Healing Builds Seem Unideal in Solo's.
I wanted to get others opinions on this just to see if this is isolated, or if it holds true for everyone.
I've been playing with healing builds just to see how fast I can get them, and see how often I can max altruism points. In the few 2-3 SWF's games I've been apart of they've been absolutely phenomenal, game changing even. All that despite people not even building their builds around me.
In solo queue it's an entirely different beast. I've been playing with combinations of Empathy, Empathetic Connection, Streetwise, Built to Last, WGLF, for the People, Borrowed Time, and a few others I can't remember at this moment.
For starters, if my math is correct I've been able to kit out my Ranger Medkit to be worth 9 heals in some builds and down to 5.34 seconds without penalties (If my math is right.) I don't think I've ever gotten over 5 heals with it in any singular game. I even started pairing Empathy and Empathetic connection to stop chasing people and have them decide "Oh! There they are, I can go to them for heals."
It's been absolute crap. The toxicity of everyone has skyrocketed. The past few days I have at least 2 different people be toxic on my steam profile, when historically I might get a singular comment every 3-4 weeks. The post game lobby people are inventing all sorts of reasons to be pissed at me that even on reviewing my games don't even make any sense. Worse yet, being able to see everyone at all times is making me feel kind of toxic. Usually I see people go down fast and it's like "Oh, bad luck there." but then I realize how often people just stand there and beckon the killer to hook them. Or this one game where I went on a 2 minute chase and got to watch as a survivor spent the entire 2 minutes following me to try and get a flashlight save. (They didn't.)
Even then anecdotally speaking the healing build doesn't really seem to help. In fact it has the reverse effect. If I run chase oriented builds, selfish builds, or gen rush builds, I seem to win pretty evenly. But with my healing build it feels like an uphill fight to win games even if I pretend I'm functionally perkless and avoid forcing value.
What do you guys think? Do you have similar experiences, or are these total flukes?
Comments
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On occasion it'll work, but the problem is that survivors can't coordinate.
Like, Yoichi's perk is fine and all, but if the survivor can't tell the difference between that and any other perk that highlights you, they don't know what your goal is.
Similarly, it's a problem for me when people try to heal me before I can heal them. Desperate Measures doesn't work that way.
Survivors should be able to see each others' perks.
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Solo's Are Unideal
Hate to say it, but that's the more accurate title.
Have been watching some survivor streamers as of late, and...woof. It's so much easier that this group are literally 'speedrunning' the game. 5 minute 4o, game after game after game after game to the extent they're getting bored.
The same chap gets maybe a 60% escape rate in solo, if that.
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Healing is very situational in this patch if you're playing as solo. It's better to just push gens and play through injury. Bringing a medkit and 99'ing your bar with Resilience is nice though.
If you're SWF or you're lucky and have good teammates, sure bring a build. But the best play is to M1 on gens as fast as you can so that you can ######### around-- later. I can understand why people get mad if you heal a lot, and part of it is because-- unless you have exceptional heal times --it will just draw out the game longer than it should really be.
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I think the same, the most efficient thing is to go with a yellow medkit with a bandage, so you have 2 heals, usually enough. So you can use all your perk slots for survival perks.
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All you really need is We'll Make It and teammates are usually happy to get a quick heal from it after getting unhooked.
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As a solo survivor, I come equipped to look after myself (typically medkit). You'll probably find lots of other solo players do too. Too many times being burned by swfs wanting you to stay injured as a meat shield for them, or just trouble tracking someone down, or being unhooked and the unhooker leaves immediately in case the killer comes. I think it's why the Self-Care perk being decimated hurt for alot of solo players. I never used it, again I prefer medkits, but I 100% get it. Having a means to look after yourself in solo is pretty standard so a healing build to look after others probably isn't all that necessary.
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Any healing build I bring is for my benefit mostly. My teammates may get some use out of me using botany knowledge, but I only bring that perk to combo it with built to last, streetwise and purple medkit for my super kit build. Man I miss the medkit efficiency bonus.
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I never bring altruistic perks in solo q outside circle,,randoms aren't to be trusted
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The only healing build for soloq is called circle of healing. Anything else banks on the fact that they're willing to cooperate with you to be healed, instead of forcing you to chase them on a grand tour of the map until they stop in a deadzone in the corner. It's N times better to leave a beacon far away from gens for them to be attracted like moths and go do their thing, reducing the risk they do something stupid. At least, that leaves you free of doing gens. Because you know no one else will.
Edit: spelling.
Post edited by Bwsted on1 -
The effectiveness of niche builds will always be more sporadic with increased RNG. It's why most players get funneled into a relatively small pool of builds in any game. Doing a build that's extremely strong some of the time is generally less appealing to doing a build that's pretty good the majority of the time.
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Just run We'll make it + Kindred in solo Q and most survs will appriciate it.
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Combine a Healing build with an Unhook build.
75% of the time if the killer isn't nearby, survivors stop under the hook to let you heal them.
We'll Make It, flashes up on their screen when you're nearby after an unhook, and increases your healing speed by a whopping 100%. By all means the best perk to have in a healing build.
I'd go with: We'll Make It, Botany Knowledge, Empathy + whatever else you want. This gives you forewarning when a survivor is about to go down so you can be ready nearby for the unhook for 150% increasing healing.
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I want your teammates
Mine avoid me like Plague if i have We'll Make It
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Empathetic Connection should just read as "plz sandbag me" as far as SoloQ is concerned. Empathy is also hard to get value from just because of lack of communication people just won't notice you half the time if you try to run to them. That being said some healing perks are good even solo.
CoH-Run this for yourself and if it benefits your team that's nice too.
We'll make it-People will most often let you heal them under hook. Doing that faster is nice against back to hook killers.
WGLF-Can be clutch or do nothing it's basically you giving people Unbreakable so it works and fails in all the same situations.
That being said I'd only ever run one of these at a time. Making a build around it is basically the same as trying to be a people pleaser IRL. It's tiring, nobody will appreciate it and you'll never actually get anywhere.
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