I know this is a joke, but it legitimately took both me and my friends hours of playing to realize that whether you drop the pallet in front of you or behind you is determined by whether you're holding shift.
Not a killer main here; no they can't and they never have lethal pursuer. Please crouch in a dead zone until they pass it's the safest thing you can do
Two interesting things about Wesker that is VERY subtle. 1: Wesker’s (including me) will fake break pallets by pulling out Wesker’s power. How can you tell the difference between a legit break and a fake break? Wesker won’t laugh when actually breaking a pallet. 2: How do I know when Wesker’s window to use his 2nd dash is over? When he does a little snicker of a laugh he can’t dash anymore and will start putting away his power.
wesker audio queues aren't realiable tho.there's a subtle difference between the height at which the tentacle is held in the actual break animation and you can learn the tentacle timing by experience too, which can help remove the unreliability That's why you always hear people calling out egg btw, so they know they 2nd dash window without needing the audio
To expand on the Twins thing: The Twins get killer instinct on you the moment you hear Victor’s grunts if you’re not crouching. If you’re running and you all of a sudden hear Victor’s grunts, do not start crouching, run away because Charlotte will know someone’s near Victor. If you do know where Victor is, start crouching before you get in the 12 meter range of his grunts to kick him.
twins tip: if you know a survivor is hiding nearby, you can release victor and switch back to charlotte for info. this could be for suspected pallet/blind saves (where victor can also body block one side of the pallet) and finding survivors in a locker since killer instinct goes through lockers.
In particular, you’ll know you’re in detection range because in addition to hearing his noises, you’ll have a low whooshing/droning sound playing in your ears.
If you DC during a loading screen it doesn't count as a DC and you won't be penalized. I wouldn't make a habit of it but we've all had those days where it's the 7th map offering in a row and we need a break
In 7.6.0 patch they had this line: "Fixed an issue that caused The Legion in Feral Frenzy, when Blinded by a Survivor, to not play the cooldown animation." so I assumed they removed that interaction allowing them to get out of power quicker.
still works if the legion is in another animation when blinded, so the fast vaults over pallets and windows will cancel the fatigue if blinded during them
Here's mechanics for killer, due to this video mostly assisting survivor pov (there's a lot): Dredge will always grab a survivor in a locker in a two locker set up, even if the other locker is locked. On all killers, the default position a survivor will be dropped when they escape your grasp while bring carried will be to the left side, behind or in front of the killer-- if there is an object in the way, it will then default to the right and then directly behind or in front. While a survivor has a pig trap on their head, entering chase will pause the timer indefinitely until the chase ends; you can still stay in close proximity, but as soon as the chase music begins it will pause. Fire Up perk affects survivor pickup time, and this includes grabbing off of objectives or vault locations; at 3 stacks or more, you will *always* successfully grab survivors off of objectives if they try to cancel the action after you pressed the button. This also speeds up special grabs like Wesker's auto-carry using his ability, Trapper picking up a survivor who is trapped, and Dredge locker grab. Survivors can be grabbed while vaulting pallets and windows if they are injured. While undetectable, you do not have the "red stain" visible (glowing red light in front of you visible to survivors). While a survivor is oblivious, they still see the "red stain". As Legion, you can lunge as the time for your power runs out, extending the distance you get with it, with the same amount of downtime if you had just let it run out. As Artist, if a survivor runs through one of your crows that hasn't been fired yet, crows will swarm them. You still need to fire a crow at them afterwards to damage them. As Onryo, while Demanifested you cannot be stunned by pallet drops and can walk right through survivors. As Knight, you can attack your guards to prematurely end their patrol and cycle to the next guard in rotation. Nemesis zombies always spawn next to hooks, so using offerings that change hook placement can drastically change how useful they may be on their own. Lunge is a movespeed bonus (180%) for a couple seconds with a basic attack at the end, because of this, more movespeed means a further lunge-- be aware that all killers have varying durations of lunge, despite all having the same speed boost. Chucky can vault windows silently while he is in Hidey-Ho. His normal vault uses a loud sound like survivors vaulting. Dredge can manually hide in lockers by pressing ctrl in front of one. Lockers blocked by the entity due to a survivor's hook proximity can be entered this way, be aware that the anticamp bar will still fill if you do this. (You must also have your power available to use this.) Hooking a survivor in the basement grants 50% more bloodpoints. Pig can exit crouch, vault a window, and crouch again before the undetectable expires. Survivors who are oblivious are still affected by all "within the killer terror radius" effects, like Coulrophobia. This can both give you away, and supress them without them realizing. As Unknown, if you teleport to a hallucination that is being dispelled by a survivor, they will be frozen in place giving you a 100% guaranteed basic attack for a moment. You can continue to kick generators that grow spikes from too many regressions-- this will only passively regress the generator at 100% speed, and not apply the 5% flat reduction or other effects you would normally apply. Sadako's TVs will play a special video if a survivor is within range of condemn for it (16m). If Oni does not actively gather blood orbs, they will eventually cap out-- orbs that despawn to make new ones will be automatically absorbed by Oni to charge his power from any distance. With Unrelenting on Oni, if you use your lunge to break a wall or pallet you will recover sooner, as it was a "miss". Perks and add-ons that state "whenever a survivor loses a health state" or "if a survivor is injured by any means", damage from disarming Trapper traps (with add-on), or damage from plague disease will apply those effects as well.
@@Ouroboros619 Thank you. In a perfect Dead by Daylight, grabbing off of objectives would not be stopped by survivors canceling the action after the grab has been initiated even without the perk.
I can't speak much to the other tips, but the one about being able to kick generators with spikes is not true, unless there's some weird game rule I'm missing. After looking for any patch notes supporting it and finding none, and testing it ingame myself against a bunch of (annoyingly uncooperative) bots, I can confirm that you cannot kick generators after they've suffered 8 regression events and thus permanently have the entity's spikes. The spikes start appearing after the 4th time you kick the generator as a sort of warning: each time you kick the gen, they'll show up temporarily, but crucially they don't stop you from kicking it again until the 8th kick. After the 8th regression you can't kick the gen anymore at all.
8:00 I learned that if you hold the sprint button while recovering with plot twist, your teammates can’t heal you and you can still recover. So if you see a solo q teammate sprinting towards you, just hold your sprint button. Still wastes their time but at least you can get plot twist value
What I do is that I let them heal me up to 99% and then I hold sprint to make them stop so I can pick myself up, since them healing me is faster than me doing it by myself
Not just plot twist, holding sprint will cancel any healing interaction. So if they try to heal you and you don't want them to (like, say, the Killer's coming and will just immediately re-down you) you can stop them with sprint.
