How should I approach making Killer Builds?

CuzImTim
CuzImTim Member Posts: 10

You would think only having 4 perk slots would make this easy. Instead, the sheer amount of options combined with only having 4 slots often leaves me completely overwhelmed.

To be more precise: making a functional build isn't the hard part. So far I've mostly used generalist builds that work reasonably well on every Killer. And that's fine. But I want to start building specifically around each Killer's power, and that's where I get lost.

I mean, sure, I could just slap on 4 slowdown perks and call it a day. But even then, what actually are the best slowdown perks? Pain Res is a given, but then what? Pop? Eruption? DMS? Deadlock? Grim? Maybe Ruin + Undying? Or Ruin + Penti? Or Ruin + Penti + Thrill and we go full Hex.

And then I'm on Lery's with 0 info perks and realize I can't even find profitable chases consistently.

I just don't know where to start with the actual decision-making process.

How much info do you realistically need before it becomes a crutch? How many slowdown perks can you give up? When are Hex builds actually worth running? What kinds of Killer powers benefit most from Hex perks? Which Killers want chase perks instead?

Obviously there isn't one objectively correct answer, especially because builds depend heavily on playstyle. But I would really like some kind of framework or heuristics for build creation beyond pure trial-and-error, just so I have some actual direction when making builds.

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Best Answer

  • jesterkind
    jesterkind Member Posts: 9,980
    Answer ✓

    A good starting rule of thumb, I've found, is never exceed more than two slowdown perks unless all of them flow into one another and you're okay with running a gimmick build lacking in other tools.

    It's a trap to think you should run all four slowdown perks; the more you have the less likely you are to consistently activate them, and any slowdown perks you do run are supposed to complement basekit slowdown, not replace it.

    From that point, generally what I do is look at the killer's power and figure out both what it already has, and what kind of gameplan goes along with it.

    For example, I've been playing Sadako a lot recently, so let's look at her. Sadako has mobility and stealth, but she doesn't have much else; no chase, no info (for the most part anyway), no other utility like an instadown, very little slowdown (but to be fair it does exist).

    So on a killer like her, while slowdown is always good and you'd bring at least one perk for it, what she really needs more is chase and info; the former helps her with something she doesn't have, and the latter boosts what she does have by directing you where to best teleport and not waste time.

    Evaluating what a killer is lacking and what would support their basic gameplan is a good first step, I think, and you can come to some pretty fun conclusions on that path. For example, I like running Furtive Chase and Nemesis plus something like BBQ on Bubba, because sneaking up on survivors who are suddenly faced with a chainsaw from point blank range is very entertaining and honestly fairly strong— and I came to this conclusion because I realised after one of the old Halloween events that sneaking up before revving is pretty threatening when you can pull it off, the utility of an instadown is heightened by not letting survivors make distance before hearing it start up.

    Applying this metric to some other areas can answer some of your other questions, too: Who can best use Hexes? Answering that question, I'd look at what Hexes represent - a timesink survivors have to spend all at once to break the bone - and then start looking at killers with information to know when they start, some form of ability to more easily stop the breaking process, or some other innate slowdown to stack on top of the timesink.

    So, Houndmaster's good: she can target totems directly for Search and even if she couldn't, the AOE comfortably covers totem spots, and if she does detect someone she gets a speed boost towards them which helps her more easily stop them to a small degree. Plus, she has an addon that helps protect totems a bit by causing regular screams.
    Doctor works here too, Static Blast both tells you when someone's on a totem and resets their progress, plus Madness 3 stops them from interacting with the totem at all. He doesn't have any mobility, but he's still got something that works alongside how totems work.
    Pig embodies the third option, the RBTs give survivors enough to do that hunting totems can be a pretty big deal on top of it. No detection and no mobility, but she still has the synergy.

    TL;DR, it helps to break killer powers down into what utility they provide, and pick perks that either support what they have or cover what they lack. Also, don't fall into the trap of bringing more than two slowdown perks.

Answers

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,943

    I like to use no perks no addons my first time playing a killer then gauge what I need from there.

    some killers need info more than others some stealth, some chase perks, some slowdown. with slowdown, I try to lean into what works best for that killers playstyle. for example, killers who I use genkick perks on like Unforeseen and Nowhere to Hide, I may opt for Oppression over my classic Surge.

    killers like Ghoul have large terror radius so people hide more, so info is really needed on him. killers that get pre ran kinda need Mindbreaker. If I'm trolling, I'll run Superior Anatomy.

    I generally run 1 info, 1 slowdown, 1 chase, 1 stealth or whatever perk

  • RizeKagune
    RizeKagune Member Posts: 148

    The way I incorperate my Killer builds is generally like this.

    1 aura perk, 1 buff my killer perk, 1 debuff survivor perk and 1 slowdown perk.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,914

    My usual rule is use at least 1 regression perk and 1 aura read/location perk.

    It's also very killer dependant, certain perk builds tend to work better on particular killers. Play the killer a bit and figure out what sort of build suits your playstyle with that killer.

    It's best to stack perks that work with each other. I tend to like gen kick builds, nowhere to hide, pop and eruptions allow you to stack 3 perk effects on one genkick action. Apply pop, reveal an aura near the gen, down the revealed survivor for the eruption proc. Massive regression, and an easier down in a short space of time. I usually run lethal pursuer with thst build to get a quick start and more juice out of my aura reads.

    Look for weird interactions, i.e. basic hit triggers may not be a good shout with ranged killers.

  • TicTac
    TicTac Member Posts: 2,982
    edited May 13

    The first thing you should think about is how you get your downs. Is your power alone enough? No chase perk needed. Does it have a weakness you can mitigate with a perk (ex. Bamboozle for Bubba)/ sometimes you can choose between an addon or perk for a job (exhaustion addons vs mindbreaker) or does something elevate your power/has synergy (aura for Nurse).

    As soon you have enough to get fast enough downs (on some killer you need 0 perks for that), you choose between info and gen regression. First decide how much info you need and then fill it with gen regression. Use info-perks with synergy (BBQ on high mobility) and decide in which situation you need info the most. For gen regression the same. (Corrupt for setup killer like Trapper or slow starter like Nemesis/Oni).

    But honestly: im talking a lot about synergy, but gen regression has some clear contender. Corrupt is almost never wrong, Pain res is always top tier and works well with Grim or Dead mans. You can craft the perfect gen synergy build for every killer, but the meta perks mostly outshine them.