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I legitimately thinks these perks are the meta for killers at the moment
Corrupted intervention (2 minutes without 2 gens done for your first hook)
Scourge hooks: pain resonance (constant pressure at nearly every hook + location even if they let go you know which gen has most progress)
Pop goes the weasel (after pain resonance you can remove another 25% on that gen for a total of 40% or get another gen)
The last perk is whatever you want really, bbq for points and auras if you wish or something else for endgame or help you during chases.
While using these perks combination myself with nearly every killer, my matches last way longer and I had way more chances to get many hooks or kills with it, I really don't get genrushed as much as I used to, the constant pressure with every hook + the pallets during chases + pop + the 2 minutes at the start gives killer a way bigger chance to win with this combination since it removes lots of progress and really reduce the ability for survivors to finish 2 gens before your first hook, once you get your first one the pressure is already done and it's a constant build up.
Even if they all heal they already lost a few pallets and they constantly lose progress on gens since at every hook they lose 40% progress, every hooks remove 32 seconds of progress, do 2 hooks in 1 minute they lost a minute of progress, it's nothing to laugh about.
I really recommend killers to use these perks if you really want to not get genrushed and you want your games to last longer and be more likely to get kills/win, try it out and tell me your experiences with it
Good luck in the fog.
Comments
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Sounds like an AD to last longer in bed.
jk
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Actually I think Pop is getting replaced in the meta by No Way Out. No Way Out gives the killer an extra 60 seconds at the end of the match plus a free noise alert on a survivor, so it’s kind of like three free Pops worth of time without having to kick any gens at all.
Also an interesting combo with Pain Resonance that Michi played with was Dead Lock and Furtive Chase. Basically once you hook the obsession on a scourge hook it sets off Pain Resonance, regressing the gen, and the explosion then knocks the survivors off it which blocks the gen for 45 seconds due to Dead Lock. And when someone rescues the Obsession they become the new Obsession, increasing the number of times you can trigger that combo. This isn’t a meta combo or anything, but it works well on Hag since she can teleport back to the hook and take advantage of the Furtive Chase change. (He also often runs Make Your Choice which makes it that much easier to capitalize and down the new Obsession.)
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Eh.
CI - yes. Although I've been moving away from it recently, as a lot of groups seem to have figured out that if you simply wait it out and hide cleverly, you deny the perk completely.
PR - no. It's a good perk (honestly, I'd say it's almost a perfect perk) but it has counterplay and a pretty wild RNG element to it.
Pop - sort of. It's another good perk.
That said, this sort of reflects the meta, and the killer meta is usually informed by the survivor meta. In this case, negating all attrition builds by healing crazily fast with CoH and medkits (particularly due to a specific bug).
This means that killers either have to go all-in on aggression/hard pressure via instadown perks or stuff like STBFL, or adapt to a new attrition game involving heavy regression.
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I've been having a pretty enjoyable time with BBQ, Pain Resonance, Retribution, and Plaything on Spirit.
44 + 135 seconds of aura reading is devastating.
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where is iron maiden??
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And lightborn this isn't a legitimate meta list without those. Lol
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I'll run PR on killers that I know I have choice on where I down people. Plague and Cannibal work well with it. I also use it on Cenobite, combined with Surge. Ditto Myers, unless I'm doing a mirror build.
On killers like Hag, I prefer Pop or Ruin. I'll also run Plaything+Penti sometimes, but I find that good groups identify this style quickly and just don't cleanse the Plaything totems and instead rely on coms or other cues.
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You should try deadlock corrupt,no way out. It works really well for me.
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Deadlock /Corrupt / No Way Out / Noed is probably the best universal build that any killer can bring atm
It brings guaranteed and reliable gen delay while also packing a punch during the endgame, unlike Ruin / Undying / Tinkerer / Corrupt which gives very good gen regression but can be RNG dependent (because of totem spawns)
Both of these builds are still great tho,
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It's kinda funny how pain resonance and pop work so well together when they are designed to be anti synergistic
PR causes the gen to regress so you shouldn't be able to kick it with pop after, but with survivors tendancy to instantly hop back on they just give gen regression on a silver plater
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Don't forget Deadlock and No Way Out
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Corrupt for sure. Pain Resonance's numbers are so small it hardly matters. Pop is too hard to use (having to stop and kick gens, 45 seconds because of the nerf, needing a hook, needing the gen not to get done in your face, etc). BBQ is just information, which I think is overrated unless you're like Blight.
A bit of a tangent here, but when we talk about metas in other games, it's everyone using the stuff that gives them the most advantage. You know, stuff that's "OP". I honestly believe that killer doesn't have a meta in this game in the same way that metas are in other games. In this game, the killer "meta" at least at the highest level just seems to be stuff that evens the playing field out, if even that, rather than giving them like an overwhelming advantage.
You need to run Corrupt/Deadlock just to play the game normally, so you don't have an 8-minute match did to runaway gens, and you need No Way Out and NOED for endgame, because you will inevitably get to endgame unless the survivors throw. Otherwise, you're just taking the wildest shots in the dark by deviating from those perks. Everything else is so much less consistent. And when these top perks can't even save you a lot of the time, you know picking anything else is gonna be like you saying, "I want to lose."
