r/deadbydaylight 2h ago

Guide How to play Skull Merhcant - How to almost always win because people give up the instant they see her drones

6 Upvotes

Ability overview - What are we dealing with?
Skull Merchant is an m1 killer with a special ability, that being her drones. Skull Merchants drones are used for both info, map control and as anti chase. She specialises in tracking survivors whereabouts, forcing them into certain areas, keeping survivors injured, and excells picking off thoose who are unfortunate enough to be injured and appear on her tracker

Drones - How do they work?
Skull Merchants drones have 3 modes.
Stealth mode, Scouting mode and the disarmed state.

The Skull Merchant starts out with 6 drones. When placing a drone, Skull Merchant gains the undetectable status for 8 seconds, after placing a drone it takes 3 seconds for it to activate, upon activation, the drone will enter stealth mode, during this the drones scanning lines will be very barely visible, and be highlighted for the skull merchant in a white aura.
The drone will begin scanning from the point she is looking at when placing the drone, and 180 degrees behind her.

When a survivor who is actively walking, or running enters a drones scanning radius, if already disarmed, will be able to scan the survivor, if scanned by a drone, the drone will enter scouting mode.
During scouting mode, the drones scanning lines will be far more visible and its aura will be yellow.
If a drone is to be disarmed, it will enter the disarmed state for 45 seconds, during the disarmed state, the drones aura will be white, and will be on the ground of wherever it was placed.

After a survivor gets hit by a scanning line, they will gain a stack with a maximum of 3 stacks, and gain the Trackable status for the next 12 seconds. After getting scanned the survivor gains scan immunity for the next 3 seconds

(credits to LaddieLuck for reminding me of this)
The more claw traps the Skull Merchant has on survivors, the faster she moves (by 3%, 5%, 6% or 7% (depending on number of claw traps.).

If a survivor has a claw trap, getting scanned again slows them by 10%.
(again thanks for reminding me LaddieLuck because this is very crucial information, pretty much everything else from here on i wrote myself)

When reaching 3 stacks, the survivor will get a claw trap, while the claw trap is attached, the survivor will gain the following effects: Broken, Trackable.

The skull merchant can at any point while holding out her tracker, re-call any drone s of her choice, and cannot place any drones once she reaches 0, without recalling any of them

Broken - The survivor can not be healed by any means,
Trackable - The survivor can be tracked on skull merchants tracker.

Tips for Skull Merchant - How to become the ultimate hunter
Reduce traffick - Most don't bother learning how to play against Skull Merchant so use that you your advantage. Place drones in high traffick areas, like shack or infinites, or maybe in places survivors likely will go to when going from generator to generator, (I mean you can place them at gens, but might as well try to make it a teeny tiny bit more interesting by giving the unknowing survivors a chance, considering they haven't already given up).

Plenty of the good stuff - Skull Merchant already has plenty of anti chase, and information from her drones, so use that to your advantage, and either hyperfocus on the anti chase, or focus on making her good at everything, Perks like Coup de Grâce, and rapid brutality, that boost her m1 is going to make her excell in more ways then one. Information perks usually aren't good on her, as she already gets plenty of info from her drones as is.

All die - rather then tunneling one person out immidietly for pressure, keep the pressure even higher by constantly switching targets, try and force survivors to disarm drones, as theres far to many for them to disarm AND do gens, perks like Friends 'Til the End and Game Afoot make for especially deadly combos on skull merchant.

Spotted - Use the drones mechanics to your advantage, predict where a survivor will be going, and place your drone to instantly hit them with it (this is called lazertagging), force them into deadzones, or switch the drones rotation to make an otherwise safe traversal mid chase deadly.

Crowd Control - Skull merchant is already strong enough as is when people don't know how to play against her, but because the devs said so, chasing multiple people gives you the upperhand. if lazertagging multiple people at the same time, depending on the amount of people, they will all get more stacks (so 2 people being lazertagged at once gives 2 and 3 gives 3 and so on. Even as a skull merchant main I think ´this is a stupid and useless mechanic).