A big one is a base mechanic that will always help: Survivors have a momentum system, so hold down the run button in place (or go in a small circle) in a scenario where the killer is mind gaming or you need to stand still to see checkspots. The only exception is Skull Merchant. Just croutch through the lines mid-chase, or stand still if you know she will get the Claw Trap off.
I think the problem is some Survivors and Killers just play that one side an not the other, which is just not good. Bc theres no indicator for Killer Instinct, youll never know it exists if you only play survivor. You should always play both sides to learn both ways to loop/anti loop and also stuff like that.
Yup. The best way to learn how something works is to play it. You'll understand Killer powers (and perks) far better playing as them than against them. And now that bots exist Survivor mains have no excuse for not getting first hand experience.
Except you still have to buy the killers and saving up shards for the ones you CAN buy without paying takes forever. I intend to buy all the ones I'm able to eventually, but in the meantime it's nice to know little quirks the game doesn't even tell you about. I only found out towards the beginning of this year about the Plague thing after 6.5k hours and I play Plague, in fact I used to main her. That isn't something that is really noticeable just by playing killer.
"Killer is hacking, they somehow knew I was in the locker!" Me, The Artist, looking between them and the crows that passed them and ratted their ass out: ...Surely there is no other explanation.
4:03 as an artist main, sniping and pressuring gens with crows at long distances is one of her strongest skills, but i gotta admit its more fun when survivors dont just run past 3 lockers while they are swarmed, makes the game more interesting x3
Putting the the turret right outside the tunnel is a good idea if you're working on a gen right next to it. The Xeno will always hit the turret, giving you time to run away. It's like someone taking a hit for you.
Working on the front of a generator is quieter than working on the sides. You can hold Trapper's bear traps open to let other survivors go past them (very useful around basement) you can tell where generators are in indoor maps based on whether lights are on or off. Pinhead's box always tries to spawn as far away as possible from every player. While carrying survivors, you can know when they're about to wiggle off based on how many times they've grunted. Every survivor grunts 9 times, then wiggles off on the 10th. Try to be at a hook by 8.
7:20 You can knock him out of his cloak by pallet stunning him if you're exposed. You just can't break him out of it by looking at him if you get successfully marked. He will also break himself out still if he wiffs an attacks. Also side note, the timing to break him out must be generous or you can time it to break him out just as you get exposed becuase I've broken GF out of his stealth right as he exposed me a couple times.
I always leave my teammates on the hook when they are getting tunneled, but they think im throwing so they kill themselves on the hook and throw the game for the whole team.
About the pig trap one, I had a game where I let someone crawl out the exit gate and was worried they would die cuz I was farming but they didn't. The trap was beeping and was active, so idk if crawling counters that but I thought I should mention that.
Ghostface main commenting just to confirm When he got his update (faster power recovery, faster crouching, longer exposed) it was also added that a fully marked survivor can not break you out of Night Shroud, they would need to stun you
The first month or so when Knight came out and I was playing them, even knowing unhooking dispelled a guard I would still use them around a hook because people just didn’t get it. I’d tell people in the post-game chat but yeah… glad to know people still don’t know, I guess…
I agree with Scott on the Knight, I've had SO MANY F*CKING situations where my teammates don't know you can rescue someone safely even if the guard is patrolling the hook and either get chased by the guard and run away or just leave me to die, but this lack of knowledge can be used for your advantage if you're playing as the Knight because if the survivors you go against don't know this then they probably won't go for the unhook.
Yup. If I'm chasing someone heading for a hook I always send a guard ahead. Seems like it's about a 50/50 chance they'll give up and run away instead of getting the unhook. Something to note, however. If the guard detects you AFTER you start the unhook, it won't dissipate. The hunt has to be active before the unhook starts to cancel it. I've double tapped people more than once this way.
7:23 back when ghostface got all the buffs around the time trapper got the extra base trap this was one of the most stated changes im surprised you didnt remember that also since youre still in power before you m1 sometimes having the option to make someone unable to reveal you can be really useful to note in certain situations
Probably a good video for me to drop this question: is it true that Nemesis' tentacle strike will actually prioritize hitting an infected survivor over an uninfected one if they're running together? Had an instance where I was infected with an uninfected teammate body blocking for me and a Nemesis tentacle straight up hit me through the body block, prompting the killer to drop that bit of info in post game chat, but haven't found a source of information to back this up.
Fast vault range is a minimum of (I think) 3m of running STRAIGHT at the window. Not slanted or turning into it, STRAIGHT. There is a cone of an angle that is acceptable for this but it isn't what i would call generous. Holding sprint cancels all interactions, including another person interacting with you. Let go of sprint to get healed. And finally, killers performing an interaction like kicking a gen or pallet, or searching a locker, or vaulting a window, makes them lose collision for a small window of time. This can be used to confuse a killer when you are running out of resources.
I love all the little quirks and techs that dbd has, it's sad that they are slowly getting removed and along with some skill expression. Even if they aren't the most balanced and friendly for beginners, they give dbd some life and replayability.
exactly how I feel, 4437 hours on steam and the ONE thing I enjoyed was all the buggy techs that I felt I could widen my “bag” of tricks, most of the time none of the tricks are useful and result in a free hit (window techs eg.) but when they do work it’s like aw that felt good
If another survivor is incredibly aggressive about healing you first when you’re both injured. They almost 100% have autodidact. Source: both me and my teammate using autodidact and having 30 second stand offs every time we tried to heal each other.
Here's another one: it is more efficient to mend yourself than to let someone mend you. This is because it takes 12 seconds to mend yourself but 8 seconds to mend someone. The second one seems faster but this is false efficiency. If you had 2 survivors in Deep Wounds and they mended themselves, it would take 12 seconds, 2 survivor mending in parallel. But if they mended each other, it would take 16 seconds, 8 seconds for each survivor. You lose 2 seconds of efficiency when you mend another survivor. This easily accumulates when going against Legion.
Apparently a lot of survs aren't aware of this: If you get unhooked against a leatherface - don't run into him to take the bt hit unless he carries a surv. If he knows what he's doing he'll double hit you with the chainsaw
Really wish they would add a countdown for hooked players. I have a heck of a time telling whether someone has one, five, or ten seconds left before going to second stage. In the tip department: if you show up late and someone goes to second stage, if the killer is even remotely nearby, go away and let the survivor cook for another 30 seconds at least. If you unhook immediately after someone goes to second stage, the killer will come tunnel them out 150 times out of 100.
