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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

  • Terror_Misu
    Terror_Misu Member Posts: 56

    Well you know… Gen speeds and all that. Get ready for it! lol

  • Classic_Rando
    Classic_Rando Member Posts: 159

    When all the other killer perks get nerfed into uselessness, what do you expect?

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,309

    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.

  • Royval
    Royval Member Posts: 1,114

    I miss infinite pain res

  • Abbzy
    Abbzy Member Posts: 2,110

    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.

  • azaxydbd
    azaxydbd Member Posts: 29

    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.

  • Abbzy
    Abbzy Member Posts: 2,110

    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).

  • cogsturning
    cogsturning Member Posts: 2,145

    I don't know why people lean on these perks so hard. I do much better without anti-gen.

  • TheTom20
    TheTom20 Member Posts: 676

    What else can they run that's actually useful.

  • Junylar
    Junylar Member Posts: 2,029

    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).

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    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.

  • Nazzzak
    Nazzzak Member Posts: 7,324

    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.

  • random1543
    random1543 Member Posts: 254

    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.

  • Zuiphrode
    Zuiphrode Member Posts: 515

    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.

  • karatekit
    karatekit Member Posts: 225

    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.

  • Brimp
    Brimp Member Posts: 3,550

    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.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    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.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    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.

  • CorvidXCVIII
    CorvidXCVIII Member Posts: 82

    The monkey's paw curls: Hex: Ruin and Hex: Undying are brought back to their most powerful states.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    So you never see it so its not prevalent enough to be a problem? Only your pov matters? I see Deli quite often maybe I just go against a higher calibre.

    Dead Hard is not an anti-tunnel perk it does not expire after time all it take it to be hooked once (Losing to the killer, by the way!) Decisive strike can be used aggressively often paired with Unbreakable so they can get away no matter how bad the mistake on them or the team or even just fake a gen to try and force value out of it (wow such anti-tunnel!).

    Survivors are a not a monolith but killers are? Seems one sided.

    Clean break should not just be available to pop on your own, the whole point of the perk is you take a risk for an automatic heal that lets you be extra efficient for it like healing while doing a gen.

    I would say that a huge problem with a lot of the best surv perks its that they give too much for doing nothing or just losing take Botany for example I would say that its old version when it decreased efficiency with med kits was it most fair as you had to give up something for the strong passive boost, now its just free and this kind of perk design reduced the overall skill of the game as there is no risk to using these perks.

    Meanwhile I would like to point out that all gen regression perks require the killer to be winning to work, Pain Res is a scourge perk that of the bat has an RNG problem of scourge hook spawns, then a killer has to down a surv near enough to a hook, then it only works once per person and on top of all that its a -20% not a flat number a percentage meaning this perks effect is essentially wasted if it hits a gen with little progression.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,749

    that pain res was my favourite killer perk in the game. it was my staple for farming hooks and maintaining constant pressure.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948

    Well, optimal build should always have one, or two slowdown perks and it's not like we have many options for it. Last decent slowdown we got is pain res and that's a long time ago.

  • Abbzy
    Abbzy Member Posts: 2,110

    Pretty much pain res has good regression plus synergy with dms and grim while being super good for none or low mobility killers (you get more from pain res on killers like huntress,chucky,trapper or bubba on average than you would get from pop), then pop is good but requires some mobility to get to the gens that are worth poping bevause it hurts the higly progressed ones the most, eruption isnt bad but its only worth with some synergy perk because its nowhere near that good as it was in my opinion (when survivor is repearing and is hit by it its what 10 seconds of time to get that progress back for your time investment), gen kick perks arent that good alone like cob was buffed but its like manual ruin now, overcharge is just good agaist survivors that are having problem with skillchecks other than that its not good alone, oppression is great in terms of synergy because its just manual tuin in terms of global gen regression it hits like 3 others on the map with skillchecks that offer another 10% of regression, ruin is now usable but still totem spawns are trash and many times its on totem that is impossible to miss or survivors pawn on it or very close and that perk wont be on even one minute, thats like all from regression perks maybe the sadakos one where it spawns skillchecks on gens 90% and if surv missis them than locks gen for 20 seconds but thats good on like only doctor or with some hard skillcheck build an then there is jolt that is good for m1 killers but its mostly msp dependent as hell you can hit with it like on saw map 4 gens or one on open map but good for m1.