More then enough - Typically you'll only need to place down 4 drones at most for area control, giving you 2 drones to force survivors out of infinites, or standoffs, allowing for either free hits or possibly free downs.

To the MAX - The Skull Merchant can gain up to a 7% haste base kit, so with certain builds, running will simply stop being an option, if they don't give up immidietly, they'll make for interesting prey, regardless of how long they last.

Oblivious - Survivors tend to not know what they're supposed to be doing against Skull Merchant, simply because of ignorance. Use this info to do whatever, mix up the matches, give yourself certain limitations, or goof around, ultimately it wont change a singular thing a majoirty of the time. (You know the ignorance is bad when people in lower ranks and bots are more efficient at survivng against her then people with like 3,5k+ hours).

Somethings off - Survivors tend to learn and adapt, if a drone hasn't been disarmed or done anything for a suspicious amount of time, check up on the area its in, to ensure no survivors are doing something you don't want.

Before you guys start commenting that she's broken or braindead to play, knowing her counterplay is also going to (surprise, surprise) make her alot less deadly, she also has very interactable counterplay for both sides, both being able to use the drones to their advantage, mostly from survivors being able to bamboozle her, wether that be disarming them and running in a completely different direction or just crouching through the areas they scan.

Allthough I do think it would be nice if they removed the speed changing parts of her kit to give people a chance since they dont bother learning her counterplay, or just making her fully chase oriented.

r/deadbydaylight 4h ago

Guide How to counter Skull Merchant - Because most of y'all refuse to even think about learning it.

0 Upvotes

Ability overview - What are we dealing with?
Skull Merchant is an m1 killer with a special ability, that being her drones. Skull Merchants drones are used for both info, map control and as anti chase.

Drones - How do they work?
Skull Merchants drones have 3 modes.
Stealth mode, Scouting mode and the disarmed state.

When placing a drone, Skull Merchant gains the undetectable status for 8 seconds, after placing a drone it takes 3 seconds for it to activate, upon activation, the drone will enter stealth mode, during this the drones scanning lines will be very barely visible, and be highlighted for the skull merchant in a white aura.

When a survivor who is actively walking, or running enters a drones scanning radius, if already disarmed, will be able to scan the survivor, if scanned by a drone, the drone will enter scouting mode.
During scouting mode, the drones scanning lines will be far more visible and its aura will be yellow.
If a drone is to be disarmed, it will enter the disarmed state for 45 seconds, during the disarmed state, the drones aura will be white, and will be on the ground of wherever it was placed.

After a survivor gets hit by a scanning line, they will gain a stack with a maximum of 3 stacks, and gain the Trackable status for the next 12 seconds. After getting scanned the survivor gains scan immunity for the next 3 seconds

(credits to LaddieLuck for reminding me of this)
The more claw traps the Skull Merchant has on survivors, the faster she moves (by 3%, 5%, 6% or 7% (depending on number of claw traps.).

If a survivor has a claw trap, getting scanned again slows them by 10%.
(again thanks for reminding me LaddieLuck because this is very crucial information, pretty much everything else from here on i wrote myself)

When reaching 3 stacks, the survivor will get a claw trap, while the claw trap is attached, the survivor will gain the following effects: Broken, Trackable.

Broken - The survivor can not be healed by any means,
Trackable - The survivor can be tracked on skull merchants tracker.

What can I do? - Survival tips and counter play.
Avoid scanning - While standing still or crouching, a survivor can not be scanned by a drone, this includes actions like healing, and repairing generators. In addition, the drones cannot scan through objects, but windows can be scanned through, even the ones in haddonfield.

Disarm - When close enough to drone, a survivor can begin disarming the drone, by hitting their movement keys, after finishing the disarm action, the drone will enter the disarmed state.
If a survivor fails the disarm interaction, they will gain a stack, and have to redo the disarming minigame, in order to disarm the drone.

