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What's the best build to help your teammates?
Hey there Survivor Mains! Dwight main here!
I'm always going at it solo and I'm wondering what the best build is for helping my teammates win the round. My playstyle is 'hero stealth' which is stealth mixed with not being afraid to run into the chaos to help my teammates. Whether that's unhooks or switching the killer's attention to me.
The current perks I have are: Prove Thyself, Leader, Botany Knowledge, and We'll Make It
Answers
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Broadly you're gonna want some info and some high-impact altruism. I'd probably suggest…
Kindred, for knowing who's going for saves and for where the killer's going after a hook
Deja Vu, so you can avoid 3-genning the team accidentally
Babysitter, so you can make tunnelling your teammates less likely and go intercept the killer if you want
Then probably a flex pick- a basic chase perk to be a bit better when the killer's attention is on you, or something like Botany Knowledge to heal people up quicker, that kind of thing.
There's a couple generally good team-based perks out there that are usable in solo queue, as well. Quick Gambit lets you avoid running the killer to gens in progress, Corrective Action is good for minimising your teammate's mistakes, Circle of Healing can give the whole team halved healing speeds hypothetically (harder to use in solo queue, but doable), Empathetic Connection lets you be a team healer relatively efficiently, and so on.
Killer aura reads like Alert can keep you in the loop enough to go wade into things when necessary, as well.
Lots of good options!
3 -
TThere's So many perks to pick from, how do you settle on 4?
I'd recommend Yoichis Empathic Connection it's a really solid perk with various applications if you love your fellow man. You can wake up gates with it, call for heals, and maybe make a head on play for example.
Babysitter is boss, well make it is clutch, and sometimes looking out for yourself is the best way to help others; Resilience can give you Resilience in chase, but also allow you to press that final gen and power through
2 -
my brother in play! We got the same play style so I’m going to share what i use.
autodidact: you will heal slower at first but eventually you will be able to heal a lot faster by hitting healing skill checks. (From: Adam”
kindred: just a nice info perk for solo (free perkpebble: I forgot the name but you can use that to bait the killer away from a team mate on a gen. You also can use it to escape chase. The con is you have to stay in the terror radius to refill it. ( from: Adam)
Distortion: prevents aura reading 3 times before you need to chill in the terror radius. But luckily while chilling for distortion tokens the pebble refills as well! (From: Jeff)
Break out (I think, it’s the Jeff perk with him breaking the hook): when your rescued from hook it gets sabotaged! The killer now has one less hook and if you get hooked in a prime hook then they no longer can use that hook for I believe 2 minutes. (From: Jeff)
I would also bring a medkit and a gen perk you like if you want to be more gen focused!
2 -
These are some perks I've been using that have been rather helpful, although a bit situational.
Kindered (as some people have already mentioned), but combine it with Open Handed and the aura reading is insane.
Borrowed Time is a bit underrated when you're dealing with tunneling, especially during the end game. Killers rarely expect it since a shorter version of it is basekit.
Wiretap can also be very helpful since it shows which generator you're working on in addition to showing the killers aura i they're anywhere near. This can be very helpful if someone is looping the killer on the bottom floor and you use this on a generator on the upper floor.
2 -
Kindred + Open Handed is a solid combo for Soloqueue. The extra range on the aura reading provides great value. And it is a nice boon for your teammates too, since they also get the effect of Open Handed.
You could also bring Wiretap and run that with Open Handed, and set it up on a gen that is a little out of the way.
Bond is great for locating teammates
Deja Vu for locating generators, and can help prevent a 3-gen situation.
We'll Make It for faster healing after unhooking.
I could list a lot more, but these are the ones I find most useful for soloqueue.
3 -
Kindred, Deja vu, were gonna live forever, shoulder the burden, borrowed time, botany knowledge, etc. You can mix and match them however you like. I personally like "we're gonna live forever" for some cheeky pick up plays. Someone shows themselves for a potential blind or pallet save and bait the chase, if they bite u come in for the save and they get a free endurance hit or make it somewhere safe.
2 -
I like to run Bond and Babysitter. Knowing your teammates whereabouts makes it so much easier to find survivors that need help and prevents you from accidentally bringing the killer to those same survivors. Against tunneling Babysitter to make the rescued survivor nigh uncatchable for 30 seconds. Reassurance is technically even better than Babysitter since the same 30 seconds are spent on hook, but you can't stop your teammates from rescuing so I have started using Babysitter and have found it to be more reliable.
3 -
Probably not explicitly the best but give this a try (disclaimer, plague will wreck your day with this):
Shoulder the Burden: Since your going helpful stealth, we're assuming your doing safe unhooks. Giving a teammate an extra hook state can be very useful.
Botany/We'll make it/For the people: From lowest to highest risk. Depending on how comfortable you are with taking risks, quickly healing teammates right of the hook. Botany for general flexibility, we'll make it for rescues and occasional not rescue heals, for the people for quick "hi, bye" heals, emergency heals, or for laughs. Usually all 3.
Empathetic connection/Kindred/Resilience: Depending on choice 2, match them. Empathetic so those who want heals can find you with bonus healing. Kindred is just generally nice and helps figure out what you need to do next with your wild teammates. Resilience since if you use for the people and your broken for awhile, you might as well get a boost to practically everything during it.
The last depends on what you want to help the team with. A gen perk like prove for gen jockeying, wire tap for group info, second wind or windows for your own survivability in chases, it's a big list for the last.
1 -
Hens did a whole video where he experimented with some different solo builds with the idea of getting other survivors out of the game.
A huge portion of the answer is what your skill set is. If you're a great looper, the best thing you can do is get the killer on you and lead them on long chases. If you are not a good looper, then you want a build that heals / gets gens done quicker.
On your build:
We'll Make It/Botany - One or the other. Having both of them running at the same time does not yield a huge benefit
Heal Times:
Botany - 10.67 seconds
We'll Make It - 8 seconds
Botany + We'll Make It - 6.4 seconds
I used to love We'll Make It, but I think on the math side botany does enough and is more reliable. But if you are running We'll Make It, the extra 1.6 seconds saved from Botany are not worth a perk slot.
On the gen side - deja vu + prove is a better combo.
If you find you are great at being stealthy, Shoulder the Burden is a possible choice.
Kindred is probably the best of the soloq team perks you are missing.
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