  • CautionaryMary
    CautionaryMary Member Posts: 807
    edited 6:22AM

    Where did I say that killers were a monolith?

    I never said your POV did not matter, but again - Deliverance is not in the top ten and for a good reason. You cannot coordinate with others without popping your Deliverance early. There is no indicator of when Deliverance is in play, so if you're using it in SoloQ, you're opting to pop it before someone comes up to you or allowing the unhook to prevent the broken status effect.

    Dead Hard is an anti-tunneling perk, you get unhooked, and if a killer is still on you - you can Dead Hard and tank the hit. Arguably all exhaustions perks like Lithe and Sprint Burst technically are anti-tunneling as they're able to get you out of a situation to prevent being tunneled outright. If you're arguing that Decisive Strike is not anti-tunnel and complaining that it's used with Unbreakable, that is a you problem when you're taking the risk. Should DS users not use UB if a killer decides to wait out their DS?

    If you're gonna tunnel me or any other survivor out of the game, you're going to have to work for the hook itself. I'm not (nor other survivors) will give you free pressure and allow you to continually hook to cause a 1v3.

    Also, Clean Break is a situational and conditional perk - with the Syringe changes, it should be looked at for what it is. Clean Break will not have as much utility, especially in SoloQ due to information and the fact that you have to cause yourself to be broken while being specifically healed by another survivor + the 60 seconds to actually trigger the full healing state.

    The rest of your comment I will not touch on as I do not have issues with PR myself.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 443

    Well to be fair….

    Most other Killer meta perks got nerfed heavyly.

    Pain Res and DMS are kinda the best of the nerfed perks….

    What would you prefer to see on Killer?

    I often read forum discussions which are mad about gen regression, auras, anti stealth, gen block, late game builds (most of the time noed), franklins, lightborn, and so on.

  • azaxydbd
    azaxydbd Member Posts: 29

    u assume everyone playing the same and the low tier killers which is false, the perk itself is not really healthy for this current meta, while i agree that tunneling with this perk isnt very smart move which can cost u the game(unless u run deadlock with it to stall the game and have enough room to pop the pain res once the gen unblocks), but overall perk is busted with dms/grim build, defending this perk is funny, yea good stacked 4men can handle it, but majority of players cant, and then u have bad killer players abusing this type of meta and gets undeserved wins against people much better than they are.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 443

    Just make it that you don´t let go of the gen when pain pops. Make them scream without animation. Problem should be more managable.

  • Onako
    Onako Member Posts: 81

    Oh god I would love to see both of them back again honestly. These two in combination at least gave you an incentive to do anything else than generators. Going out of my way to look for the burning totems for sure always has been more fun than having an almost finished gen blow up in your face and immediately locked up while you stand there like 🧍🏼‍♂️

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 443

    Well many survivors begged on their knees to remove ruin and undying because totems could be kinda random and felt overwhelmt.

    In my opinion they were very healthy for the game because the Killer had to leave the hooked area instantly so he could chase survivors away from gens so the perks can work. It also removed the annoying gen kicking.

  • Onako
    Onako Member Posts: 81

    Yeah they really could be random. How often did I spawn right next to a glowing totem or couldn’t reach it at all because it spawned in some other textures. It always was kind of a gamble for both sides.

    But if it worked as intended, it slowed the game down in two ways. The active way with ruin just regressing the generators and the passive way with survivors going away from the gens to look for the totems. It’s the same thing with boons kind of. When they first were released, survivors rather ran around to look for a totem to set them up instead of going to a gen right away. Sure especially CoH was WAY too strong, but it was indirectly also another passive game slowdown.