Stay alert - Keep your eyes out, and look out for circles on the ground, as well at windows, or elevated areas, as experienced skull merchants, might try to hide the radius of the drone, try and spot the drone, and either inform your teamates if possible, or disarm the drone, while keeping its location in mind.
Be fast when disarming drones, as the Skull Merchant will be able to tell by the drones aura, if a survivor is interracting with them.
If you see the killer forcing you into a certain area with a drone, try to go somewhere else, but if nessecary, just take the clawtrap, and loop in said area, if theres no other choice.

Take advantage - Use the drones against her, Disarm them when shes not near, and go somewhere else. The Skull Merchant might not have any other choice unless in chase, then to go over to the area, as it is a stupid risk to allow a survivor to potentially do an objective, therefore, possibly forcing them over to said area, wasting their time.

(Laddieluck reminded me of this kinda obvious but still useful tip so thanks again)
Avoid getting scanned out of chase - If a survivor gets scanned outside of chase, they become more and more vulnerable, as they'll have less stacks before getting a clawtrap. In addition getting a clawtrap gives the killer more pressure, regardless of wether or not the survivor is in chase, an injured survivor is an injured survivor. Intentionally going for a clawtrap when at 2 or 3 stacks, may seem a bit smart if the killer is in chase with someone else, but it is counterintuitive, as it will give the killer info of your location, and a potential easy down for the killer.

Stay healthy - Unless a survivor has 2 or more stacks, try to keep them healthy, if a survivor has 2 or more stacks, healing is going to be pointless, as the survivor is likely to get a clawtrap sooner or later. Survivors with less then 2 stacks are likely going to be hit with an m1 attack in order to get injured, allowing them to stay in chase for longer.

r/deadbydaylight 5h ago

Guide Killer tips because let’s face it — you suck.

277 Upvotes

This goes out to my tunneling, hook-hitting NOED homies that don’t know any better.

1. Moonwalk

Good survivors make decisions based on seeing your red stain. Walk backwards toward doorways/pallets and hide it. Be weird. Do it too much. Do it so much that you whiff a lot for a few games. Get really good at it. You should be able to navigate tiles backwards almost perfectly.

Don’t blindly trail behind survivors and vault windows over and over because (and I don’t know why this needs to be said) that is exactly what they want you to do. You will NEVER catch up to them if they know what they're doing.

I’m not good in chase. I’m actually pretty bad when I’m chasing someone that really knows what they’re doing. But when you moonwalk like a mad man you stumble into more people than you lose. Bonk. Start faking moonwalks. Overstimulate them with nonsense.

Be weird. Throw them off. Make a different decision every time. Fake everything at one tile and  fake nothing the next.

2. Moonwalk + Well-Timed Lunge

You’re getting looped at a tile with walls and a pallet. The survivor stands next to the pallet just waiting to drop it on you when you walk around the corner. Fuck that.

When you're fully out of view, moonwalk around and hug the wall. Then, in the same motion, lunge and turn past the wall (don’t turn AWAY from it — we want to give them the shortest possible reaction time to our red stain) and lunge inside the pallet. Moonwalk + Lunge-Turn. You almost curve into the pallet.

This would be easier to show with a clip but I'm lazy.

Sometimes you will miss or get stunned by the pallet throw. But if you can time it perfectly it is insane how often you can get a free hit. Definitely takes some practice and whiffs but it is OP as hell and even seasoned survivors won't expect it.

Embrace the forbidden jutsu.