While being chased by knight AI if you touch a pallet or window vault with your body without vaulting it then run the other way the knights ghost will head straight for it and has to also touch it. Also during an interaction you should always let go off the run button because during a vault or drop or pallet throw your exhaustion will go down as long as you're not holding down run.
You know, it would be cool if BHVR kind of overhauled their UI in a way that show these kind of tips. Like, when you hover over a killer in the menu or select it, it shows how their power work in a quick video instead of a wall of text
to add to the killer instinct thing: if you are hiding in a locker and artist shoots through it, she will get killer instinct. the amount of people i have grabbed out of lockers this way...
Another interesting detail about not being able to reveal Ghostface when marked is that it still works if he grabs a marked survivor meaning he can walk around with a survivor while Undetectable as long as they were marked and grabbed. Also another cool ghostface power perk is that he has the intangiblity of meyers when stalking a survivor so if used correctly you can pop your power to quickly get past people who body block you at doors but is very finicky to use in chase without both some haste and the stalking movement speed addon
You can hold sprint (left shift) to stop teammates from getting your off the ground in front of the killer. Idk how many times people would just run up with the killer on them and tap me, just to instantly get re downed by the killer. Holding sprint helps keep you from being farmed.
When I use Plot Twist in solo queue, I immediately stop recovering and do the "No" side-to-side wiggle in the direction of any teammates who start running towards me. I only start recovering again if they stop running towards me. It's actually pretty often turned out to be an effective way to communicate to not come for me. YMMV but just a tip
You didn't know about walking Plague?? I can't imagine playing vs her without it. You can deny the 4th stack of thana, you can force her to puke 1 more time by walking around to the pallet instead of running and play the loop properly, etc I straight up thought that was common knowledge
You can fidget after opening a chest (like just tap W to walk into the chest for a moment) to be able to immediately pick up the item, normally you have to wait like a second before getting the option.
GUYS FOR PLOT TWIST YOU CAN LET THE PERSON HEAL YOU OFF THE GROUND TO 99 THEN PRESS SPRINT TO KICK THEM OFF and THENNNN fully heal urself rather than just not let the person heal you, because they heal you in 16 seconds while u recover in 32 seconds so let them heal you to 99 then recover yourself
Plot twist is an effective way of healing yourself. If someone uses plot twist next to you, it's a complete waste. If you're running across the map to heal someone that plot twisted, you're wasting precious time you could be doing something actually useful. If someone plot twists and you're confident they won't be found, JUST LEAVE. There is no point wasting 16 seconds healing someone who can full heal in 32 seconds; 16 seconds from 2 survivors still adds up to 32 seconds of a single survivor.
Another thing worth noting, if someone plot twisted, don't run to them. You're leaving scratch marks behind to lead the killer to someone who is silent and leaves no pools of blood.
I have one. When you play as Knight, if you have Nowhere to Hide and kick a gen and send a guard out, once you finish making the path you will see Survivors auras from where you placed the guard (granted if you still had time left for the perk. Using Lethal Pursuer helps with this). This happens because Knight teleports to that location for a split second and then the respective guard is placed.
someone needs to make a video explaining what all the sounds in dbd mean, like the boon setting sound or the sound that plays when the killer stops being afk. took me way too long to learn some of those sounds
There's like 40 unhook perks in the game, and I never get to use any of them, because my team is always sprinting in the killer's face to unhook someone as soon as they're put on. Meanwhile, the killer: "Oh, gee, I didn't bring Barbecue, I'm not sure where to go to find more survivors now-*BOOM* Oh, guess I just turn around."
Mastermind’s infection thing is the most unhealthy thing on the killer side of the game right now. The fact that you get 7% slow down, you’re exposed, and the infection doesn’t get rid of itself when you’re hooked is insane. At minimum the infection should be reset entirely when you’re hooked, like how Skull Merchant’s locked on stacks work.
the infection is reset when you’re hooked. I would argue its very healthy for the game as its well needed slowdown which allows the killer to go for more hooks.
@@dodang_9147 I wouldn’t say it incentivizes tunneling anymore than pigs traps for example. A lot of situations incentivize tunneling and that’s a game flaw not a wesker flaw.
@@ItzYourValentine killer instinct whenever you spray does not incentive tunneling? it is giving information to exactly target the survivor on highest hook count and a -8% debuff to chase same survivor twice in a row.
2 really unknown facts I found out recently Singularity: Overclocked mode lasts a bit longer for every survivor currently slipstreamed Wesker: His power charges faster for every survivor infected
7:16 I can confirm, every since the QoL update they gave to Ghostface, they made it so that marked survivors can't reveal you, very useful for mindgames in chase, or just letting that mark stay and roam the map and potentially letting the survivors mindgame themsselves.
FYI Scott Ghostface doesnt get knocked out of his power after stalking someone, so you get to keep your Night Shroud if you manage to expose someone unless someone else is nearby looking at you.
the ghost face one is actually really good especially on players who are comfortable being injured. I don’t know why you would against ghost face unless they are super good at marking. but it’s great because it will help you stay in power longer.
10:35 this has been true for the longest time but unfortunately survivors kill themselves on hook when they see them trying to bump up a generator to at least 50% before going for the hook save. It pisses them off to just watch players sitting on a gen instead of unhooking them in 0.2 seconds after getting hooked
The ghost face thing is correct. If he exposes you you cannot reveal him. Which makes him extra dangerous since he keeps the undetectable while in chase giving him no red stain.
SOLO SURVIVOR OPTIMAL LOADOUT - i have come to after many many hours of testing these perks - 1) BOND - this is key. you need to know where those idiots are and what they are doing. allows you to jump into chases and protect, get the right gens done, go for saves, not go for saves, etc. 2) WINDOWS of OPP- you need this to always know where to go if you are not a master looper. If you're a master looper, great use some other perk instead. 3) KINDRED - similar to 1), it helps you navigate when your teammates are bad, and also helps your team immensely when you are hooked. 4) DISTORTION - this used to be dead hard but i cannot get dead hard to work so i gave up on dead hard. DISTORTION counters almost every killer build now days, and it will be even stronger once they nerf Ultimate Weapon so that you don't scream but only show aura. 80% of the time or more this perk will counter the killer's perks. if it doesn't, they prob have a weaker build anyway.
if you're downed by a hooked survivor, CRAWL AWAY. People whined and complained about an anti-camp mechanic, they got said mechanic and still don't how it works. If you sit next to the hook, NO MATTER WHAT, you'll prevent the anti-camp mechanic from doing anything. Don't recover, just get away from hook.
One I contributed to that thread: Killer Interactions that put the Killer icon on the Survivor HUD do not count as Conspicuous Actions. This means if you've got Decisive Strike, Off the Record, or even Borrowed Time active you won't lose them if your disarm a bear trap, dispel an Unknown decoy, or cleanse at a Plague fountain without losing them.
