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Lone Wolf playstyle
Am I the only person that goes into a solo q with the mindset to prioritize my own escape? I know it may sound selfish, but that's the name of the game to escape.
Sure, I'll help out if it's convenient or I know someone is reliable and can help me get out. Also, I would never actively sabotage someone else chances of escaping. However, at the end of the day, if someone goes down because of NOED or someone is being camped, I'm going to prioritize my own escape.
Comments
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I can agree with that I do that too but i still know this is a team game and won't escape if I don't help my team so occasionally I will act super altruistic
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No you're not, but you're also one of the people who prevents a lot of 3-4Es because of your mindset and priorities. Escaping is 5k points and being able to keep your item, thats it. You can do more to assure your survival with info perks while also being able to better keep everyone else alive at the same time, Kindred, Windows, and Empathy all do more to give you a chance at survival than stuff like giving up on the match and playing for hatch because its starting to go in the killer's favor. I'm not saying you should never take hatches or anything like that, just that it should not be the priority. Hell, you can sometimes get more than that 5k in a single chase vs the killer when things are looking unwinnable to begin with. All it really takes are some chase time and like 2 pallet drops.
I feel people put way too much weight into whether they survive the match or not, like their character dies for real if they don't escape or something. Maybe they just absolutely hate the entity sounds and animations when you die. It just always seemed weird to me when the only thing the game really gives you for it is allowing you a chance to actually get survival points when are they going to fix this stupid category to not be so ass.
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Its a team game. Prioritizing your escape means taking hits for other survivors, body blocking when it makes sense, unhooking others and sometimes taking chase so you dont lose.
1 survivor being sacrificed early because nobody did those things means you are all probably getting sacrificed.
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You’re not but I wish the devs had clearly made the survivors actually win or lose as a team from the outset. Semi-cooperative game design rarely works well.
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Points... I calculate to make sure I'm doing enough in each category.
Challenges and Rituals... Usually the priority.
Ethics... I'll run back and try to save a survivor at end game if I haven't been hooked. But it depends on how well they played.
Just had a game where a Feng was hooked on the otherside of the map with no gates. It's Endgame, 3 survivors left. I unhook Feng, we start the sprint towards the gate, Ghostface is on me, get hit, nice boost of speed, I was close to gate but knew I was going to go down, and boom survivor 3 comes in with a protection hit, and the three of us escaped. Sometimes it's best to do the right thing to have those kind of stories.
Sometimes, I'm just left on the hook. Ya never really know.
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My perk loadout always consists of Alert, Kindred, Windows, and Empathy, my escape rate has never been higher and I've never earned as many bp in matches before. I recommend this combination of perks for anyone to try!
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I soloq and play to escape, but also sometimes it's good to play for others escape. If you're having a rough few games and your team mates just aren't carrying their share of thw burden because they are under to much pressure, sometimes bringing along an anti-tunnel kit and anti-vhase perks are the way to go. You might die at the end, but two survivors escaped instead of none. Think of it as stealing the killers kills.
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Of course you aren't the only one. I don't generally care so I'll do what I feel like. Of course sometimes I just leave as well.
Fr, I wish survival points weren't so hard to get.
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I am sure you're not the only person no, it's definitely not how I play though. I'm normally the person making saves and I'll take hits for my team mates especially if they're on death hook and I've not been hooked.
If someone goes down to NOED, I'll try to get that totem out before making a save or if I've not been hooked will trade places if I need to buy the team time etc.
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Depends on the game, how my teammates were, how the killer is playing, or even just my mood. Sometimes I'm trying for end game save that gets me killed, other times I just open exit as fast as possible and leave.
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I'm weird when it comes to altruism, I usually focus on gens and let my teammates save because two people rushing a hook can be pretty catastrophic if done poorly and generally people want those unhook points so it's not an issue I am however the idiot that will save during EGC when it's unlikely everyone is getting out alive and be the one to die after not being hooked all game. So I guess I'm only altruistic when it's the worst time to be lol.
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You're not the only one, but your odds of escape decrease dramatically with each teammate that dies.
Not saying to recklessly throw yourself into the jaws of death, but assuming some risk when called for to help keep your team alive is definitely the right wat to play even if all you care about is getting out.
I mean if you're standing at an open gate, and you choose to just run out regardless of what else is going on, so so be it. But if you refuse to take any risks (take a hit, hook trade, etc.) to help your team throughout the match, you're really hurting yourself.
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So called "Lone Wolf" is pretty much only after last gen is popped, and that is already a rare occurance. Before that without altruism you won't survive.
But in the end, if NOED, I'll try safely find it. If survivor camped, it depends on killer type and other survivors. In general, everyone are lone wolfes.
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I see where you are coming from, but everyone here has a good point.
OP, your point is that you don't have to run into certain death to help others when you are in the clear to just escape and "win."
On the other hand, YOUR escape is a lot less likely if you don't help out your fellow teammates who are ALSO looking to escape and "win."
I think that everyone has a playstyle that balances "Lone Wolf" and "Team Player" to a degree. At least, I think that the BEST playstyle falls somewhere in between these two.
Idk. I normally play medic builds to prioritize OTHERS surviving for longer which often comes back to help ME get out since we all stay alive and cooperating.
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Honestly, I think this game could definitely benefit from some kind of multi-escape reward incentive. I.e the more survivors that get out, the higher each survivors BP gain is. Like a multiplier or something. That would motivate solo q more since now there's a tangible reward for being generous and not playing too conservatively.
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This, it can be so crucial to take a hit for an injured or last hook survivor.
If others are on death hook and you have none, its time to go play with the killer.
