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Thoughts on the "Small PP" Killer build (Ruin+Undying+Tink)

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  • glitchboi
    glitchboi Member Posts: 6,023

    It's only ridiculous on Blight and Nurse, but I think it's fine on everyone else. If you can find those bones, your only obstacle is Tinkerer.

    ...unless they have Pop, then I honestly don't know.

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  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    It's a boring build for boring people, but folks can play however they want.

  • lauraa
    lauraa Member Posts: 3,195

    I recognize its potency, but it doesn't really jive with my flow, man. I'm not a fan of the inconsistency of ruin+undying. im a fan of tinkerer though, if I'm not going undetectable I am more likely to goof off and go easy on the survivors.

    End game builds are way more fun and spicy than gen builds. No Way Out is just too much fun.

  • jajay119
    jajay119 Member Posts: 1,061
    edited August 2021

    Tinkerer isn't that bad if you know about it, in my opinion. Yes it adds a bit of time to your play, which is the entire point, but if you take time to have a look round when the gen gets to 70/80% you can normally get an idea if the killer is coming, hide closeby and wait for the the killer to run off.

    Theyre normally not willing to come back again even if they've kicked the gen and sent it back below the threshold so it activates tinkerer.


    A lot of stuff is honestly just awareness of what the killer could most likely be using and being extra vigilant towards it.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Extremely boring build.

    I prefer synergy/fun perks.

  • CashelP14
    CashelP14 Member Posts: 5,564

    It's a combo that is stupidly broken a killer like Nurse, Spirit and Blight when played by a good player. However so was DS and Unbreakable on every player in a 4 man team. If people want to win then it's their choice.

    The only thing I dislike about the build is that it can carry a bad player hard with good totem spawns, on certain maps, with certain killers. This can give them kills that feels undeserved while also making the match last longer than 15 minutes potentially.

  • Junylar
    Junylar Member Posts: 2,005

    Does this build work good on Wraith? The amount of complaints makes me eager to try it.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    Its only good strong on blight. other killers do not capitalize on the perks too well. Undying and Ruin are totem perks. they can be broken or you can just have long chases with good gen spread and complete all 5 gens without ever breaking ruin. Tinkerer is information perk with a bit of stealth that has heavy synergy with Hex:Ruin.

    Tinkerer by itself is very predictable and not that amazing purely because killers are not able to regress generators effectively without hex:ruin/pop even if they know a generator is about to be finished. The stealth is not that impressive if you know the killer has Tinkerer as it always occurs at 70% gen.

    On blight, Ruin,Undying,Pop and Tinkerer are really powerful. His mobility allows him to capitalize on Hex:Ruin/pop and Tinkerer tells him when he needs to capitalize on it. Its main reason why blight is really powerful and common to face. Because he capitalizes on these perks so well, Breaking Hex:Ruin and Undying is huge priority against him. It leaves blight with only Pop and Tinkerer which are still strong but they're not Ruin-levels of regression.

    It is small PP build on Blight specifically.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Hexes are garbage in the way of a reliable build. Tinkerer is the only perk there I bother to use.

  • Mercês
    Mercês Member Posts: 376

    Most competitive teams I've played totally ignores it. Against casuals players, I've seen some very competent survivors that know every totem location so it's no problem to them, against bad survivors is also a wasted perk slot, because unless you're as bad as them, you would win the match anyway. So, if you're bad killer playing against bad survivors it may help you win, but if you're a good killer, either when playing against good or bad survivors, for the reasons above, it will be a waste of perk slots.

  • Angrytroll305
    Angrytroll305 Member Posts: 2

    That is by far the best sheep build in the game and honestly if some people need to run that every match it shows they don't know how to control gens. There are so many cool combinations that could be run that would be so much more fun then that. As a survivor main it's annoying. At least Undying got Nerfed bc before it would be 1 ruin down 4 more to go bc of undying lol.

  • CrowVortex
    CrowVortex Member Posts: 968

    TBH Ruin and Undying are the only two perks that regress gens that i get value out of with Twins, there's very little value trying to use pop with them, with their playstyle.

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    Super unnecessary combo to run on public matches. It's the equivalent of a meta SWF taking the killer to Haddonfield . Some people actually think they are good by beating a solo team or a meme SWF using this.