I had someone call me a stream sniper because I was playing Legion and grabbed them out of a locker. Turns out it wasn't even them streaming, it was another guy? The 60sec hook stage is something I try and tell my SWF all the damn time. Just leave them on hook and do gens, come and save in the last few seconds. Don't just unhook them instantly, especially if the killer isn't in chase. You can bet your bottom that killer is going to get whiplash heading back to the hook. Also, the GF change came about with his rework a long while ago.
If you have an active Pig Trap in the end game, you can Plot Twist and go into the dying state to disable the trap, then crawl out the exit gate. #CagethePig
Just go to sleep Scott. Stop browsing Reddit while in bed. Another Pig Trap Fun Fact. If you have an active trap on your head The Pig can carry you across the inviable line that triggers the trap, drop you on the ground and allow you to crawl out alive. If you just try and crawl out yourself with an active trap it will trigger and you die. On leaving people on hook if they are being camped or tunneled. If you are the person being camped or tunneled please stay on the hook for the second stage of things and don't just give up. Waste as much of the Killer's time as you can so hopefully the other Survivors can escape. Thanks for the video Scott but really, go to sleep while in bed. Reading your phone while in bed trains your brain that the bed is not for sleeping. I broke myself out of this habit and it really helped me actually get to sleep after lying down.
It's always crazy to me that BHVR does a absolute horrid-is job telling players how to play this game. Especially on the survivor side where you have to learn all of these unique interactions with killers that are getting more and more complicated. Yet everyone blames the player base and there "bat teammates" because they didn't do a bunch of outside research and memorize every patch note update. All this could easily be solved by a in game manual or better tutorial system against any killer.
If a survivor went down and the killer wasn't near them, they're using a perk called Plot Twist. If you try and rush to them to pick them up, and they don't let you, leave. Don't try to pick them up. They can pick themselves up with the perk. The best thing you can do is leave them.
I think Plague CAN hit you with barf when you're crouching and next to her, but it's difficult and most killers will miss a lot before getting the aim right, and even with the right aim, some of the spray misses. So it helps but isn't perfect
How do you not notice you can't reveal ghostface after getting marked. I noticed the change almost immediately. Also I'm sure you know about doing gates in T3, it's just something you don't think about until you have to do it. Muscle memory sort of thing.
YOU CAN HEAR THE ANDROID NOTIFICATION BUT MOST OF THE PEOPLE WHO ARE WATCHING THIS VIDEO ARE NOT AWARE OF USING THEIR EARS CORRECTLY. The mechanic is so OP lol
I want a video that covers more basic stuff, cause I’m trying to see some of the actual game mechanics, not individual killers or survivors because a lot of stuff happens in the game that wasn’t covered in the tutorial. This is coming from someone who has like 25 hours too, so I’m not completely new.
Walking against Plague was one of my first discoveries in the game that made me go, this game is actually pretty good with interesting counterplay sometimes. I love using the walk tech against her and forcing M1s before becoming fully infected wasting her time.
1:22 You can actually hear the Knight in the background sending Scott a text to tell him to stop revealing all of his secrets
you have made a grave mistake, standing in opposition to me this day.....
@@stickfigure805
I shall make an example of one..these *mewling worms* will *NEVAH* know peace.
Scott didn’t listen bro, Knight is cooked 😂
I shall make an example of one..these *mewling worms* will *NEVA* know peace.
@@stickfigure805
I shall make an example of one..these *mewling worms* will never know peace.
You can drop pallets by interacting with them
You can loop the pallet to waste more of the killers time*
Dropping pallets makes a lot of noise, which is a good way to distract the killer!
I know this is a joke, but it legitimately took both me and my friends hours of playing to realize that whether you drop the pallet in front of you or behind you is determined by whether you're holding shift.
@@kiiylldon’t play the game anymore, but I never knew that. Thought it was just if you were in front or behind of it
Try dropping all the pallets you can find right at the beginning of the game. It will slow the killer down as he goes around breaking them all.
The killer can see your ass crouching behind that tree
Okay but actually you glow blue to Freddy when you're asleep, so he has an easier time seeing people trying to hide in bushes.
nuh uh
Not a killer main here; no they can't and they never have lethal pursuer. Please crouch in a dead zone until they pass it's the safest thing you can do
but the rest of me is hidden?
Jane moment 💀
You can repair generators to escape the trial.
The killer can actually damage exit gates before the endgame and it’ll add 20 seconds to the timer to open them
That's actually a really good tip. Have to tell all my Solo Queue mates about this 🙏
Don’t listen to him he’s lying
first joke of the video and you still typed before watching
Wish my solo queue teammates would figure this out, surprisingly you can't just escape by opening chests and doing dull totems.
Two interesting things about Wesker that is VERY subtle.
1: Wesker’s (including me) will fake break pallets by pulling out Wesker’s power. How can you tell the difference between a legit break and a fake break? Wesker won’t laugh when actually breaking a pallet.
2: How do I know when Wesker’s window to use his 2nd dash is over? When he does a little snicker of a laugh he can’t dash anymore and will start putting away his power.
wesker audio queues aren't realiable tho.there's a subtle difference between the height at which the tentacle is held in the actual break animation and you can learn the tentacle timing by experience too, which can help remove the unreliability
That's why you always hear people calling out egg btw, so they know they 2nd dash window without needing the audio
Huh. guess laughter is the best tip after all!
@@igorzocrato3086 yea
What if you wanted to leave the tile but Wesker said: Hmhmhmhm
@@igorzocrato3086wesker audio queues are totally reliable. I use them all the time as survivor.
To expand on the Twins thing:
The Twins get killer instinct on you the moment you hear Victor’s grunts if you’re not crouching. If you’re running and you all of a sudden hear Victor’s grunts, do not start crouching, run away because Charlotte will know someone’s near Victor.
If you do know where Victor is, start crouching before you get in the 12 meter range of his grunts to kick him.
W info
twins tip: if you know a survivor is hiding nearby, you can release victor and switch back to charlotte for info. this could be for suspected pallet/blind saves (where victor can also body block one side of the pallet) and finding survivors in a locker since killer instinct goes through lockers.
@@mymop4422w info
In particular, you’ll know you’re in detection range because in addition to hearing his noises, you’ll have a low whooshing/droning sound playing in your ears.
if you press alt+f4 you can instantly escape a trial. This works for both killers and survivors!
huh, didn't know you can escape the trial as a killer :o :D
Looked at my Xbox controller for 20 minutes now and can't find alt or f4 button?
