Noob here, what is going on in this game?
Hi,
I try to play killer and I am very new, but like, how does this work?
survivors are either too fast for me to catch up, even in a straight line or have some wierd white shields that appears around them when I hit them and they get a massive speed boost.
can someone explain?
I usually play Oni, was really inspired by some tutorials online but I can't seem to get anything done.
Also, how come I get paired with these very experienced survivors all the time?
Best Answer
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Speed exhaustion perks dont really have any counterplay. At least not in the sense that theres a strategy that will deal with them effectively 100% of the time. Some perks give exhaustion to the survivors which will prevent them from activation. Examples include:
Fearmonger: When a survivor is repairing a gen, they get blindness (prevents seeing any kind of aura) and exhaustion. These effects linger for 6s after getting off the gen.
Blood Echo: After hooking a survivor, injured survivors gain exhaustion and hemorrhage(causes healing progression to drain while not being healed) for 45s.
Those are the ones off the top of my head. Blood echo is bad, dont use it haha. If you dont want to deal with sprint burst though I highly recommend fearmonger. Survivors wont be guaranteed a pallet if you find them on a generator and they've got SB since it wont activate.
Certain killer powers also counter exhaustion perks. Most directly are the very speedy killers. To understand this part you'll need to know a few things. So basically, speed is relative to that of a running survivor. A survivor running moves a 4m/s, which is classed as 100% speed. So for example, killers move at either 4.4m/s or 4.6m/s, 110% an 115%. So for example, a survivor using MFT will be moving at 103% speed and so on. Just so you know, exhaustion perks give a 50% speed boost when used, in total making the survivor move at 150% (35% faster than killer).
Blight: 2nd best killer in the game. In his rush, he moves at 9.2m/s or 230% speed. Exhaustion perks are nothing to blight, he will catch you anyways.
Oni: As I mentioned hes faster than that boost in fury. I believe he moves at around 8m/s or 200%, so aout 50% faster than the boost. But he will definitely struggle out of fury against exh perks.
Nurse: Moves at like 16m/s 400% in blink. You need to be incredibly precise but she can theoretically ignore exh perks.
Artist/huntress: Ranged killers, distance is meaningless.
Wesker/The Mastermind: Incredibly good at gaining distance and moves at 300% speed during a bound.
If you really want to stop dealing with exhaustion perks play blight. Blight functions similarly to oni as a speed based killer. Basically blight has fury permanently, except he sacrifices the instadown for more speed and higher maneuverability. Very fun killer and very strong.
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Dead hard can be tough to counter. In the past, it was actually a regular exhaustion perk with infinite uses. It was very annoying to play against as certain killers and tiles. And before then it would actually instantly give you about 4m of distance when used and had 0 counterplay... just happy its nerfed now lmao.
So to counter DH, there are a few things you can do. Like I said dont lunge at injured survivors unless they are animation locked and thus cant use DH. And make sure you ALWAYS wait it out. For example, a survivor is running towards a window. You are almost close enough to hit them without giving them time to use dh. So you walk to them and swing, assuming they'll vault... but they actually preemptively used DH predicting you'd do just that. Now, they get through the window and you lose distance. This situation is quite easy to counter. You have nothing to lose here by waiting to see them use DH; if they go through the window, you can down them mid animation. If they instead attempt to bait you into hitting their DH, you just wait for the animation to end and down them there. Its hilarious when that happens; dead hard has a unique animation where the survivor sticks their arm out in front of them kinda like superman. So its so goofy to just see them get downed after.
However there are some situations where their isnt anything you can do against a dead hard. For example on short pallet loops; Lets say you are close enough to do a lunge and hit them. However, you think they have dead hard. So even if you do hit them, they dont go down. But, you arent close enough to down them without lunging. And you wont be there by the time they reach the pallet and drop it on you. Either way, you lose distance. Theres nothing you can do here unless the survivor messes up. One of the main reasons it got nerfed.
There is a more killer specific scenario where its uncounterable. For example if you are about to hit a ranged shot as huntress, the time between the audio cue of you throwing the hatchet and it actually landing on the survivor is long enough to use DH by reaction. The same goes for a hillbilly saw, you can easily use DH on that before he hits you since its so highly telegraphed. This will be the same fore any killer that has no method of waiting out DH inside their power.
