http://dbd.game/killswitch
Pain Res DMS is still the meta after 5 years
If you guys haven't caught on yet, Pain Res DMS is still the best build on most killers. Funny that after all these changes and 5 years, it's always been the strongest build and BHVR hasn't changed the perk meta significantly.
Comments
-
I mean I agree that its been meta for a long time, but its only been out for a bit over 4 years (5 years in November)
Part of me however is kind of ok with it though, nowadays it is a perk that deincentivizes tunneling and rewards you for spreading hooks. The only way it would phase out of the meta is if gen regression would fall, but with how the game is and always has been I dont see that happening any time soon.
5 -
Forgot that Artist was released in 2021 since no one plays her lmao
1 -
this combo is so toxic. it needs to go yesterday
-17 -
Have you seen how BHVR buffs killer perks? The reason why the meta basically never changes is because BHVR barely ever buffs killer perks to be useful. At best we'll get slight number adjustments that fail to address why people were not using the perk to begin with.
14 -
The only reason why I remember her release date is because I absolutely speed ran getting her to P3 back then (took me 4 hours after her release, would of been 1 if it wasnt for work lol)
0 -
probably because devs don’t care about the state that killers are in. And they never will.
-1 -
IDK, at this point its been nerfed enough times i don't think DMS is that great. There are better options, like pain res with some other big gen regression like pop. Pain res goes off, you see where it is, you get to go pop the gen right after for big regression.
1 -
Nah. It's still optimal. The ability to push a survivor off a high progress gen without having to waste time walking to it and kicking it buys you so much time. Even without Pain Res, DMS on its own is insanely good. DMS comes in clutch later in the game when there a few gens left. Blocking those key gens when there aren't any other to work on buys you a lot of time.
-5 -
Na, its not optimal, gen blocking is much weaker than regression. Better to pain res a gen for 20%, then pop it for another 20% rather than block it for a short amount of time.
2 -
Smh. The gen blocking is regression since Pain Res regresses the gen then blocking it forces them to leave it (I know it doesn't regress when blocked). Unless they come back to repair it, it's going to regress. You're also not factoring for time wasted walking. The time the survivor spends walking to another gen is time wasted they aren't repairing, so it's psuedo-regression. Like if a survivor isn't repairing a gen for 10 seconds, that's basically 10 seconds of regression.
-4 -
DMS and grim I find more annoying because it forces you to get off the gen vs Pain res dms you can just get off the gen right before they are hooked.
0 -
DMS is bad after pain res is gone. So at that point you have a suboptimal perk that blocks gens when you are already chasing survivors off of gens. And at higher levels, good survivors will just let go of the gen just before you hook, so that you can't block the gen from the pain res.
0 -
This. 35s blocking the gen that you chases off is borderline useless, unless it's last gen. Turn back the clock is much better.
1 -
I would like to see your kill rate, sir. I can't imagine it being higher than 70% based on your comments so far.
-4 -
Hey, now. Be fair. They barely buff any perks, period. They barely nerf perks, period. There was a span of like 14 months after I think Nic Cage where fewer than 5 survivor perks had any changes whatsoever.
Then they make some pointless changes to 12 perks, accidentally overbuff one, and leave things in that state for another 6 to 18 months.
-1 -
Its ok. Killer perks are allowed to be broken, overpowered, and annoying to verse.
-12 -
AHAHAHA. sure
1 -
Here's my escape rate for you too in pure solo queue:
1 -
Name any other killer you want, i don't have a single one below 60% and with the exception of 3 of them they are all over 70%
2 -
You didn't even post your overall kill rate. All I see are the stats of your most played killers.
-5 -
What this one?
Here they are in order by lowest kill rate:
Wanna say some other BS?
5 -
Just make it that Survivors don´t scream when Pain Res hits and the combo is kinda useless.