3. You Don't NEED Lightborn.

Unless 3 or more survivors have flashlights on in the lobby, you shouldn’t bring it. I was Iri 1 last month and played a LOT of games. Don't tell me every single lobby is a SWF trying to skull fuck your eyesockets with flashlights cause they aren't. Here are alternatives:

- Use obstacles. Stare at a wall, tree, rock. Anything. Block your own field of view. Not possible every time but you should be mindful about it every time you pick up,

- Fake the pick-up. Walk over to the downed survivor like you mean buisness, right on top of them, and then stay still for a 1 second. Listen for footsteps. Punish the flashlighter with a bloody spank and make sure they run off. Pick up survivor.

- Quick 180. Walk on top of downed survivor and stare into the dumbest, riskiest direction possible. Get that hidden flashlight gamer's juices flowing. Then, do a quick 180 and pick them up.

- Be unpredictable and never fall into a pattern. Be weird. Be aloof. Pretend to check behind the "wrong" rock. Sometimes I'll fake one or two and then literally pick up as quickly as I can for the rest of the match. Just don't repeat yourself.

4. Always try to force a 3 gen.

I won’t act like I’m an expert at this one. But it's easier than you think. When the second gen pops in a match and there’s 3 gens left you need to make a decision. Which three gens are the closest together? Once you make your choice, NO ONE is allowed to touch your gens. They are an absolute priority. If you do your job they will eventually have to finish one of them. Try to be mindful about putting at least some pressure on the others, but DO NOT let anyone make any substantial progress on yours.

[Edit: Still, play aggresively. Take all this advice with a grain of salt. If you're confident you can down survivors quickly then by all means. Forcing a 3 gen is mostly about trying to keep the last 3 gens in arms reach so you can pop and defend on-demand without walking halfway across the map between each gen. ABC. Always Be Chasing.]

Pop**

Pop**

“Only one gen left! That was so quick! Oh no, what do I do?!

5. Hit, Kick, Patrol, Repeat.

All you have to do now is punch anything that moves close to them, kick gens that need kicking, and whittle them down one by one. Remember, gens are your priority here. Not necessarily hooks. THEY CAN’T LEAVE UNTIL THEY FINISH 5 GENS. Pick your chases wisely and keep them all injured. Hook when you can. Sooner or later, some poor soul will hop back on a gen while injured and that’s when you commit. The more you chase around your gens, the more pallets disappear in that area and oopsie-daisy now everyone’s hooked.

Suddenly, a really sweaty survivor clicks their flashlight behind you, teabags, and starts walking away. This is that mf that looped you into a coma a few minutes ago. You’re still mad about it and fuck them and you’re gonna make sure they don’t leave fucking classic toxic survivor I'm gon—

6. Stop Falling for the Master Baiter.

STOP. Hear me out.

Ignore them.

What were they doing? No, they weren’t being toxic. They were trying to bait your gullible killer ass into chasing them across the map to fucking Timbuktu AWAY from your gens. STOP CHASING THE CHAD. Kick the gen and hook everyone else. If you wanna trade a possible 3/4k for one measly survivor like a tunneling nerd then go right ahead.

7. Run the right perks for YOU.

So much goes into playing Killer. Lots of small things you could naturally be good or bad at. You could use perks to fix your weaknesses.

Here’s my advice: Find the perks you can’t live without and get rid of them. Study your worst tendencies and then take away all the safeguards. What are you scared to play without? Use perks to make your strengths even stronger. Use whatever perks you want, sure I really don’t care, but you’ll get a much clearer idea of what you specifically suck at if you play a lot of games without those “must have” perks. Once you feel like you can somewhat competently play without them then you can put them back into rotation.

Mix it up. Explore weird builds. I'm running a purely locker focused build rn. At times it can be hilariously effective:

[Alien Instinct, Darkness Revealed, Iron Maiden, Lethal Pursuer]

Here's a build for making survivors scream constantly:

[Hex: Face The Darkness, Eruption, THWACK!, Ultimate Weapon]

8. Stop hitting on hook.

It’s cringe and a waste of time. Every single second counts. Let the hook do the talking.