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Also as a sidenote, I did say that tunneling is a dick move but im gonna backtrack here. Tunneling is only toxic if you do it when its completely unnecessary. If you kill someone at 5 gens... you just win. its over for the survivors and they have 0 fun. but, if you tunnel as a last resort to turn the tide of a very close losing game then its 100% fine to do. Ex: Nobody is dead and theres 2 gens left/lots of gen progress at like 3 gens. its reasonable to tunnel here, as if someone doesnt die the gens are definitely getting done and theres going to be 2 or more escapees for sure.
Basically treat tunneling as a clutch mechanic, not something you just do every game for an easy win.
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As another caveat about endurance, I'll mention some perks here that cause it.
BT: Extends the endurance effect on an unhooked survivor by 10s. Just so you know, if someone says "basekit bt" they are referring to that 10s effect off hook. This is because in the past, that effect was limit to a perk named borrowed time (BT). And was made basekit about a year ago. Hence, Basekit BT.
Off The Record (OTR): Extends the basekit BT effect to 80s. Does not increase how long the speed boost lasts. This endurance will go away if you do basically anything not related to chase. Look what conspicuous actions are on the dbd wiki; if you do any of those it deactivates. But the secondary effects of OTR will last for the full 80s even if you do a conspicuous action. These effects are as follows: For the duration, your aura cant be seen and you make no sounds of pain or breathing. (this is whats referring to as an anti tunnel perk).
Mettle of Man: This ones rare, you might think its DH. After taking 3 PROTECTION hits, MoM activates. While injured, you gain the endurance status effect. MoM deactivates ones the killer hits you while that endurance is active. How to tell its not DH: Basically, hitting someone with endurance will make them need to mend. This takes 12s, and a yellow bar is shown under their username if they need to mend. if it was MoM, they do not need to mend and thus there is no yellow bar.
Made For This: Upon healing a survivor from the dying state while injured, you gain endurance for 10s.
Buckle up: Upon healing a survivor from the dying state you both gain endurance for 10s.
We're Gonna Live Forever (WGLF): upon healing a survivor from the dying state, they gain endurance for 10s.
those are all the ones I can think of.
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by the way, since you're new I'll save you some time. Heres a website I wish I had when i first started playing:
Has everything you could need. Perk tier lists for both sides, killer tier lists, addon tier lists for each killer, map tier lists based on how good they are for either side, a quiz to find the perfect killer for you, a spreadsheet showing which perks belong to which character and what they do, really anything you could need is there. Theres even a chart showing just how stealthy each survivor is based on visuals, audio, and volume of that audio.
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Answers
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the white shield is a status effect called endurance which you get from various perks and Survivors get for 10 seconds when they're fresh off the hook (+ speed) so am assuming you go for the recently unhooked Survivors often?
also for a beginner oni isn't the ideal choice he's decently difficult to play well even for experienced players so perhaps chose another killer like legion/wraith/trapper
killers are faster than Survivors mostly by 15% percent but some select few are only 10% faster and those usually are the ones who throw stuff plus hag and spirit.
a good beginner load out is spies from the shadows for tracking, fearmonger, sloppy and jolt
i personally learned so much from watching people play so give twitch streams/yt guides (especially from otz) a try.
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Well,
I don't try to go for unhooks on purpose, but specifically in end game, when they go to unhook, what do I do? They always seem to be able to run across the map for free without ever going down trading hits. How come can they even block my movement like that? feels so lame.
it also seems like they "hug" me when coming off hook... hard not to take the hit as I can't even go for the other survivor I'd rather hit really...
I do my best to pressure gens but I had to change my approach as it seems those always pop before I can even get to them when my power isn't up and I am REALLY not a fan of the killers you mentioned, first, I payed for Oni with money so I can play him since he looks so cool and I'd rather learn to be better with it...
but with the exception of wraith, the killers you mentions feel so much weaker, I never got any 4k with them, I feel COMPLETELY powerless from what I've experienced with them.
I'd say wraith was ... alright, but the design and powers makes me snooze.
at least Oni has a cool chase music and ability.
that aside, what should I do when I'm stuck as M1? it feels like they get these windows right next to gens and I can't seem to EVER catch up without them making it to a pallet or another vault.
I really struggle here.
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Survivors have a type of perk called an "Exhuastion Perk". Most of them provide a short, but large speed bonus after a certain action. Thats why they are sometimes faster than you. For example:
Sprint Burst: When you begin running, you move 35% faster than the killer for 3 seconds. You become exhausted for 40s afterwards. Exhaustion does not deplete while running. Exhaustion perks cannot be used while exhausted.