-3 -
Well, maybe if you ran Pain Res DMS you would have 84% kill rate like me. The 3 strongest builds currently are Pain Res + DMS, Hex Ruin + Pentimento, and Eruption on some killers. It's basically Hex Ruin + Pentimento on map pressure/mobility killers and Pain Res + DMS on everyone else. There's simply no other perk combo that performs as well on the average killer with no mobility and map pressure. Pain Res + DMS has the potential to fully regress a gen after forcing a survivor off it. At minimum, it stall gens for 10-20 seconds by forcing the survivor to run to another gen (if you manage to hit a gen with multiple survivors that's x2 or x3 the time wasted for survivors). The main other gen regression perks currently are Turn Back the Clock and Pop. They only get 10-15% regression, which isn't even close.
-6 -
- Average hooks 5.51
Ah i see.
13 -
Only thing I have to say is your gameplay habits should be studied to find out what is unhealthy in this game, coz that's way too consistent across the board.
That's not shade just impressive how high it is
Would you mind showing the perks you use mostly @Reinami? I'm curious to say the least2 -
Nothing wrong with it. It's a healthy perk combo with a noticeable downside.
2 -
i mean sprint burst / lithe has been meta for nearlly a decade . That is just how this game goes i've used DH since david cane out and guess what it is still good. This game just doesn't get alot of balance changes period .
6 -
Pretty much even with nerfs to perks like Dstrike, dead hard, adrenalin, OTR they are still meta since day they came into this game or perks like unbreakable (borrowed ttime is only unsed byecause it has been gave as basekit if it wasnt basekit this perk would be still hardcore meta).
Its just effects they provide like gen deffence for killer and time bought by perks like blocking ones either to gens or exits will be always the best for killer as perks that give survivor more time into trial and dont let him die sooner, types of these perks will always be used heavily compare to others.
1 -
At this point this thread has gone on a tangent, but i can answer you.
My perk choices are probably not going to be that much different than what other people play for the most part. But i do tend to play more of a macro style play instead of focusing on chases. I frequently drop chase and switch targets as much as possible to create confusion and distractions. I usually do take perks that help me do this.
I play a ton of different builds honestly depending on what killer i'm playing, but i have a few "generics" that tend to work with most killers, and then i can give you what i would say is the "best" build for the killers i mainly play. For my generic builds right now i generally do something like:
Gen Defense:
- Gen Regression
- Gen regression
- Flex
- Surveilance
The 2 gen regression perks depend on what type of killer it is. Usually 1 of them is pain resonance. The 2nd one i'll take surge if its a killer that downs mostly with their m1, and if t hey are an m2 killer, i'll take Turn back the Clock. For the flex perk, it depends usually on the killer, but it's usually some kind of chase perk. So for example for leatherface i'd take bamboozle or for a setup killer i'd take corrupt intervention.
Surveilance is a great perk and i don't know why more people don't take it. When coupled with pain resonance, it gives you information about where the survivors are, and once you see a gen pop up in yellow you KNOW someone is there repairing it. Additionally the extra range on repair sounds REALLY helps more than you think it does.
Aura Reading:
- Pain Resonance
- Pop goes the weasel
- Nowhere to Hide
- Lethal Pursuer
This is my standard build that i will use on a killer right when they are released. I have a rule for killers on release that i will exclusively play them until i hit prestige 10. I'll play the first 5 prestiges with no addons so i can get a feel for the killer's base power. Then i'll play 3 more prestiges with the basic "cheap" addons to get a feel for what i'll always have available. After that i play with what i think would be the best addon combinations until i find one that works and then i know which addons are the ones to take based on everything. This is actually why my houndmaster kill rate is so low, my recent 30 days kill rate for her is about the same as other killers (actually its 100% lol, but i think i only played maybe 5ish games with her?), but she was super bugged on release and would often just not have a power for most of the game.
High Mobility kllers:
- Ruin
- Thrill of the Hunt
- Turn back the Clock
- Surveilance
This is my go-to standard for very high mobility killers like blight and ghoul. You can run around the whole map and interrupt multiple gens. Surveilance and ruin synergize quite nicely, and once ruin is cleaned you can lean back onto turn back the clock. Thrill makes it so it takes much longer to cleanse the totems, and on high mobility killers i can often spare a second or 2 to check on my totems once in a while which makes it so i can protect them a little bit more.
For my killer mains, i would say my mains right now tend to be, in order:
- Nurse
- Pinhead
- Pig
- Sadako
The only reason my nemesis play rate is so high was because i had literally like 1000+ cakes on him and played him a bunch to get BP for a while. Similarly with other killers like Legion where they are just so efficient at farming bloodpoints.