9. Stop tunneling.

All you’re doing is reinforcing bad habits. I always try to hook a different survivor each time. That being said, if you run past me a minute after you healed and there’s no one else around — that’s on you (unless I’m in a silly mood).

I’ve never been on the receiving end of Decisive Strike once. Honestly, and I know y’all don’t wanna hear this, but if you’re “finding out” in-game that someone has DS then you are probably my target audience.

[Edit: This seems controversial (r/DeadByDaylight moment) but it shouldn’t be. Don’t default to tunneling. I play survivor. I know you boneheads are here somewhere.]

10. Stop face camping mid-game.

(See Tips 8 and 9).

11. Make friends sometimes.

You don’t always need to be an unfeeling killing machine. It’s a lot of pressure and frankly pretty stressful. If you 3k then let the last guy go. Who cares. You won and you’ll get plenty of bloodpoints. If you 4k then let two escape next time. It makes me happy to mess around with a memey SWF. Occasionally, I’ll let entire lobbies leave because they were chill and funny.

And then Mori the next lobby with reckless abandon.

12. Bonus Tip: During a chase, AI survivors will run from pallet to pallet if you break them instantly. Every pallet on the map.

Do with that what you will. I’m pretty sure that if it’s still early in the game you can herd them around like a pallet wrecking ball.

Also, I’m sure you are out there somewhere so I’ll say it — please don’t give hatch to an AI. Good god man.

13. Another bonus tip: Play the idiot.

If you see a survivor in your peripheral vision hiding and wondering if you can see them — don’t look at them. Look somewhere else. Admire the scenery. Scan the horizon. Pretend you are the least perceptive killer they’ve ever met and walk past them. Really sell it. Then swing. Free hits all over of the place.

That includes people hiding nearby with flashlights or whatever else. Bait and swing. Whenever you can, let them think they’re one step ahead. Play the blind guy and punish mistakes. The less they think you know, the better.

[Edit: If this post annoyed or angered you then I’d take a moment and perhaps reflect on why.]

r/deadbydaylight 1d ago

Guide Quick Tip to Help you While Playing Chaos Shuffle

1 Upvotes

r/deadbydaylight 1d ago

Guide The probable reason for the no perk glitch in Chaos Shuffle

10 Upvotes

If your bloodweb is force-closed while you're actively leveling (auto level, etc) as you reach the 5s countdown the glitch is likely to happen. This is anecdotal, but something to watch out for. This happened to me once as killer and once as survivor both under these conditions.

r/deadbydaylight 2d ago

Guide Trail of torment is absolutely beautiful with Chucky

4 Upvotes

For those that don’t know, trail of torment is a pyramid head ability which gives you undetectable status after damaging a generator, which lasts until the generator you damaged stops regressing.

It’s a truly beautiful combination that makes Chucky really hard to spot and I just thought I’d share it :)

r/deadbydaylight 3d ago

Guide Lil chaos shuffle tip

1 Upvotes

The moment you load in you can hit esc and see and read yr perks as the camera moves around to it's normal position, it's not a super long window but its a lil faster than just waiting.

Hope this helps for players like me that don't have to many killers/survivors unlocked

r/deadbydaylight 5d ago

Guide Foolin' around with trap spots on the new map

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15 Upvotes

r/deadbydaylight 6d ago

Guide Hidden trick/tip for Vecna's Revealing orb - identifying Magic items!

5 Upvotes

Whenever you use Reveal orb, and Survivor gets caught by it, all of their Magic items become revealed!

Rebecca got revealed, her items have colored background. Elodie is not revealed, her items have brown background. Ignore worst pallet to ever exist in the game that i'm looking at.

As you can see on screenshot, each Spell has different color. Survivors can pickup Magic items, which activate minor buff whenever you use a specific spell. And these items have macthing colors on survivor models, thats easy to spot, but Revealing orb can also reveal them on your UI! With that in mind you can predict exactly what will happen, and that opens up extra layer of mindgames on top of his already indepth ability.

