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'''{{PAGENAME}}''' is a compendium of Tips & Tricks for playing the game ''[[Dead by Daylight]]''
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This Article redirects you to the Tips and Tricks section featured in ''{{IconLink|Dead by Daylight}}'', which provide you with an overview of the Game Mechanics.
   
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== Tips for Survivors ==
{{clr|8|'''''This page will now be protected against anonymous editing, forcing people to create an account so that we Administrators have an easy way to contact them. If you wish to continue editing, you need to improve your skills with the English language first. Your edits contain errors that cannot be overlooked and accepted and I have better things to do than to correct your mistakes for you.'''''
 
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:''Main article: [[Playing Survivor: Tips and Tricks]]''
[[User:Sulphur96|Sulphur]] ([[User talk:Sulphur96|talk]]) 13:22, 31 October 2017 (UTC)}}
 
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For reading up on all in-game Hints about playing Survivor in ''Dead by Daylight''
   
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For additional information about the Survivors, refer to {{IconLink|Survivors}}
==Tips for [[Survivors]]==
 
=== General ===
 
* You vault silently if you walk up to a [[Window]]/[[Pallet]] instead of running.
 
* You can enter a [[Locker]] fairly silently if you are not running (the squeaking of the [[Lockers|Locker]] doors can still be heard by the Killer, so be careful. Use ambient noises to mask the sound).
 
* You can free a fellow Survivor from the Killer's grasp by stunning them with a [[Pallet]] or blinding them with a [[Flashlight]].
 
* The [[Hatch]] will automatically unlock when you are the last remaining Survivor in the trial and you have finished at least 2 [[Generators]].
 
* The [[Hatch]] makes a distinct hinge like sound to those nearby when opened, and a sustained, choir like ambient sound after.
 
* The [[Hatch]] also has a chance to spawn near or in the landmarks of the Legacy Maps:
 
** [[MacMillan Estate]]
 
*** [[Coal Tower]]: near the two-story building's [[Window]] on the left of the staircase.
 
*** [[Ironworks of Misery]]: inside the Foundry building between the pipes of the big melting pot.
 
*** [[Suffocation Pit]]: On the far side of the mine building, alongside the long stretch of wall.
 
** [[Autohaven Wreckers]]
 
*** [[Azarov's Resting Place]]: Near [[Azarov's Resting Place|Azarov's]] office building.
 
*** [[Blood Lodge]]: Lower floor inside the Lodge
 
*** [[Wretched Shop]]: Near the shop on the left far side of the building or in the small alley formed by trees.
 
** [[Coldwind Farm]]
 
*** [[Thompson House]]: In the small space around the corner of the porch of the [[Thompson House]].
 
*** [[Torment Creek]]: Outside the [[Window]] next to the potential [[Basement]] stairs in the Silo.
 
*** [[Rancid Abattoir]]: Inside the rectangular room hung with cows in the Abattoir.
 
* You can crawl and escape through the [[Exit Gates]] and the [[Hatch]] while in dying state.
 
* The Killer can pull you out of the [[Hatch]] mid-animation, so be careful.
 
* [[Skill Checks]] will make a sound before they trigger.
 
* If a Skill Check is failed, the Generator explodes, losing 10% of its progress and the Killer will get a notification, knowing where you are.
 
** This also applies to failed Sabotage and Healing Skill Checks.
 
* You don't need a [[Med-Kit]] to heal another Survivor.
 
** Up to two Survivors can heal an [[injured]] Survivor, at a much faster recovery rate.
 
* If you use a [[Flashlight]] on the Killer, they become blinded for some time.
 
* You can use a [[Flashlight]] on the Killer while they are breaking a [[Pallet]] for a reliable blind for escape. You must aim for their head, but their head stays relatively still while in the animation of breaking the [[Pallet]].
 
* You can use a [[Flashlight]] on a cloaked [[Philip Ojomo|Wraith]], aiming anywhere on his body. If it's successful, the [[Philip Ojomo|Wraith]] will be stunned for a few seconds ([[Lightburn]]), giving you plenty of time to run.
 
* Up to 4 Survivors can work on a Generator as long as it's not obstructed.
 
** This is not advised as the more Survivors repair a Generator at the same time, the less is their individual repair speed. 2 groups of 2 Survivors repairing each a Generator is much more sensible and also faster in overall progress.
 
* Repairing a Generator creates distinct noises which the Killer can hear that through walls and obstacles.
 
* The two [[Exit Gates]] will always spawn randomly on the boundary walls of the Map.
 
** They can both be on the same stretch of wall or on opposite sides of the Map.
 
* A common tactic is to let one Survivor open the door while the rest of their team mates hide. If the Killer approaches they'll only see that one Survivor while the rest of their team mates are safe. Don't group up at the [[Exit Gates]]!
 
** Experienced Killers won't fall for that though and know that there are most likely other Survivors around the gate.
 
* Try not to run too much, as running leaves trails of red, glowing scratch marks, that are only visible to the Killer and allow them to track you down.
 
* Try running into a [[Lockers|Locker]] without hiding in it, and then walk in a different direction to shake the Killer off of you. Or use [[Quick & Quiet]] to quick vault into one silently.
 
** This can backfire against experienced Killers as they'll start to check the [[Lockers]] if you seemingly vanish into thin air.
 
* If a Killer knows you are hiding in a [[Lockers|Locker]] and you have full health, run out of it. You may get [[injured]], but you will not have to struggle. Keep in mind that Killers can pull you out of the animation for leaving the [[Lockers|Locker]].
 
* Scratch marks stay visible for roughly 7 seconds without any Perks affecting them.
 
* Struggling on [[hooks]] to free yourself grants 3 escape attempts, with a small chance (4% without [[Luck]] affecting [[Perks]] and/or [[Luck (Offerings)|Offerings]]) to free yourself without any Perk assistance. Failing to escape a [[Meathooks|hook]] will greatly deplete the Character's health.
 
** [[Slippery Meat]] grants up to '''1'''/'''2'''/'''3''' extra escape attempts on the [[Meathooks|hook]].
 
* Vaulting speed is dependent on the Survivor's momentum and angle at which they approach the [[Prop]].
 
* If you just finished sprinting, wait for a brief moment for the Survivor to catch some breath and then hide in a [[Lockers|Locker]]. The sound of heavy breathing is still heard after you enter a [[Lockers|Locker]] quickly and might give you away.
 
* [[Heartbeat]] and music can be used as a sensor to detect the Killer. It is in your best interest to keep your game volume on, as your vision can only help so much.
 
** The volume of the Survivor's heartbeat is affected by the Killer's [[Terror Radius]], which indicates their presence.
 
** The closer you are to the Killer, the louder the Heartbeat and the music will be.
 
** The Heartbeat sound always starts before the music starts. The thrilling music only starts when the Killer is really close-by.
 
** Pay attention to your hearing as you will need to stay alert most of the time.
 
* Each Survivor can be hooked up to 3 times, the third being an instant kill. The first time you can try to attempt to escape off the [[Meathooks|hook]]. Keep in mind that a failed escape attempt will increase the entity progression. If the Survivor has managed to escape off the [[Meathooks|hook]] or be saved by one of the fellow survivors and gets hooked again, the Entity will try to kill the player and to survive the player will need to spam the space bar. Only a fellow Survivor can save him at this point.
 
* Standing still for a long period of time or remaining in the same area for too long without performing any interactions will make you get [[Stillness Crows]], which will eventually alert the Killer to your exact location.
 
* Keep in mind that when the Survivor's sacrifice health drops to about 50%, the [[Meathooks|hook]] will go to Tier 2, if the Survivor is then rescued and hooked again they will be instantly killed.
 
** Unless your chances to escape off the [[Meathooks|hook]] have been increased by Luck or no Survivor is coming to save you, it is not advised to attempt to escape off the [[Meathooks|hook]] by yourself. Chances are that you won't escape and you will only die quicker, screwing over your team mates.
 
