Best soloq perks?
For those survivors that play soloq a lot,anyone really,which perks you think are the best when going solo?
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Kindered & Spine Chill are basically the two perks you need the most for Solo Q.
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My personal four perks that I feel lead to a happy, healthy, successful solo game are:
-Kindred
-Iron Will
-Decisive Strike
-Detective's Hunch
Here's why:
Kindred is a god tier solo perk because of the amount of information it gives you and your team. You can see their exact location and be coordinated with the actions of your team through this perk.
Iron Will is a helpful perk when you won't be healed, since solo q it's hard to convey locations, and even then it's hard to get them to heal you. Also, it's a nice counter to a stridor-less spirit, and is overall a great perk.
DS is, imo, the strongest survivor perk in the game, and even if it wasn't designed for this it helps stave off tunneling, which is pretty prevalent in today's meta. You having ds also protects your team, since one obsession could mean everyone has the perk.
Detective's Hunch helps you see which totems remain on the map, removing the issue of NOED from the endgame. It also shows where chests and gens are, which is pretty useful.
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My favorite perks to use while solo queuing are Decisive Strike, Unbreakable, Sprint Burst/Dead Hard, and Kindred.
Here are my reasons.
DS is easily the best survivor perk. It gives you immunity for up to 1 minute and makes killers wary of picking you up.
Unbreakable is a game changer. It could be traded for something else, but Unbreakable has saved me so many times that I had to put it here. Being able to get up off the dying state with no drawbacks is really good imo.
For my exhaustion perk, I like to switch between DH and SB. Both easily the best exhaustion perks. DH can extend loops and help you make it to a pallet in time. SB helps with gens and when you 99 it, you have it on command. You can easily make it to a new pallet/tile with it.
Kindred is a good aura reading perk. Having the ability to see everyone while someone is in the hook helps your decision making. If you see someone going for the save, you can work on a gen. Also seeing the killer while they're near the hook can be really helpful
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Bond!
Having the ability to know where and what your fellow survivors are doing is a must.
And i usually also bring Iron Will. But that just prefrence.
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Not a build but perks that i think are particularly good for solo queue are kindred, bond, inner strength/resilience both for if you have no one around to heal you but not used together (i usually bring a medkit though instead of inner strength if I want to run something else), better together paired with prove thyself.
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There are many good solo perks it just takes some playing around with them to find what fits your play style.
I like to use bond or kindred, iron will, inner strength and detectives haunch. I mix it up with others such as WGLF, unbreakable, quick and quiet depending on how my games are going.
l use lithe as my go to exhaustion buts its rare I ever use one.
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Object of obsession, bond, empathy, kindred, spine chill, sprint burst, dead hard, decisive strike, adrenaline, iron will, balanced landing.
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Info perks like Kindred/Bond are an absolute must-have. You NEED to know what your teammates are doing: in fact, I reccomend either of these two to SWF's as well. The info is just so good, you should always be running one of these two if you want to do well. Perks like Alert and Spine Chill are also good, but they don't replace Kindred or Bond.
Self care + Botany knowledge is a good combo if you want to be healed without sandbagging your team, plus Botany is just a good all-round healing perk.
Iron will + Resiliance is good for getting the generators done if you are comfortable being injured and REALLY don't trust your team.
An exhaustion perk is a must have as well, if you are more stealthy I'd say SB, if you are more aggressive then DH. Lithe and BL are also perfectly fine, though more than a little map dependent. Head On is just not a good solo que perk unless you hide in lockers a lot: the stun can benefit multiple people, but that level of co-ordination is borderline impossible.
And remember, it's not so much about the perks as it is about the playstyle. Gens, heals, safe rescues. Solo que doesn't leave much time for messing around, because you never know how good your team is in a chase. And honestly, throw pallets. Don't camp them, at least go for a loop or two if you can, but it's better to just not get hit and hope your team is on gens, because you can be sure that that pallet you "saved" is going to get instadropped by the next person and now you got hit. That is a lesson I learned a little too late, I have martyred myself to save god pallets and seen them thrown quicker than someone playing hot potato with a razor blade dipped in acid.
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@Doddle28 I liek your taste.
So I am a solo survivor since nov. 16 and I always thought about the most difficuilt tasks as solo gamer in dbd and how to make them less hard or annoying.
I hope you read through it :)
Here my perkbuild:
Kindred
Detectives Hunch
Borrowed Time
Inner Strenght
I think we don't have to talk about Kindred right? It's the best solo q perk. It gives you an crazy amount of informations and helps you making right decisions when someone is hooked what's very important bc the killer benefits the most when it comes to hooks.
Detectives Hunch is amazing when it comes to Hex Perks. It encourages good gameplay in form of the team has to put effort into doing their objective first. The reward is knowing the exact position of anything. You can avoid a 3 gen strat from the killer and you don't waste time running around searching for totems especially for hex totems. It's so good.