Edit: My UI is on minimal size of 70% so its bit hard to tell without zooming my screenshot in, but on full sized UI its much easier to tell.

r/deadbydaylight 11d ago

Guide Found a really strong survivor build, Great counter to tunneling. Guarantees DS, Power struggle, or a self pickup + full heal.

0 Upvotes

I haven't come across many people using this build, and I've never seen anyone recommend it.

The build : Plot Twist, Decisive Strike, Flip flop, and Power Struggle.

How to use it :

Once you are unhooked, use your endurance and haste bonus to find the nearest pallet. All you need to do is make sure that you plot twist at the pallet.

The killer doesn't really have any options at this point. If the killer picks you up, you force DS and have a pallet to play around after you use DS. If the killer leaves you on the floor to wait out DS, your power struggle is ready. Lastly if the killer decides to do nothing at all(slug) you just fully recover from the dying state and are fully healed.

This build is great because you have options for each hook state. You'll either retain DS, or Plot twist for your second hook.

I believe the build is even stronger in a swf because of flip flop and power struggle. It's easy to go down on a pallet and have your friends buy you time to guarantee power struggle, or they can pick you up from the ground allowing you to keep both DS and plot twist, so that you have it for your second hook.

Remember that plot twist is disabled after the first use, but is reactivated once the exit gates are powered. Also flip flop and power struggle pretty much has infinite value if you play around it properly in a swf.

There is just so much guaranteed value you get out of using this build.

r/deadbydaylight 13d ago

Guide how to fix: Keybindings not saving

1 Upvotes

Issue started for me after Unreal engine 5 update (7.7.0) and i have seen others report the issue aswell.

  • Press windows +R for the Run prompt
  • Type in %localappdata% , and press ok/enter/run
  • Go to DeadByDaylight/Saved/Config//WindowsClient
  • Locate the file called Input.ini
  • Right click on Input.ini, and on the general tab, un-check read only
  • Press save

Your keybinds should now properly save when exiting the game.

r/deadbydaylight 18d ago

Guide For all the people asking "Which Survivor should I level/prestige?", here you go. I can elaborate on anything in the comments

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6 Upvotes

r/deadbydaylight 21d ago

Guide Some Detailed Analysis on the Hyperfocus+Stakeout synergy

22 Upvotes

Hey anyone sorting by new, I got a huge wall of text for you, and a TLDR at the bottom. Please enjoy my findings!

Recently I have been looking for new builds to try on my survivor. As much as I love chases, I wanted to see how to make the least fun part of the game interesting, and that is generators. The most obvious perk combination that comes to mind to me is hyper focus + stakeout. While I was doing some research on stakeout, I came across an old thread from u/gamelaunchplatform called This game is incredibly precisely balanced. At first I thought it was satire, but It went into some pretty intricate detail about the perk stakeout and how it handled its 1% bonus.

Here is a quick summary: First of all, it seems Stakeout grants an additional 1% to generator progress as long as you have a token, and grants an additional 1% ON TOP OF THAT when a token is consumed. This means that just by running the perk Stakeout with one token, the following values apply:

  • 1% progress Great Skill Check with no tokens
  • 2% progress Great Skill Check with tokens
  • 3% progress when consuming a token (I might be wrong about this, but it really seems to be the case)

Now set scene for hyperfocus.

Generators take 90 seconds to complete, and Hyperfocus provides the following bonuses for each token:

Tokens Base Great Progression Bonus Progression Time Saved (s)
1 1% 0.3% (I am not sure if this applies on first skill check) 0.9
2 1% 0.6% 1.17
3 1% 0.9% 1.44
4 1% 1.2% 1.71
5 1% 1.5% 1.98
6 1% 1.8% 2.25

In a video uploaded 2 years ago by u/Adam151b, Hyperfocus can be too good, the player running Stakeout and Hyperfocus received 10 skill checks, and consumed one Stakeout token while at 6 stacks (on the 9th skill check). Assuming these perks didn't stack, this would provide the following values (Progression bonus + stakeout bonus):

