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The Basics of Killer Pressure in Dead By Daylight: A Beginner's Guide
I wanted to have this post up and ready for the FNaF release, but better late than never!
Before we begin, there's an important thing I need to mention first: The idea of "pressure" in DBD can be quite nebulous within the community, so when I lay out my definition of what that word means, it's so you can easily understand the concepts I'm conveying. It may not be what others mean when they use the word, and quibbling over the exact definition of that particular word would be outside the point of this post.
With that out of the way, let's get into it!
If you've been paying attention to DBD's community for any length of time, you may have heard some variation on the phrase "the killer's time is four times as valuable as a survivor's time". If you haven't, well, now you have! This is an important concept to keep in mind, as it forms the basics behind the idea of "pressure" for killer— however, first, you must understand why that statement is true and when that statement is true.
The idea goes like this: Because at any moment a survivor could be doing a generator, it should be assumed they are doing a generator, and the time you spend as killer is measured in up to four survivors progressing their objectives. Sounds scary, but the most important part of that idea is the phrase "up to", because you - the killer - are very, very able to lower that number. Let's look at the following hypothetical:
You're playing killer, loading into a match versus Meg, Dwight, Claudette, and Jake. When you first gain control of your character, all four of those survivors can be working on generators; every second you spend is four seconds of potential generator time.
Let's say you get into a chase with Meg, though. That leaves only Dwight, Claudette, and Jake able to do generators; Meg can't do gens while she's being chased, after all.
Now you've downed Meg. Congratulations! You sling her on a hook and shortly after get into a chase with Dwight. You may think that leaves Claudette and Jake to do gens, but remember— someone has to rescue Meg. So, Claudette peels away, and Jake sticks on his generator.
Just from one chase, you've occupied three different survivors at different moments; for a brief moment before the save, and for a little time afterwards, there is only ONE survivor capable of doing generators. Down Dwight, hook him, head to go chase Jake… and the cycle repeats!
This hypothetical gives us the most useful definition for pressure on the killer side: "Survivors who are forced or heavily encouraged to do something other than generators". Chased survivors, hooked survivors, and downed survivors can't do gens— and the latter two heavily encourage someone else to come off gens to help them, too.
A killer player that not only plays very actively, but does so by creating scenarios that force a response, will notice the effects of pressuring survivors; specifically, that the generators get done slower, giving them more time to keep the ball rolling and generate more pressure. Of course, actually doing this can be tricky - it's a PvP game, after all, your opponents can outplay you - but it's the most solid foundation you can start from.
So, how do you act on this concept? Let's get into specifics for some quick, basic tips.
- First and foremost, hooks are some of the best pressure you can get. Leaving someone on the ground (or "slugging", if you're newer to the game) works too, but hook stages progress faster and hooks themselves fully immobilise survivors alongside actually progressing your own objective, making them the best standard. If you have a hook, don't stick around it, capitalise on it- get to a survivor and chase them.
- Try not to spend too much time looking for survivors. Checking generators you think are being worked on is all well and good, but ideally you want to go from one chase straight into another; information perks are extremely useful for facilitating this, but you can also keep track of survivors throughout the trial and get a sense for where they might be at any given moment. Hard to work on, but very worth it. Good example perks: BBQ and Chili, Lethal Pursuer, Gearhead, Alien Instinct, Friends Til The End, Nowhere To Hide.
- (Similarly, don't fall into the trap of kicking generators too much. They're not your objective- don't give your actual objective time to run away if you can help it! Kicking generators should be done with a purpose, like activating a perk or because you've already downed a survivor next to it and you might as well.)
- Injuring survivors and moving on to someone else is a form of "soft" pressure as well, since survivors generally want to be healed but are entirely capable of progressing their objective while injured. Perks or killer powers that make you stealthy can urge survivors to heal, not wanting to be downed out of nowhere, and there are perks that specifically target injured survivors as well. Risky to rely on, but something to keep in mind all the same; some killers are better at spreading injuries than others, too!
- Certain killer powers have secondary objectives built in that can create their own pressure. For example, the Pig has her Reverse Bear Traps, that force survivors to run around interacting with map objects lest their trap pop and kill them outright; her pressure is the best in the game, but other killers have their own forms all the same. They'll amplify your regular pressure, but won't replace it; you'll still need to leverage hook pressure.
- Certain perks can fill the same role, most notably Hex perks, which push survivors to find and cleanse your lit totems. They carry risk, as survivors doing this turns your perk off for the rest of the match, but time off generators is time off generators all the same.
