Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

The Most Underrated Slowdown Perk In DBD

Merciless Storm...

Okay, hear me out on this one (it's going to be a long one). Merciless Storm is a perk that is entirely countered by being good at Skill Checks, which makes it fundamentally sound bad, however with the right built you can outright control Generators close to being complete and pull the game better in your favor.

The build I have had the most success with is Hex: Ruin, Merciless Storm, and Tinkerer.

Tinkerer is a key part of what makes Merciless Storm so good. Both perks only trigger once per Generator, but knowing WHAT Generators to pressure on top of having the ability to sneakily approach Generators near completion is what makes Merciless Storm work.

You are almost always going to reach the Generator before it completes if you start running over when Tinkerer activates. And if the Survivor is entirely focus on the Skill Checks, there is the possibility of getting a Generator Grab. And if they arent focused on the Skill Checks, they will most likely miss the Skill Checks and block the Generator. This puts Survivors into a lose/lose situation.

Hex: Ruin automatically regresses the Generator when it becomes unblocked. With Hex: Ruin being "gutted", people seem to see less value it in, but with the right build, it can provide insane value. Hex: Ruin regressing Generators automatically let you pressure other maps (other Tinkerer procs) knowing that the Generator you last went for is regressing, which can sometimes outright cause Survivors to lose an entire Generator's worth of progress if left uncheck.

As I stated before, Ive been having a ton of success with this build, Ive even tested it on Trapper (without using their Bear Traps) and have been doing insanely well with, even on unfavorable maps. But this build does encourage a unique playstyle that does work when you play it right, you have to keep a much different mindset when using this build (for anyone looking to use this).

Comments

  • Mazoobi
    Mazoobi Member Posts: 1,597

    Interesting, but what happens if the tinkerer triggers and you're already near the generator? Let them reach the Merciless 90% and get it blocked or force them off early before they reach the 90% but lose the tinkerer value for that gen so it won't snitch when the survivors come back.

    Not sure I'd sacrifice that many perk slots for a specific gimmick when Eruption + CoB is so much more efficient but boring as hell to play against... looking at Eruption.

  • littlepaw
    littlepaw Member Posts: 67

    maaaaan don't make more people run merciless storm

    i have bad reaction time because of my nerves acting up and when i miss merciless storm everyone in proximity looks at me like i'm the worst player to ever exist and it makes me sad for 5 whole seconds

  • HugTheHag
    HugTheHag Member Posts: 3,139

    Sounds interesting !

  • Little_Kitten
    Little_Kitten Member Posts: 878

    "Merciless storm" ...

    This name reminds me strangely what happened in my toilet after this chili con carne ...


    More seriously, this build idea looks really cool, I'll try it with pleasure 🤗

  • TheSubstitute
    TheSubstitute Member Posts: 2,618

    That sounds cool. I've used Ruin and Deadlock together to get a similar effect but I never thought of Ruin with Merciless Storm and Tinkerer. That's interesting; I'll definitely give it a try.

  • sanees
    sanees Member Posts: 846
  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    I honestly dont see Potential Energy that much, and even if, Potential Energy requires awful Generator efficiency for it to pull off, thus providing more stall just to counter the effect, which is fine by me.

    I typically use my 4th perk slot for SH: Floods of Rage/BBQ which can help with knowing what areas to pressure, if I notice that someone counters my perks, I am more likely to adapt my playstyle to adjust for it since I have the information (and game sense) needed to deal with it.

    As I stated before, it can require playing around the build, but you do sometimes have situations where Tinkerer activates when you are near a Generator, in which case Survivors will often leave the Generator to avoid a potential hit. Hex: Ruin can provide value in that instance but it will definitely require more game sense if you want Generator pressure on the same Generator again.

    And since I mentioned the 4th perk slot being empty, you can also run stealth perks (or even use a stealth Killer) to increase the uptime of Undetectable to reduce the likelihood of such situations if you feel it is necessary, the build is really lose and can be altered according.

    And I understand this isnt the strongest build in the world, but can definitely work in the right hands, and there are definitely more reliable builds (there is a meta for a reason afterall) but variety is the spicy of life, having options is always a good thing. Some people will like the build, some people will hate the build, but at least it is there for anyone to try. I kind of like to remind people that you can make things work in DBD if you are creative (or skilled) enough.

  • StarLost
    StarLost Member Posts: 8,076

    Ehh...nnnn...(other non-committal noises)...it's okay.

    The problems are:

    • It only triggers once
    • For a perk that only triggers once, even failing it isn't that bad.
    • Unless you've got something to interfere with skill checks, it can be a completely wasted slot.

    I'll run it on Doctor, who's probably the best candidate (it will go off 4x a match at least) and even then it doesn't really do that much.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    Ive gotten a lot of Generator Grabs from this build. But another thing is that it can really work later in the match, as even though it procs once per match, Survivors are constantly stressed over Skill Checks and the potential of me coming over that it can by a lot of time. And when applying general pressure to Survivors, it can completely turn the game around and has won me MANY matches as a result.

    Is it meta? Hell no, the meta is well, meta, for a reason. This is just an alternative build (and playstyle) for people wanting to try something new, considering how stale the game has been lately. As well as focusing on the fact that DBD does not have many "bad perks" like people claim there are, anything can work in DBD if you experiment enough and use some creativity.

  • Snowflake_Syndrome
    Snowflake_Syndrome Member Posts: 239

    Is Merciless Storm still good if Ruin gets cleansed in the first minute of the match?

  • Blueberry
    Blueberry Member Posts: 14,459

    Honestly compared to other slow down I don't understand why it even has the skill check requirement to begin with, just make it block each gen for the 20 seconds when it reaches 90%. That wouldn't be that crazy.

  • Krazzik
    Krazzik Member Posts: 2,473

    It's pretty good on Doc but not especially great on anyone else. It's certainly not a -bad- perk, but it usually just means a lot of gens pop all at once.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    Again, Ive stated this before in another reply, there is another perk slot open for a reason, which allows you to be a bit flexible with the build and change it whenever you feel it is necessary to do so. Hex: Ruin, in of itself, can even be replaced, however I find the passive and natural slowdown of Hex: Ruin to be quite decent, even after it's nerf.

  • Snowflake_Syndrome
    Snowflake_Syndrome Member Posts: 239

    I honestly think it's a one time use because if a new players have trouble with this they'll never be able to finish a gen.