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Good builds for solo survivors?

KayK99
KayK99 Member Posts: 94

So I seem to be doomed with getting red rank swf tryhards when playing as killer and absolute brain dead potatoes when playing as survivor. Now I wanna tell those other survivors "F yourself" by having a build that is completely selfish or simply benefits me and only me the most

I got these survivors: Dwight, Meg, Claudette, Jake, Kate, Feng, David, Bill, Nancy, Nea and Ace.

Hopefully you guys can provide some help. I'm sick of doing three gens all by myself and then to die on my first hook ;-;

Answers

  • FireHazard
    FireHazard Member Posts: 7,314

    @KayK99

    What you face is what everyone faces, it's nothing new as a solo Survivor/Killer.

    If you'd like a build that covers all bases, than you can try Decisive Strike, Spine-Chill, Botany Knowledge, and Self-Care. I'm sure someone will meme "Self-Care in 2020?" or whatever, but if you're interested in helping yourself from bad situations than Self-Care is for you, Botany Knowledge gives a 33% healing bonus, so it's useful for boosting Self-Care and also healing other teammates as well.

    Decisive Strike is just insurance in-case you get tunneled, and Spine-Chill actually boosts a lot of action speeds in-game. Spine-Chill boosts Gate Opening speed (this one is especially good), Repair speed, healing speed, vaulting speed, etc.

    It's a fairly solid and underrated perk, give it a try! If you don't think Botany Knowledge is useful, than switch it out for Iron Will, another underrated and strong perk.

  • Nos37
    Nos37 Member Posts: 4,142

    Spine Chill boosts? It shaves 1 pixel off of an 80s repair IF the killer stares in your direction without chasing you off the gen, but sure, "boosts."

    That said, Spine Chill is a good detection perk that tells you when to move off a gen. You have Nea, so it works well with Urban Evasion.

    Bill's Left Behind will help you find the hatch quicker, even if it doesn't guarantee you'll get to it first.

    Feng's Technician or Jake's Calm Spirit will help reduce your noise.

    Oh! You have Nancy. Her Inner Strength is good for healing quickly after being unhooked, and I find Fixated to be better than Urban Evasion at moving away from gens after Spine Chill.

    If you're good at evading the killer the whole match:

    • Spine Chill
    • Fixated
    • Calm Spirit
    • Left Behind

    If you find yourself getting caught and hooked:

    • Quick and Quiet
    • Lithe
    • Inner Strength
    • Iron Will
  • FireHazard
    FireHazard Member Posts: 7,314

    Have you ever been in a Last Man scenario? Spine-Chill gives you two options in that scenario, you can either wait at the farthest gate for the Killer to close the hatch, or look for the hatch. If you do the former, you can actually open the gate before the Killer gets there, since Spine-Chill boosts your gate opening speed by 6%. It's not a lot, but it's actually enough to open the gate and escape JUST when they get there.

    Besides that, I can agree Spine-Chill doesn't really do much for the other action speeds, it's mostly used for the scenario above and as a detection perk for every Killer.

    Inner Strength is a good perk to use if you can't rely on other teammates to heal you. Personally, Urban Evasion gives you some flak, so I wouldn't really use it because it's only good on Survivors that can "blend" into their environment

    I like the last perk build suggestion though, pretty solid for general play.

  • SebaOutbreak
    SebaOutbreak Member Posts: 399

    I believe the following perks will help you lots if you prefer a more "solo" playstyle. I've been there and it sucks. So here goes:

    Bond/Empathy: By seeing the auras of your teammates, you can choose with less hassle where to go or what to do. You can also use this to completely avoid them, and potentially avoid the Killer too.

    Self-Care + Botany Knowledge: As stated above, if you want to priorize yourself above others, these 2 should come in handy. Pretty good if you don't have a med-kit on you.

    Iron Will: Should it happen you're wounded but you don't wanna risk going to your teammates to be healed, this one is very useful. If you're a good looper, this will help you lose the Killer a lot.

    Kindred: While you prefer a solo playstyle, there may be times when help from your teammates is absolutely necessary. If you get hooked and don't have Deliverance, then Kindred can help your team to organize a coordinated rescue. After you get off the hook, you can go back to being a lone wolf.

    Decisive Strike: I see you don't have Laurie yet, so you might wanna buy her or wait for DS to be on the shrine. It's a great anti-tunneling perk and it can save you a lot.

    Deliverance: You might wanna get Adam too, and you can even buy him with shards if you don't want to spend money. Deliverance is the best "F*ck it, I'll do it myself" perk. The trade-off is that you have to make a hook rescue before you can use it, and if you don't do it or you are the one who gets first hook, it goes to waste. Nevertheless, it's another perk that can save you in dire situations. Pair it with Iron Will so the Killer can't find you while you wait for the Broken status to go away, then heal and carry on.