@@GöstaHöstassonfor console users, simply unplug the console!!!
If you DC during a loading screen it doesn't count as a DC and you won't be penalized. I wouldn't make a habit of it but we've all had those days where it's the 7th map offering in a row and we need a break
As a solo player, this is by far, the best tip.
In 7.6.0 patch they had this line: "Fixed an issue that caused The Legion in Feral Frenzy, when Blinded by a Survivor, to not play the cooldown animation." so I assumed they removed that interaction allowing them to get out of power quicker.
still works if the legion is in another animation when blinded, so the fast vaults over pallets and windows will cancel the fatigue if blinded during them
Got Legion-teched a few days ago, so nope.
this still works
Best outtro I've ever seen for a YT vid. 10/10 I loved the genuine rage.
9:45 "Standing still whilst a Billy is charging at you will result in being downed" 💀
Here's mechanics for killer, due to this video mostly assisting survivor pov (there's a lot):
Dredge will always grab a survivor in a locker in a two locker set up, even if the other locker is locked.
On all killers, the default position a survivor will be dropped when they escape your grasp while bring carried will be to the left side, behind or in front of the killer-- if there is an object in the way, it will then default to the right and then directly behind or in front.
While a survivor has a pig trap on their head, entering chase will pause the timer indefinitely until the chase ends; you can still stay in close proximity, but as soon as the chase music begins it will pause.
Fire Up perk affects survivor pickup time, and this includes grabbing off of objectives or vault locations; at 3 stacks or more, you will *always* successfully grab survivors off of objectives if they try to cancel the action after you pressed the button. This also speeds up special grabs like Wesker's auto-carry using his ability, Trapper picking up a survivor who is trapped, and Dredge locker grab.
Survivors can be grabbed while vaulting pallets and windows if they are injured.
While undetectable, you do not have the "red stain" visible (glowing red light in front of you visible to survivors).
While a survivor is oblivious, they still see the "red stain".
As Legion, you can lunge as the time for your power runs out, extending the distance you get with it, with the same amount of downtime if you had just let it run out.
As Artist, if a survivor runs through one of your crows that hasn't been fired yet, crows will swarm them. You still need to fire a crow at them afterwards to damage them.
As Onryo, while Demanifested you cannot be stunned by pallet drops and can walk right through survivors.
As Knight, you can attack your guards to prematurely end their patrol and cycle to the next guard in rotation.
Nemesis zombies always spawn next to hooks, so using offerings that change hook placement can drastically change how useful they may be on their own.
Lunge is a movespeed bonus (180%) for a couple seconds with a basic attack at the end, because of this, more movespeed means a further lunge-- be aware that all killers have varying durations of lunge, despite all having the same speed boost.
Chucky can vault windows silently while he is in Hidey-Ho. His normal vault uses a loud sound like survivors vaulting.
Dredge can manually hide in lockers by pressing ctrl in front of one. Lockers blocked by the entity due to a survivor's hook proximity can be entered this way, be aware that the anticamp bar will still fill if you do this. (You must also have your power available to use this.)
Hooking a survivor in the basement grants 50% more bloodpoints.
Pig can exit crouch, vault a window, and crouch again before the undetectable expires.
Survivors who are oblivious are still affected by all "within the killer terror radius" effects, like Coulrophobia. This can both give you away, and supress them without them realizing.
As Unknown, if you teleport to a hallucination that is being dispelled by a survivor, they will be frozen in place giving you a 100% guaranteed basic attack for a moment.
You can continue to kick generators that grow spikes from too many regressions-- this will only passively regress the generator at 100% speed, and not apply the 5% flat reduction or other effects you would normally apply.
Sadako's TVs will play a special video if a survivor is within range of condemn for it (16m).
If Oni does not actively gather blood orbs, they will eventually cap out-- orbs that despawn to make new ones will be automatically absorbed by Oni to charge his power from any distance.
With Unrelenting on Oni, if you use your lunge to break a wall or pallet you will recover sooner, as it was a "miss".
Perks and add-ons that state "whenever a survivor loses a health state" or "if a survivor is injured by any means", damage from disarming Trapper traps (with add-on), or damage from plague disease will apply those effects as well.
Amazing tips. And it speaks to BHVR's 'design' that I'm not sure if these are intended or something they overlooked/can't be bothered to test
@@Ouroboros619 Thank you. In a perfect Dead by Daylight, grabbing off of objectives would not be stopped by survivors canceling the action after the grab has been initiated even without the perk.
I can't speak much to the other tips, but the one about being able to kick generators with spikes is not true, unless there's some weird game rule I'm missing. After looking for any patch notes supporting it and finding none, and testing it ingame myself against a bunch of (annoyingly uncooperative) bots, I can confirm that you cannot kick generators after they've suffered 8 regression events and thus permanently have the entity's spikes. The spikes start appearing after the 4th time you kick the generator as a sort of warning: each time you kick the gen, they'll show up temporarily, but crucially they don't stop you from kicking it again until the 8th kick. After the 8th regression you can't kick the gen anymore at all.
8:00 I learned that if you hold the sprint button while recovering with plot twist, your teammates can’t heal you and you can still recover. So if you see a solo q teammate sprinting towards you, just hold your sprint button. Still wastes their time but at least you can get plot twist value
What I do is that I let them heal me up to 99% and then I hold sprint to make them stop so I can pick myself up, since them healing me is faster than me doing it by myself
Not just plot twist, holding sprint will cancel any healing interaction. So if they try to heal you and you don't want them to (like, say, the Killer's coming and will just immediately re-down you) you can stop them with sprint.
@@BattyPrincess insane tech
Killer instinct works through lockers. This includes Legion stabs and Artist birds that miss you.
A good thing to remember is that nothing prevents killer instinct from happening.
@@wolfrex2721 if the survivor is oblivious, killer instinct doesnt work Im pretty sure. Ok edit, its only for Legion in frenzy
I'm pretty sure Rancor also works through lockers.
@@SinNombre-_-false
@@wolfrex2721 crouching near victor will not give charlotte killer instinct
A big one is a base mechanic that will always help: Survivors have a momentum system, so hold down the run button in place (or go in a small circle) in a scenario where the killer is mind gaming or you need to stand still to see checkspots.
The only exception is Skull Merchant. Just croutch through the lines mid-chase, or stand still if you know she will get the Claw Trap off.
Another unknown mechanic is Skull merchant drones cant detect you if you DC the moment you know you are facing her.
I love how the notifications from Jund's phone started freaking out at the end and then he started lashing out lul
Thing I was genuinely not aware of: holding shift doesn't allow you to throw a pallet from every angle
This is a big one. Holding the run button makes the pallet be thrown *behind* you. I see a lot of people messing this up!
