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A Beginners Guide for New aspiring Killers!

FireHazardFireHazard Member Posts: 1,740
edited September 9 in Guides

A killers Dead by daylight beginners guide

Welcome to Dead by Daylight, a asymmetrical horror game that focuses on one Killer facing off against 4 Survivors. Within the trials ahead, you will need to know a few tricks and some information to help you a long the way.

If you are looking for a specific section you're having trouble with, you can find it with the proper label above describing the information below.

The killers primary objective

Your primary objective is to sacrifice all Survivors within the Trial, but of course not every Killer is perfect and you're bound to make mistakes a long the way. Just be aware of your limitations and improve upon your flaws, that will ultimately make you a better Killer overall. Knowing your skill set is the first step to truly become a pro at the role.

Starting point



Once the match has begun, your best course of action is to review the match intro. This will allow you to locate the farthest generators from your spawn before the match has even begun. Survivors commonly spawn the farthest away from the Killer, and by knowing this you can get the drop on a team of Survivors before they even touch a generator.

On a rare occasion however, you may spawn in the middle of a map, so from your better judgement you can figure out which generator is the farthest from your spawn. If you don't find a Survivor, don't fret, you can move along to the next generator to have a better chance at finding a Survivor near it.

Generators



Each generator like displayed above gives off an "aura," this lets you know that the generator is not finished, of course that doesn't mean the generator isn't being worked on though. Your sub-goal is to stop any Survivors from finishing all 5 generators, and powering the Exit Gates.

halting generator repairs



When approaching any generator that is in-progress be cautious of any Survivors hiding in the area. This is important before dealing with the generator, so try looking for whoever was working on it. When dealing with a generator, you walk up to it and press and hold the space bar to engage a kicking animation. This damages the generator and halts any further progress on it for the duration it is damaged. When damaged, the generator slowly loses progress overtime until it is either repaired again, or loses all progress that has been done on it.

Scratch marks



Scratch Marks are the tracks left by Survivors who ran by. Notice how I said ran, they only appear when a Survivor runs or is doing an action that involves "haste" like fast vaulting windows or pallets, running, etc. They're very helpful when finding where a Survivor went.

Always keep in mind that Scratch Marks can be misleading when a Survivor knows to walk or crouch to stop producing them, so keep that in mind when following them.

SOUNDS

Sounds are very important in Dead by Daylight ESPECIALLY as the Killer. Sounds help locate Survivors and where they might be, they allow a Killer to know if a Survivor is working on a generator or if they're injured.

When a Survivor is injured, you can hear their groans of pain, giving away their position when they're trying to hide nearby. Sounds are also helpful in chases, they alert you when a pallets dropped, a Survivor fast vaults a window or pallet, if they're running past you, when they're healing, etc. Its a good idea to put some headphones on and listen carefully when playing as the Killer. Any and all audio is essential to be aware of and is a corner stone of a successful Trial when playing Killer.

Pallets



A survivor can drop this on a Killer to stun them for a brief period giving them time to run away. When in a chase, Its best to leave the dropped pallet alone unless you're being looped around it. Once the chase has broken off or is concluded, come back for it so you can break it. Breaking pallets is similar to how you damage generators, the only difference is that you just press the space bar to break the pallet. The less pallets on the map is overall better for future chases.

Entity Alerts



An alert is a visual and auditory cue given to the Killer whenever a rushed action is being done by a Survivor. Rushed actions can vary from failing a skill check, exiting and entering a locker quickly, fast vaulting a window or pallet, dropping a pallet, and unhooking a hooked Survivor.

Alerts are given to the Killer when they're either far away or at a decent distance. They will not go off if the Killer is right next to where the Rush action is taking place. Alerts are only exclusive to Killers and no one else.

Injured and Dying Survivors



When a Survivor is put into the Injured State their icon on the bottom left corner will change to reflect their current health state. A Survivor in the Injured State will start to leave a trail of blood as well as begin to make groans of pain to nearby Survivors and the Killer.

Survivors in the Injured State can be healed by other Survivors, or by themselves from a specific perk or a med-kit that they can either bring into the Trial or find one from the 3 default crates around the map.



As stated above, trails of blood will be left by the Survivor wherever they go until they're healed. These pools of blood will stay visible on the ground for a few seconds at a time. When paired with Scratch marks it is easier to track Survivors when in the Injured Stated through their blood trail as well as the audio cues they give when in pain nearby.



When a Survivor is put into the Dying State their icon in the bottom left with change again. They can be picked up and brought to any highlighted Sacrificial hook. If you decide to leave the Survivor on the ground, they will last for approximately 4 minutes before "expiring" on the ground. Survivors in the Dying State naturally leave trails of blood as well wherever they crawl.