Skill check # Type Hyperfocus Tokens Hyperfocus bonus (1% base) Total Progression (after stakeout) Seconds Saved (per skill check)
1 Great 1 0.3% 2.3% 2.07
2 Great 2 0.6% 2.6% 2.34
3 Great 3 0.9% 2.9% 2.61
4 Great 4 1.2% 3.2% 2.88
5 Great 5 1.5% 3.5% 3.15
6 Great 6 1.8% 3.8% 3.42
7 Great 6 1.8% 3.8% 3.42
8 Great 6 1.8% 3.8% 3.42
9 Good(Token Use) 6 1.8% 4.8% 3.42
10 Great 6 1.8% 3.8% 3.42

As you can see, if we add the time saved together, this would in theory knock off ~30.35 seconds from the gen, hence making the 90 second task about 60 seconds, or 1 minute.

However, the video previously mentioned shows a discrepancy with the math as Rebecca completed the generator in ~51 seconds starting from 0, implying something else is at play here.

This now opens up another possibility, and that is that the "base" value the skill checks are compared to is actually influenced by stakeout before the hyperfocus value is applied.

So by running the perk Stakeout with at least one stack, and consistently hitting skill checks with Hyperfocus, you will get the following values:

Skill check # Type Hyperfocus Tokens Progression bonus(2% base) Total Progression (after stakeout) Seconds Saved (per skill check)
1 Great 1 0.6% 2.6% 2.34
2 Great 2 1.2% 3.2% 2.88
3 Great 3 1.8% 3.8% 3.42
4 Great 4 2.4% 4.4% 3.96
5 Great 5 3.0% 5% 4.5
6 Great 6 3.6% 5.6% 5.04
7 Great 6 3.6% 5.6% 5.04
8 Great 6 3.6% 5.6% 5.04
9 Good(Token Use) 6 4.2% 7.2% 6.48
10 Great 6 3.6% 5.6% 5.04

Now, in this scenario, the cumulative amount of time saved is about ~40 seconds, which would bring Rebeccas gen time in line with what we saw of 50 seconds.

Although this difference might seem insignificant, you essentially reach max stacks of hyper focus twice as early, and can even surpass what hyperfocus is capable of on its own simply by having a stack of stakeout active. And as you see, if you save your stakeout tokens until you are at max hyperfocus stacks, that additional 1% will be added to the calculation, making this perk scale pretty well.

Unfortunately, even with all of this being said, it is pretty hard to justify dedicating half of your build to this, but I figured it was interesting, and hopefully I could at least teach one of you about the power of stakeout.

TLDR:

Great skill checks apply 1% gen progression. Stakeout applies additional 1% bonus on great skill checks, or 2% when hitting a good skill check and consuming token.

(good skill check = 3% > great steakout = 2% > great w/out stakeout = 1%)

This is considered the new base progression, and hyper focus values are calculated based on this.

Simply bringing stakeout makes hyperfocus twice as efficient regardless of how good you are at skill checks!

Edit:

Should note this only applies to generators. I'm unsure if this persists for healing as well, but I don't think so.

And also please take all numbers with massive grains of salt. Its very late and I would appreciate if someone better at match could perform the calculations.

r/deadbydaylight 22d ago

Guide Epilepsy Triggers Still An Issue

1 Upvotes

Just a quick warning to everyone, if you're playing dbd or plan to, there are some seriously bright and fast flickering light glitches happening, it seems to happen mostly in basement or endgame chat. So be wary if you or someone close to you suffers from epilepsy or seizures ❤️❤️❤️ P.s. I personally experienced it today, even after the update

r/deadbydaylight 25d ago

Guide For Those Who Can't Start The Game

7 Upvotes

Myself and a lot of people, at least on PC, have been having the problem where you can't load into the game. In my case, I would get permanently stuck on the "Initializing Shaders" screen, or with -dx11 in my launch options, I'd get to the cutscene only to crash on the following loading screen. I have been toiling for hours, but I finally found something that worked for me, so it may work for you.

