Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Best Perk for watching over gens?
Im speaking on your guys's opinions for best perk on watching over gens so you got discordance survelliance Corrupt intervention, Thrilling tremors ETC im thinking about leveling up pig for survelliance since a lot of the time ill kick a gen and walk away then the gen instantly pops like 30 seconds later so i could walk away see it light up and rush back.
Comments
-
I think Thrilling Tremors is maybe the best perk in the game to watch over gens, and comes with the benefit of slowing down progress if they weren't touching one as you picked up. Downside is the huge cooldown though.
The Surge/Surveillance combo is probably the best gen watcher build, but that's 2 perks.
1 -
Corrupt Intervention doesn't really provide any info on gens, and Thrilling sometimes blocks you from using pop and its effect of knowing which gen is being worked can be done by BBQ, so I think Discordance is the best
1 -
what killer do you recommend that build on? the surge surveillance because that sounds kinda cool.
1 -
I have been seeing a fair amount of value out of mindbreaker recently. Game ending value. Every good survivor will run an exhaustion perk, and being able to deny sprint bursts or balanced landings directly off generators has been surprisingly strong. Greedy survivors with dead hard repairing while injured will also be punished.
I probably would not run it on a non-stealth killer however.
1 -
Stealth killers make good work out of it, but really...any killer that downs mainly with M1 can use it pretty well. If your constantly getting downs with chainsaws or hatchets or something...your not gonna proc surge much so it'll be wasted.
1 -
The only reason to run surge is if you don't have pop goes the weasel unlocked.
0 -
Yup, exactly what @LordGlint said.
Pretty much any killer that downs with their M1. It's definitely a cool build.
1 -
Nah, surge is a good time saver. Alot of gens are kinda out of the way, such as the gen in the portal room of Hawkins or the gen in the house on Mother's dwelling. Starting the regressing process on gens without having to stop to take the time to kick each one is VERY helpful. The extra 8% regression is just a bonus. Surge by itself can also be a nice tracking tool to draw your attention to a nearby gen that you might not have even realized was being worked on. I run surge AND Pop in combination on my Freddy to start regressing gens nearby where I down someone, find a new target far away with BBQ and Pop THAT gen when I get there that WASNT affected by surge.
1 -
People underestimate Surge, man. It's my favourite perk rn.
1 -
Surge + Pop is overkill. You only need to doctor 3 gens if you are playing to that strategy, and pop is plenty. It has no cooldown, and can be used multiple times in succession on particularly contested generators.
Surge is a lazy perk compared to pop, but not nearly as good.
0 -
When it came out, it took Ruin's spot on my Freddy. Havent gone back on that one, lol.
1 -
It's replaced Ruin on just about... every... M1 killer I play :P
Love its design.
1 -
Keeping gens regressed doesnt mean I'm following a 3 gen strat. Just means that survivors are constantly being chased off their gens and coming back to finding them without progress. Freddy is a highly mobile character, so it would be kinda silly to not take chases where I see them and keeping EVERY gen regressed, as opposed to acting like Golum towards only 3 of them.
1 -
corrupt+discordance, surge+surveillance are good combos, while thrilling tremors is good on its own or with pgtw. It all comes down to killer and playstyle
1 -
Well Freddy is a crutch character now, so that is understandable that you can get away with using suboptimal perks on him.
0 -
The best 2 gens watching perks and they can be run together in my opinion are surveillance with discordance you can add pop but pop doesn't let you know someone is back on the gen
1 -
Clearly a perk that saves the killer time is "suboptimal" when killer gameplay is ALL about time management. Personally, if Surge worked on ALL attacks instead of just basic attacks...Id be using it alot more often on killers like Bubba or Huntress.
1 -
How is it saving you time? It doesn't regress the generator nearly to the same degree, and has a huge cooldown.
If survivors are going to immediately go back to working on the generator, which they will be in most cases if they good, it is inferior.
If the gen is going to sit there and regress back to 0 anyways, you could get away with not having a perk at all.
0 -
Personally, Im a big fan of Discordance. It's great because it does so many things, I mean ... It does one, shows you gens on which multiple people are, but this not only lets you find 2 survivors, it also disrupts half of the team (atleast), oftentimes it spares you looking for survivors in the very early game, is a clutch in the lategame, when survivors may try to rush the last gen etc etc. One of my favourite perks, you should give it a try too ;) !
2 -
It saves you the time needed to go physically kick the gen. Many gens are out of the way and take a significant amount of time to travel to...like the gen in the portal room of Hawkins or the one in house of Mother's dwelling. Saving yourself the 10-15 seconds of travel time is pretty big. This isnt taking into account the 8% regression AT ALL, which like I said...is just a bonus. Your focusing too much of the 25% regression of Pop, which hinders the SURVIVORS time. Surge might not hinder the survivors time AS MUCH, but it HELPS your time. In the tug-o-war game of time manage, both are important and valid. Its also nice that Surge is pretty much passive, so you dont have to break a chase to make use of it. Lets me play pretty aggressively when the opportunity arises.