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So this thread got me thinking, what would be a fun "Last Survivor Standing" loadout? 🙂
I'm thinking something like this:
- Left Behind - You can see the aura of the hatch within 32 meters when you're the last survivor.
- Low Profile - Suppresses your Scratches and Blood Pools when you are the last survivor for 90 seconds
- Sole Survivor - Hides your aura up to 72 meters based on how many other survivors have already died. When you are the last survivor you also repair gens 75% faster and open gates 50% faster. (You are also probably the killer's Obsession)
- (optional)
- Off the Record - Hides auras and suppresses sounds after unhook for 80 seconds, also Endurance until you do a Conspicuous action.
- Iron Will - Reduces sounds while Injured and not Exhausted
- Unbreakable - Recover from dying once per trial and recover faster while dying
- Tenacity - Crawl faster while dying with 75% reduce Grunts of Pain
The first three perks are kind of obvious, the fourth slot is more flexible. I'm thinking if you're the last survivor left then one of the optional perks I listed might be an ok choice to compliment the other three. Basically that fourth slot either makes you harder to hear, lets you stand up if the killer tries to slug you while they hook someone else, or if they slug you while they look for someone else lets you crawl quickly toward the hatch to slink out. (I also considered Distortion but Sole Survivor already hides your aura within a very wide area by the time you're the last one alive so it felt like too much duplication.)
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I agree with this wholeheartedly
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I play a lot of SoloQ... or well I used to before 6.1.0. I loved to be a hero. Even if it meant my own death I would generally try to save and help my team as much as I could.
When I play solo survivor now... 7k is a bigger incentive to leave my team to die...
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you want Wake Up as your 4th perk, and a key in your hand.
voila! now you can escape every trial without touching a single generator.
just what solo queue needs /s
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This idea works up to the point that people recognize keeping your teammates alive is the best way to survive. It's like Dwight's quote. It's in your best interests to get chased and take heat so that the game doesn't enter a 3v1 early - just not necessarily to do so when the gens are almost done, or once the gates get powered. In solo queue, that's often a death sentence no matter how few hook stages you have.
I can't blame anyone for going "screw it, let me take my E" at the end over saving someone else. (Unless saving someone else had no risk involved and they bailed anyway.) Solo is miserable and sticking your neck out for the heroic lategame save generally gets you killed in the other guy's place - and unfortunately, that's way more punishing than it used to be, due to how survivor MMR works. Didn't use to matter if you lived or died; now you're rewarded for the heroic sacrifice with idiot teammates, and that causes people to regard escaping with a sort of desperation that wasn't previously present.
But people that just play for hatch and intend to let their teammates die at the first sign of trouble are terrible for the game and I don't want them anywhere near me.
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As killer main, when I run into a team with a heavily selfish survivor (abandoning their mates on hook and hiding in the corners, I tend to kill them and let everyone else go.
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I only have one question about Wake Up, though, I think it only activates when the Generators are completed. But if the Generators aren't finished, and the killer closes the hatch, I don't think Wake Up will activate will it? (It's similar to how Rancor doesn't activate when the killer closes the hatch.) So it would only help in the scenario when the last other survivor happens to die after all the generators are finished but before the doors are already open.
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It's way more fun to play altruistically. I'll go back and save the last teammate on hook when the exit gate is open or 99ed.
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Wake Up will activate if the killer closes hatch!
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I prioritize my own BP, anything else is optional
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I play like that too. The risk of getting sacrificed is never worth it because you lose like 7k survival bp and grade progress. Even worse you risk giving the killer more kills.
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I do not care about escaping myself, so I play hyper altruistic. But I play the sleaziest lone wolf style imaginable if I am on an escape challenge. Challenges make me play in a way that nobody would ever want to play with me if they weren't forced to. But I am not taking responsibility for that, I would not do it if it weren't for the challenges. Their b.
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But you dont win or lose at a team. mmr is based on however you escape or not, not on your team performance, and not on any other action you take in the game (which is very flawed, in my opinion). And by that, the devs made pretty clear that you fight as a team, but win or lose as an individual.
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Thats nice. i only get killers that find me on a gen, kill me and let the one hidding in the corner escape rather than searching for them for 10 minutes. Its so strange, i often read killers comment they go after the one hidding and playing selfish, but my experience is the total opposite.
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Interesting, I'm surprised it works differently from Rancor since they use the same phrasing ("When all Generators are completed...")
P.S. I took another look and the wording is just SLIGHTLY different between the two. Wake triggers "Once all Generators are powered...", while Rancor triggers "Once all Generators are completed...." It's a really subtle difference but technically closing the hatch "powers" all the generators, but doesn't "complete" them (which completing generators I suppose refers to the actual specific act of finishing the repairs on them.)
Thanks for pointing this out, Wake Up definitely fits that fourth slot then! 🙂
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Sometimes altruism is not the correct play. Sometimes it is smart to be selfish. A good DBD player knows when to help and when to save their own skin.
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Yeah being the only survivor to die because you got chased all game while everyone escapes wouldn't feel so bad if mmr wasn't tied to individual escapes, verses being tied to team escapes.
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Like I said, if it benefits me to save someone I will. However, it they are dead weight and don't do anything or the killer is intent on camping/tunneling, I cut my losses. If it's someone who knows their stuff, I'll be more inclined to help, though.
If I were to be hard face camped, I'd want others to do generators to get out and not worry about me. However, because I play the way I do, in solo q, I can't expect others to help me out. To be a better player in solo q, you have to be self sufficient. Recognize what you're good at and either use perks to cover what you struggle with or go all in on what you're good at.
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