Sole Survivor rework or buff
Here is a way to re-launch Sole Survivor, to make it really attractive, but, if possible, even more risky than its original version.
SOLE SURVIVOR: You have been tempered by an obsessive distrust and paranoia and you became shrouded in total isolation: both the Killer's and your allies' Aura-reading abilities towards you are disrupted, and cooperation and help are disbanded.
Comments
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Where are the players looking for an obscure, frightening adventure, with a heartache, on the razor's edge, that really fear the killer and try in every way to disappear to their evil gaze? I'm not the only one to enjoy Dead by Daylight as if I were the protagonist of a horror movie, immersed in a dark atmosphere of torture and terrible deaths, right?
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Really not a fan. It ends up being like No Mither, yeah it might be fun for one person running a hindering build, but for the rest of the team that suffer because of it it's just annoying. You have someone who cannot be healed, preventing altruism points, who will probably go down again because self caring takes forever. It saboutages ally builds with aura reading and makes progressing difficult by preventing cooperation.
Sole Survivor as it is raises your survival odds the longer you survive, this proposal saboutages your team.
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@anarchy753 No, this perk won't forbid who runs it to rescue or heal other people: they cannot be healed by other survivors or do the same action with them. The reward for healing other people doesn't make the difference and I think who uses Sole Survivor will bring in game a good medkit.
Post edited by Entità on0 -
Don't you think:
1) that the solo survivors, who are often comfortable slaughter meat for the SWF teams, deserve an effective defense, at high risk, against the killer?
2) that the lovers of the challenge must be put in the conditions to live it to get the maximum fun out of the game?
3) that the perks should have a better destiny than collective indifference?0 -
I rewrote the opening post to add a simple buff proposal.
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I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.
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@Kind_Lemon said:
I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately.
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Entità said:
@Kind_Lemon said:
I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately.
- Bitter Murmur
- OoO (with open handed)
- Blood warden
-Territorial Imperative
Killer Addons affected are as follows:
- Willow things x2 (Hag)
- Glowing Concoction (Huntess) ; not really that important
- numerous mirror addons (Michael)
Killer Powers:
- Freddy
...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.0 -
Kind_Lemon said:Entità said:
@Kind_Lemon said:
I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately.
- Bitter Murmur
- OoO (with open handed)
- Blood warden
-Territorial Imperative
Killer Addons affected are as follows:
- Willow things x2 (Hag)
- Glowing Concoction (Huntess) ; not really that important
- numerous mirror addons (Michael)
Killer Powers:
- Freddy
...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.Your list is great and I thank you for that detailed work.Many people complain Freddy is too weak: I don't think the Devs will nerf him again by buffing Sole Survivor in the way you suggest.Territorial Imperative? Who uses it? It's an extinct perk, like the dinosaurs.Blood Warden... yeah, maybe in that case an infinite immunity could save your life until the gate unlocks, but what a situational perk it should be!I gave you my opinion about Bitter Murmur.OoO with Open Handed and Sole Survivor? Yeah, it could be useful, but it's almost rarer than gold.Do not Myers' mirrors and Wraith's all-seeing operate on short distances?I don't remember those Hag's add-ons: she is not a common killer to find.Wouldn't you prefer the rework or buff I suggested or something else not too situational?0 -
@Entità said:
Kind_Lemon said:
Entità said:@Kind_Lemon said:
I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.
Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.
For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately.
Aura perks to be countered by immunity from 3 stacks on Sole Survivor are as follows:
- Bitter Murmur
- OoO (with open handed)
- Blood warden
-Territorial Imperative
Killer Addons affected are as follows:
- Willow things x2 (Hag)
- Glowing Concoction (Huntess) ; not really that important
- numerous mirror addons (Michael)
Killer Powers:
- Freddy
...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.
Your list is great and I thank you for that detailed work.
Many people complain Freddy is too weak: I don't think the Devs will nerf him again by buffing Sole Survivor in the way you suggest.
Territorial Imperative? Who uses it? It's an extinct perk, like the dinosaurs.
Blood Warden... yeah, maybe in that case an infinite immunity could save your life until the gate unlocks, but what a situational perk it should be!
I gave you my opinion about Bitter Murmur.
OoO with Open Handed and Sole Survivor? Yeah, it could be useful, but it's almost rarer than gold.
Do not Myers' mirrors and Wraith's all-seeing operate on short distances?
I don't remember those Hag's add-ons: she is not a common killer to find.
Wouldn't you prefer the rework or buff I suggested or something else not too situational?
I don't agree with the part of your complicated rework that removes the synergy between Sole Survivor and OoO simply because I believe Sole Survivor was made to be run with OoO. Still, your rework relies on others being fully dead, and often the most useful time for a Sole Survivor user to have it active would be when another survivor is slugged on the ground on their last hook or if a survivor is being chased and you are sure they will go down. It doesn't even matter with your rework or the version we have currently if everyone is on death hook with 5 gens left. Sole Survivor won't do a thing.
The rework I'm looking for must include Immunity if all other survivors are dead and preferably give Sole Survivor some power when other survivors are slugged or have been hooked. It could even be something like gaining a stack (eg. 6 meters) per hook the killer gets, although the numbers would need to be tweaked.I should have been clearer when giving my perk, addon, and power list. I only listed things that were not entirely blocked if Sole Survivor had less than 3 stacks. Yes, the Mirror addons and the All-Seeing addons do reveal survivors, but that's only if not a single survivor is dead yet. I mentioned the Hag addons because I used to play just Hag (before the game became too easy at times for me and my skill was not as great on the other killers I was forced to play in red ranks cough baby nurse cough). On the whole, Sole Survivor is a situational perk and doesn't make that large of a difference if OoO is not in play, so due to it's underpowered nature, Sole Survivor should have immunity at tier three. This is also considering all the other ways of finding survivors in a game such as Crows, Madness bubbles, Stridor, Whispers, Skill Check failures, the audio of Territorial, etc.
In other words, I think your solution is too complicated for the simple change it makes and doesn't have enough consideration for the reasons behind Sole Survivor's failings.
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I'd rather get a reward from this by winning the chases, since the Laurie is a type of person that loves being tunneled. And there we go: High risk = High reward.
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