3 -
Like I said, if the gen is going to regress to 0 because of surge, you could have gotten away with not having any perk at all, because it means no survivor was nearby to work on it anyways.
0 -
I dont understand this logic... Your saying I might as well leave a generator completely alone that has progress than use surge to begin the regression?
1 -
For the most part yes, there is a reason killers don't kick generators at red ranks unless they have pop goes the weasel. It is a total waste of your time. It takes ~2 seconds for you to start regressing it and 0 seconds for a survivor to start repairing it again. The only time to kick a gen without pop is if you think there are literally no survivors nearby at all, which is almost never the case if a gen is being worked on.
0 -
With surge, it takes 0 seconds to kick that gen. AND you get information that it was being worked on with a loud BANG, often times presenting you with your next chase. Also, lets drop the whole red ranks thing since pretty much EVERYONE hits red ranks every month. It just becomes a sort of elitest comment that people throw around to pretend like everyone else doesnt know how tough the "super" games THEY play is. I tell you from experience on actually USING the perk at red ranks...it has great value. Theres not always gonna be ninja survivors ready to stop regression on every gen you regress with surge. Survivors DO infact leave partially repaired gens when they have to do things like run from the killer or unhook their teammates
2 -
You can get away with using no perks at red ranks, the argument is moot. You can get value out of any perk in the game, but if you are strictly trying to control generator progress, pop is just the better perk.
0 -
I give, you win
0 -
Killers do kick gens at red ranks lol. All a gen kick needs to be worth it is to regress more than the time it took to go and kick it, and you do this by trying your best to keep track of where survivors are - weighing up if it's worth it to kick or chase. If you down a lone survivor by a gen he was working on, are you really not going to kick it before hooking him? Takes like 2 seconds. Also can be used as a tracking tool if you see a gen you've kicked isn't sparking anymore.
And yeah I don't get your logic either, Surge removes all need to go out of your way anyway. It's purely passive. Even if you despise the perk and think it's the worst thing ever, you can't argue it is nothing but a net profit for you.
2 -
Every perk in the game is a net profit. It is up to which 4 perks are more effective than others. You can only regress a generator with 1 perk, and pop does it significantly more.
0 -
I will take another second and promote mindbreaker though, it absolutely destroys sprint burst / balanced landing users on the stealth killers. Nothing else is going to give you exhaust generators. Combined with pop and ruin of course to keep them below 50% as much as possible.
1 -
They're 2 completely different perks though. Pop is active, and Surge is passive. Pop is really strong, but it requires you to go out of your way and find gens with decent progress to kick within a time frame, maybe giving survivors distance or requiring you to give up on chases.
Surge just does its thing and you don't have to worry about it.
1 -
If you are within 32m of a gen, chances are you know it was being worked on either way. Unless you are on a tiny map like the game but everything is cheesy on tiny maps anyways.
0 -
This is assuming survivors stick to a gen and never let go until it's fully completed though. Ain't true at all. If you're downing people you'll be forcing them to let go of gens often to save teammates.
And if the guy you downed was the one on the gen, then hey you got a free gen kick and -8% regression if you were within 32m of it.
The fact that it can hit multiple gens is also nice.
1 -
If you are downing people that fast, surge will be on it's cooldown and useless. And if they are going down that fast, it was probably going to be a won game without the perk. And it's not a "free gen kick" when you consider what perks you could have had in it's place.
If it's the last generator, and you can have an 8% regression or a 25% regression, which one would you rather have for the same down?
0 -
...I'm just gonna stop here lol. Your logic is really bizarre to me and I don't get it.
1 -
It is a good perk, but I am saying it's totally outclassed by pop if you are trying to control generators. It is very passive and that's nice, but that's just going into a game without any sort of strategy. Most killers just hop into a game and do what they can, and surge is nice for that.
If you are trying to control specific generators, pop is going to give you much more value for the same "kick". If survivors are going to keep working on that generator, the 8% will screw you over when you could have had 25%. That is about as clear as I can make myself.
0 -
Surveillance for stealthy bois and guerls and Thrilling for chasers.
1 -
I’m running surveillance on all my killers, pretty useful perk if you ask me.
Discordance is great in higher ranks
1 -
Surveillance and Pop goes the wheesel is an amazing combo. Imo you shouldn't run more than 2 detection/regression perks. These two plus complimentary perks are my go to (spirit for example I'll run stridor and sloppy to keep people injured and track them easier).
1