* Be careful if the Killer puts a Survivor down and the wiggle progress is somewhere about 80%, it could be a trap set by the Killer to lure other Survivors in. When a Survivor is healed to [[injured|injured state]], the wiggle progress will be automatically reset if the Survivor goes into [[dying|dying state]] again, allowing the Killer to carry them almost twice the distance without the use of helping Perks.
 
** Use that chance to recover if possible and other Survivors must try to lure the Killer away to buy time for other Survivors to heal their allies in [[dying|dying state]].
 
* If a Killer is hard camping, some Survivors will let themselves get hit on purpose and then rescue their fellow Survivor during the attack cool down or by rushing in on the [[Meathooks|hook]] with the on-hit Sprint Burst granted by the hit, a move that is not advised against The [[Trapper]] or The [[Hag]] as they may have placed traps around the [[Meathooks|hook]].
 
* A common mistake, mostly done by newbie Survivors, is to run away from a blown up Generator, scared it might attract the Killer. In many cases, the Killer is busy elsewhere and Survivors should remain calm and listen for an indication that the Killer might come or not. More often than not, you can continue repairing that Generator without any sorrows. [[Empathy]] and [[Bond]] can help you considerably to monitor your team mates' activities if they are either being chased by the Killers or if your allies sense the Killer is approaching whether they are on [[injured|injured state]] or [[healthy]].
 
* A Survivor in [[dying|dying state]] can try to find some safety in the area of an undropped [[Pallet]]. If the Killer picks them up, another Survivor can try to drop the [[Pallet]] and thus free them from the Killer's grasp.
 
** This does not work if the [[Pallet]] is dropped too early or too late.
 
* Another common mistake, done even by experienced Survivors, is to let yourself get baited by the Killer into dropping a [[Pallet]] prematurely.
 
* A fatal mistake done even by the most experienced survivors is to take a chance to rescue Survivor once the Exit Gates open, which sometimes ends in all Survivors being sacrificed instead some Survivors having escaped. If the Killer's sense and defenses are airtight, you better escape to survive rather than risk yourself to rescue your hooked allies.
 
* You will not be able to see who the Killer is until you enter the trial and encounter them or hear them use their abilities. Here are some tips for that:
 
** [[Evan MacMillan|Trapper]]: Will be busy setting down traps in one area of the Map, meaning that you likely won't hear his Terror Radius for quite some time, you can also potentially see an unset [[Bear Trap]].
 
** [[Wraith]]: Will start off invisible and sneak up to you. His snarl tends to give him away and you can see a shimmer when he walks around the map. The *woooosh* sound accompanying a cloak/decloak is also heard across the whole Map.
 
** [[Hillbilly]]: Usually will give himself away with the sound of his [[Chainsaw]] or rapid increase on Heartbeat when [[Max Thompson Jr.|Hillbilly]] is approaching you by sprinting.
 
** [[Sally Smithson|Nurse]]: Will give herself away with her shrieks after a [[Powers#Spencer.27s Last Breath|blink]].
 
** [[Shape]]: The stealthiest Killer, it's likely that you won't notice him until he's right behind you. His breathing will give him away if you listen carefully. [[Evil Within]] tier-ups will also give a piano global sound cue.
 
** [[Lisa Sherwood|Hag]]: Will usually give herself away with an exploding [[Powers#Blackened Catalyst|Phantasm Trap]] or when she teleports to one.
 
** [[Doctor]]: Will usually give himself away with his Static Field causing Survivors to scream on a [[Status HUD#List of Status Effects|Madness]] tier-up.
 
** [[Huntress]]: Will give herself away by humming her Lullaby.
 
** [[Cannibal]]: Will give himself away with [[Powers#Bubba.27s Chainsaw|chainsaw]] and normal approach speed when using [[Powers#Bubba.27s Chainsaw|chainsaw]].
 
** '''[[Nightmare]]: Will give himself away by hearing his nursery rhyme'''
 
** The Terror Radius is a general warning sign of an approaching Killer, but not a reliable way to identify them.
 
* Your escape will be guaranteed if you locate the [[Hatch]] only if you are on full health since a hit will put you into [[injured|injured state]] but it will not happened if the Killer has Perks or traps that can immobilize or putting you to [[dying|dying state]] that can give the Killer enough time to grab you out.
 
* Using [[Keys]], you can manually open a spawned but still locked [[Hatch]] and escape prematurely.
 
** This can earn the Survivors the [[Achievement]] ''"Where did they go?!?"'' when all Survivors have escaped together through the [[Hatch]].
 
** Keep in mind that a [[Hatch]] opened by a Key will only stay open for 30 seconds.
 
*** It's recommended to play together with friends in ''[[Survive With Friends]]'' to get this Achievement.
 
* Wiggling free takes 16 seconds to succeed. If the Killer has [[Iron Grasp]] on Tier 3 - it takes 17.92 seconds to wiggle free.
 
* Split your survivors to do respective jobs to increase the efficiency and chance to escape. When one allies is hooked, one should try to rescue allies while others are going to repair the [[Generators|Generator]] that can give the killer hard time to catch all survivors.
 
** If coordinated correctly, The Killers will have tough time to catch all survivors.
 
   
=== The Trapper ===
 
* Think like the [[Evan MacMillan|Trapper]]. Where would you set your [[Bear Traps|traps]] if you wanted to catch a survivor? Avoid tall grass if you think he has been near it. This reduces the possibility of you being trapped greatly!
 
* [[Small Game]] perk can help you to hear any [[Bear Traps|traps]] nearby when an auditory signal is sent every 15, 12 or 10 seconds (depending on the Perk's Tier).
 
* If you see the [[Evan MacMillan|Trapper]] from afar setting a [[Bear Traps|trap]], disarm it once he leaves. You may know where it is, but your fellow survivors may not.
 
* The [[Evan MacMillan|Trapper]] can hear the sound of the [[Bear Traps|trap]] snapping, even if it didn't catch anything.
 
* If you are at the Backwater Swamp, look for [[Bear Traps|traps]] inside the tall grass, as survivors often hide there.
 
* If you are about to save someone, stay near the expected [[Meathooks|hook]] spot. Then when the [[Evan MacMillan|Trapper]] hooks the survivor and starts to put his [[Bear Traps|trap]] down, quickly run and unhook the survivor, while the [[Evan MacMillan|Trapper]] is still arming its [[Bear Traps|trap]].
 
* You can try stalking the [[Evan MacMillan|Trapper]] and disable freshly set traps. Though be careful as this could trigger his attention.
 
* if sneaking by the [[Evan MacMillan|Trapper]] or trying to get a survivor that was hooked always be looking down or move slowly to find [[Bear Traps|bear traps]]
 
   
=== The Hillbilly ===
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== Tips for Killers ==
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:''Main article: [[Playing Killer: Tips and Tricks]]''
* The [[Max Thompson Jr.|Hillbilly]] must take a moment to rev up his [[chainsaw]].
 
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For reading up on all in-game Hints about playing Killer in ''Dead by Daylight''
* He can only slightly change the direction of his charge. If you can't outrun him, side step out of the way!
 
* If the [[Max Thompson Jr.|Hillbilly]] runs into an object in the environment while [[chainsaw]] sprinting, he will be stunned for a couple seconds.
 
* If you cannot use barricades or [[Window|Windows]] to escape the [[chainsaw]] sprint, you can try looping around trees or rocks.
 
* The [[chainsaw]] instantly puts you into the [[dying|dying state]] if it hits you, unless the Killer has the [[Speed Limiter]] [[Add-ons|Add-on]].
 
* Listen carefully to the sound of the [[chainsaw]]. It tells you the direction and distance of the Killer if he's close enough.
 
* It also tells you that he might be chasing one of your team mates; that is: distracted. take advantage of that free opportunity.
 