Borrowed Time synergies with Kindred and helps out when it comes to difficuilt probably game changing situations where the killer tries to "cheese" slugs and/or hook stages in order to bring the libra out of balance. And it can also helps you out ifd you do it right. If you're injured, exposed or the killer has an one shot ability the unhooked surv. can tank the hit. The unhooked and the unhooking survivor are equal for a fair amount of time so that the killer can't skip chases or apply an dangerous amount of map pressure which could result in more than just 2 kills. BT is beside Kindred the second best survivor perk and both are super fair I love and respect that perk, personally.
Inner Strenght synergies very good with Detectives Hunch in order to not waste time searching for totems. So as I said Detectives forces you and the team to do your objective first which gives you the informations where the totems are. Cleansing dull totems is optional and don't gives you any advantage. Inner Strenght gives you the advantage of preparing a heal before you're even injured. So cleansing a totem isn't a waste of time it's preparing. And I personally think it's very important to heal yourself from time to time in a game. And it can become super annoying having no option to heal yourself especially when it results in getting found or downed. But you do it in an efficient way and a very short amount of time. When you run selfcare you are at least 32 seconds completely disabled and hopefully kilelr won't interrupt or hit you right after you were done healing. And hopefully he doesn't run perks like Sloppy Butcher, Thana, Dying Light or Coulrophobia.
So the perks kinda synergies with each other and helps you making right decisions when it's needed the most. It encourages efficiency and right positioning.
But why you just don't run DS, exhaustion perks, Unbreakable, ...?
Running perks which helps you making right decisions based on facts which also helps you position yourself good you don't need perks which rub out your bad decisions which probably lead you into bad positioning and mistakes (once).
And I don't run exhaustion perks because I believe that running these perks leads you into making mistakes by playing cocky/risky because you know that you can fall back to the exhaustion perk XY. And even if that's not the case I think if you learn and know how to play against some sorts of killer and also know how to play different loops and buldings, exhaustion perks probably give you only a few extra seconds. But you could've run other perks which overall helps you out making right decisions even you can't imagine the value of it because it just don't gifts you a whole gen.
They're good but if you know how to chase well these perks won't increase your average chase time at all. Im playing this game also since 2k16 with other 6k hours and the most time I run exhaustion perks so I know what I am talking about.
And personally I don't like one time perks. i prefer perks who helps me throughout the game and not only once, maybe.
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I'm glad you like my picks lol
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Empathy because it shows you where the action is at almost all times. It is especially good if someone is running No Mither or if you are going up against Legion. It is map-wide so it is way better than Bond.
Lithe because you can get away quickly without having to avoid running like you do with Sprint Burst. There's almost always a vault somewhere nearby and if not, you can make one with a pallet.
Urban Evasion because you can lose a killer with this or avoid them to begin with. You don't know how good your teammates are going to be as a solo player, so it's best to avoid a killer confrontation until you have to. Also, most killers just don't think about UE. They expect tracks and when they don't see them (or you), they move on. Also, think about Barbecue & Chili. They see you moving one direction for 4 secs. Then, you use UE to move a different direction. By the time they get there, you've "vanished."
The final spot is a toss up between Iron Will and Kindred. Like Empathy, Kindred gives you a ton of info and it can even tell you which killer you are facing. Iron Will is a great perk against Spirit and can be used to escape a chase. Like the killer is expecting to see tracks, he/she is expecting to hear you moaning in pain. Removing the expected can lead to victory.
Whatever you do, solo is going to be more challenging. Recognize that and have fun!
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Today im running
Deliverancd
DS
Adrenaline
Borrowed Time
Usually I run:
Adrenaline
Ds
Borrowed Time
Bond
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Recently, I've been using Decisive Strike, Lightweight, Kindred and Dead Hard as my solo build. Dead Hard is excellent for lasting longer in chases, Kindred is excellent for information as a solo Survivor, Lightweight is one of my favorite perks, as it gives you more freedom when running around the map and helps you lose the Killer if you make enough distance in a chase, and DS needs no explanation! I was using Iron Will on basically every character, but since I've been having to use DS to get an Obsession on someones' portrait, I haven't been using it lately -- and I've actually been doing pretty well without it, even in chases. I'll sometimes swap out Dead Hard for Balanced Landing if I want to have more fun as well, and Fixated + Sprint Burst can be quite useful in most games!
As for healing, I've generally been relying on chests to get a medkit or just run to teammates (or I'll take in a medkit, but Killers will usually take Franklin's so I just chance it with the chests). Thankfully, teammates at least know how to hold M1 on your injured character in red ranks, so it's not been too bad. But I'll sometimes use Inner Strength if I'm wanting to go on a totem-touching spree. I personally despise Self-Heal, as I frequently see my teammates self-healing against Sloppy Butcher/Thanatophobia while I'm on the hook, and it is truly disturbing to watch. I think it's much safer to take a medkit or even Pharmacy!
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I am very surprised that nobody commented Aftercare. This perk has saved me many times and is absolutely useful on solo queues. It has unlimited range and is better than Bond, imo. When me or one one of my teammates are opening the exit gate, we know where to go. It also shows you what the other players are doing, like fixing gens, going for a save or running the killer. I have healed and gotten healed by my teammates who know where I am and where to go. I would love this perk get a slight buff to where you get a increased healing speed to whoever is affected by the perk. Trust me it is really underrated and can help you and your teammates escape.
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