A Survivor can also be brought into the dying state by grabbing them out of Lockers, Grabbing them mid-vault on a window or pallet, Grabbing them mid unhooking another Survivor, or grabbing them off a generator. This can be done by simply tapping the primary attack button and releasing it on the Survivor mid-animation, do not hold down the primary attack button as that will activate the lunge attack instead.

SACRIFICIAL phases

Each Survivor in the Trial is given 2 chances to live before dying on the third and final hook. This means a total of 4 Survivors must be hooked 3 times each to kill them all. That is 12 times you have to hook every Survivor to get a 4k, or in other words a 4 kill game. Please keep in mind however that Survivors on any hook can be rescued by their fellow teammates. So when looking for your next victim, be aware of this happening.

The First Phase


In the first phase, the Survivor is given the option to either sit and wait to be rescued, or take the tremendous risk of unhooking themselves.

The chances of unhooking yourself in the first phase is 4% for each try, giving you a total of 3 tries before forcefully transitioning into the second phase. Its usually a last resort, and is not recommended to do when you know other Survivors are trying to rescue you.

the Second Phase



In the second phase, the Survivor must mash the space bar to avoid being sacrificed on the spot. This gives them a second chance at life if they're rescued, but when they're hooked again they're done for. You'll know a Survivor is in the second phase when the signature "spider legs" try to murder the Survivor while they struggle, but if you're not there when that happens you can check if they're in the second phase by seeing half of their bar on the bottom left being taken off automatically.

the Final phase



The final phase of the sacrifice, when the Survivor is on their last phase they're sacrificed and removed from the Trial. This is your objective, you must Kill all Survivors at all costs.

The Hatch

The Hatch is the last Survivors primary means of escape when all other Survivors are Sacrificed. During The Hatches time being open it will leave a audio cue for anyone nearby looking for it. Your goal is to get to the Hatch first before the last Survivor jumps into it and escapes the Trial.



When The Hatch is found by the Survivor, they escape and the Trial ends, but if the Killer finds The Hatch first, they're given the option to press the space bar on it to "Close the Hatch" Engaging the End Game Collapse and having the Survivors only way of escape be changed to opening either one of the two exit gates.



However, the Survivor can open The Hatch and escape with a Key, doing so will end the Trial as well. So either way, the Survivor still has a second option despite being closed. It is not recommended to focus on this though and patrol both Exit Gates for the Survivor.

The end game collapse

The End Game Collapse is activated when either the Escape hatch is closed by the Killer, or when all generators are powered and the Exit gates are open. The End Game Collapse allows Killers to have a definite end to the Trial, so you'll know that when the timer starts above and the world starts shaking, the game will end one way or another.



If a Survivor is trapped in the Trial during the End Game Collapse and the timer runs out, the Survivor will be Sacrificed on the spot. The Killer will be compensated for said Sacrifice and the Trial will end.

The Exit gates



Two Exit Gate are in the game at all times. The Exit Gates activate when all Generators in the Trial are complete OR when The Hatch has been closed on the last Survivor. Once the Exit Gates are powered, its your job to patrol them to watch out for Survivors trying to open them. The Killer has the option to pre-maturely open the gates by standing in-front of the Exit Gate switch and holding the space bar down in-front of it.

Each stage for how finished the Exit Gate are is indicated by the lights on top turning red. one means 25%, two means 50%, and three means 75% is completed. Survivors will often keep the Exit Gates on 99% completion to ward off the End Game Collapse. This is usually done in-case a teammate has been hooked, so be aware of this when the Trial is soon to end.

The Exit Gate leaves a highlighted aura for the Killer to find them easily, this "aura" does not exist for the Survivors. Once all or what remaining Survivors escape through the Exit Gates, the Trial ends.

The Killers "red Stain"



First off the "Red Stain." What is it? Well, the Red Stain is essentially the light that emits from the front of the Killer, that's why it's called the "Red Stain" it leaves a red mark where ever the Killer is facing. Of course this has its advantages, Survivors rely on the Red Stain to figure out where the Killer is facing and which direction He/She is going. This can end up with some very good mind-games to be had.

Face your Red Stain in a door way while moon walking in the other direction behind the wall, and the Survivor will believe you're going to head through the door way when in reality you're going to the opposite side to meet up where he/she is, this is good for Killer Shack, most windows, basically where a corner of a loop is which is the best place for you to utilize this to the fullest.

The killers "Terror Radius"

The Killers "Terror Radius" is the noise the Killer makes when a Survivor is within his radius. Some Killers Terror Radius can go out to 32 Meters, while Killers like Myers at Tier l only goes out to 6. The sound the Terror Radius makes is a heart beat the increases in volume before finally erupting with noise when a Killer finds the Survivor in their sights. You'll know a chase in engaged when the chase music starts playing, so do be aware of this. Survivors also rely on this to know where a Killer is or if they're close by, so the shorter the radius, the easier sneaking up on a Survivor is.