* One of the techniques of the [[Max Thompson Jr.|Hillbilly]] may be to rev up the [[chainsaw]] in an attempt to scare survivors hiding nearby to run away, revealing yourself to the killer. Be wary of the killer's tactics and only move from your hiding place if you are in danger or your heartbeat increases.
 
* The most distinguishable difference between The [[Max Thompson Jr.|Hillbilly]] and The [[Bubba "Junior" Sawyer|Cannibal]] early-trial is that their [[chainsaw]] make different sounds. The [[Max Thompson Jr.|Hillbilly's]] [[chainsaw]] is louder and old-fashioned, whereas The [[Bubba "Junior" Sawyer|Cannibal's]] is quieter and more modern.
 
* The [[Max Thompson Jr.|Hillbilly]] has the easiest-to-dodge power as long as you are not in any hallways/straight paths since all you need to do is just wait until he gets close then move out the way
 
   
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For additional information about the Killers, refer to {{IconLink|Killers}} and/or look up the Killer's respective Wiki Article.
=== The Wraith ===
 
* Every time the [[Philip Ojomo|Wraith]] activates his invisibility on or off, you should hear a bell ringing and a rush of wind. The rush of wind means that he actually did toggle, as sometimes a [[Philip Ojomo|Wraith]] can just ring it to scare survivors.
 
* When cloaked, the [[Philip Ojomo|Wraith]] can still be seen very slightly as a blurred invisible image. He also audibly snarls.
 
* The sound of the rush of wind every time the bell is activated is slightly different when cloaking and uncloaking. Uncloaking is lower pitched whereas cloaking is higher pitched.
 
* If you stun the [[Philip Ojomo|Wraith]] with a [[Pallet]] while he is invisible, he will be stunned much longer than other Killers.
 
* When the [[Philip Ojomo|Wraith]] is uncloaking he can't attack and is very slow. Try to use this moment to run around a corner and try to lose him.
 
* Perks such as Spine Chill can easily warn you if the [[Philip Ojomo|Wraith]] is nearby when cloaked.
 
* Instead of the head, the [[Flashlight]] can be used anywhere on the [[Philip Ojomo|Wraiths]] body for a long stun if they are cloaked.
 
** If you hear the [[Philip Ojomo|Wraith]] uncloaking close to you, you can easily [[Flashlight]] stun him as the uncloaking process reduces his movement speed.
 
   
=== The Nurse ===
 
* After ending her [[Powers#Spencer.27s Last Breath|blink]] sequence, The [[Sally Smithson|Nurse]] will be stunned for a few seconds, use that to your advantage and get out of her vision.
 
* The [[Sally Smithson|Nurse]] can cover '''very''' long distances with her [[Powers#Spencer.27s Last Breath|blink]], keep that in mind.
 
** You can roughly guess how long the [[Powers#Spencer.27s Last Breath|blink]] is going to be by how long The [[Sally Smithson|Nurse]] channels it.
 
* The [[Sally Smithson|Nurse]] is able to attack straight away after [[Powers#Spencer.27s Last Breath|blinking]].
 
** It is possible and quite easy to dodge these attacks by timing sharp strafes.
 
* The [[Powers#Spencer.27s Last Breath|blink]] can be used consecutively multiple times for shorter distances, which means that if she doesn't get it right the first time, she has a couple more tries to correct it.
 
* Be wary of the screeching sound The [[Sally Smithson|Nurse]] makes when she [[Powers#Spencer.27s Last Breath|blinks]], it can tell you how many times she has [[Powers#Spencer.27s Last Breath|blinked]] and how far away she is, similar to [[Max Thompson Jr.|Hillbilly]].
 
* The [[Sally Smithson|Nurse]] makes a faint wheezing sound when she starts charging a [[Powers#Spencer.27s Last Breath|blink]].
 
* Since The [[Sally Smithson|Nurse]] can travel long distances, popping a generator may easily reveal your location for The [[Sally Smithson|Nurse]] to find and catch you.
 
* [[Sally Smithson|Nurse]] can be easily juked especially when you understand how [[Sally Smithson|Nurse]] [[Powers#Spencer.27s Last Breath|blink]] mechanism works.
 
* Use [[Pallet|Pallets]] when the [[Sally Smithson|Nurse]] carrying a survivor since [[Pallet|Pallets]] are useless against [[Sally Smithson|Nurse]] due to her [[Powers#Spencer.27s Last Breath|blink]], it can be handy to rescue survivor aside of using flashlight.
 
* Try to gain some distance before healing yourself or other Survivors. Many [[Sally Smithson|Nurses]] run "[[A Nurse's Calling]]" and will immediately [[Powers#Spencer.27s Last Breath|blink]] on top of you.
 
* When The [[Sally Smithson|Nurse]] [[Powers#Spencer.27s Last Breath|blinks]] run back the other way to gain some distance
 
   
=== The Shape ===
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== General Tips ==
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It's advised to read-up on a subject on its respective Wiki Article as they feature some Hints as well and generally more detailed information than the Overview pages.
* Try to keep out of line of sight with The [[Michael Myers|Shape]]; he can stalk you more easily if he keeps an eye on you.
 
** The perk, [[Spine Chill]], can help you sense if The [[Michael Myers|Shape]] is staring in your direction or stalking you, but only if he has entered [[Evil Within]] Tier 2
 
** Even though [[Premonition]] "trumps all stealth abilities" of the Killer it still doesn't trigger during [[Evil Within]] Tier 1.
 
* Do not try to camp around barricades since the [[Michael Myers|Shape]] can utilize this opportunity to increase his [[Evil Within]] Tier.
 
* Corn fields block The [[Michael Myers|Shape's]] stalking ability; it is also applied at Tall grass.
 
* Lure The [[Michael Myers|Shape]] to where he may think he can stalk you easily. Then try to stun him with a barricade. use this opportunity to break his visual on you.
 
** By doing this, his stalk can be obstructed temporarily, giving you enough time to escape from his sight.
 
* If The [[Michael Myers|Shape]] can see of any part of your body, including arms or hair while stalking, it will still count.
 
* You will eventually become immune to being stalked by The [[Michael Myers|Shape]] if you are being stalked excessively, possibly no more than 15 to 20 seconds being stalked total. This also means the number of times [[Evil Within]] Tier 3 can be reached is limited.
 
* Do not forget that in [[Evil Within]] Tier 1 the terror radius of the [[Michael Myers|Shape]] is VERY small. If you haven't heard the audio cue for his Tier progression be very wary of your surroundings.
 
* Some [[Michael Myers|Shapes]] make builds around [[Evil Within]] Tier 1, making them hard to detect because of their tiny terror radius. On the bright side this makes them slower and gives them a short [[Lunge|lunge attack]], so look around and use your speed to your advantage.
 
* Quickly distance yourself as far as you can especially if The [[Michael Myers|Shape]] chases you. Try to break line of sight as often as possible by running behind any obstacles.
 
** This situation can happen if the [[Michael Myers|Shape]] reaches [[Evil Within]] Tier 3, since he can instantly trigger [[dying|dying state]] regardless of health upon a successful hit. It is a common, yet unpopular tactic for a Killer playing as The [[Michael Myers|Shape]] to focus on downing all survivors.
 
*If The [[Michael Myers|Shape]] reaches [[Evil Within]] Tier 2 quickly look around you he may be watching you
 
   
=== The Hag ===
 
* The [[Lisa Sherwood|Hag]] can set up 10 [[Powers#Blackened Catalyst|traps]] at a time. Every additionally set [[Powers#Blackened Catalyst|trap]] will recycle the oldest one.
 
* The [[Powers#Blackened Catalyst|traps]] have the appearance of a triangle scraped into the dirt. Keep your eyes to the ground and avoid them at all costs.
 
