How many slowdown perks do you normally run as killer?

TheGoon224
TheGoon224 Member Posts: 517
edited May 26 in General Discussions

this is just a genuine question to see how many people run slowdown or how many slowdown perks people normally run because I only bring one or none just because I think they slowdown the pace of the game and are just kinda boring.

Comments

  • NeverSolus
    NeverSolus Member Posts: 131

    I don't. I run combos like FTTE, Furt Chase, Neme, and PWYF. Or full aura, on my main huntress. Most I'll take is surge for slow-down.

    I skip slow-down entirely wherever possible, because I find it to be boring and I find gen rush to be boring. If I encounter a team that pops two gens at 60 seconds, I will shift over and tunnel out as many as I can before the inevitable five minute game ends. Outside of that I'll just spread hooks and play normally. If they turn the session into an exchange of time as a currency I will get the most out of my time, and treat it similarly as a humorless and efficient exchange.

    Mind you I dislike the act of tunnelling, slugging, etc and do prefer to avoid it but I've had entire nights of being punished for trying to spread hooks. Perhaps it's a skill issue, but when the gens pop off so fast that I can only engage in three chases before the gates open to the teabag express, I might as well play to my skill level and juice what enjoyment I can from the match.

    While I do want the match to take longer, I simply refuse to engage with the community opinion that I have to play with what's presented to me. I am consistently told Killer is the power role, which means the power to adapt and change the rules of the match are in my hands. Thus, I change the rules according to this paradigm. Equally if I encounter a match in which I am full bullied out or get someone who is clearing gens they are nowhere near (hacking), I am more likely to start the next match out using every tactic in my book to destroy the next match.

    If I get a hacker (someone who consistently outruns me on a 12%+ haste build, clears a gen they aren't near, teleports, etc), a full bully squad, or three or so gen rush teams in a row, I'll give myself a 'treat' and play a full slug/tunnel in the next match. Then reset the cycle and repeat to treating the matches as single instance events until another trigger-case is met. I've found this makes the game far more pallatable.

    This is in current meta, the only way I can secure a meaningful sense of enjoyment from the game. So I do.

  • SkeletonDance
    SkeletonDance Member Posts: 664

    None. Slowdown perks are only useful if you want to increase your MMR

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,920

    If you count surge as slowdown, I run two. Surge because m1 no mobility cant afford to stop to kick, and thrilling tremors for minor slowdown, but I really use it for its information regarding it showing what gens are being worked on. In other words, im intentionally using one, but the 2nd is sort of a happy side effect.

    Ghostie p100.

    Surge

    Thrilling Tremors

    Mindbreaker

    Wildcard (whatever I am feeling - usually a nurse's calling).

  • jesterkind
    jesterkind Member Posts: 9,870
    edited May 26

    One, usually, but I'll sometimes run two if it's part of a build synergy situation.

    On my Sadako who I've been playing most recently, I run Gift of Pain as my one slowdown perk then rely on aura and one chase perk (Dissolution) to further slow down the game. Surprisingly effective on a killer with weak chase presence, and it's better on killers who have something innate to help them get downs.

    Personally I think it's a trap to run more than two slowdown max, you end up with a very brittle gameplan that can paradoxically make gens fly by faster because you're not actually getting downs or capitalising on hooks as effectively as you could be. Slowdown doesn't save you from that.

  • Rulebreaker
    Rulebreaker Member Posts: 2,715

    Depending on the character since we have different gimmicks/themes on each. Examples "Wood" hag has only ruined while "Sea" hag has pain res and gift of pain due to running full hexes and scourge hooks respectively. Forever Freddy is self explanatory, Trapper "traps" the gen via 4 gen blockers, Deathslinger who can only run anything with dead or death in the name. No set pattern.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,920

    It's great for knowing how much pressure survivors are putting on you, and otherwise what gens need to be defended. You have little spare time as an m1, so knowing where to go is vital.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,932

    Usualy just 1 for me sometimes none. Usually overcharge. Mostly focus on stealth builds etc, i almost always have Unforseen lol

  • LinKueiBrony
    LinKueiBrony Member Posts: 30

    Normally I'll just run one like pop or eruption and sometimes I'll run both if I can't think of another perk to put on. If I'm running a hex build then I bring ruin and pentimento, along with secret project and plaything.