I think the problem is some Survivors and Killers just play that one side an not the other, which is just not good. Bc theres no indicator for Killer Instinct, youll never know it exists if you only play survivor. You should always play both sides to learn both ways to loop/anti loop and also stuff like that.
Yup. The best way to learn how something works is to play it. You'll understand Killer powers (and perks) far better playing as them than against them. And now that bots exist Survivor mains have no excuse for not getting first hand experience.
Except you still have to buy the killers and saving up shards for the ones you CAN buy without paying takes forever. I intend to buy all the ones I'm able to eventually, but in the meantime it's nice to know little quirks the game doesn't even tell you about. I only found out towards the beginning of this year about the Plague thing after 6.5k hours and I play Plague, in fact I used to main her. That isn't something that is really noticeable just by playing killer.
"Killer is hacking, they somehow knew I was in the locker!"
Me, The Artist, looking between them and the crows that passed them and ratted their ass out: ...Surely there is no other explanation.
9:00 The amount of times I've seen a random die because they were busy taking inactive head traps off in post game is honestly astonishing.
4:03 as an artist main, sniping and pressuring gens with crows at long distances is one of her strongest skills, but i gotta admit its more fun when survivors dont just run past 3 lockers while they are swarmed, makes the game more interesting x3
Putting the the turret right outside the tunnel is a good idea if you're working on a gen right next to it. The Xeno will always hit the turret, giving you time to run away. It's like someone taking a hit for you.
Working on the front of a generator is quieter than working on the sides.
You can hold Trapper's bear traps open to let other survivors go past them (very useful around basement)
you can tell where generators are in indoor maps based on whether lights are on or off.
Pinhead's box always tries to spawn as far away as possible from every player.
While carrying survivors, you can know when they're about to wiggle off based on how many times they've grunted. Every survivor grunts 9 times, then wiggles off on the 10th. Try to be at a hook by 8.
Crouching to avoid SM drones is not useless but it wastes a lot of time. Just DC and save yourself from 10 minutes of boredom
7:20 You can knock him out of his cloak by pallet stunning him if you're exposed. You just can't break him out of it by looking at him if you get successfully marked. He will also break himself out still if he wiffs an attacks.
Also side note, the timing to break him out must be generous or you can time it to break him out just as you get exposed becuase I've broken GF out of his stealth right as he exposed me a couple times.
I always leave my teammates on the hook when they are getting tunneled, but they think im throwing so they kill themselves on the hook and throw the game for the whole team.
About the pig trap one, I had a game where I let someone crawl out the exit gate and was worried they would die cuz I was farming but they didn't. The trap was beeping and was active, so idk if crawling counters that but I thought I should mention that.
Ghostface main commenting just to confirm
When he got his update (faster power recovery, faster crouching, longer exposed) it was also added that a fully marked survivor can not break you out of Night Shroud, they would need to stun you
Oblivious counters Doc and Legion. If the survivor can't hear the terror radius they arent detected by blood frenzy or shocked by Static blast
not being able to reveal ghostface while marked is a pretty common scenario for me, idk
did you know pressing the leave game button allows you to leave the game in dbd thus increasing the ammount of serotonin in your brain.
The first month or so when Knight came out and I was playing them, even knowing unhooking dispelled a guard I would still use them around a hook because people just didn’t get it. I’d tell people in the post-game chat but yeah… glad to know people still don’t know, I guess…
I agree with Scott on the Knight, I've had SO MANY F*CKING situations where my teammates don't know you can rescue someone safely even if the guard is patrolling the hook and either get chased by the guard and run away or just leave me to die, but this lack of knowledge can be used for your advantage if you're playing as the Knight because if the survivors you go against don't know this then they probably won't go for the unhook.
Yup. If I'm chasing someone heading for a hook I always send a guard ahead. Seems like it's about a 50/50 chance they'll give up and run away instead of getting the unhook.
Something to note, however. If the guard detects you AFTER you start the unhook, it won't dissipate. The hunt has to be active before the unhook starts to cancel it. I've double tapped people more than once this way.
Can verify the Ghostface tip with the marks has been true for at least the last two years.
no way it's been 2 years... wholly shit it was april 5th 2022
7:23 back when ghostface got all the buffs around the time trapper got the extra base trap this was one of the most stated changes im surprised you didnt remember that
also since youre still in power before you m1 sometimes having the option to make someone unable to reveal you can be really useful to note in certain situations
yeah it comes into play quite often
Probably a good video for me to drop this question: is it true that Nemesis' tentacle strike will actually prioritize hitting an infected survivor over an uninfected one if they're running together? Had an instance where I was infected with an uninfected teammate body blocking for me and a Nemesis tentacle straight up hit me through the body block, prompting the killer to drop that bit of info in post game chat, but haven't found a source of information to back this up.
SM's entire kit
Nobody knows how it works because everyone's game mysteriously crashes when they see it's her.
Fast vault range is a minimum of (I think) 3m of running STRAIGHT at the window. Not slanted or turning into it, STRAIGHT. There is a cone of an angle that is acceptable for this but it isn't what i would call generous.
Holding sprint cancels all interactions, including another person interacting with you. Let go of sprint to get healed.
And finally, killers performing an interaction like kicking a gen or pallet, or searching a locker, or vaulting a window, makes them lose collision for a small window of time. This can be used to confuse a killer when you are running out of resources.
I love all the little quirks and techs that dbd has, it's sad that they are slowly getting removed and along with some skill expression. Even if they aren't the most balanced and friendly for beginners, they give dbd some life and replayability.
exactly how I feel, 4437 hours on steam and the ONE thing I enjoyed was all the buggy techs that I felt I could widen my “bag” of tricks, most of the time none of the tricks are useful and result in a free hit (window techs eg.) but when they do work it’s like aw that felt good
If another survivor is incredibly aggressive about healing you first when you’re both injured. They almost 100% have autodidact. Source: both me and my teammate using autodidact and having 30 second stand offs every time we tried to heal each other.
It’s always a good idea to stay grouped up as survivor, strength in numbers !
against certain killers, this is the worst thing you can do.
*laughs in bubba ending the match in 3 seconds*
@@WutTheDeuceGaming *against all killers
@@WutTheDeuceGaminglaughs in joke went over your head
**Legion: 👀**
Here's another one: it is more efficient to mend yourself than to let someone mend you. This is because it takes 12 seconds to mend yourself but 8 seconds to mend someone. The second one seems faster but this is false efficiency. If you had 2 survivors in Deep Wounds and they mended themselves, it would take 12 seconds, 2 survivor mending in parallel. But if they mended each other, it would take 16 seconds, 8 seconds for each survivor. You lose 2 seconds of efficiency when you mend another survivor. This easily accumulates when going against Legion.