For my "best" build for each of those killers i tend to run:
Nurse:
- Nowhere to hide
- Floods of rage
- Jagged Compass
- Pain Resonance
Addons: Heavy Panting, Fragile Wheeze
This gives her the aura reading she needs to defend gens, and once you get your first down you can basically snowball into down after down, with Jagged Compass early on i don't try to push for scourge hooks unless they are close, i'll hook in more central areas and create scourge hooks for later since floods of rage always works right off hook with jagged compass.
I'm currently experimenting with different addons right now to see how the nerf to heavy panting will affect her. Unclear if its still her best addon after the nerfs so just trying different things out. Right now i'm leaning toward 3 blink nurse, (Torn bookmark, Fragile Wheeze) but when patch day his i'll give the nerfed addon a hard try to see if its still worth.
Pinhead:
Right now i'm just using the generic build above:
- Pain Resonance
- Pop goes the Weasel
- Nowhere to Hide
- Lethal Pursuer
Addons: Greasy Black Lens, Impaling Wire
Lethal is so good for pinhead, once you see where you spawn and where the survivors spawn and get some time and practice with him, you should be able to know where the box spawns almost 100% of the time at the start of the match and immediately go for it. A handful of times you'll spawn in such a way that its a 50/50. but its pretty rare that will happen.
Pig:
- Pain Resonance
- Turn back the clocks
- Surveilance
- Whispers
Addons: Workshop Grease, Last Will
Whispers is the wild card here for most, but i think its pig's best perk. She has a 24 meter terror radius and whispers distance is 32 meters. This means you can run around, and as soon as whispers goes off you can crouch and they still won't know you are coming. This gives you a ton of flexibility at locating survivors and still being able to sneak up on them while minimizing the time spent crouching. Its a weird perk at times but it being so baseline back in the old days (when you would take ruin to slow the game down just a little bit) i learned how to use it. These days its less good as a perk simply because maps are generally smaller now so its easier to locate people.
The main thing with pig though, is people tend to start out thinking you should try to kill people with head traps. Which works sometimes but is the wrong idea. The head traps create an alternate objective that the survivors MUST complete, or they just die. So the key is to actually ignore the people with head traps because you are going to get 12 box searches per game, and each box search running to and from the box and the search, is about 30 seconds. So she has built in around 300-360 seconds of just pure "gen defense" in the form of forcing the survivors to not do gens.
That's not to say you completely ignore them, sometimes a chase runs you near someone doing a box, at that point, sure, go for the down maybe even the hook if its worth it, but don't go out of your way to chase anyone with a trap. Often times i'll drop chase on someone with a trap if i see someone without a trap.
Sadako:
- Corrupt Intervention
- Deadlock
- Face the Darkness
- Lethal Pursuer
Addons: Videotape copy, Bloody Fingernails
With sadako there isn't much to say other than i go for a style that onepumpwillie does. Teleport around, control, the tvs, and basically never hook (unless i'm doing it to destroy a tape they are holding) I honestly don't do anything special or unique here so there isn't much to say other than, go watch onepumpwillie. My sadako hook rate is super low, like 5.7 because i almost never hook with her except to destroy tapes (or when the match is "over")
Some general notes:
- I think lethal pursuer is the best killer perk there is. It lets immediately start a chase, and if you have good macro sense, you can know where the other survivors are going to be after that first chase. There is no better gen defense, then a survivor on the hook. I know i say that and don't run it on every killer, but i would just say "do as i say, not as i do".
- Focus on macro play, try to know what and where every other survivor is even while you are chasing. Good teams will run you away from their teammates, remember which gens were being worked on and where and how far they are. Keep a running clock in your mind to about how much progress that gen would have if it was being worked on during your chase
- If the survivor drops a god pallet, break it, and then drop chase and go somewhere else. A pallet break adds at minimum 20-25 seconds to a chase (depending on the killer you are playing). You can't afford to have 3 survivors working gens for 20-25 seconds.