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Meta perks? You just listed good perks, that aren’t super OP. I.E.,
Corrupt Intervention doesn’t help much if the killer spawns mid-map with 2 gens blocked on side A and 1 gen blocked on side B.
Pop is only useful on mobile killers, and after the nerf isn’t worth using as that 2 second animation costs alot…pressuring survivors is better than pressuring gens.
Scourge Hooks can have terrible spawns seeing little to no value all game, and for minimal regression and mediocre map tracking knowledge.
You might as well be here saying Any Means Necessary is a meta survivor perk…a good, useful perk that doesn’t always have the abiliy to get used.
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did he just get banned?
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I'm a converted believer in No Way Out and Fearmonger.
To facilitate and encourage No Way Out, I believe BBQ has a place even in todays age of the Shadowstep.
BBQ and Lethal Pursuer are the lynchpins that make my No Way Out+Noed combo pop off.
I think typical slowdown such as Pop is overrated
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I was confused until I realised you mean Dead Man's Switch over Deadlock, right?
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I'm not a big fan of 'entity blocking' perks. Sometimes it results in a lot of gens popping in very short succession.
I honestly think the two together are overkill - both are 'win more' perks, and you are sort of putting all of your eggs in that basket.
Both of these also require you to jump through some hoops, and together that amounts to quite a lot of wasted time.
If I'm going Pop, I'm probably dedicating the rest of my perks to pressure or info. If I'm going PR, I'll combine it with Surge and Agitation in order to waste less time.
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I normally use it on killers that can mostly immediately act on the information. Killers like Blight, Nurse, Spirit, Huntress, or Oni
At the moment though I'm having a tough time getting PR on all my killers to replace Ruin. For me its a matter of how the gen regression functions. I dislike the vulnerability of Ruin, or the demands of Pop. Now if only they would clean up the scourge hook spawning logic, the perk would be perfect.
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Deadlock corrupt makes sure you don't lose 3 gens in the first chase. Then Deadlock shuts done the most done gen for 30 seconds.
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Oops, yeah, got my wires crossed on the names apparently.
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I have become addicted to Scourgehook: PR, but that not everyone likes the way this perk works and it's not a no-brainer is a strong indicator, that it is well designed.
A lot of players love it, many hate its RNG element and have no room in their builds for it, so all in all tol quality.
Personally, this perk was the breather I needed as a killer main. The gens were flying left and right and GbR survivors gameplay was so oppressive that I felt anxious right from the start of the round. But SH:PR works well with the way I play. It's regression is acmeaningful chunk, but not OP. But it excels at punishing unsave hooks and I have been in multiple trials were the constant hook trading and short chases after a hook (no tunneling btw) let it go off in short succession until there was no gen to regress left.
Just like perks like BT or DS punish killers for tunneling, SH:PR punishes survivors for cheeky in-your-face unhooks and mindless trading. Wonderful! And the screams on the other hand shoo me over to that gen, so its also anti camp, if you want to get the most out of it.
I don't combo it with Pop, though, because I love to roam free and be constantly on the move, even with non-mobility killers.
One of my most played other perks is Tinkerer (no surprise, its a fan favorite) and M&A. Not every killer geta ton of usage from M&A but it really helps you to get the jump on survivors, who misjudge how far away you are, and panicked survivors make more mistakes.
My secret MVP is Spies in the Shadows. Iys by no means meta, but it gives so much valuable, directional info. By now I am aware of missing crows etc, but with SftS you get a really good notification (agaim BHVR, please make it a clawing sounds effect) and lasting visual effect. I can't count how many times a survivor moved behind my back, only for the crows to rat them out.
My personal combo for Pyramid Head is BBQ (just for the points, really), M&A + Nurse's Calling for awesome downs behind walls (again M&A helps here to miss judge how close I actually am) and SH:PR for all its lovely value.
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CI - Works well maybe 3/4 of the time. The other quarter, the enemy team basically just hides and waits it out, and all it does is drag the game out. It's a strong perk, for sure.
Deadlock - Works well maybe 1/2 of the time. The other half, either the other team have multiple gens half done, or slam solitary gens out really fast. What happens some of the time is that a gen will get locked at 95%, then they'll get another 2 gens to 65%, then suddenly 3 gens go almost simultaneously and suddenly they are opening the gate.
I'm glad they are working for you though!
Right now I go between Starstruck+Agitation+PR+Discordance/BBQ, Plaything+Penti+Surge+STBFL, Pop+Ruin+Penti+Devour Hope or PR+Agitation+Surge+Tinkerer/BBQ.
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Multiple slowdown perks are a big crutch and shouldn't be a thing. There should be a limit to only one slowdown perk in a match.
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Thats 2 minutes survivors arnt doing gens then that's already a win. I also find that most the time they just get on a gen because it was to long to wait out.
