DBD Rank 1 Survivor Guide: Tethering
Last week we covered the art of Tethering when it came to killer gameplay. Today, we’ll be looking at that same principle and seeing how it applies to survivor gameplay at high ranks.
As a reminder, or for those newcomers, Tethering is the act of either chaining one action into another as seamlessly as possible OR it’s accomplishing two goals with amount of energy or time required to usually only accomplish one. Let’s start just as we did last week, by looking at an example in the macro-game. #MacroTethering
Macro Tethering is taking the above definition and applying it in a way that affects the game on a large scale. For example: Suppose you’re playing against a Trapper who you know for sure has Hex: Ruin and Hex: Thrill of the Hunt, but you’re unaware of the rest of his kit. You have a generator next to you, with one safe loop and a hex totem nearby. The game started one minute ago. What’s a good Tethered play? Actually, even though it doesn’t actually look like you’re doing anything at all, the best Tethered play is to sit on the nearby generator until a teammate either gets whacked across the map or they go down. The reason for this is simple: Although you can disable (maybe) disable one of the Trapper’s Hex perks right then and there, you don’t know that the hex perk isn’t Haunted Grounds, nor can you guarantee it’s completion before the trapper intercepts you with Thrill of the Hunt. Some might reason that this example shows nothing more than an ordinary play being made, but I’d argue the nature of tethering is found in a player’s intentions. The difference between the player who’s actively tethering in this scenario and the player who isn’t shows itself in what happens after a teammate is downed / their generator is completed. The player who tethers will have a decision at the ready for when certain things happen. If a teammate goes down, the tetherer might decide to abandon the generator and stick the hex: totem. If it’s haunted grounds, there is a loop nearby to protect them, and if it’s not, they snag an important totem off the killer’s kit. Either way, the killer who just hooked a teammate will be baited into leaving the hooked player and traveling all the way to the tetherer’s location, who already knows where to go in a chase. If a teammate doesn’t go down, the tetherer would then finish the generator and sum up the value of taking a random Hex out of the game vs. starting another generator. The player who doesn’t tether in his or her gameplay would likely sit on the generator and *maybe* get it finished irregardless of what’s happening around them, save for a killer pushing their terror radius into their location. The Hex totem is either jumped on immediately after this player discovers it’s location, or is ignored altogether. The loop is the first place this player will run to at any sign of a killer approaching, and they’ll likely throw the pallet down as soon as it feels a little too close for comfort when in a chase. Though I’m introducing too many variables to stipulate one here, I’ll digress. Let’s look at a micro-game example to simplify things, and we’ll use the most common example most survivors like to come across: Tile Chaining. Although Tethering isn’t a huge concept among the player base right now, DBD’s community already knows how to tether in the form of tile-chaining to a very nearly solved degree. Tile Chaining is when you take one tile and seamlessly run from it to another during a chase. In essence, tile-chaining is the perfect example of tethering on a micro scale.
Imagine running from a Jungle Gym window straight into T-L walls, only to loop the TL and run straight back into the Jungle Gym while the killer is none-the-wiser. That is, effectively, strong chaining. What makes this skill such an effective form of tethering (apart from the fact that you’re making your chase take longer) is that you ARE actually accomplishing two things at once. Firstly, as anyone would know, it’s the survivors job to extend the length of chases to their maximum so that their team has the most time possible to accomplish their goals. Tile-Chaining does this, and that’s an obvious point to make. But secondly, by tile chaining, you’re saving precious resources outside of time as well. Pallet’s are a finite resource, and jukes are inconsistent at best. But window vaults and holding w is an infinite resource that can be repeated (theoretically) infinite amounts of times. By tile-chaining, not only are you thinking ahead of a chases present moment, but you’re also saving resources for your team (or yourself) to use later, which effectively makes this tethering. You’re making progress on two things at once. And just to summarize, the effective tetherer, in this case, would tile-chain and take a hit before throwing a pallet down. He or she buys time, but also resources for the rest of the team, and doesn’t bring the chase into any high-interest areas. The player who doesn’t tether might not go down, but he or she also throws down every pallet they come across, they don’t look for any opportunities to chain, and they lead the killer, mid-chase, into teammates who are trying to accomplish other goals. It’s a very vague concept, but one we’ll be going over in more specifics in the future. For now, just remember to always be thinking two steps ahead for *every* scenario that might occur. And just like that, you’ll be tethering. GLHF, -E