Hitting Ready let's you search for a game
The artist locker one really highlights why no one plays that killer.
Apparently a lot of survs aren't aware of this:
If you get unhooked against a leatherface - don't run into him to take the bt hit unless he carries a surv. If he knows what he's doing he'll double hit you with the chainsaw
as a bubba main, agreed
Really wish they would add a countdown for hooked players. I have a heck of a time telling whether someone has one, five, or ten seconds left before going to second stage.
In the tip department: if you show up late and someone goes to second stage, if the killer is even remotely nearby, go away and let the survivor cook for another 30 seconds at least. If you unhook immediately after someone goes to second stage, the killer will come tunnel them out 150 times out of 100.
While being chased by knight AI if you touch a pallet or window vault with your body without vaulting it then run the other way the knights ghost will head straight for it and has to also touch it.
Also during an interaction you should always let go off the run button because during a vault or drop or pallet throw your exhaustion will go down as long as you're not holding down run.
Tip against wraiths in chase: vault immediately into them when they are in cloak mode when a pallet is dropped to waste more of their time
Plot Twist is one of the reasons perk loadouts should be visible in the lobby screen.
You know, it would be cool if BHVR kind of overhauled their UI in a way that show these kind of tips. Like, when you hover over a killer in the menu or select it, it shows how their power work in a quick video instead of a wall of text
I love how the spirit power UI doesn't tell u the difference of haunting speed and phasing speed or reappearance and I still don't know
to add to the killer instinct thing: if you are hiding in a locker and artist shoots through it, she will get killer instinct. the amount of people i have grabbed out of lockers this way...
well ill be damned, i didnt you you could crouch victor's killer instinct
Another interesting detail about not being able to reveal Ghostface when marked is that it still works if he grabs a marked survivor meaning he can walk around with a survivor while Undetectable as long as they were marked and grabbed.
Also another cool ghostface power perk is that he has the intangiblity of meyers when stalking a survivor so if used correctly you can pop your power to quickly get past people who body block you at doors but is very finicky to use in chase without both some haste and the stalking movement speed addon
7:17 wasn't this mentioned during Ghostface's rework? I totally remember this feature and im surprised Scott doesn't know this or probably missed it
If you're not a good looper, learn ways to fake it. I recommend running towards shack and seeing if the killer will drop chase with you. 😂
You can hold sprint (left shift) to stop teammates from getting your off the ground in front of the killer. Idk how many times people would just run up with the killer on them and tap me, just to instantly get re downed by the killer. Holding sprint helps keep you from being farmed.
When I use Plot Twist in solo queue, I immediately stop recovering and do the "No" side-to-side wiggle in the direction of any teammates who start running towards me. I only start recovering again if they stop running towards me. It's actually pretty often turned out to be an effective way to communicate to not come for me. YMMV but just a tip
Hey Scott, guys here
Scott here, Hey Guys
Hey here, Scott guys😊
Scott hey! Here guys!
YeH ttocS, syuG ereH😊
Scott guys, here Hey
Did you know? Ashen Winds Skull on your vessel
You didn't know about walking Plague?? I can't imagine playing vs her without it.
You can deny the 4th stack of thana, you can force her to puke 1 more time by walking around to the pallet instead of running and play the loop properly, etc
I straight up thought that was common knowledge
if you are downed near a hooked survivor the anti camp meter does not go up if you are too close
You can find a short opening in a wall and jump over it in a vault
You can fidget after opening a chest (like just tap W to walk into the chest for a moment) to be able to immediately pick up the item, normally you have to wait like a second before getting the option.
Clicking "Ready" is faster than waiting the full 60s in the lobby.
GUYS FOR PLOT TWIST YOU CAN LET THE PERSON HEAL YOU OFF THE GROUND TO 99 THEN PRESS SPRINT TO KICK THEM OFF and THENNNN fully heal urself rather than just not let the person heal you, because they heal you in 16 seconds while u recover in 32 seconds so let them heal you to 99 then recover yourself
Plot twist is an effective way of healing yourself. If someone uses plot twist next to you, it's a complete waste. If you're running across the map to heal someone that plot twisted, you're wasting precious time you could be doing something actually useful. If someone plot twists and you're confident they won't be found, JUST LEAVE. There is no point wasting 16 seconds healing someone who can full heal in 32 seconds; 16 seconds from 2 survivors still adds up to 32 seconds of a single survivor.
Another thing worth noting, if someone plot twisted, don't run to them. You're leaving scratch marks behind to lead the killer to someone who is silent and leaves no pools of blood.
I have one. When you play as Knight, if you have Nowhere to Hide and kick a gen and send a guard out, once you finish making the path you will see Survivors auras from where you placed the guard (granted if you still had time left for the perk. Using Lethal Pursuer helps with this). This happens because Knight teleports to that location for a split second and then the respective guard is placed.
That ending was the funniest part of the part of video.
The amount of times I've had to tell people about that Dredge fact makes me wanna pull my hair out, they still proceed to lock both of them
someone needs to make a video explaining what all the sounds in dbd mean, like the boon setting sound or the sound that plays when the killer stops being afk. took me way too long to learn some of those sounds
7:22 True, it was added in the update where they gave him chase music
There's like 40 unhook perks in the game, and I never get to use any of them, because my team is always sprinting in the killer's face to unhook someone as soon as they're put on.
Meanwhile, the killer: "Oh, gee, I didn't bring Barbecue, I'm not sure where to go to find more survivors now-*BOOM* Oh, guess I just turn around."
I knew all of these :)
Mastermind’s infection thing is the most unhealthy thing on the killer side of the game right now. The fact that you get 7% slow down, you’re exposed, and the infection doesn’t get rid of itself when you’re hooked is insane. At minimum the infection should be reset entirely when you’re hooked, like how Skull Merchant’s locked on stacks work.
the infection is reset when you’re hooked. I would argue its very healthy for the game as its well needed slowdown which allows the killer to go for more hooks.
@@ItzYourValentine creating a status debuff that incentives tunneling people off hook is healthy?
He can have 24/7 exposed effect and I still wouldn't play that ugly killer 🤢🤮
@@dodang_9147 I wouldn’t say it incentivizes tunneling anymore than pigs traps for example. A lot of situations incentivize tunneling and that’s a game flaw not a wesker flaw.