* The [[Powers#Blackened Catalyst|traps]] can be disarmed or destroyed by lighting the [[Powers#Blackened Catalyst|trap]] with [[Flashlight]]. If you spot one use [[Flashlight]] to the [[Powers#Blackened Catalyst|trap]] from distances and the triangle mark [[Powers#Blackened Catalyst|trap]] will have vanished.
 
* The [[Lisa Sherwood|Hag]] [[Powers#Blackened Catalyst|trap]] can be used as a sensor to detect survivors, once a Mud Phantasm pops out, try to hide or run away before the [[Lisa Sherwood|Hag]] teleports to it.
 
** The Mud Phantasm will track the Survivor who triggered it which means that the [[Lisa Sherwood|Hag]] will be looking in the direction of the Survivor when she teleports to the [[Powers#Blackened Catalyst|trap]].
 
* If you crouch over a [[Powers#Blackened Catalyst|trap]], it won't trigger. This is very useful if you don't have a [[Flashlight]] with you and try to go for a [[Meathooks|hook]] rescue with a [[Powers#Blackened Catalyst|trap]] below it, which makes a [[Meathooks|hook]] rescue a risky maneuver, especially if the hooked Survivor does not know this little trick and triggers the [[Powers#Blackened Catalyst|trap]] upon unhook.
 
** It is not advised to do so, but if you are near the [[Meathooks|hook]] with another Survivor, you can try triggering the Phantasm [[Powers#Blackened Catalyst|trap]] and potentially lure the [[Lisa Sherwood|Hag]] away. However, experienced [[Lisa Sherwood|Hags]] usually won't fall for this.
 
** The [[Lisa Sherwood|Hag]] has a maximum distance for her teleport. If you see a fellow survivor hanging from a [[Meathooks|hook]] and know that the [[Lisa Sherwood|Hag]] is far away, you can take a risk and try to rescue your friend.
 
* You can hear a triggered [[Powers#Blackened Catalyst|trap]] across the whole map.
 
* The [[Powers#Blackened Catalyst|traps]] can also be made on hardened floors that are not dirt, but are usually a lot easier to see.
 
* The [[Lisa Sherwood|Hag]] cannot teleport to her [[Powers#Blackened Catalyst|trap]] when she is doing an animation. If the [[Lisa Sherwood|Hag]] is breaking a [[Pallet]], for example, use that moment to trigger her [[Powers#Blackened Catalyst|traps]].
 
** Instead, try to draw her attention away to buy time for other Survivors to repair [[generators]]. This can be especially useful if the [[Lisa Sherwood|Hag]] is using Hex: Ruin to slow down your progress.
 
*Using teamwork, it's possible to distract The [[Lisa Sherwood|Hag]] by purposely triggering her illusions to bait her into chasing you. Two survivors can alternate between chases while the others work on accomplishing objectives. With any luck, the [[Lisa Sherwood|Hag]] will waste time chasing the two decoys and must set her [[Powers#Blackened Catalyst|traps]] again.
 
   
=== The Doctor ===
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=== In-Game Tutorial ===
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:''Main article: [[In-Game Tutorial]]''
* Try to avoid the [[Herman Carter|Doctor's]] [[Powers#Carter.27s Spark|Shock Therapy]] attack when he is in Treatment mode. Pay attention to the floor as the area in which you'll get shocked has sparks on it.
 
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'''Dead by Daylight''' features an In-Game Tutorial, which can be accessed by clicking on the ''Help and Tutorials'' menu on the Menu Screen of the game.
* If you screamed due to an increase of [[Status HUD#List of Status Effects|Madness]], try to hide where he can't see you if he's nearby, instead of running off, which would only make it easier to find you.
 
** [[Lockers]] prevent you from gaining [[Status HUD#List of Status Effects|Madness]] and you can't be shocked in them. A quick jump into one while the [[Herman Carter|Doctor]] charges his [[Powers#Carter.27s Spark|Shock Therapy]] attack can be a good idea. Just don't stay in them afterwards.
 
** Most [[Herman Carter|Doctors]] will use the [[Herman Carter|Doctor]] Illusions to locate you, so it's ill-advised to remain in an area with an Illusion for too long.
 
*The [[Herman Carter|Doctor]] can't attack if he's in Treatment mode and can be juked with a risk of getting inflicted by [[Status HUD#List of Status Effects|Madness]]. Beware though that an experienced [[Herman Carter|Doctor]] might switch stances immediately after releasing a [[Powers#Carter.27s Spark|Shock Therapy]] attack and catching you off guard as your Survivor is pre-occupied screaming their lungs out.
 
*Don't stay too close with a Survivor that already suffers from [[Status HUD#List of Status Effects|Madness]] Tier 3 as they are easily located by the [[Herman Carter|Doctor]] via the [[Herman Carter|Doctor]] Illusions
 
*If a Survivor is out of the [[Herman Carter|Doctor's]] Static Field, it is best to ''Snap Out of It'' then and there and reduce [[Status HUD#List of Status Effects|Madness]] Tier 3 to [[Status HUD#List of Status Effects|Madness]] Tier 2. The action takes 12 seconds to complete and if you move, you need to start it all over again.
 
**Beware as the "Snap Out of It" action is considered to be a healing action and, therefore, will be revealed to the [[Herman Carter|Doctor]] when using "[[A Nurse's Calling]]", which many experienced [[Herman Carter|Doctor's]] will run.
 
**Your allies cannot aid you if you want to ''Snap Out of It'' and you have to do it by yourself.
 
   
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There is a ''Killer Tutorial and a Survivor Tutorial''. Completing both of them for the first time rewards the Player with {{IconLink|Bloodpoints}}.
=== The Huntress ===
 
* The [[Basement]] may become a very risky place to rescue a Survivor from, when she is equipped with [[Territorial Imperative]]. When you enter the [[Basement]], don't dawdle, just rescue any Survivors and leave as soon as possible.
 
* Distract The [[Anna|Huntress]] to keep chasing you away from [[Basement]] if your allies is hooked inside the [[Basement]] but ensure that she kept chasing you while dodging any Hatchets that she threw on you. This could make the [[Anna|Huntress]] keep focus on you instead of checking the [[Basement]] through [[Territorial Imperative]].
 
* Try to look backwards when the [[Anna|Huntress]] is about to throw her Hatchets, you might be able to dodge it.
 
** But try to not run into obstacles too much.
 
*The [[Anna|Huntress]] is the most unlikely Killer to check [[Lockers]] for Survivors as she'll have to go through the entire hatchet-restock animation.
 
**However, it's not recommended to hide inside [[Lockers|Locker]] since she will capture you first rather than replenishing the Hatchets.
 
*The [[Anna|Huntress]] can throw 5 Hatchets (7 with [[Add-ons]]). Count the throws and you'll know when she has to replenish her supplies.
 
*Sometimes crouching is a good way to dodge The [[Anna|Huntress's]] Hatchet attack, Because most of the time they did not adjust their aim properly.
 
**But try not to do this so often out in the open as The [[Anna|Huntress]] may start to pick up on it.
 
   
=== The Cannibal ===
 
* Avoid the [[Powers#Bubba.27s Chainsaw|chainsaw]] at any cost. The [[Bubba "Junior" Sawyer|Cannibal]] is more lethal than [[Max Thompson Jr.|Hillbilly]] when using [[Powers#Bubba.27s Chainsaw|chainsaw]] due to able to hit multiple target in [[Powers#Bubba.27s Chainsaw|chainsaw]] attack.
 
* Use low grade items for safety, due to the Perk [[Franklin's Demise]], which will make you drop the item you carry and reduce the capacity of usage.
 
* When your ally is hooked, your Aura will be revealed for 4 seconds if Killer was equipped with "[[Barbecue & Chili]]", however if you are within a certain radius, your Aura is not revealed.
 
* [[Empathy]], notably on Tier 3, trumps [[Knock Out]], due to you being able to monitor the [[injured]] survivor, and thus know where your allies were put into the [[dying|dying state]].
 