Dl is there to stop multiple gens from popping back to back. Imo it works really well
No way out gives you time after the gens are done to clean up.
Hey if they are working for you then more power to you. All I'm saying is maybe try the build for a couple of matches.
Corrupt,deadlock,no way out,whatever you want(normally BBQ for me)
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Since my average match time is around 5 minutes with no slow down I would say thats bs.
And you can't just be like nurse doesn't need slow down so no one else does because that's som bass akwarks logic
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Corrupt intervention; for a very long time has been consistently shown value for the majority of killers, I don't especially love it on legion though since it encourages survivors to split up at the beginning and a strong start can make or break a legion run.
Deadlock; I've been including in a lot of builds because efficient survivors always split up and try to do multiple generators so having that 30 second lockout has saved my bacon quite a few matches.
No Way Out; I've been finding value in in every match, I'm always able to on the back of a single perk get at least one or two more hooks (Potentially kills even)
Scourge Hook - Pain resonance; Generally it works exceedingly well but once in a while the map RNG doesn't play nice with you, particularly on maps like The Game, or Midwitch they can be inconvenient to get to. Very wide maps such as Red Forest or RPD it completely fails when you have all your hooks on the wrong side of the map.
NOED; For when you have had enough of the dominating strength of survivor perks. Killers that don't want to deal with the 3rd health state that Dead Hard has firmly wedged itself into being the 3rd most popular perk to run in DBD currently, second being borrowed time, and top of the list goes to CoH. The second most popular exhaustion perk in terms of strength is Overcome, again something that NOED will counter. When all you see is meta perks stop lying to yourself you're a bad payer for bringing something that functions as intended. Anyone that wants to argue this perk isn't doing the community any benefits because they're trapped in an Us vs. Them mentality.
One perk I would like to mention that I don't see a lot of use of, and surprised by the lack of it being used is;
Fearmonger, formerly known as Mindbreaker.
This one gets overlooked a lot because everyone usually just remembers it as;
Whenever a Survivor is repairing a Generator, they suffer from the Exhausted Status Effect.
- If the Survivor is already Exhausted, their Status Effect's timer will be paused.
- The Status Effect lingers for 3/4/5 seconds after the Survivor stops repairing.
The new updated version now is; Whenever a Survivor is repairing a Generator, they suffer from the Blindness and Exhausted Status.
From a survivor perspective of this one being blinded while I am working on a generator is so much information I can't relay to my team if I'm on coms. Not only that but every time I catch even a whiff of a heartbeat I know I have a 5 second window I have to burn off before the chase even starts or I'm running exhausted. Something to consider if you suspect a SWF.
I promise you if you're a high mobility killer you're going to love this new version of the perk.
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Yeah the killer "meta" is using band-aid perks to make the game playable
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"Multiple second chance perks are a big crutch and shouldn't be a thing. There should be a limit to only one second chance perk per survivor."
But dayum, compared to your version, my one nearly sounds like a valid idea. Nearly.
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Nah. My problem is that survivors I find run into some dark corner of a map while survivors do gens elsewhere. Even if you catch them in 30 seconds by the time you carry and hook a gens pops. If it doesn’t by the time you reach where the survivors were working it pops.
My favorite combo is Agitation and Iron Grasp. Carrying survivors where I want grants a huge advantage almost every match. I’ll often take them back to where their allies were working. Body blocking becomes a waste of a survivor’s time. Hitting survivors trying to finish a gen. I started combining Eruption, and Pain Resonance. The gens I kick will burst later, incapacitating survivors doubling up. Then once again when I hook them with Resonance. If I want intel I use Hangman’s Trick over Resonance or Eruption. So I see auras as I carry survivors.
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Exactly. In any other game, the opponents would be like "that is so broken!" in reaction to someone running meta, but here it's just like "Well, that's annoying."
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Is it?
Honestly, if they are hiding it's a wash, just a longer game.
Previously, people would try to brute force it - but survivors seem to be getting savvy to it now. Sometimes they'll set up boons, do bones etc. but often they'll just sit in a bush.
I know a lot of people enjoy Deadlock - it's a decent perk, I'm just not a fan of it.
NWO is a brilliant perk. I don't run it because I like the power to give the occasional duo gate - especially if they stuck a game with an early DC out or were really fun.
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meanwhile survivors can bring anything they want?
survivor is blatantly stronger in comparison to killer when it comes to second chances and overall perk strength
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Corrupt and Pain Resonance do have a Bad RNG stigma attached to them...The spawns on maps are a lukewarm topic
I do just fine with: Oppression, Surveillance, Corrupt and Whispers on Pig... Though I did play a match with Pain Resonance, Discordance, Corrupt and Whispers and got the same outcome 3K 1E
The Gameplay around Corrupt can be a bit iffy.... All Survivors move away from the Corrupted Gen to find one that isn't or 3 Survivors move away from the Corrupted Gen and One Survivor stays around the Corrupted Gen lights a Boon Totem and starts repair on that Gen once it becomes unblocked... and that's just my experience
And I don't have all perks unlocked on all Killers so my builds are different for most of my Killers
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