@@ItzYourValentine killer instinct whenever you spray does not incentive tunneling? it is giving information to exactly target the survivor on highest hook count and a -8% debuff to chase same survivor twice in a row.
To win the game, you must do the objective.
When you play as a survivor, you don’t have to willingly go down into the basement for a chest
2 really unknown facts I found out recently
Singularity: Overclocked mode lasts a bit longer for every survivor currently slipstreamed
Wesker: His power charges faster for every survivor infected
7:16 I can confirm, every since the QoL update they gave to Ghostface, they made it so that marked survivors can't reveal you, very useful for mindgames in chase, or just letting that mark stay and roam the map and potentially letting the survivors mindgame themsselves.
FYI Scott Ghostface doesnt get knocked out of his power after stalking someone, so you get to keep your Night Shroud if you manage to expose someone unless someone else is nearby looking at you.
Scott change your phone's notification sound PLEEEEASE
the ghost face one is actually really good especially on players who are comfortable being injured. I don’t know why you would against ghost face unless they are super good at marking. but it’s great because it will help you stay in power longer.
Chucky will always give himself away by laughing when in Hidey Ho Mode but will remain silent if granted undectable by other perks like Tinkerer/Trail
10:35 this has been true for the longest time but unfortunately survivors kill themselves on hook when they see them trying to bump up a generator to at least 50% before going for the hook save. It pisses them off to just watch players sitting on a gen instead of unhooking them in 0.2 seconds after getting hooked
Problem with crouching near Victor is that crouching is SLOW, by the time I get to him smth like 50% of the time Victor is back online again🤣
The ghost face thing is correct. If he exposes you you cannot reveal him. Which makes him extra dangerous since he keeps the undetectable while in chase giving him no red stain.
SOLO SURVIVOR OPTIMAL LOADOUT - i have come to after many many hours of testing these perks - 1) BOND - this is key. you need to know where those idiots are and what they are doing. allows you to jump into chases and protect, get the right gens done, go for saves, not go for saves, etc. 2) WINDOWS of OPP- you need this to always know where to go if you are not a master looper. If you're a master looper, great use some other perk instead. 3) KINDRED - similar to 1), it helps you navigate when your teammates are bad, and also helps your team immensely when you are hooked. 4) DISTORTION - this used to be dead hard but i cannot get dead hard to work so i gave up on dead hard. DISTORTION counters almost every killer build now days, and it will be even stronger once they nerf Ultimate Weapon so that you don't scream but only show aura. 80% of the time or more this perk will counter the killer's perks. if it doesn't, they prob have a weaker build anyway.
if you're downed by a hooked survivor, CRAWL AWAY. People whined and complained about an anti-camp mechanic, they got said mechanic and still don't how it works. If you sit next to the hook, NO MATTER WHAT, you'll prevent the anti-camp mechanic from doing anything.
Don't recover, just get away from hook.
If Myers Has Tombstone, his left hand will be open, if he doesn't, his hand will be closed
I'm pretty sure that's false. The hand thing has to do with Myers movement speed if I recall correctly.
@@Kermthefrog nah, it's real, i can confirm it both by seeing it in game and also cuz it is listed on the wiki. Cheers
One I contributed to that thread: Killer Interactions that put the Killer icon on the Survivor HUD do not count as Conspicuous Actions.
This means if you've got Decisive Strike, Off the Record, or even Borrowed Time active you won't lose them if your disarm a bear trap, dispel an Unknown decoy, or cleanse at a Plague fountain without losing them.
Trickster got a ''combo'' mechanic, more knifes you hit, the longer will main event last
I had someone call me a stream sniper because I was playing Legion and grabbed them out of a locker. Turns out it wasn't even them streaming, it was another guy?
The 60sec hook stage is something I try and tell my SWF all the damn time. Just leave them on hook and do gens, come and save in the last few seconds. Don't just unhook them instantly, especially if the killer isn't in chase. You can bet your bottom that killer is going to get whiplash heading back to the hook.
Also, the GF change came about with his rework a long while ago.
If you have an active Pig Trap in the end game, you can Plot Twist and go into the dying state to disable the trap, then crawl out the exit gate. #CagethePig
Just go to sleep Scott. Stop browsing Reddit while in bed.
Another Pig Trap Fun Fact. If you have an active trap on your head The Pig can carry you across the inviable line that triggers the trap, drop you on the ground and allow you to crawl out alive. If you just try and crawl out yourself with an active trap it will trigger and you die.
On leaving people on hook if they are being camped or tunneled. If you are the person being camped or tunneled please stay on the hook for the second stage of things and don't just give up. Waste as much of the Killer's time as you can so hopefully the other Survivors can escape.
Thanks for the video Scott but really, go to sleep while in bed. Reading your phone while in bed trains your brain that the bed is not for sleeping. I broke myself out of this habit and it really helped me actually get to sleep after lying down.
you can mute your notifications on phone
It's always crazy to me that BHVR does a absolute horrid-is job telling players how to play this game. Especially on the survivor side where you have to learn all of these unique interactions with killers that are getting more and more complicated. Yet everyone blames the player base and there "bat teammates" because they didn't do a bunch of outside research and memorize every patch note update. All this could easily be solved by a in game manual or better tutorial system against any killer.
If a survivor went down and the killer wasn't near them, they're using a perk called Plot Twist. If you try and rush to them to pick them up, and they don't let you, leave. Don't try to pick them up. They can pick themselves up with the perk. The best thing you can do is leave them.
I think Plague CAN hit you with barf when you're crouching and next to her, but it's difficult and most killers will miss a lot before getting the aim right, and even with the right aim, some of the spray misses. So it helps but isn't perfect
How do you not notice you can't reveal ghostface after getting marked. I noticed the change almost immediately. Also I'm sure you know about doing gates in T3, it's just something you don't think about until you have to do it. Muscle memory sort of thing.
YOU CAN HEAR THE ANDROID NOTIFICATION BUT MOST OF THE PEOPLE WHO ARE WATCHING THIS VIDEO ARE NOT AWARE OF USING THEIR EARS CORRECTLY. The mechanic is so OP lol
10:15 According to math, Prove Thyself save a lot more than 4 seconds. It saved 11.7 seconds, nearly 3 times as much, ExceptionalBoon!
I want a video that covers more basic stuff, cause I’m trying to see some of the actual game mechanics, not individual killers or survivors because a lot of stuff happens in the game that wasn’t covered in the tutorial. This is coming from someone who has like 25 hours too, so I’m not completely new.
Walking against Plague was one of my first discoveries in the game that made me go, this game is actually pretty good with interesting counterplay sometimes. I love using the walk tech against her and forcing M1s before becoming fully infected wasting her time.