  • Inspire
    Inspire Member Posts: 123

    This build is unnecessary when going up against most players. Especially when you're playing a killer that's already strong.

  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited August 2021

    I play both sides so I propose a “Truce”. For every gen done one of the four persons has to let the killer catch them once. Then after there’s 1 gen left the killer can proceed to fully kill everyone by any means. 😂

    You can’t say Undying/Ruin is small PP when that’s literally the only thing that allows killers to attack everyone fairly without getting gen rushed. You counter gen rushing by forcing people into second phase, which encourages camp/tunnel. As a single chase can be 2 generators.

    The only REAL counter to gen rush would be to update perks to become “Corrupted Hook” perks. Im sure future killers will likely have it after Pin Head. It has a lot of potential. Update existing perks like Dead Man’s Switch, Monstrous Shrine, etc in which they cause 4 hooks to apply those nasty status effects. “Corrupted Hook: Monstrous Shrine”. “Corrupted Hook: Dead Man’s Switch”. Killers would get bonuses for hooking people in certain spots (Why haven’t they made this a core feature?). If survivors cannot stay on the hook for eternity thanks to corrupted hook it’ll pressure survivors to go save sooner. If Dead Man Switch worked as corrupted hook you could get the entity to block gens more often. Given the killer opportunities without it being unfair. As catching and hook requires effort. Like Pop.

  • WaveyTrey
    WaveyTrey Member Posts: 652

    In fact I might make that a post tonight. 😂

  • Yords
    Yords Member Posts: 5,781

    Far less annoying than the old small pp build for survivors

  • QwQw
    QwQw Member Posts: 4,531

    It's completely fine.

  • Reinami
    Reinami Member Posts: 5,529

    Against average solo survivors it is too oppressive. Against organized SWF kill squads it is basically required so as not to lose the game in 2 minutes.

  • Shroompy
    Shroompy Member Posts: 6,692

    its overkill

  • DontNerf
    DontNerf Member Posts: 990

    To me it just seems like another Scott youtube vid made to stir up the other side.


    Personally i like Scott but these videos do nothing other than make people bicker

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Irritating on strong killers 

    Fine on weak killers


    Makes me concerned they're going to end up nerfing blight instead of this combo, I'll be unimpressed if that happens

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Ha, yeah. Still prefer it to ormond

    On the other side blight's one of the only killers I'm happy to get meat plant on

  • Rezblaze
    Rezblaze Member Posts: 843

    Its an extremely predictable perk. Once you know a killer has it you can play around it and expect it.

    I think Tinkerer is overrated.

  • Nathan13
    Nathan13 Member Posts: 6,713

    It’s a decent combo I think.

  • MarcoPoloYolo
    MarcoPoloYolo Member Posts: 508

    A pub-stomping build. Good survivors that have experience with totem spawns will clear out the perks like you wouldn't believe. In my personal experience, if a totem spawn is good, ruindying will last long and let you win harder. If the spawn for one is terrible, the other is falling soon, and you just wasted 2 perk slots VS a SWF. Tinkerer also has varying effectiveness. Also, all the salty comments in this discussion about it, when taking out the demeaning language simply amounts to "it's an information perk that actually does its job." If survivors do split gens, you're only saving one gen. If survivors are doubling up on a gen, chances are that gen is finished, the best case scenario being that greed may cause you to have 2 hooked/downed survivors. It's a great perk, but it's reactive rather than proactive, so there's some cons attached to the pros.

  • Trimblebird
    Trimblebird Member Posts: 33

    I'm just going to say that Ruin undying is not as great as it used to be, It's not really a small PP build mostly just a delay build most killers go in with the understanding that those hexs are gone with in the first two minutes of a match. tinker can be used with any combo but you really want to worry people run Discord and Currpt it's funny You always find survivors that way.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    easy combo. people get annoyed because they get combo'ed. nothing special

  • TerrorUnleashed
    TerrorUnleashed Member Posts: 497

    Bit childish to be calling a set of perks in a game a 'Small PP build', but by all means, be that socially inept.

  • kyogul
    kyogul Member Posts: 491

    And it's players like this that validate my ritual of dcing in loading if I see a killer bring a map offering like this because I know they're going to play like an ass

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    sounds like a lazy build. non-meta builds are generally more fun.