    Finally, there are some situational perks that are not bad for solo playstyle but aren't exactly mandatory: Lithe, Unbreakable, Dead Hard, Sprint Burst, Adrenaline, Spine Chill and Left Behind.

  • Fibijean
    Fibijean Member Posts: 8,342
    edited March 2020

    Aura reading perks are incredibly underrated, especially for solo players. Bond (Dwight), Empathy (Claudette) or Kindred will give you a lot of information about what your teammates (and possibly the killer) are up to and where, which can help you avoid getting caught and know which areas of the map are safe to traverse. Feng's Alert is also a possibility, since it will give you a lot of information on the position of the killer in particular.

    Nancy's Inner Strength is a great self-heal perk if you're good at finding totems. If you're worried you won't get enough use out of it, though, you can bring Claudette's Self-Care instead, which is slower but more reliable and not as inefficient as many people believe (as long as there are no healing debuffs in play).

    Jake's Iron Will is also a great perk to limit the damage being injured can do to your chances of survival. Iron Will and Resilience is a popular combination if you're fairly confident in your ability to not get downed quickly.

    Meg's Adrenaline is a great pick to help you get out of the trial in one piece, the obvious downside being that you have to survive to the end to get any use out of it. I would also recommend Bill's Unbreakable if you get slugged a lot - not only does it help you get up on your own in the most dire of situations, but (more importantly, in my opinion) it helps you recover faster and you can recover to 99% instead of 95%, so it's easier for teammates to rescue you.

    In summary, I would personally recommend one aura reading perk, one self-healing perk or Iron Will, plus Adrenaline and Unbreakable, although you can substitute one of the latter two for Spine Chill or an exhaustion perk if you prefer.

  • Raven014
    Raven014 Member Posts: 4,188

    Aftercare, Inner Strength, Head On, and We're Gonna Live Forever is my solo build.

    Aftercare: good for solo since you can keep tabs on those who help you and those you help. It's even better if you're good at not getting caught, since the effect can endure the entire game if you never get hooked. This perk is criminally underrated since most people don't like stealth and don't prioritize their own survival at pivotal points. You can help others later after you are out of danger.

    Inner Strength: With how many Sloppy Butchers out there, this perk can easily combat it... even though it's only 5 times a match.

    Head On: A perk to combo with Inner Strength. If you can't heal fully before the killer gets to you, you can use this to escape a locker grab. It can also open new loops on T+L wall loops, but just know it's not the best exhaustion perk in the game.

    WGLF: Just a BP perk. It can double your points if you play the game right. No immediate benefit, but it will help you in later games. It does encourage you to unhook and take protection hits for others, so they encourage coop play.

    These perks kind of don't completely synergize perfectly (aftercare and a pseudo locker build don't mix, and WGLF's coop play counters Aftercare's selfish play...), and they may not speed up gens or prevent teammates (or yourself) from dying, but the balance between selfishness and altruism works wonders for me. And it does require some stealth capability to pull off, just because Aftercare demands it, and skillful play, because WGLF and Head On demands it.

  • Peasant
    Peasant Member Posts: 4,104

    I use the "Team Captain" build:

    Bond, Better Together, Kindred, and Prove Thyself.

    Bond let's you keep an eye on how the game is going and lets you get heals reliably from team mates. (It's free BP after all.)

    Better Together helps your team find you and use Prove Thyself to power through your generator . (When it doubt, do mid first.)

    Kindred is so awesome that it needs to explanation. Just, use it for a single solo game, you'll see what I mean.

    And I already discussed Prove Thyself.

    By using this build you are ensuring that generators are constantly going and that saves are happening properly. I dubbed it the team captain build earlier, but let's be real if anything, it's a momentum build.

  • Gl1TcH_8727
    Gl1TcH_8727 Member Posts: 105

    Same every mf'ing time I get hooked nobody comes to save me until 2nd stage it's bullshit

  • Kira4Evr
    Kira4Evr Member Posts: 2,025
    • Deliverance
    • Self-Care / Iron Will / DS
    • Bond/Alert
    • Exhaustion Perk of your choice
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  • Bwsted
    Bwsted Member Posts: 3,452

    If you want perks that benefit you first, you're still looking at meta perks. Survivor perks are not that big of a mystery, imo.

    Just go Iron Will, DS, UB and SB or DH and a medkit.

    Wanna keep your DS while being able to heal because your rescuers run away? Then just throw in Inner Strength.

    Not confident being chased? Then look no farther than Lucky Break.

    Wanna avoid the killer as much as possible? Spine Chill with Fixated.

    Want to escape ez? Take a key with a hatch offering. GG baby teammates.