  • zonkednb
    zonkednb Member Posts: 389
    edited May 26

    My most played killers are Wraith and Springtrap.

    With Wraith, I run pretty much exclusively tempo perks, think Agitation, Brutal (+shadow dance addon), Chili (sometimes Friends 'til the End) and Lethal. The idea is to keep my uptime maxed while clearing the map. All goes well I get my slowdown through overwhelming uptime and if I'm struggling in chase, the fast pallet breaks make for an easier time in the mid-late game. Sometimes I switch out my aura for En-Fury if I've lost too many uncloak mindgames at a pallet recently. Mostly, I'm just trying to win chases without too many perks that could build bad habits as I work on getting better at the game, and taking out the worry of time lost between each chase. I think that qualifies as no slowdown?

    For Springtrap, I vary my builds a fair amount depending on what I'm feeling. Currently I'm getting my slowdown from anti-heal, trying to make Ripped Curtain work. Thana, Sloppy and Nurse's with one free slot which usually goes to Pop because it synergises so nicely with Guitar Strings.

    Start game > Enter Door > Notice which gen starts getting progress > Emerge > Hit and Run > Repeat until all survivors are injured > Start committing chases > Get hook > Enter Door > Go to most progressed gen > Kick > Chase > Repeat

    Nurse's lets me disrupt attempted heals and get very easy downs, which then feed into Pop to take the edge off any progress they make while injured and Thana helps keep the pace slow until someone is out. Another fun thing is that it conditions survivors to hard stare at whichever door is near their gen, so I occasionally get away with just walking up to them from the other direction. I'll usually pick my three-gen based on how free the hit is after coming through the door instead of where on the map they are.

    I do lose with this build, but when it works it works. Also Nurse's is a really good way to set yourself up for a cheeky orbital. I love seeing them heal in jungle gyms.

  • Abbzy
    Abbzy Member Posts: 3,449

    If you win you will increase it annyway so unless you win/ loose 50/50 or just loose more you keep it.

  • Abbzy
    Abbzy Member Posts: 3,449

    Without slowdown, any gen deffence or endgame perk combo or strong high tier killer or very strong antiloop killer with chase build to have 20-30 second long chases you will loose to teams that have way less skill then you if they sit on gens and dont go down in 20 seconds.

    Thats just truth, but if you dont mind it its compleatly ok to play how you want if you dont break any games rules.

  • Xendritch
    Xendritch Member Posts: 1,861

    Usually 2 gen slowdown and sometimes 1 heal slowdown just because I usually play mid to low tier killers and game is miserable if you don't, like people will not chill just because you're Wraith giving them a break from their 47th blight/ghoul game and my MMR is too high to ever get chill games (not a brag I low key hate it).

  • HexSlugged
    HexSlugged Member Posts: 40

    For slowdown i bring hex perks which arent really slow down per se but you can make them spend alot of time totem hunting. but ruin is the only true slowdown perk i use but only because it goes with my perk builds. i dont like kicking gens much or am busy chasing or tracking and end up rarely kicking unless im right by one.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,567
    edited May 26
  • cogsturning
    cogsturning Member Posts: 3,329

    On Henry and Plague I'm currently running two, but on most killers I run none. I'm more likely to run aura, chase, or undetectable.

  • gerolau
    gerolau Member Posts: 175

    killer depends, usually ends up at at least one because i play lower tier killers and it feels like an uphill battle if i dont bring some sort of regression or slowdown condition. even with me feeling like they are somewhat essential on low mobility/high effort killers to do work, i will say i at least can still sometimes make that 1 perk something a bit more niche like call of brine or thanato instead of… pain res surge turn back the clock pop…. pain res surge turn back the clock ruin? pain res pop turn back the clock ruin… ah…

  • Abbzy
    Abbzy Member Posts: 3,449
    edited May 26

    Another huge factor is killer because some are strong and have fast start but others are weak or need set up like oni needs like corrupt before he gets furry or trapper is weak and has one of longest set ups or hag, nemi needs to power up so these killers needs something to buy them time so they get their power going or like plague needs like corrupt too even when she is considered a-tier because she has way harder times without it.