    It’s one of these things I will never really understand when people say generators are going too fast. As a survivor player you got nothing else to do in the game these days so what else are we supposed to do other than sitting on the gens?

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 443

    Well I often called it Schroeddingers Survivor.

    He wants something to do other than the main object but it shouldn´t stop the main object.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    Look at the thread your in its complaining about killers only using two perks you may not have said it but we are in a thread with the pretext that killers only use two perks.

    Yes but you only spoke about from your perspective, you said "Even when I play, you do not see every survivor use Deliverance, lol." Which is completely anecdotal but then you go on to say "Deliverance is not in the top ten and for a good reason." Top 10 of what? Im going to assume nightlights stats and yes it not top 10 its currently in 35 higher than other perks that have been spoken about before such as OTR and Conviction. Point being that just because that its pick rate is not high does not mean its a fair perk (remember it only needs to be one one out of the four) with perk like this being more common against more sweaty teams so people who would be in a higher bracket would encounter this more than a mid player would.

    Dead Hard is not anti-tunnel as you can save its use for anytime after a first unhook so if you get hooked first in the match then the killer goes on to hook everyone else you will still have access to Dead Hard and are we really going to say SB and lithe are anti-tunnel perks? that would mean anything that gives you a burst of power in the moment is anti-tunnel which is demonstrably false tunnelling is just returning to the same hook to go after the unhooker immediately so an anti-tunnel perk should prevent just that like Decisive strike, OTR and Borrowed Time does to say a few.

    Dead Hard is just a pocket 3rd health state that you get for losing, not what I would call healthy perk design a better example of a fair endurance perk is Metal of Man as you need to go out of your way to get it with some risk involved. Which is why clean break should function as it is because having an automatic heal while you do something else is huge its why needles used to be such a problem ass they were too useful in and out of chase for a free health state allowing survs to be insanely efficient.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 254

    DMS should just be reworked. Perk is fundamentally unhealthy and impossible to balance.

    Pain Res is fine though.

  • Abbzy
    Abbzy Member Posts: 2,110

    The pain res is good on every killer that has no monility and his power isnt super easy for fast downs downs (even killers like pyramidhead or bubba can have fast downs but that isnt alwas the thing so its more good for them to run it compare to pop and other regression perks). I dont realy understand how a perk that is forcing killer to spread hooks even if its just first hooks isnt healty when tunneling (hardcore one) is problematic viewd both from communita nad devs. You mentioned and even admited its not tunneling friendly perk, which is both correct that perk is build around spreading 4 fresh hooks and hook rng so tunneling only works if its fast and survviors dont answer it with great gen preasure.

    The meta you mean isnt that crazy because pain res with grim and dms need hooks so if killer has problem to get downs and then hooks then these perks wont save him magicaly like some people claim, dead lock doesnt work good with pain res due to few things either the pain res hits gen before dead lock but then when gen is blocked it can be regressed or its regressed right after block ends with pain res but nothing crazy because best use of pain res is hit the gen with most progressed with it and dms and or hit that gen when no one is repearing it meaning it will regress further and the value will be huge or regress that most progressed gen before survivors get it done and be there with good mobility.

    This perk is good for its no need mobility for its aplication (meaning it hits the most progressed gen anywhere on the map) plus its synergy with dms,grim embrace perks. The biggest thing people forget that this per is just huge rng risk if your 4 hooks are in bad spot or area where you wont even get down the whole match then its dead perk slot and long chases kinda counter it to the worst it can be done with this perk is when it hits above 60% of progressed gen or almost done gen or its with dms and only one survivor knows about that gen and is chased away in soloq match (no info about the gen location for others to go there and finish it or save its progress), killer can missplay it when he hooks someone and only few gens have small progress than this perk waste its tokens.

    Its strong perk I dont denny it but lets not show pikachu face and scream why is everyone running it (its kinda obvius why its woth running, it has not much competition in regression perks class), the issues like this perk is great for hardcore tunnelers or its 100% effective are out of place its just strong perk with lot of rng into it and no competition in its class from other perks plus huge synergy with rest meta perks.