http://dbd.game/killswitch
Any anti gen rush build?
Having some trouble with gen rushers any good build especially for trapper and doctor?
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Can't go wrong with Corrupt + Pop.
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For trapper and doc I can't really say other than pop/thrilling tremors/corrupt and stbfl.
But if you want you can try pig, her power punishes gen rush, try the same build from above, for addons try reducing the timer, for some reason it works amazing
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For trapper: Corrupt intervention, infectious fright, whispers, save the best for last.
Doctor: Corrupt intervention, pop, save the best for last, discordance (rank 1)
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I sure wish they would move Barbecue & Chili's BP gain effect into the core killer kit so that it doesn't feel like a must-run perk, and these kinds of build suggestions felt more actionable to more players.
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So with trapper using him effectively means you dont care about the gens. Youre going to lose 3 very quickly while setting up.
First you need a bag, thats a must. Purple bag if you have it, yellow is fine, brown if you have nothing else. You also want the trap setting tool that makes setting them faster.
Pick 3 gens that are close and trap all the ins and outs around those 3. Tall grass is your friend, trap in front of pallets not in the middle, for windows ive found its typically better inside the tile instead of out. You can also trap around the loop though thats a little less consistent. Most of your traps are going to be obvious, make sure theres a couole that arent.
As soon as the match starts find them and lay down your traps, grab as many as you can and lay those down too. When 2 to 3 gens pop youre out of time (so you need to be moving quickly, cause they go quick). Find the survivors, on your way grab more traps, try and force them towards your area, if possible hook them in your area. Grab more traps lay them down, chase survivors when you see them but dont be afraid to break chase. You want most if not all your traps down when theres only one left.
From here its going to be a dog fight. It doesnt matter if they know a trap is somewhere and disarm it, rearm it, theyll forget. The hope is they get downed by your traps, you cannot go on long chases.
So what helps with this strat is bbq, pop, enduring and brutal. When you get good at this youll often end with brutal because youre not doing a lot of chasing, hitting or hooking.
There are other strats for trapper but this is the most consistent way ive found of winning, swf or not.
As an example on dead dog saloon my 3 gens were on the backside of mainstreet in front of the saloon. I had every path between the buildings trapped so the only way to those gens were from either of the ends of the street. They were boned before they even knew what was happening.
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Already tried, got wrong
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There won't be any builds that will completely stop survivors rushing gens.
Sure there are perks like corrupt intervention or pop goes the weasel that may help you delaying the game a bit,but it's really on you as the killer to apply quickly as much pressure as you can.
Getting gen rushed multiple times in a row means you are makeing too many mistakes in your games.I would rather rewatch your games or ask somebody to help you identifying your mistakes amd start to improve on them.
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Learn to utilize the killers power and how to chase/run loops. Btw. genrush doesnt exist.
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For trapper
corrupt intervention, pgtw, thrilling tremors and noed
Doc
ruin, surveillance, thrilling tremors, brutal strength
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Here a trapper build for gen control, that was used by Ozt. It might be the thing you are looking for op.
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I can't speak for Trapper but for doc pop+overcharge is solid, OC sucks for the most part but is decent on doc and since you are kicking for pop anyways and it can also double as a psudo surveillance.
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I hate corrupt intervention. I dont understand why people think its so good.
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Corrupt intervention is really good to stop survivors from immediatly repairing the gen they spawned on.
-This will give the killer a little head start to prepare themself (great for killers like hag and trapper)
-force the survivors to move towards the killer thus shortening the time it takes to start the first chase
-And makes it harder for survivors to work on different generators thus increasing the likeliness of them grouping up (Perfect for killers like plague or legion)
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It takes me 20 seconds to get to a gen when the killer runs CI. So congrats, you used an entire perk slot to waste 20 seconds of my time.
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If you would apply that to every survivor then you pretty much saved a gens worth of time.
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I don't have surge or thrilling tremors
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Uh, all survivors are moving at the same time though. Its not like one moves and finds a gen whike the other 3 are frozen in place. Potatoes aside theyre either breaking totems or moving to a gen.
Just logically speaking had you not run CI you would have found them on a gen, running CI you find them moving to a gen. Congrats, youre chasing 1 survivor 10 seconds sooner and the rest are on a gen shortly there after. Then tge perk is gone and youre still down 2 by the time you get your second hook. You get more value out of otger things like pop and thrilling tremors, endurung, brutal, all these things. Anytime I run it I regret it. Id rather run any hex perk rather than CI
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Well,it at least saves you SOME time.
And that time can be as important as the time perks like enduring,brutal etc. can save you.
I definetely had games where perks like pop,thriling etc. weren't helpful at all too.
But that's the issue with every perk in the game.Sometimes they help you sometimes they don't help you at all.At the end it all comes down to preference.
And since the nerf of Ruin, corrupt intervention is the only early game delay perk killers have unfortunately.
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NOED.
Put all of the "eww noed" thoughts aside, use it.
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Pop, STBFL, Sloppy, and whatever last perk you want. Focus on injuring everyone so they're forced to heal and if they don't heal, they're one shot down.
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