* Note the difference between [[Max Thompson Jr.|Hillbilly]] and [[Bubba "Junior" Sawyer|Cannibal]]. If your heartbeat does not increased rapidly when using [[Powers#Bubba.27s Chainsaw|chainsaw]] and approaching you then it is the [[Bubba "Junior" Sawyer|Cannibal]] but if your heartbeat increases rapidly then it is a [[Max Thompson Jr.|Hillbilly]].
 
* Only go to save people hooked in the [[Basement]] unless you are '''''ABSOLUTELY''''' certain that The [[Bubba "Junior" Sawyer|Cannibal]] is far away from it. This applies to every killer but you should be even more careful against him thanks to his [[Powers#Bubba.27s Chainsaw|chainsaw]] being able to down multiple people in one use.
 
* DO NOT try to juke him he can use the [[Powers#Bubba.27s Chainsaw|chainsaw]] and especially don't do the [[Pallet]] troll as the [[Powers#Bubba.27s Chainsaw|chainsaw]] breaks the [[Pallet]] quickly and he has a chance to go into a tantrum and still kill you
 
* Because of The [[Bubba "Junior" Sawyer|Cannibal's]] [[Powers#Bubba.27s Chainsaw|chainsaw]] he can't hear some actions all that well so you can do things like, hide in [[Lockers]], check chests, catch your breath or sometimes even be [[injured]] without him noticing.
 
** Keep in mind that some noises are louder than others based on how close the Killer is, so choose your actions carefully.
 
   
=== The Nightmare ===
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=== Maps ===
  +
:''Main article: [[Realms|Maps]]''
* If you fall asleep, there are a few ways to wake up.
 
  +
For reading up on the different Maps and their distinct features in ''Dead by Daylight''.
** You can find other survivors to wake you up.
 
** Failing most skill checks will wake you up.
 
*** If multiple sleeping survivors are working on a generator and one fails a skill check, all are woken up.
 
*** Failing a skill check on sabotage '''will not''' wake you up.
 
*** You can try to use {{IconLink|Self-Care|IconPerks|selfCare}} to fail skill check.
 
* A survivor in the [[dying|dying state]] or hiding in a [[Lockers|Locker]] can be picked up and hooked, ''even if they have been woken up''.
 
*[[Object of Obsession]] does not work on him unless you are asleep. If you are awake during this Freddy will see your aura instead
 
*If you hear Freddy's lullaby, try looking at the foliage around you, as it will move around when he walks in it. You can use this to determine which way to run.
 
   
== Tips for [[Killers]] ==
 
=== General ===
 
* If a survivor hides in a [[Lockers|Locker]] for some time, crows will perch on top of that [[Lockers|Locker]].
 
* If a survivor is downed for some time crows will circle over them, much like if they were vultures.
 
* Crows will circle around a survivor if they stay in one place for a long time.
 
* If a survivor has been [[injured]], follow the blood trails left by the survivor to track and catch them before they heal.
 
* If you hold down the primary attack button, you do a [[Lunge|lunge attack]]. The [[Lunge|lunge attack]] is helpful if a survivor is about to vault, as you can gain enough distance to hit them.
 
* Sometimes it's better to read the survivors movements than to chase. Look what direction they're headed, and try to use what you see to gain distance on them or even cut them off rather than to vault or break a barricade.
 
* If you lost a survivor on a chase, listen closely! If they are wounded, they will emit groans of pain. If they just finished sprinting, they will breathe heavily.
 
** However. Wounded survivors that use perks like [[Iron Will]] or [[No Mither]] will have a reduced or no volume of groans.
 
* Beware survivors who juke! There are several spots on the map where survivors can avoid you indefinitely, most within arm’s reach! It is better to leave them alone than to waste time on a wild goose chase.
 
* You can catch and pull survivors onto your back mid-animation(they take no damage) when they are vaulting over obstacles like barricades and [[Window|Windows]]. This works on [[Lockers]] and the [[Hatch]] as well.
 
* If you down the second-to-last survivor, don't [[Meathooks|hook]] them just yet! [[Hatch|The Black Lock]] (or [[Hatch]]) will allow the last Survivor to escape easily but only if they are the last Survivor left.
 
** The only exception for this not happening is when they have not repaired at least 2 [[generators]].
 
* It is better to guard three [[generators]] close together than to check every [[Generators|generator]] across the map. Let the survivors have [[generators]] that are far away from your vantage point. Even better if your guarded [[generators]] are close to the [[Basement]].
 
* Hitting a survivor at full health will grant them a speed boost with 150% of the normal running speed for 2 seconds, to limp away. This speed boost is CUT SHORT if the survivor vaults or pulls down a barricade. If you're chasing one in an area with many obstacles, try to wait and hit them when you are certain they are just about to perform a speed-cancelling action.
 
* Although quite difficult to execute, if you manage to hit a survivor on the very end of the maximum distance your [[Lunge|lunge attack]] can go, you won't have a hit cool down animation.
 
* [[Meathooks|Hooks]] outside of the [[Basement]] cannot be used again, after a survivor has been sacrificed successfully.
 
* Survivor's wiggle progress will be reset once the survivor is healed to [[injured|injured state]] and when the survivor is placed into the [[dying|dying state]] again, wiggle will be reset.
 
** Killers can use it to set the survivor as "bait" to lure other survivors out, perks such as "[[A Nurse's Calling]]", "[[Deerstalker]]" and "[[Insidious]]" perk make this easier.
 
*You can bait a Survivor into dropping a [[Pallet]] if they camp it, but be careful not to get too close or you might get stunned.
 
*Don't rely solely on tracking their footsteps since it could be a decoy. Experienced Survivors can use it to juke or lure you away so they can work on [[generators]].
 
*Catching Survivors mid-action (vaulting over [[Pallet|Pallets]] or obstacles, repairing a [[Generators|generator]], rescuing hooked Survivors) or grabbing them from a [[Lockers|Locker]], will hoist them onto the Killer's shoulder and put them into the [[dying|dying state]], even when they were on full health.
 
**They will be put into [[injured|injured state]] if other survivor's blind the Killer with a [[Flashlight]] or but stunning with [[Pallet|Pallets]] that causes survivor to struggle free.
 
*Experimenting with Perks and [[Add-ons]] is always a good idea to find a build that suits one best.
 
**One killer's best set of perk is not always a best perk for other killers.
 
*Always check the surroundings after hooking the survivor as some of them may wait for the chance for you to get away and rescue their allies.
 
*Understand each abilities of the killer itself, by mastering each of killer's abilities you will be able to utilize them better.
 
*Mastering killer is more harder than mastering survivor since each killer posses different abilities.
 
*Sometimes survivor will "tank" and guard a [[Meathooks|hook]] to buy time for the survivor that is being carried by you to escape from your grasp. With proper perks it can be used to your advantage since they will be backing off and retreats once they are [[injured]].
 
*Beware of picking survivor near [[Pallet|Pallets]], if there are other survivors nearby they could drop the [[Pallet]] to release their allies from your grasp once you pick the [[dying]] survivor up. Ensure that the area is clear of other survivor before picking a [[dying]] survivor up.
 
**Killers also need to be aware of survivors with [[Flashlight|Flashlights]] as some experienced survivors are also able to utilize picking animation time as an advantage to blind you, dropping the carried survivor.
 
*Survivors are often group together to rescue their hooked allies. When unhooked aim for the [[injured]] one first before taking care of the others they will scatter when they achieved the unhook.
 
*When damaging a [[Generators|generator]], it will project sparks. If you leave and check up on the [[Generators|generator]] later and the sparks are no longer present, it means a survivor has been working on it.
 
**Try looking around the area near the [[Generators|generator]], as they may wait for you to leave and continue working on it.
 
*When an [[Exit Gates]] is open, don't guard the gate especially if one of the survivors is currently hooked as the other survivors will be most likely risk saving their ally rather than forsaking them to death.
 
