http://dbd.game/killswitch
Killer perk meta
pain res + dms pain res + dms pain res + dms pain res + dms res + dms pain res + dms nowhere to hide pain res + dms pain res + dms
Balanced 😁
Comments
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Well you know… Gen speeds and all that. Get ready for it! lol
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When all the other killer perks get nerfed into uselessness, what do you expect?
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Pain Res in particular really is an annoying perk to play against, it must be said.
There's a part of me that wants it to go back to activating on every hook with a lower percentage just so I don't have to watch a nearly finished gen get reset so far, haha.
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I'm also tired of seeing Pain Res + DMS or Deadlock all the time
Pop + Nowhere is fair game if you ask me, but those remote triggering ones are so annoying to deal with constantly.0 -
Those perks have been nerfed so many times. Why they're being still used to this day? Because every other killer perk is garbage.
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I miss infinite pain res
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No you dont want that because top tier killers would bombard you with it and dms like before which was why it got nerfed in first place not because trapper could use it more times but because blight and nurse could compleatly lock survivors progress with fast down which isnt anything these killers struggle with, thats why it got token based.
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the real problem with pain res is that if it hits a gen is not always 20%, it can go from 20% al the way to 99%, i will give u a scenario, 1 guy is on the hook, 1 guy is going to save, 1 guy is doing a gen, and 1 guy getting chased, the person that went for a gen already left a gen of lets say 50%, now he sees that the killer is proxy camping, so there is going to either be a trade of hooks or the other guy from the gen will have to come and help, in this scenario i will say the killer also have dead lock, so by the time he trade the hook u have 2 gens with high progress and his own gen which was on 50%, now 1 gen getting completed before the person got unhook, and the other gen is getting blocked, and now the third gen get hit with pain res, that gen which was 50% is going down real fast, not just 20%, it can go all the way to 0, now repeat this 4 times, and u can add dms and grim to this build and u can see a game where its absolutely stalling game and boring to play, making it ultra easy to proc, it could be either u get early pain res and gens are blocked then the killer loop around those gens so they regress even more, and some killers will also bring surge to add more salt to the flavor, now obviously if the killers tunnel with pain res it can backfire hard, a really strong 4men team can deal with it, is not easy tho, but the fact is that very bad killer players can abuse this builds and stomp soloq/ even good players is pretty bad. if gens werent keeping to regress after being hit by pain res then the perk would be fine.
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If pain res hits gen and survivor is on it (without dms) then I think killer gets only like 22 or 24 seconds of time on that gen, thats worst scenario no mobility killer who hits the furthest gen away from him with pain res because mostly before he makes it there that pain res regression is gone and undone so best way is to hit gen you heading for or have dms or hit gen that is left (pain res is rng it hits the gen with most progress), as perk its weaker than pop due to its limit by having just 4 regressions but what makes it stronger and more used than pop is two key things, first it has regression across the map because with pop or other kicking regression perks killer must go to that gen and kick it manualy which takes two things good mobility (like freddy,blight,dracula,dreadge,billy,etc.) or lot of time walking there as m1 killer or some 110 like slinger,huntress so thats why on majority of killers pain res is stronger, second thing is it has great synergy with other meta perks like dms, grim embrace which are super strong and rewarding gen blocking perks, other minor fact is weaker killers with no mobility doesnt get that many downs fast so pop isnt good because they lack mobility to use it after the hook but pain res just hits anywhere and has great synergy with gen blocking perks I mentioned before so its actualy better and more favored.
