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Thoughts on the "Small PP" Killer build (Ruin+Undying+Tink)
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Comments
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No where nearly as bad as the small PP survivors had. At least you can break two of his perks and sometimes (most of the time) you spawn right on top of them.
31 -
The combo is braindead.
24 -
It's just shy of doing most of your job for you.
7 -
IMO, just as unfun to go against as the old 'small pp' (god I hate that term) build survivors had.
Ruin and Undying are mostly fine imo, Tinkerer is a badly designed and problematic perk and nobody can change my mind.
9 -
On the weaker killers it's annoying but not that bad but even if your not an amazing Nurse, Spirit, or Blight you'll still probably end up winning because of how much those perks synergize with their powers. You might as well just play the game on auto pilot.
5 -
I would perfer if we didn't shame people from running the perks that they want but killers have been doing this to survivors. I guess it's fair the killers have their own verson.
13 -
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.
2 -
This content has been removed.
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Yes, the big effort of following the "Pressure here"-Sign from Tinkerer. Which is the biggest problem, because Tinkerer completely removes the need of any Map Awareness when it comes to "Which Gen is being worked on?".
13 -
It's a build that's only as good depending on how bad the survivors are.
2 out of the 3 perks listed can just be removed if survivors took a little bit of time to find and cleanse the totems and there are many ways to easy locate totems.
People who complain about the build really just need to get better.
6 -
Great Build that i personally use when i feel like giving survivors a fun experience in a horror game. I want them to be scared and have a hard time surviving :D.
Killer : The Nurse
Build : Ruin - Undying - Tinkerer - Surveillance
Addons : Double range
Map Offering : The Game - Midwish
5 -
Its probably the fairest meta build killers have ever had.
Ruin/Undying can both be cleansed.
Tinkerer is entirely controlled by the survivors to where/when it goes off.
This also takes up 3/4ths of the killer build so the killer will only ever have one un-interactive perk with this combo.
13 -
Kinda funny you say that while we have how many anti-NOED threads here? Survivors out here complaining about doing bones, yet they have all the tools that show them where everything is at too 🙃
16 -
It's a boring build for boring people, but folks can play however they want.
4 -
Braindead and omega sleeper for public matches. The build carries a lot of bad killers. You don't need to win chases in a particularly efficient manner and you don't need game sense about where to patrol via Tinkerer. It's as close to auto pilot as it gets against 4 random solos or an average SWF.
5 -
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.
0 -
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.
0 -
Extremely boring build.
I prefer synergy/fun perks.
3 -
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.
1 -
"wElL wHaT aBoUt NoEd"
6 -
Strong against SoloQ and on good Killers.
Okay against SWF and on weaker Killers.
Just like with so many things in this game, it's either a free win or barely enough depending on the matchmaking and/or if you're playing an S-tier Killer. It's kind of sad how every issue comes back to the same thing.
5 -
You can counter most of the perk
You can permanently erase 2 perks of the game
Still better then thebold survivor small PP (which was the real micro PP)
Dont Blame Killers for using this build, blame the fact that they almost HAVE to as their pther perks are mostly bad/unusable and as the survivor meta is about doing the gens asap (which you can also blame the fact that there are no other objective and the game is pushed to its limit of optimisation by good survivors)
7 -
Does this build work good on Wraith? The amount of complaints makes me eager to try it.
0 -
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.
0 -
Hexes are garbage in the way of a reliable build. Tinkerer is the only perk there I bother to use.
1 -
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.
1 -
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.
0 -
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.
1 -
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.
3 -
This build is unnecessary when going up against most players. Especially when you're playing a killer that's already strong.
1 -
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.
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In fact I might make that a post tonight. 😂
0 -
Far less annoying than the old small pp build for survivors
3 -
It's completely fine.
3 -
Overrated, totems never last long enough so maybe I'm not seeing its full potential.
11 -
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.
1 -
its overkill
1 -
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
1 -
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
1 -
Just play blight on swamp. You'll feel nerfed then
6 -
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
2 -
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.
4 -
It’s a decent combo I think.
0 -
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.
2 -
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.
1 -
easy combo. people get annoyed because they get combo'ed. nothing special
0 -
Bit childish to be calling a set of perks in a game a 'Small PP build', but by all means, be that socially inept.
1 -
It's a stale meta. I'm sure Killers feel the same about Dead Hard and Decisive Strike.
I don't really know how to break the meta gaming unless a large overhaul of unused perks made them actually viable.
5 -
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
1 -
sounds like a lazy build. non-meta builds are generally more fun.
0