*However don't guard around the hooked survivor too much since the survivors can choose to abandon their ally rather than rescuing them.
 
*Totems surrounding the map during the trial can be used to locate a survivor's position. If the survivor is cleansing the totem, quickly approach it since interrupted actions means survivor have to reset the progress all over again.
 
   
=== The Trapper ===
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=== Interactables ===
  +
:''Main article: [[Interactables]]''
* You start with one [[Bear Traps|trap]] in your inventory, you must gather and manually set the other [[Bear Traps|traps]] yourself.
 
  +
For reading up on the different interactable Props featured throughout the Maps in ''Dead by Daylight''.
* You can carry more than one [[Bear Traps|trap]] with the [[Trapper Bag|Trapper's Bag]] or the [[Stitched Bag]] [[Add-ons|Add-on]].
 
* You can be caught in your own [[Bear Traps|traps]] and, if you are carrying a survivor, you drop them.
 
* A widely used tactic is to set a [[Bear Traps|trap]] below a hooked survivor, trapping another survivor if they attempt to rescue them.
 
* Since a new update [[Bear Traps|traps]] will [[Bear Traps|trap]] survivors while they are freeing a survivor from the [[Meathooks|hook]], cancelling the rescue. This makes the previously mentioned tactic even more powerful.
 
* When the [[Exit Gates]] unlock. Set your [[Bear Traps|traps]] below the power handle. Survivors usually get desperate when they can escape. You'll be surprised just how many get caught, even though the [[Bear Traps|trap]] is in plain view of the door.
 
* You can place a [[Bear Traps|trap]] underneath a [[Window]] to [[Bear Traps|trap]] the survivors if they attempt to vault through that [[Window]].
 
* Putting [[Bear Traps|traps]] in 'juke spots' ahead of time will save you the trouble of chasing survivors indefinitely.
 
** Remember that your [[Bear Traps|traps]] aren't always available, like other [[killers]]' abilities. The [[Bear Traps|traps]] can also be sabotaged, so maybe you don't have any [[Bear Traps|traps]] left, but this hardly ever happens.
 
* It's a good idea to place [[Bear Traps|traps]] in areas with low visibility, as experienced Survivors usually won't fall for obvious [[Bear Traps|traps]] that have been set behind vaults or in-between [[Pallet]] spots. Grass and low-light areas are the best places to set a [[Bear Traps|trap]].
 
* Be careful when you set [[Bear Traps|traps]] as survivor sometimes saw you placing [[Bear Traps|traps]], making them easier to disarm your [[Bear Traps|traps]] when you leave.
 
* Don't forget where you've set your [[Bear Traps|traps]] as you might accidentally walk into them yourself. If it happens while carrying a Survivor, they'll immediately struggle free.
 
   
=== The Hillbilly ===
 
* Your secondary action sends you into a sprinting rage. Any successful hit instantly sends the victim into the [[dying|dying state]].
 
* You can tap the secondary action to keep it almost full and use it exactly when you need to.
 
* If you stop revving your [[chainsaw]], it will keep making sound while the amount of rev gets depleted back to 0%.
 
* Every time you rev your [[chainsaw]], you audibly give away your position to the whole map. Use your secondary wisely.
 
* Your secondary action causes you to sprint much faster than walking if you hold the secondary action button down, and when you release, you launch the [[chainsaw]]'s attack.
 
* The sprint can be used as long as you hold down the secondary action button until you run into a wall or object.
 
* Remember to use the [[chainsaw]] sprint to move around maps quickly, or to gain distance on a survivor before using the [[chainsaw]]'s attack. Keep in mind the [[chainsaw]] is loud and gives away your position while you use it.
 
* The [[chainsaw]] is capable of destroying dropped barricades in half the normal time of destroying them. Beware, for this only works if you hit it dead on from a distance!
 
* You don't necessarily have to use the [[chainsaw]] charge to hit survivors. It's a great way to travel quickly through the map, patrolling many [[generators]] far away from each other.
 
* You'd be surprised as to how the [[Chainsaw|chainsaw's]] sound alone can make survivors nervous, causing them to fail skill checks and generate noise.
 
* You can spam revving by not letting the [[chainsaw]] sprint charge goes to full while constantly keeping hold the secondary action button several times, keeping the red bar charge on. This can be handy especially if you don't want to miss your victim's target if you want to go on sprint and send the victim to dying state. Another noticeable thing is survivors may also become more nervous since they don't know who will hit them or when you will start sprinting.
 
   
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[[Category:Disambiguations]]
=== The Wraith ===
 
* You are not fully cloaked when you use the bell. Keep your distance when stalking survivors to get the jump on them.
 
* You are unable to attack when cloaking/uncloaking so be wary of using it after putting a survivor on a [[Meathooks|hook]] as it gives them a brief [[Window]] to rescue.
 
* Your terror radius is 0 when you're cloaked, so use cloak to get close without survivors hearing a [[heartbeat]] sound.
 
* When approaching a [[Generators|generator]], try to stay behind obstructions so that any survivors present cannot see your silhouette approaching.
 
* Block escape routes while uncloaking nearby a survivor.
 
* Get directly behind a repairing survivor while uncloaking to slow down their escape.
 
* Beware [[Flashlight|Flashlights]]! Unlike other Killers, the [[Flashlight]] works on every body part when you are invisible or channeling out of invisibility. The stun is also a lot longer.
 
* When distant from a survivor you just hit go invisible then sneak behind them and uncloak so you can get closer to them and get them in the [[dying|dying state]].
 
   
  +
[[es:Consejos]]
=== The Nurse ===
 
  +
[[pt:Dicas]]
* Survivors can see a stripe behind you when you [[Powers#Spencer.27s Last Breath|blink]].
 
* You can hit survivors before having to cool down after a [[Powers#Spencer.27s Last Breath|blink]].
 
* You have a bigger ranged attack than the other Killers, this means survivors can see the [[Stain]] earlier when walking around corners.
 
* The [[Sally Smithson|Nurse]] walks slightly slower than the other Killers.
 
* [[Powers#Spencer.27s Last Breath|Blinking]] is a very good way to gain distance on survivors.
 
* When a survivor vaults through a [[Window]] or pulls down a [[Pallet]], use your [[Powers#Spencer.27s Last Breath|blink]] rather than jumping over the [[Window]] or breaking the [[Pallet]].
 
* When hanging a survivor on a [[Meathooks|hook]] in the [[Basement]] and another survivor tries and rescue him/her, you can [[Powers#Spencer.27s Last Breath|blink]] through the floor by charging the [[Powers#Spencer.27s Last Breath|blink]] and aiming for the [[Basement]]. This cannot be done when standing too far from the [[Basement]].
 
* When playing on [[Coldwind Farm]], you can quickly search through the cornfield by [[Powers#Spencer.27s Last Breath|blinking]] through it as your FOV gets wider.
 
* You can scare survivors by [[Powers#Spencer.27s Last Breath|blinking]] as the scream is very loud. This can lead to failed skill checks which you can use as hints to show where the survivors are.
 
* You can travel quickly from [[Generators|generator]] to [[Generators|generator]] by [[Powers#Spencer.27s Last Breath|blinking]].
 
* The [[Sally Smithson|Nurse]] can be easily juked.
 
* [[Pallet|Pallets]] are not effective against [[Sally Smithson|Nurse]] since she can bypass it through [[Powers#Spencer.27s Last Breath|blink]] that can bring her advantage.
 
* Beware that when you are about to [[Powers#Spencer.27s Last Breath|blink]], you cannot attack nor cancel it.
 
 
=== The Shape ===
 
* The [[Michael Myers|Shape]] gets more powerful with each [[Evil Within]] Tier. Try to stalk survivors and get to the next Tiers.
 
* Tier 3 of [[Evil Within]] lasts a minute but gives you a very long [[Lunge|lunge attack]] and your attacks instantly down survivors when hit.
 
