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DBD Killer's Guide to Survivor Rules
Since the launch of the game, there has been an unspoken rule book that survivors expect all killers to play by. This is to help new killers (and old ones that still haven't learned) some of the major points of the rules.
The Hex Totem Rule
At the start of the trial, be sure to allow survivors enough time to find any hex totems you have and remove them from the map. Never camp them, and never defend them. The survivors need the points from cleansing them, and they need to have nothing slowing the progress of their generator repairs.
The Tunneling Rule
After all totems have been cleansed (see Hex Totem Rule), allow survivors to work on generators. If you come across one, do not chase them. Chasing them is an act of tunneling, and is forbidden. If for some reason, you have caught and downed a survivor, do not leave them down (see The Slugging Rule). Place them on a hook and immediately run to the other side of the map (see The Camping Rule). This allows the survivors to safely unhook and heal the injured survivor. Never chase the survivor that was unhooked because that violates this rule also. Allow ample time for the heal and for them to return to repairing generators.
The Camping Rule
If for some reason, you have ignored the Tunneling Rule and/or the Hex Totem Rule, and have caught and hooked a survivor, leave the hook immediately. Never stay close enough for the survivors to hear the terror radius (aka heart beat). Never stay within eye shot of the hooked survivor either. If you can see them, it is still considered camping. The general rule is go to the opposite side of the map immediately. This rule also applies to Hex Totems (see the Hex Totem Rule). How dare you use a Hex Totem anyways! Shame!
The Slugging Rule
If for some reason, you have ignored the Tunneling Rule, do not leave any survivors you have injured on the ground. Not even to look for any other survivors. This is a no-no and is in direct violation of this rule. And never down more than 1 or 2 survivors (or all 4 for that matter).
The Perk Rule
Perks are part of the game. But you should never use any perk that gives you the slightest advantage over the survivors. Perks such as Hex-Ruin or Hex-NOED are frowned upon greatly. Franklin's Demise is also another dastardly perk that you should avoid. A survivor's item is a precious thing and this perk with damage it. Any perk that greatly increases your chances of sacrificing a survivor should be avoided. Also included in this rule is an Add On or Offering that will also increase your advantage (examples are Judith's Tombstone, Ebony Mori or Iridescent Hatchets).
The Disconnect Rule
If for some reason, the game has booted a survivor from the trial (or an upset survivor has left), you are still to follow all the rules in this guide. Ignoring the rules is forbidden, because it isn't fair for the killer to face 1-3 less survivors and play the game as intended.
The Hatch Rule
When all the survivors have complete all the generators (or, if you ignored every rule in this guide and only 1 survivor is left) and the gates are powered, the last person is permitted to find and use the escape hatch. Never are you to impede their chance of doing so.
Once you have learned and follow the rules, you will never have to deal with an upset survivor ever again. They will all want to be your friend and the game will go much smoother. But don't plan to progress much yourself. These rules will hinder your chances to acquire bloodpoints. But thats ok, you follow the rules.