Switching off when you have trouble catching someone gives you an opportunity to maybe catch a different survivor who's working on a gen off guard or out of position or who's just weaker at running away than the other one you had been chasing. And taking out that weak link helps you put pressure on the rest. Once an easier target is eliminated it gives you a lot more time to get someone else.
Figuring out specifics on how to loop particular tiles and what areas are strong versus weak is more advanced, just getting into the habit of switching when a survivor is too hard to catch is the main thing.
Also
- Contrary to popular belief, just standing around the hook waiting for survivors to come to you is usually not as good a use of your time as going to where the other survivors are and chasing them. If you can chase someone while a survivor is already on the hook then you've got the hooked suvivor, the survivor you're chasing, and a third survivor going for a rescue all not doing generators, leaving just one survivor progressing their escape. If you just stand around waiting for that survivor to die you'll spend two minutes while the other 3 can just do gens the whole time, or one will trade hooks while two survivors do them, and in either case they'll get 3 or 4 gens done before you have maybe one kill or one hook trade. Guarding a hook isn't ALWAYS useless, if the survivor is only a few seconds from progressing a hook stage for instance then sticking around briefly might be worthwhile. But it's really better as a niche tactic.
- Kicking generators is usually not worth the effort unless you're pretty sure there's not a survivor around to stabilize it (aside from when you have a perk like Pop Goes the Weasel that you get a special benefit for kicking the gens). Unless the gen you kick is left alone for at least a good 15 or 20 seconds the survivors will make back that regression in just a few seconds (since your regression speed is a paltry 1/4 the speed survivors repair it back.) So kicking generators should be a very low priority, instead spend that time looking for the survivor who was working on the generator.
- As a rule of thumb, if you see a breakable wall and you're not in a chase, take it out. In fact many maps have a main central building that has a couple of breakable walls that are worth taking out right at the start of the match. While it's true that there are some specific walls that breaking them isn't as valuable as others, most breakable walls do make their area easier to loop for survivors so if you smash them early when you have a few seconds to spare then when a survivor invariably tries to run to that area you'll have an easier time catching them. And on some maps, like Midwich, if you break the walls in the corners early it'll give you much easier access between floors for the rest of the game. Just think of it like breaking already dropped pallets. 😉
- Don't forget to do daily missions and rift challenges. You can get quite a lot of bonus bloodpoints from those. Also, if you follow DbD on the official forums or their twitter feed, they often have free codes worth hundreds of thousands of bloodpoints as well. And don't feel like you need to go and try and unlock literally every perk on every killer. Especially starting out you'll be winning or losing matches based mainly on how well you play the game, not your perk load out, so just play the best you can with what you have and eventually you'll pick up perks you like along the way. If you can learn the game and get good enough to catch people in chases and win games using generic perks you get without much effort then by the time you have a ton of perks and characters unlocked you'll be in prime shape to use them to maximum advantage at a higher level of play.
- Wear headphones! Hearing survivors is just as important in this game as seeing them. Not only can you find survivors that you otherwise don't see directly by listening for their footsteps and breathing, but you can also hear when they're working on gens or opening boxes or fiddling with totems and so on. I can't stress enough how important it is to wear headphones so you can tell exactly what direction sounds are coming from.
- Remember that the game is built around most matches having 1-3 survivors escape so don't get upset if you think you played pretty well but the Exits got opened and people got away. If the survivors play at least as well as you do then that's supposed to happen. Just do the best you can and enjoy the times you get 4 kills as a bonus.
- Also remember that the first two or three gens are the easiest ones for the survivors to complete because you have more ground to defend and all of the survivors are alive and active at the start of the match. It's when you're down to the last gen or 2 that things get harder for the survivors, because by that point you've probably got someone on a hook, are chasing someone else, and it's particularly bad for them if you've got an elimination by that point. Many games have a large chunk of time spent in that stage with 1 or 2 generators left to complete, and most 3-4 kill games get to that stage before the killer's momentum snowballs to victory. So don't think you've lost just because the first couple of gens are finished quickly. It's those last couple of gens that are where the game can shift to your favor if you're keeping up the pressure.
- Don't bother using offerings that change the mist, offerings that make the survivors start spread apart, or offerings that reduce the number of chests. They're all either worthless or even counterproductive (e.g. survivors are actually more time efficient when they are separated, so you forcing them to be apart with an offering is helping them!) Stick to the offerings that give you bonus bloodpoints, put your hooks closer together or (if you're feeling like watching the animations) the memento moris.
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