* When you stalk a survivor he will turn red. If he is completely red you can't earn [[Evil Within]] points from him anymore.
 
* Each time [[Evil Within]] Tier 3 expires it will be harder to get into it again.
 
* You can make a build around [[Evil Within]] Tier 1. Because your terror radius is very tiny when you are in that Tier you can easily ambush survivors. Sadly you also have a tiny [[Lunge|lunge attack]] and you walk slower so it will be hard to catch survivors once they spot you.
 
* If you are quick in Tier one of [[Evil Within]] you can grab a survivor while they are repairing a [[Generators|generator]], instantly picking them up.
 
 
 
=== The Hag ===
 
* The [[Lisa Sherwood|Hag]] is smaller than the other killers, use this to your advantage. You can, for example, sneak up to survivors by using cover that is too small for other killers.
 
* The [[Lisa Sherwood|Hag]] has a ridiculously low recovery time when someone breaks free of her grasp. Most of the time you can instantly down a survivor when he struggles free.
 
* (BUG) The [[Lisa Sherwood|Hag]] is not affected by [[Decisive Strike]]. The survivor will break free when they successfully do the strike but it will not stun for the extra time.
 
* You have a maximum teleporting range when one of your [[Powers#Blackened Catalyst|traps]] is triggered. If you have hooked a survivor and have made a [[Powers#Blackened Catalyst|trap]], try to stay relatively close and use the distance you can be from the [[Powers#Blackened Catalyst|trap]] to hunt survivors who are planning to save your victim.
 
* Try using the [[Insidious]] [[Perks|perk]]. As the [[Lisa Sherwood|Hag]] is very small, and you don't have a [[Heartbeat]], [[survivors]] might just think you're an AFK killer.
 
* The [[Lisa Sherwood|Hag's]] [[Powers#Blackened Catalyst|trap]] is able to jump scare survivors if the [[Powers#Blackened Catalyst|traps]] are put in unexpected locations; the survivor will likely instinctively flee, leaving tracks for you to follow as they do so.
 
* Try not to teleport immediately when the [[Powers#Blackened Catalyst|trap]] was triggered in your range of teleport; the survivor may be using it to distract your attention.
 
* Try to set a phantasm [[Powers#Blackened Catalyst|trap]] where it's not easily seen or least expected by Survivors, as they might disarm it via the use of a [[Flashlight]].
 
 
=== The Doctor ===
 
* When not actively chasing a survivor, consider switching to Treatment mode. The passive [[Status HUD#List of Status Effects|Madness]] aura will eventually force nearby survivors to scream, revealing their location.
 
** Beware that some survivors could use this for advantage to juke you as they may remain calm and not leaving any footsteps.
 
* The [[Herman Carter|Doctor]] is exceptional at finding survivors but lacks any abilities that can make catching them easier. This means evasion tactics taken against you are more effective, so knowing when to cut your losses is extremely important.
 
** However, you can leave the escapee with a parting gift by inflicting [[Status HUD#List of Status Effects|Madness]] Tier 2 or Tier 3 on them before leaving, both of which make finding them again later much easier.
 
* Consider afflicting [[Status HUD#List of Status Effects|Madness]] Tier 2 on survivors before actively hunting them; [[Status HUD#List of Status Effects|Madness]] Tier 2 never decays and makes finding them easier, should they escape your sights at any point.
 
* Consider using Punishment mode only if the Survivor already suffers from [[Status HUD#List of Status Effects|Madness]] Tier 3 and only use Treatment mode if you want to find their location and re-instate their [[Status HUD#List of Status Effects|Madness]] Tier.
 
* [[A Nurse's Calling]] Perk is one an optimal perk especially if the survivor suffers from [[Status HUD#List of Status Effects|Madness]] Tier 3.
 
 
=== The Huntress ===
 
* She's only supplied with 5 Hatchets (7 with [[Add-ons]]) to be thrown which can be refilled from any [[Lockers|Locker]].
 
**Each [[Lockers|Locker]] (visually) stores a set of 3 Hatchets, the [[Anna|Huntress]] will grab the middle one, look at it and then close the door, having replenished her supply back to full Hatchets (5 normal or 7 with [[Add-ons]]).
 
**Note that this animation plays whenever you look into a [[Lockers|Locker]], which costs time if the purpose was to check for a Survivor, but as of Patch 1.6.1 this is no longer the cause if the [[Anna|Huntress]] checks a [[Lockers|Locker]] while on max hatchets.
 
* The Hatchet can help the [[Anna|Huntress]] hit a Survivor when they are on the other side of [[Pallet|Pallets]] or [[Window|Windows]].
 
** The Hatchet can also help The [[Anna|Huntress]] down an [[injured]] Survivor from a distance if they are caught off-guard.
 
* "[[A Nurse's Calling]]" is second-best on the [[Anna|Huntress]] as she has a reduced terror radius of just 20m, only trumped by the [[Michael Myers|Shape's]] [[Evil Within]] Tier 2 terror radius of 16m.
 
* The Hatchets' firing angle can be adjusted, making the [[Anna|Huntress]] the only Killer able to snipe Survivors from great distances undetected.
 
** [[Anna|Huntress]]' hatchet can pass above obstacle if the firing angle are adjusted correctly which is least expected to survivor. Expert marksman usually know how to use this for advantage.
 
 
=== The Cannibal ===
 
* Since it's more lethal than [[Max Thompson Jr.|Hillbilly]] when using [[Powers#Bubba.27s Chainsaw|chainsaw]], utilize it to the fullest due to able to hit multiple targets in one [[chainsaw]] attack.
 
**This is especially powerful when a survivor(s) goes and saves a teammate hooked in the [[Basement]]. Calculate when they'll run back up the stairs and charge your [[Powers#Bubba.27s Chainsaw|chainsaw]] up. You're more than likely to down all survivors running up the stairs.
 
* Predict where the survivor will go if equipped with "[[Barbecue & Chili]]" [[Meathooks|hook]] so you can chase them easily.
 
* Be careful if you hit an object since survivors can utilize it to juke you out.
 
* When the [[Powers#Bubba.27s Chainsaw|chainsaw]] is revved up, survivors may expect it was a [[Max Thompson Jr.|Hillbilly]] until they make a direct contact with you.
 
 
=== The Nightmare ===
 
 
== [[Realm]] Tips ==
 
 
===[[MacMillan Estate]]===
 
* Generally, spawns many forest areas. Avoid them, as they generally do not provide a lot of cover or barricades.
 
* Chests and Hatches tend to spawn near or inside structures.
 
* The lighting saturates the world with blue, making Survivor clothing less prominent.
 
 
===[[Coldwind Farm]]===
 
* Using the cornfield for cover is key to winning.
 
* The cornfield is so tall, sometimes it's better to crouch in it and wait for the Killer to pass by.
 
* The corns wiggle as you pass through them, be wary of this as it can give your position away really easily. They also move slightly if you stand in them, which can prove troublesome.
 
* Coldwind has little-saturated lighting which colors the world orange. However, it is very light and most colors will remain how they were.
 
 
=== [[Autohaven Wreckers]] ===
 
* Usually provides plenty of barricades and cover for survivors to use.
 
* On the other hand, it makes it difficult to see the Killer.
 
* Use caution when running into a bus wreck. Some are dead ends.
 
* The [[Hatch]] can usually be found within the ruined walls scattered across the map, AWAY from structures (opposite of the Macmillan Estate).
 
* On [[Gas Heaven]], one [[Generators|generator]] will be always inside the garage and it's ill-advised to repair it unprepared since you will have limited choice to escape from The Killer.
 
 
=== [[Crotus Prenn Asylum]] ===
 
* The [[Disturbed Ward]] map is quite large and bright, but is one of the darkest maps with a [[New Moon Bouquet|New Moon]] Offering.
 
