Killers: tips on how to battle gen speed
Right, so I have that age old dilemma with the speed of generators. Ruin tends to break almost instantly, unless I spend time protecting it. Without it, gens go off so fast I barely can't begin applying pressure. I've tried sloppy butcher and PGTW but it doesn't seem to pay off. At least not in middle to higher ranks where healing is less of a priority. What's your strategy?
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Play as Spirit and Discordance with Sloppy Butcher, this seems to be most effective to me :)
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@Ember_Hunter I like it. You would definitely heal against a spirit...
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Then if you have Nurse's Calling or Stridor :) (I don't have it unlocked yet)
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If survivors want to "get the gens and get out" there is very little you can do about it.
Hence why I only tend to play Billy and Spirit to have decent chance. Nurse is ofc the best killer as she ignores all mechanics survivors have, but I find her boring.
My Billy build: BBQ, Whispers, Enduring+Spirit Fury
My Spirit build: BBQ, Ruin, Sloppy and Nurses
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Well If I want to rly slow down the game, I would play:
- Hex: Ruin
- Corrupt Intervention (camp opened gens for whole duration)
- Pop Goes The Weasel
- And maybe some other slow down perks (Overcharge, Discordance, etc.)
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Corrupt Intervention is bad. Survivors can just wait it out and because the only detection perk that reliably works in that situation (Whispers) is trash there is nothing you can do. Yes this is very boring for everyone involved but it is the counter to the perk if you are playing to win
Pop Goes The Weasel is meh
Overcharge on its own is bad, you should combo it with Surveillance. Though at that point you can also run JUST Surveillance and use the perk slot you save by not running Overcharge for something else
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The main reason I would play Corrupt Intervention is because it's a nice boost for Gate Keeper emblem and they can't finish and hardly progress on any generator for 2 minutes (that's a lot of points for Emblem if 0 gen is done). You have to just camp the opened gens (that's not fun of course, but otherwise that perk is easy avoided if you chase someone and you let opened gens to other Survivors to do).
Pop Goes is good if you down at least few people and I agree, Overcharge is not good on it's own againts decent Survivors but there is not much left for slow down perks at this point. The last perk slot would be "filling" my main 3.
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