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What's a simple starter but really good perk build?
Like perks from meg, Claudette, Dwight, William bill? There the starter survivors, so I'd like to know a good perk build with their perks.
Best Answers
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Sprint Burst, Self Care, Botany Knowledge, Kindred.
Sprint Burst is a Meg perk, and arguably the strongest exhaustion perks, though it's a bit hard to use.
Self Care and Botany Knowledge are Claudette perks. A really good healing build that provides a nice buff to healing teammates as well, and it makes medkits last 55% longer if you find them.
Kindred is a base perk and one of the strongest perks in the game. It gives you all the info you need exactly when you need it.
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borrowed time, spine chill, resilience and dead hard/sprint burst (preferably dead hard since its easier to get used to than sprint burst, switch to sprint burst later on)
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Answers
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No Mither, Self Care, Unbreakable and Slipper Meat
Best build in the game
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This helps so much! I am definitely using it right now.
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When FIRST starting out?
Bond, Unbreakable or Spine Chill, Borrowed Time, Kindred.
Bond: Let's you quickly team up and get used to how people move around in the game. Also lets you know when someone is coming, see how they are moving, and lets you know if you are going to lead the Killer to friendlies. Without this, it could be very easy (being new) to accidentally lead the Killer to a gen that is being worked on. As the player gets better, they will drop this one once they are comfortable with the general Survivor mindset.
Unbreakable or Spine Chill: Unbreakable as a sort of safety cushion, and gives some options when slugged. Not SUPER common with new players, but not entirely uncommon either. Spine Chill is more preferable, as it gives the Survivor more intel on where the Killer is looking, how they react after hooks and such, and puts them in the mindset of learning how Killers move around during a match.
Borrowed Time: New players aren't the best at knowing how to get safe unhooks. This will help a lot, giving them much more room for error, as well as knowledge on how to use such perks to play around issues that pop up. It can be used passively, which helps the new player concentrate on the basics of the game.
Kindred: Giving new players the ability to see how the Killer operates around the hook is fantastic for their overall game sense later on. Furthermore, it helps their team know when to attempt an unhook and teaches them as well. It's a fantastic perk for Survivors that are new and learning how the game plays.
I don't have any exhaustion perks on here because I don't think they are as important early on, when learning the basics is really the most important thing. Once a Survivor player becomes comfortable with playstyle and game sense, then they should start looking at perks such as Dead Hard, Sprint Burst, or whatever, to round out their preferred method of going about trials.
Don't ever suggest Self Care. Just don't. Ever. Ever ever. Never. Never ever. Never ever ever. Never. No. Stop. Stop it. Just stop.
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For actual starters (a lot of these builds you have to level up other characters first) Feng's base perks are great.
Technician lets you not worry as much about failing skill checks while still punishing you for failing them (extra regression), so you can safely learn but still have some pressure to not mess up
Alert gives you some basic yet useful info about the Killer's whereabouts
Lithe helps you out in chases while teaching you the mechanics of Exhaustion.
And what's great is you don't have to grind a ton to get all of these perks.
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Kindred is a mus in SQ.
Sprint Burst discourages a killer from chasing you.
Iron Will can easily make the killer lose you.
the last one to your taste.
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Using solely the perks instantly available to all characters, without any teachable perks, a decent build could be:
Kindred, Resilience, Spine Chill and We'll Make It.
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Sprint burst maybe. Exhaustion perks can help you drag out a chase when you're new at the game but some people end up depending on them.
Kindred - If you see the killer waiting around the hook, do gens
Borrowed Time - A lot of killers camp in the low ranks (and any ranks) so this is a must.
Not sure about the last. Self-care is kinda bad now. However if you combine it with botany as suggested above it's actually ok. I'd personally definitely recommend kindred and borrowed though. Maybe drop sprint burst for those two. Botany makes self-care actually useable and it really helps your team get on their feet faster.
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Solo -
Kindred, Bond, Iron Will, BT
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Sprint Burst/Dead Hard = Sprint Burst discourages the killer from chasing you, can help you out if you're working on a gen with no pallets around. Dead Hard is more skill based and you'd have to learn how to use it, but it's good for erasing a mistake you did in a chase. I'd probably go with Dead Hard to begin with
Kindred - Amazing for a solo build, cause you get so much information when someone gets hooked or give your teammates informtion when you're hooked.
Iron Will - Helps you lose the killer during chase and you can remain hidden while injured
Spine Chill - Paired well with Sprint Burst, cause you know when to be alert for if the killer is coming towards you, so you know it's time to start looking around.
Kindred could be replaced with Bond, cause it constantly gives you useful information for what's going on around you.
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