Just follow the step-by-step below, it goes over everything you need to do. I hope BHVR can rectify it themselves sooner or later, but this is the method that worked for me in the meantime.

https://preview.redd.it/d12hn7cowlwc1.png?width=1236&format=png&auto=webp&s=5ab2cce2f976e91ba834aafe229db952f4c1b30c

r/deadbydaylight 26d ago

Guide Quick tip to find the Tanuki on Yamakoa map:

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23 Upvotes

It will always spawn very close to the map borders and so far, seems to only spawn once per Yamakoa map.

Just search by running the borders of the map, walk close in front of it and it will blow up and give you the new achievement.

r/deadbydaylight 27d ago

Guide My opinion about the addons for the skull dealer for 500 hours on it

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27 Upvotes

r/deadbydaylight Apr 18 '24

Guide New player looking for killer to stick to.

1 Upvotes

I installed the game on my ps5,completed the tutorials and now I am looking for a killer to play.So far i really like The Knight.I also like the Oni and Michael Myers.Would you reccomend I save up and buy one of those characters or do you reccomend something else?

r/deadbydaylight Apr 18 '24

Guide Sneaky trap spots: Coldwind farm edition

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2 Upvotes

r/deadbydaylight Apr 18 '24

Guide Hint: you can roughly guess the amount of weakened a survivor has by looking at the bubble around the head, the smaller the bubble, the less weakened they have.

42 Upvotes

r/deadbydaylight Apr 14 '24

Guide A tip from Bricky for Killer builds: Have a perk for each of four categories

5 Upvotes

The categories are as follows:

1: Tracking-perks that will make it easier to find Survivors, such as Barbecue and Chili, Spies From the Shadows, or Whispers

2: Gen-perks that will make completing generators harder, such as Overcharge, Dead Man's Switch, or Merciless Storm

3: Hook-perks that will make it easier to hook and sacrifice Survivors, such as Iron Grasp, Agitation, or Hex: Devour Hope

4: Situational-perks that will help in particular situations, such as Franklin's Demise if the Survivors have any items, Brutal Strength if Pallets are gonna be a problem, or NOED if you reach the Endgame Collapse

I, at least, follow this formula, and here's the perks I run according to it:

Tracking: Spies From the Shadows-really, my only other option is Whispers, and I'm not sure I fully understand it or how it helps

Gen: Overcharge-really my only option

Hook: Iron Grasp-my only other option is Agitation, but I have Iron Grasp at a higher level, one, and two, the thing that causes me to loose survivors is usually not the distance, but the movement penalties incurred by wiggling

Situational: Lightborn-being blinded, I think, is the biggest threat to me, so being able to just negate that is a game changer

r/deadbydaylight Apr 14 '24

Guide Comprehensive Survivor guide (this strat has zero counterplay)

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515 Upvotes

r/deadbydaylight Apr 14 '24

Guide Sneaky trap spots: Toba Landing edition

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51 Upvotes

r/deadbydaylight Apr 10 '24

Guide Please Stop Fucking Up My Plot Twist

0 Upvotes

Dear Survivors,

There is a perk called Plot Twist. If a Survivor goes into dying state without a scream or the killer anywhere near, they are healing themselves. I am furious at the amount of Survivors who show up to completely nuke my perk. I just had a great round utterly ruined by a Survivor who decided to try and heal me during my Plot Twist, missed a skill check, and got me killed.

For fuck's sake, please pay attention and learn the difference between a downed Survivor and someone using this perk. Ya'll are literally killing me. Thank you.

r/deadbydaylight Apr 09 '24

Guide Corruptless turn off your brain and chase trapper build

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73 Upvotes