Lithe: 35% faster than killer for 3 seconds after a rushed vault, exhausted for 40s
Balanced Landing: After dropping from a ledge, 35% faster than killer for 3s. 40s exh
Think of them like a chase ability survivors can have.
The white shield is from hitting somebody while they have an effect called "endurance". While active, endurance prevents a survivor from being downed. Example:
After a survivor is unhooked, they gain endurance and a 10% speed boost for 10 seconds. This is where endurance is most commonly seen. This happened to prevent the unhooked survivor from going down because of their teammates mistakes, and subsequently being tunneled out of the game. Tunneling refers to hooking the same survivor over and over, ignoring all others, to get a kill as early as possible. Its most commonly seen as a dick move since it makes the survivor being tunneled have 0 fun that match.
Back on exhaustion perks: Their is not much you can do about them unless you are playing specific killers. Oni in demon dash is actually faster than the speed boost provided by exhaustion perks though. A little note about exhaustion perks: Right now there is a very powerful one called "Made For This". While injured you get a 3% speed boost. Sounds bad, but the killers speed advantage over the survivor is only 15%. This means that it will take 20% to catch up to that survivor. This is bad for oni, since he has no power in chase out of fury. So chasing injured survivors out of fury becomes a total waste of time. If you dont see a big speed boost from the previously mentioned exhausted perks, they likely have made for this. As a side note, survivors using MFT also use Dead hard frequently.
Dead hard: After being unhooked, dead hard activates. Press E to gain the endurance effect for 0.5s. After use, dead hard deactivates.
This can make lunging futile. If possible, do NOT lunge at a survivor who you think might have it and instead opt to walk up and slap them from super close. They can also use this on your demon strikes as oni, so wait a second or two before actually hitting them if possible.
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body blocking with endurance is unfortunately an annoying side effect of it, it exists to protect Survivors from going down instantly after an unhook but some use it as an offensive tool to protect their teammate which is smart but annoying.
what you can do is either wait out the 10 seconds if possible and down that Survivor again and put em on hook (they will cry about that but they asked for it) or hit them instantly and do the same you will probably be able to catch up even after hitting them.
in endgame situations especially after the next patch unhooks will be risk free cuz you currently could grab them but soon you won't be able to so if you couldn't injure the Survivors before they go for an unhook they'll probably just unhook and be able to leave safely and then you just go next.
oni with no power is probably the weakest killer and you need to depend on basic killer gameplay and mindgames to be able to get hits for your power which is why i suggested wraith/legion cuz they help learn the fundamentals without being terrible or complex however if you wanna stick with oni a couple chase perks might help cuz his own perks are not good so leveling up trapper for brutal strength and billiy for enduring might be a good idea to help when not in power.
then it just learning tiles/windows and what's the best way of running them which comes with practice/guides.
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Wow, that's super helfpful.
How do I counter play then?
dead hard would explain why sometimes, injured survivor just didn't go down when I used my power on them too.
dang, that's a lot of good information so far, thanks.
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something I forgot to mention: dont always commit to downing somebody. Always think about what the other survivors are doing; if their all gonna be on gens its not worth 1 hook to lose a generator. Killer is about defending the generators and taking the kills that are easy. To get those easy kills to need to build pressure. Pressure is anything that keeps survivors off gens. For example, hooking someone gives massive pressure. One person on hook, another coming to save them... 2 people off gens. You can gain pressure by doing anything really. Injure a survivor and they need to heal. Chase one and they cant do gens. etc etc etc, basically dont commit to downing someone if you dont have a lot of pressure at the time. If you've got everyone healthy and you're in chase with a healthy person, thats like 1 full gen worth of progress by the time you get that down. But if you've got one hooked and 2 people injured, its a great idea to commit to that down.
also accept that all the gens will most likely finish. The average killrate (last we saw, the devs dont often share stats) was 61%. Thats good, that means the killer typically 2ks and sometimes 3ks. But since on average the killer gets a 2k, that means that on average all the gens get done since 2s can only escape if the gates are open. If you get a 2k with like, 9 hooks consider that a win/tie in your favor. 4k's really only come if you absolutely stomp them or just tunnel at 5gens.
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that's some good help, I'll make sure to keep in mind that some of what the survivors do at times... don't really have a counter per-say.
I think I'll my best based on the other things and ressources you brought up... maybe give blight a shot.
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