* The [[Exit Gates]] always spawn with very distinguishable layouts in front of them. After a few matches on this map, you'll easily be able to identify their location even from far away.
 
* The outskirts provide good spots for escaping the Killer.
 
* This world's lighting is the least saturated, as well as most of the structures being grey. This can make clothes stand out more.
 
* The main building offers many good spots for out-maneuvering the Killer, such as lots of boards and [[Window|Windows]].
 
** Both [[generators]] in the main building are very easy to repair and it's easy to escape if everything goes haywire, you can clearly see both entrances from both of them and they're the only ways the Killer can enter.
 
** There is also always a chest on top of the staircase.
 
** As well as that, there are many [[Lockers]]. Most Killers will not take the time to check them all.
 
** [[Anna|Huntress]] can use this as an advantage to replenish hatchets quickly before continue chasing survivor.
 
 
=== [[Haddonfield]] ===
 
* The [[Lampkin Lane]] map is quite obstructed by [[Props]]. Use this to your advantage when playing against a [[Hillbilly]], as the sidewalk, and side lanes along the houses are the only parts that are not obstructed.
 
** You can also use this against the [[Shape]], as you can prevent his stalking ability by hiding against props.
 
* You will see yellow [[Generators|generator(s)]] in one of the houses. This will provide you the [[Achievements|achievement]] 'House of pain' when you fix one of them and then successfully escape.
 
* As the [[Basement]] is in one of the houses, take it to your advantage. Go to the other side of the map, and try to sabotage the other [[Meathooks|hooks]]. The killer has to go to the other side of the map, and this can be very difficult to do without [[Iron Grasp]] Tier 3.
 
* When using [[Decisive Strike]] Tier 3, you can easily run away and hide, and maybe even in a [[Lockers|Locker]]. Don't sprint when using it unless you have [[Quick & Quiet]] equipped and it is active.
 
* The [[Nurse]] can be tricky to use, as the many obstructions may block her [[Powers#Spencer.27s Last Breath|blink]] when it isn't charged long enough.
 
* There are several stairs down in houses. The killer can get tricked when you have [[Sole Survivor]] Tier 3, and you are the only survivor left, and if you are the obsession. The staircases can trick the killer in which house the [[Basement]] is.
 
* Look carefully when using [[Sprint Burst]], as there are many obstacles you can run into.
 
* [[Meathooks]] can be tricky to find against the [[Sole Survivor]] [[Perks|perk]], as the [[Meathooks|hooks]] are lampposts with [[Meathooks|hooks]] built on top of them.
 
* Some [[generators]] are inside the house. Usually Killers can spot survivors that was repairing [[Generators|generator]] by looking at the light bulb inside the house.
 
** One [[Generators|generator]] will always spawn near stairs, allowing survivor to repair while over watch the stairs to see if the Killer is coming or not.
 
 
=== [[Backwater Swamp]] ===
 
* The [[Pale Rose]] map is the largest and also the brightest map in the game, [[Moonlight]] Offerings don't really have an effect on it.
 
* [[Window|Windows]] can be tricky to find, as some of the [[Window|Windows]] outside of [[The Pale Rose]]'s wreck are cut down trees, lying on their side.
 
* This map can be very tricky when playing as the killer, especially when playing as the [[Lisa Sherwood|Hag]], as there is lots of tall grass for survivors, and for the [[Lisa Sherwood|Hags']] vision to get obscured.
 
** The [[Michael Myers|Shape]] also will find difficulty to stalk Survivors since tall grass obstruct him from stalking.
 
* In the wreck of The Pale Rose the [[Lisa Sherwood|Hag's]] [[Powers#Blackened Catalyst|traps]] are nearly impossible to see, as well as outside in the tall grass.
 
* This map is probably the most common map where jump scares are performed, as you might never know where phantasm [[Powers#Blackened Catalyst|traps]] are when playing against the [[Lisa Sherwood|Hag]] because most of the field consists of mud.
 
* The [[Evan MacMillan|Trapper]] can maximize his [[Powers#Bear Trap|trap]] usage here by placing [[Powers#Bear Trap|traps]] inside tall grass as survivor may often hide there.
 
* The [[The Pale Rose|ship]] will make a loud sound when the [[Generators|generator]] is repaired.
 
** In addition crows will always fly away from the ship whenever someone, killer or survivor, goes near it. The noise can be heard globally.
 
* [[Lockers]] are less common here, it gives disadvantage to the [[Anna|Huntress]] as she'll have a harder time restocking on hatchets.
 
 
=== [[Treatment Theatre]] ===
 
* Be wary of grass patches as The [[Lisa Sherwood|Hag]] and The [[Evan MacMillan|Trapper]] love to set up traps there and generally be careful when vaulting. A randomly placed trap can do wonders on that map.
 
* The complexity of the map gives some disadvantage to certain Killers such as The [[Michael Myers|Shape]], The [[Philip Ojomo|Wraith]] and The [[Max Thompson Jr.|Hillbilly]] as they can't maximize their potential on it as easily as on other maps.
 
** This also affects the Survivor as well with having trouble finding [[generators]] or getting lost.
 
* The [[Sally Smithson|Nurse]] and The [[Lisa Sherwood|Hag]] are quite strong Killers on that map:
 
** The [[Sally Smithson|Nurse]] can easily bypass any obstacles with a [[Powers#Spencer.27s Last Breath|blink]], allowing her to catch up to Survivor more easily, but some spots prohibit or extremely slow down a [[Powers#Spencer.27s Last Breath|blink]] when [[Powers#Spencer.27s Last Breath|blinking]] diagonally. It's best advised to only [[Powers#Spencer.27s Last Breath|blink]] through a wall from a 90° angle.
 
** The [[Lisa Sherwood|Hag]] can teleport to other places and Survivors may less aware of the situation around the map itself.
 
 
=== [[Red Forest]] ===
 
* Be careful if you repair in an open field, as this will make you more easily stalk-able by the [[Michael Myers|Shape]] and susceptible to long range hatchets throws from the [[Anna|Huntress]].
 
** A [[Generators|generator]] will always appear at the second floor of the lodge's open space.
 
* Some killers are quite strong on this map due to the density of the forest.
 
** [[Evan MacMillan|Trapper]] can set [[Powers#Bear Trap|traps]] in grass that is least expected by survivors.
 
** [[Lisa Sherwood|Hag]] can set up mud [[Powers#Blackened Catalyst|traps]] almost anywhere since most areas are hard to see.
 
** [[Philip Ojomo|Wraith]] can surprise you because of the density of the forest.
 
 
==Video Guides==
 
{{#ev:youtube|M-c8ZdoRJHw}}
 
 
[[Category:Dead by Daylight]]
 

Revision as of 12:44, 8 March 2021

This Article redirects you to the Tips and Tricks section featured in Template:IconLink, which provide you with an overview of the Game Mechanics.


Tips for Survivors

Main article: Playing Survivor: Tips and Tricks

For reading up on all in-game Hints about playing Survivor in Dead by Daylight

For additional information about the Survivors, refer to Template:IconLink


Tips for Killers

Main article: Playing Killer: Tips and Tricks

For reading up on all in-game Hints about playing Killer in Dead by Daylight

For additional information about the Killers, refer to Template:IconLink and/or look up the Killer's respective Wiki Article.


General Tips

It's advised to read-up on a subject on its respective Wiki Article as they feature some Hints as well and generally more detailed information than the Overview pages.


In-Game Tutorial

Main article: In-Game Tutorial

Dead by Daylight features an In-Game Tutorial, which can be accessed by clicking on the Help and Tutorials menu on the Menu Screen of the game.

There is a Killer Tutorial and a Survivor Tutorial. Completing both of them for the first time rewards the Player with Template:IconLink.


Maps

Main article: Maps

For reading up on the different Maps and their distinct features in Dead by Daylight.


Interactables

Main article: Interactables

For reading up on the different interactable Props featured throughout the Maps in Dead by Daylight.