Mind-Games

To bluntly put it, mind-games are very effective in every chase and scenario. Having your prey believe you're going in one direction but you're actually going in the other is always satisfying when you surprise them with a smack to the head.



The Circle indicates where to look and the arrow points to where to moon walk, this is just an example but the overall idea is there. You'd be surprised how many people you can catch off guard hiding on the other side of the pallet while you moon walk into them from behind.

The Red Stain and the Terror Radius play a hand in this as well, while the Red Stain gives the Survivors an idea of where you are around corners, you can easily fool them by moon walking in the actual direction you want to go while facing the corner to emit the Red light your Killer gives off. This leaves the impression that you're facing that direction, so it makes the Survivor believe you're going to follow them that way.

To effectively use mind-games, please be aware that you want whoever you're chasing to not be in view of you, this means if they go around a corner its hard for them to determine where you'll end up if the gap between you and them on both sides is too small. If the gap between you on one side is small and the other is long, its best to just chase them and wait until you're at a more "unsafe" area to trick them.

Remember, if the Survivor has a full view of you, mind-games simply wont work, the only time you should do something like doubling back in a open loop is to just close the gap between you and waste the pallet they're looping you around.

regular attacks


(Fast Attack)

By tapping your primary attack button and quickly releasing it, you will do a fast swing. When you miss a fast swing, you will go into a short cool-down phase before being able to attack again. This phase is fairly quick and can be recovered easily.


(Lung Attack)

To initiate a lunge attack you must hold down your attack button this time while chasing a Survivor. This will give the Killer a boost in distance to hit them and a small burst of speed as well. However, when engaging in a lunge and missing your target, the cool-down time is increased ever so slightly. This time it will a bit more time to recover for your next swing.

INTERRUPTING actions



When using the fast attack by tapping and quickly releasing the attack button, you can grab Survivors off their current action. When a survivor is in mid-animation, you can grab them out of repairing generators, fast vaulting windows or pallets, when a Survivor is unhooking another to save them, and even when they're opening a Exit Gate. This puts the Survivor into the dying state immediately and allows the Killer to get a head start on another Survivor being hooked.

Killer Powers, perks, offerings, and Add-ons



(Killer Powers)

Every Killer has a secondary attack button that activates whatever power they have. Some Killers may use other buttons as well, which they use to activate their sub-power that is a branched off ability from their main power. But all primary powers are activated using the secondary attack button. A sub-power is a secondary ability certain Killers posses. This could be to help their power, or due to the nature of design of their character.



(Killer Perks)

All Killers have three unique perks given to them by default. However, these perks can be unlocked for all Killers by spending points in the Blood-Web to unlock them for the rest of your roster. Other none-unique perks are also in the Blood-Web for you to access. Mix and match your builds and have a good time doing it!

Only four slots perk Killer though, so be cautious on what you choose for your build with their power.



(Killer Add-ons)

Every Killer also has their own assortment of unique add-ons that can be combined with their power. These add-ons can range from being a minor help or being a massive one to the Killers power. This can vary depending on the rarity of the add-on, or the combination it is in. Add-ons can be purchased like perks and offerings in the Blood-Web, and depending on their rarity can change in price.

Beware though, only two add-ons can be given to each Killer at a time, so choose wisely for what best fits the power on a budget or not.


(Killer Offerings)

Killers and Survivors share a few things in common and offerings is one of them. Offerings can be "burned" before the beginning of the match to either gain a small edge of a Survivor team, or for the most part gain a percentage in blood points in one category or in some cases all category's.

They can be purchased in the Blood-Web and like perks and add-ons, are different in prices when it comes to their rarity. Offerings a quite useful to soften up the grind a bit, so be aware of this and stock up or cash out on blood point offerings when you can.



basic TILES

First off, any Killer must know how to effectively manipulate every basic tile to their advantage. Every Killer benefits from this, whether it be Nurse or Trapper, you'll want to know the general basics of what you should do in any of these scenarios when facing them in a Trial. Now you may be thinking "what is a tile?" and in a simple term, a "tile" is a square on the grid that makes up the map. Each square or "tile" is randomized based on the RNG of said map. Of course the main structures of the map itself are always the same, and never change. The only exception to this (currently) is the Badham Pre-School maps, depending on the versions you get.

These tiles below are commonly seen on every map and depending on the RNG of said map will spawn each of these in a randomized fashion. You could get two of the same tile, or even three of the same tile... It all really depends on the RNG. The only tile here you wont get the same of is the Killer Shack tile, only one of those can exist on a map at a time.

L-WALL AND T-WALL



Info

A simple yet effective tile for Survivors, the basic premise of the L-Wall and T-Wall is to Loop the Killer by going from the bottom of the T-Wall, loop to the right, Vault the L-Wall window, and loop back around to repeat the process.