- If the survivor drops a mindgamable pallet, give it 2 tries to mindgame. And pick a mindgame and do the same one both times. Then, if it doesn't work, break the pallet, and drop chase. Then next time you chase that survivor, they will be conditioned to think you will do that mindgame, but now you do a different one. This will throw them off and usually land you a hit.
- Pay attention to how each survivor is playing and how they react to different mindgames and strategies.
- Do they tend to just run to the next loop? Then bait them to by crouching with pig for example, and then immediately uncrouching to chase them.
- Do they tend to predrop the pallet? Chase them into it and then back up slightly and go around to try and hit them as they are recoving from the drop animation.
- Do they just shift+w to a corner? Sometimes you can just force them to do that and then drop chase to somewhere better making them waste time running back to the gen.
- Pay attention to which pallets you break, and what tiles are available to survivors as you chase them.
- Pay attention to where survivors run when chasing them, especially after you hit them. If you see them immediately run to say, a shack that has a jungle gym nearby, don't even bother, just drop chase and go after someone else. You are going to waste too much time chasing them. Yes, you can outplay them at these tiles, but its often not worth the effort because its going to take too much time. And even if you can get them to drop the pallet and break it, it still costs more time than it is worth
- If you think the survivor is going to drop the pallet and you can, just go for it, and don't swing into the pallet, just tap m1. The way a lunge works is you increase your movement speed to 6.9 m/s for 0.9 seconds. For the first 0.5 seconds, you are not swinging at them or able to hit them it doesn't happen until the end of that lunge. So if you think they are about to drop the pallet, and you just tap m1, your m1 comes out on basically frame 0 (in fighting game world, this means literally instantly). Oftentimes you can still hit them even if they stun you with the pallet. On their end it'll look like they got robbed, but in reality, you used the fact that your attack is instant to hit them faster than they would expect.
- Pay attention to what survivors do after they are unhooked. If you seem them get healed right away, that means they are healing under hook. Punish that if they want to heal under hook, hover near that area a bit and beeline back to the hook to interrupt them. If you see them take a little bit longer to heal, you know you have some time and they are spending time running somewhere safer now. Don't let them just unhook and heal for free if they aren't going to spend time getting to safety first.
- You'll see above and in general i claim myself as a nurse main. Nurse follows almost none of these rules and has her own set of things to think about. When playing as or against nurse, you are no longer playing dead by daylight, you are playing "the nurse game" so everything is entirely different.
- Play both sides, learning how to play survivor well will help you as a killer when you are playing. You'll know what survivors are trying to do.
I do also play survivor probably 30-40% of my games. I don't really think i'm as good at survivor as i am on killer, but i still tend to do better than the average. I also almost exclusively play solo queue (i have 1 friend that i occasionally play 2v8 as killer with but that's mostly for us to hang out, drink and goof around in voice coms)
If you do want to know anything else though feel free to ask me, or dm me, i'm not going to try and keep anything a secret (i just might not be thinking of it right now). There's nothing i'm doing that is really all that special that makes me "like way better" than anyone else. Personally if anything i think the only secret sauce i do have is my focus on macro play and my willingness to drop chase. When playing as survivor i see killers focus on chasing the same survivor way to long and that often leads to them losing. If you can't land a hit within 10-15 seconds of a chase starting, you should drop it and go somewhere else.
Post edited by Reinami on3 -
Welcome to DBD where the more things change, the more they stay the same. Same crap maps, same crap meta done to death.
1 -
Thank you for taking your time to answer, it's a lot to digest but I really appreciate the time and effort that went into this, I'll spend some time reading it and digesting it lol
Hats off to playing so well!-1 -
Pain res is definetly meta, DMS not really. I would rather take Corrupt.
DMS can work well on killers with mobility, but I really wouldn't use it on any killer unlike pain res. It's really not that good after last nerf anyway.
Thing is last good slowdown released after pain res was recently Turn back the clock, which is decent, but not really that good where I would use it over Pain res…
3 -
Was the goal to make the perks fair or make it so they won't be used?
1 -
Everytime a new good perk or perk reworks come in, community angers for it to be nerfed so we all get back to same perks we have played for years.
0 -
average hooks of 5 per game. Dudes playing like a demon.
0