- And, of course, the better you are in chase, the quicker you can create pressure. Fast chases aren't everything in this game, but it's undeniable they help. Perks like Save The Best For Last and Rapid Brutality are the most obvious here, but can be deceptively difficult to use; perks like Enduring, Brutal Strength, Hex: Blood Favor, and Bamboozle are also good picks for denying resources.
It's a simple concept on the surface, but with a lot of depth. There are a lot of different ways of approaching this game, most of which start at the loadout screen; you have a great many tools available to try and grease the wheels of keeping pressure rolling, so experiment, find what works for you. Remember- if you leave them alone, they'll do generators. Can't be having that, can we?
Comments
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Pressure is toxic. How dare you stop gen progression.
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Wholeheartedly agree.
Couple things I can add:
the better you are in chase, the quicker you can create pressure
This is the one area I think the devs have "gotten it", even though there's a lot of work to be done in the name of balance. All of these map reworks, weaker pallets, reworked tile spawn logic, etc all goes toward reducing chase times.
While I don't think that maps are perfect, far from it, and I still disagree with the target goal overall, I think that focusing on chases is way, way healthier for the game.
Because the alternative is related to my other thought:
A killer player that not only plays very actively, but does so by creating scenarios that force a response, will notice the effects of pressuring survivors
The "pressuring survivors" part is where I feel like many get this wrong, because an unfortunately large number of people want the game to be entirely about gens again. A lot of killers can only think in terms of "pressuring gens", and gens are not the killers objective.
There are a ton of people who, even years later, still want the game to be pve gen kick simulator, where there is effectively no skill expression to be had for anyone. (Which, for some, is the entire point)
Gens are a resource for the killer, and expendable. Just like health states or even hook states are a resource for survivors. And while you might be able to finish a game without expending any of those resources, you're likely going to give up one or more of them to win the overall match.
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So… only play A tier or better killers. They're the only ones with the mobility and down speed to facilitate this kind of pressure consistently against good survivors.
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The pressuring gens part makes sense, though. Because not all gens are created equally. Generators close together should be protected more than a gen off in the boonies.
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This post is aimed at newer players, hence "beginner's guide", and they have the luxury of sucking equally across the entire cast.
Though, for the record, these concepts don't change based on who you play, they just get harder the weaker the killer is. The basics are the basics anywhere on the tier list and anywhere on the skill curve, it's just how much effort it takes and how much extra you put on top that changes.
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The problem is that you can't get downs fast enough with over half of the cast to just rely on pressure. Once you're out of the "new player" mmr bracket, you can't just rely on chasing survivors into a 12 hook 4k. You need to pick your targets, pick your chases, and defend key generators. Sometimes, you need to remove someone from the game.
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The post's still aimed at new/beginner players anyway.
But also, slowing down generators is necessary no matter where you are, and this is still the most stable way of doing it. I didn't bring up tunnelling in this post largely because I don't think new players should do it, and that'd overcomplicate an already long post.
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No, the most stable, consistent way of slowing down generators is turning it into a 3v1. Just saying.
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one of my best tips is to keep a pen n paper handy to record all TTV names and then watch your gameplay when you eat dinner. seeing your own gameplay does a lot to help you examine your own play objectively
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Oh yeah, I love doing that. One part reviewing gameplay, one part seeing the streamer's reactions, haha.
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Personally the way I remember is screenshotting the pre-game lobby or the post-game scoreboard
Makes finding their channels much easier later!
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About as simple and straightforward as something like this can be. One important tip I'd add is to remain calm and not to worry about the end screen results. You won't get better if you allow yourself to get tilted.
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The multitude of YouTube videos made during the gen kick meta are still available to new players, so that can contribute to the gen focus alot too. Plus a number of players who started playing during that time still cling to it. We know the devs will make sure the game never revolves around gen kicking again, so yes, people need to abandon that mindset.
To add onto your chase point - it's also important to recognize when a chase has gone on too long. Experienced survivors will intentionally lead you away from gens being actively worked on, so dont dedicate too much time to them because you'll lose your pressure on the others. Ignore the ones who wave for you to chase them 😂 they know what they're doing
@OP great post, thanks for sharing
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it's also important to recognize when a chase has gone on too long.
Fantastic point, and absolutely. Knowing when to drop chase is a skill by itself.
I can also say that I personally got better by deliberately choosing to chase the good survivor in a handful of matches. Basically just chalking that match up to a learning experience and making sure I was pushing myself to do better, or learn something, at the conscious cost of knowing the short term "correct play" was to drop chase. In the long run, I learned a lot doing that.
Obviously, you shouldn't do that every match, but being open to learning is a great way to improve.
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