Idk what some people doesnt get about pain res is that this perk is realy bad for pure tunneling gameplay because you only have 4 shots, strong ones but only 4 and missing two can be very easily deciding the outcome of the game so this perk isnt great for tunneling killers just like grim or old barbecue and chilli with tokes or now the krasue token exposed perk these perks just are desinged for tunneling killers (they can be used by tunneling killer but the best from them killer gets the more fresh hooks he gets and thats something that doesnt allow hardcore tunneling because someone with pain res and dms who is just trying delete one survivor on 5 gens can get super burned by this if he isnt fast enough and other survivors do gens because his perk will help him less than perks like dead lock and ruin or currupt,noway out,noed tec.). Other bad thing on pain res is that it hits the gen with most progress and when that gen has few % than its just wasted, so pain res isnt god tier perk that rewards every killer not to mention its highly hook rng because your white hooks (forget their names) can spawn in super bad locations where you never down survivor near thus making pain res kinda worthless in that game unlike pop that is guarantee after every hook but requires more mobility and lethality in chse from the killer (meaning great treveling to gens across the map plus having tools for fast chases so logicaly ghoul will be far better user than dreadge who has stronger mobility but his antiloop is way weaker which can hinder his pop usages comapre to pain res but it all depends kinda on the killer and rng).
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I don't know why people lean on these perks so hard. I do much better without anti-gen.
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What else can they run that's actually useful.
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Unless you are a high mobility killer, it's either this, or 5 gens popping while the camera is still rotation around your character at the start of the trial (if you are matched against SWF, which is almost guaranteed).
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I wish I would stop going against DS+DH+UB+DELI+ every second chance perk under the sun, but one can dream.
Are all suvs cats or something? They all have 9 lives.
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I'm not a fan of putting all my eggs in one basket. I like to bring perks to help with a bit of everything. For slowdown, just Corrupt Intervention.
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DMS is the main perk that can be a real bore to verse especially if you use perks that force survivors off the gen. it also hurts solo q more then swf but not anything that needs urgent attention.
A SWF once DMS is called out : "hey can you get off your less progressed gen so we can get this one done"
good luck trying to coordinate that with solo q team unless they are also locked in.0 -
I personally mostly only run with corrupt, but I can see how someone who has trouble with chases would want to be able to buy as much time as possible. At the end of the day, maxing out gen perks means you're abandoning all other utility and that's a choice killer players should be able to make.
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you dont need many utility perks on killer
Chase perks should only be picked if wanted and if it synergizes with the killer
For aura reading nowhere to hide is usually the best option in most matches so it doesnt make sense to replace it, maybe a nurses calling if your killer can use it well
Basically nothing else worth picking left. Maybe stbfl or antiheal perk like coulrophobia or a goofy perk like blood warden but the point is these two perks never have to come off because you just cant go wrong with them unless you are doing a certain build like full hex
I would compare it to borrowed time before it was made basekit. Picked every game because no reason not to.
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I would much rather perks you have to earn be meta than ones you don't. We could always go back to the gen kick meta.
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Deadlock for me is not as annoying. Once a gen is locked up, I just go do a different gen.
For Pain Resonance, I typically let go before the person is hooked to see if it's in play. Dead Man Switch can be a bit more frustrating, especially if used against a Kaneki with Yamori's Mask.
Typically I see Pop, Pain Res, Corrupt Intervention more than I see the prior ones coupled with DMS.
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Even when I play, you do not see every survivor use Deliverance, lol.
Sure, you have a point on DH or DS (anti-tunneling, by the way!). Other survivor use Lithe, Sprint Burst, Deja Vu, Windows of Opportunity, Made For This, etc. Survivors are not a monolith and typically you will see variation.
If we're complaining about survivors using specific perks, I'd like to point you at the fact that a lot of survivors perks, along with killer perks are conditional. I tried playing with Clean Break yesterday and even that's conditional because I have to heal someone (Botany Knowledge) and be healed and then hit the button. It would have been much better if I could just retain the ability to pop my Clean Break whenever without relying on someone to heal me first of all.
Typically, this is why Behavior should focus more in line on perks or rework perks instead of leaving a lot of them to be conditional. No reason for Road Life to be as conditional as it is, along with Michonne and Rick perks. Same for the Invocations, too restricting but that's on par for Behavior.
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The monkey's paw curls: Hex: Ruin and Hex: Undying are brought back to their most powerful states.
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