    Strong killers with fast powers can go without them like billy,blight,ghoul can go without them on average but against good survivors they still need something.

  • ArkInk
    ArkInk Member Posts: 1,214

    No more than 1 or 2 for me. Sometimes the game feels too fast for a lot of killers to reasonably keep up, but I've played enough survivor to know how demoralizing and unfun 3+ slowdown perks end up being.

  • SkeletonDance
    SkeletonDance Member Posts: 664

    I know that ^^

    I'm just taking 8 hooks and letting them go

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,616

    I average 1 per build. it takes special consideration to run 0 but it's not off the table.

    typically the slowdown would be oppression or surge.

    anything more and you just create stalemates where the games being slowed down but you can't advance the game, either so you're just dragging out a losing battle of attrition. even on a killer where theoretically you don't need perks like nurse, survivors can stealth you out if you're actually on 4 Slowdowns.

    i like perks that feed into each other.my first main legion for example a classic build I have is Mindbreaker, Surge, Enduring, Dissolution. Enduring gives me free downs randomly which can be the help I need to deal with good survivors. playing with Enduring naturally makes Dissolution a fine combo since I eat pallets for breakfast.

  • MechWarrior3
    MechWarrior3 Member Posts: 6,038

    Not normally. I have run a couple. Although I have a build called "BOOM!" Its Pop, Surge, Eruption and Pain Res. You hear a lot of explosions throughout the match. Its very fun lol.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,567

    You should run that on ghostface with the driver's licence addon. I love running that with surge, catch a survivor lacking on a gen, mark boom instadown boom dms just for a little more visual chaos when they're forced off the gen.

  • QwQw
    QwQw Member Posts: 4,729

    Usually none.

    Winning as a meta slave is just not satisfying for me, even if I'm playing a weak killer or in solo-que.

  • Zakon05
    Zakon05 Member Posts: 468

    Usually 1-2.

    I find that running more than 2 creates a "win-more" scenario. Since most slowdown perks activate on hooks/downs, if you're getting those then you can capitalize on that to create pressure survivors will have trouble overcoming.

    But if you're struggling to get downs, your perks do nothing.

    I'd rather have perks to help me actually catch good survivors than perks to stomp medicore to average survivors harder.

  • Skitten56
    Skitten56 Member Posts: 563

    Really depends on the killer. Some killers I feel completely comfortable with 0-1 depending on what build I feel like running. Other killers it feels like the only way to keep up with survivors and I run 2-4 depending.

    Also really depends on whether I'm in the mood to try fun builds and see what happens vs trying to sweat for a 3k/4k. For the most part I have my sweat killers like Onryo, Oni and Artist where I'm always trying to win and thus tend to run slowdown more. And then I also have my chill killers like Skull Merchant, Pig, Demo, and Trapper where I'll still try to win but usually am either trying a fun build or am willing to have fun moments with survivors if they come up so I run 0 unless the fun aspects demands it.

    In general though I try not to run slowdown too much as I don't want to be reliant on them or boost that specific killers MMR past what I'm capable of handling.

  • Nazzzak
    Nazzzak Member Posts: 7,772

    Just the one, Corrupt

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,616

    I'm in the same boat as you brother i have no need to win more, I'd rather have help in situations where hope is almost entirely dead.

    I almost consider pain resonance to be win more because if I even have ONE hook I'm happy some games are so tough I've spent 5 generators still tier 1 as nemesis with 0 hooks.

    I've been happily surprised by my testing with Deerstalker on Cenobite because my worst enemies are stealthy pre runners who are very efficient and safe normally this destroys all my killers even my Pinhead because I can't account for where they are when the box spawns and normally these sneaky types would always have my box and safely solve them but now these sneaky types are a liability and it's a load off my nail-free mind.

    I guess win more can be nice for ego battles and twitch content but I love having something to keep my mentals stable for when I hit rock bottom. it's these matches where patience is key anyway, because some matches are so lopsided with little you can do except patiently wait for an opening and ruthlessly exploit that. but maybe I'm too much of a dork who sees themself as Goku who only wants to take on the world's strongest I don't need perks for average mmr

  • random1543
    random1543 Member Posts: 785

    When I play Billy I tend to use one, Used to use pain res or pop to combo with no where to hide but since turn back the clock has came out have been using that.