Tips and Tricks

Follow them from the bottom of the T-Wall and vault the window when they do (this will make them believe you're being looped by them.) Once they loop around the right corner to the L-Wall, instead of going past the locker from the right of the L-Wall to get continuously looped, just go to the left side instead and follow them to the next corner. This will leave the Survivor with 2 choices, they will either fake out the window vault or continue from the right side of the L-Wall and wrap around the corner to do a fast vault.

The best way to choose what to do is to follow them from the right side of the L-Wall until they go around the corner of the L-Wall out of sight. Once they're past that corner, make sure to not flash your "Red Stain" (The red light Killers emit) around the corner and instead moonwalk around said corner. They wont see your red light and fake the window vault, allowing you to get a free hit for their mistake in judgement.

The opposite can also apply, where you flash the Red Stain at the corner and moon walk back towards the bottom of the L-Wall window, you'll know it was successful when you hear the iconic fast vault and see them on your side of the wall. (The bottom side of the L-Wall window that is)

Killer shack



Info

The most effective and overall used tile that exists in Dead by Daylight. The Killer Shack is composed of one window and one Pallet, followed by two lockers and a basement that spawns in at the bottom left of the Shack depending on the RNG of the map.

Tips and Tricks

Depending on where you come in from this tile you'll have some options. You can follow them from the top left entrance and chase until you see them attempt to fast vault the window from inside. Once you know they're going to fast vault, immediately double back around the top right corner and meet them on the other side of the window. They will then have to either drop the pallet to avoid a hit, or risk an attempt at another fast vault.

If you come in from the bottom of the shack instead, you can chase them inside and usually land a hit on them. Depending on the distance though, they will most likely go around the corner of the top left door-way and do the first scenario I said.

Be aware that most, if not all Survivors will not attempt to waste the Killer Shack pallet. This is because this pallet is extremely safe, and can be looped indefinitely without risking a hit what so ever. If by chance they do pre-maturely drop the pallet because of a mistake or a mind-game you did, break the pallet. it is worth it.

Jungle Gyms #1 and #2



Info

Like all tiles on this list, this tile is commonly seen on all maps, and is sometimes harder to overcome than the shack. But too be honest, its actually much easier to overcome once you get the general idea of how to mind-game it.

tips and tricks

For Jungle Gym #1 you may have noticed there are two versions of this tile, one has a window on the top left and a pallet on the bottom right, while Version #2 has a pallet on the bottom left and a window on the right side middle wall.

The mechanics of this tile is actually easy to overcome. For Version #1 you can chase the survivor around the bottom left corner on the other side of the Locker and once hes around the corner you can moon walk to said corner to make the Survivor believe you doubled back on him. You can also do this at the Pallet if you want to get risky and do a backwards moon walk lunge (Its basically doing a moon walk and doing a sharp turn around while doing a lung attack to hit the Survivor waiting at the other side, knocking them off guard.) if they decide to go to the window first from the bottom, you actually hit them a few steps after the window if you go around the corner when they're mid animation on the vault.

Version #2 is where the the same Tricks apply, the window however is tricky, you can try to fake that you're going to the left side of the window making the Survivor go to the left (that's their left on the opposite side of the window) and than vault said window instead when they realize you didn't come around the corner. It works sometimes, but its risky.

As for Jungle Gym #2, you can just follow the Survivor past the pallet until they get to the right side corner and pass it. Once they do, just moon-walk to that corner and they'll believe you doubled back around to meet them. (I'm talking about the right wall connected to the pallet, not the left wall.) You can try that at the pallet too but its easier to just do the other option, and safer.

4 Wall tile #1 and #2



info

Important to know is that 4 Wall Tile #1 is completely unsafe and can simply be mind-gamed with moon walking at the pallet or just doubling back on the person dropping it. The first Version is completely unsafe, the window is blocked by the 2nd row wall...

4 Wall Tile #2 is a decent tile but nothing serious.

Tips and tricks

A good tip is to not mind-game the Version #2's pallet, the walls are too long and every Survivor will know where you're going because of how far the wall is to loop back around. Its better to endure the chase than mind-game it. As for the window on Version #2, its fairly safe to be honest, if you attempt the same tactic as the Jungle Gym Version #2 you could get a lucky hit.

Version #1 is completely unsafe for the Survivor, the window is blocked by the 2nd row wall so you can't fast vault it, and the pallet can easily get you a free hit. Just double back on it when its dropped, no real mind-games can be played on that pallet due to it being so unsafe for the Survivor anyways.

Conclusion

Overall this should give you new comers a good idea on what to strive for and some new tricks to slay some Survivors with... I do hope this helped someone out, truly. And I wish the best of the luck to everyone out there in the Trials ahead.

Good luck in the fog.

Post edited by FireHazard on

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