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Best solo que perks?
i almost never do SWF, and currently I use Deliverance, BT, DS, and SB. What perks could i add or subtract from this build?
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I personally hate Deliverance, but that's just me. Nothing wrong with it for solo survivor, I just tend to have bad luck and get very little use out of it.
Other perks to consider trying out are Kindred, Detective's Hunch, and any survivor-aura-reading perks (Bond, Empathy, Aftercare). Oh, and We're Gonna Live Forever is nice to run now too (bonus BP and good anti-slugging tool).
Though it's not like BT, DS, and SB aren't useful when solo too. You'll have to mix-n-match a little based on what you want from the build. Second Chances are strong, but bringing some altruistic and/or info perks can be fun too (more fun, IMO).
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Three builds I've ran are Iron Will, Balanced Landing, Borrowed Time and We'll make it. Second one is Dead Hard, Alert, Kindred, and Hope. Third is leader, Bond, Botany and lithe.
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I run sb, kindred, self care (in case killer packs franklin's demise), and urban evasion for speedy crawling against stealthy killers and the hag! I also think that kindred is one of the most important perks in the game for solo q, but deliverance is even better if you can stay hidden and get that first unhook before you're caught :)! I love your build btw!!
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I use kindred (a must honestly), bond, iron will, and self care. I totally understand self care being a useless perk since there's med kits and other survivors to help. Playing as a Blendette, I find iron will is essential. I got to rank 3 with those perks but I never got any further
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Kindred, Bond or Aftercare are good in solo.
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Kindred, WMI, WGLF, bond, and iron will. Kindred should be the one you should always have in solo queue for the sheer impact it has for everyone. WMI so you can reset your boosted team who has most likely taken unnecessary hits. WGLF if a good killer slugs you teammates even for about 30 secs, you can quickly get them back up. Iron will is just for yourself to make sure you stay alive long enough to pull something off. Bond to help you figure out what you team is doing. Kindred is without a doubt, the best one of all along with iron will and should be the one you bring every game. The rest is up to you really.
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honestly i feel like in solo having info from bond or kindred is more powerful than like DS. but if i were to do anything to your build
Deliverance for kindred,
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I've had the best luck in solo when I use a combo of these:
Perk 1: Kindred/Bond - for team info
Perk 2: Detective's Hunch/Small Game - for gettin at them totems
Perk 3: Borrowed Time/We'll Make It/Desperate Measures - for helping with unhooks/heals, can be any perk really
Perk 4: WGLF/Prove Thyself - for points, or replace with whatever else you want, I also like a nice Spine Chill
I don't really stick to a perk plan though, that's just what I've found works pretty well for surviving solo. Having something for information and something for totems really helps the team more than a lot of the more meta perks.
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ive been using kindred, inner strenght, detectives hunch, quick and quiet for over a year now.. if you wanna swap a perk for something swap quick and quiet
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Ds,dh,soul Guard and unbreakable
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Thanks Meg's Wifey. Kindred is a great idea for solo, I often find nobody is going for me and I end up getting one or two hooked. Personally not a big UA fan, but i'm glad it works nicely for you!
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Just got bond from the shrine, definitely going to try it out. Would you say bond is better than empathy? Thanks!
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Ive been considering buying cheryl to try soul guard? Do you find you get a lot of use out of it?
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Bond is a little more consistent than Empathy since it's aura reading is always active, but the tradeoff is shorter range.
It's a pleasant perk; I definitely do enjoy it more than Empathy (though I like Aftercare more than both of 'em personally).
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Here a list
Borrowed Time
Decisive Strike
Soul Guard
Unbreakable
Adrenaline
Iron Will
Sprint Burst / Dead Hard
Selfcare / Botany Knowledge / Desperate Measures
Bond
Kindred
Detectives Hunch
All very good solo perks.
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- Kindred - obvious reasons...don’t let your team waste time with 2 or 3 people going for a save.
- Alert - feeds you information all game long, lets you know where NOT to run a chase because pallet(s) are gone
- Detective’s Hunch - provides information after every gen popped to locations of other gens, totems, and (not important) item chests.
- Inner Strength - Can’t afford wasting too much time self-caring if playing solo. A medkit is a decent substitute here, but I chose this to synergize with Detective’s Hunch. Also, Inner Strength can’t be knocked out of your hand with Franklin’s Demise, and your aura healing cannot be read with A Nurse’s Calling.
This build feeds you map awareness all game long, and keeps you active in the game so you’re not part of the potato soup recipe.
You definitely don’t need all the crutches other players here mentioned unless you’re a very new player. It’s survivor-mode, it’s EZ.
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Soul guard is pretty good, but I feel that both unbreakable and soul guard is a bit overkill for just normal games
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Adrenaline if you don't mind hoping randoms can complete gens.
Bond for info.
Detective's Hunch for totem hunting.
Exhaustion Perks.
Empathy for info.
Inner Strength for pocket healing.
Iron Will for more safety while injured.
Kindred for A LOT of info.
Resilience for a small boost while injured.
Self-Care for the choice to heal yourself when necessary.
Small Game if you don't have Detective's Hunch.
Soul Guard to protect yourself if someone picks you up with the Killer nearby.
Spine Chill if you struggle with Stealthier Killers.
Unbreakbale if nobody can/will come heal you out of Dying.
We're Gonna Live Forever for Points and a nice Healing Speed boost.
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I'm surprised nobody has said left behind. Tons of your solo Q games are going to be your team getting stomped or suiciding on first hook with nothing you can do about it. Even if you could run the killer for a game winning amount of time, they could just ignore you and kill off your weaker teammates first.
Always good to have a plan B. Or wake up to stand on a door and let the killer find the hatch.
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Kindred and Bond. Easily the best solo que perks by far. Two of the strongest perks in the game, to be honest.
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Left Behind is pretty bad though?
Why would I want to purposely fall into the mindset of "I expect the 3 other Survivors to be bad" on top of having a pretty niche requirement of always being the last Survivor alive.
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Kindred... is a great solo Q perks
IW... can allow one to evade the killer
BT... for when you have to save in a pinch
DS... killers have to respect an obsession (sometimes)
Technician... getting work done around the killer
Distortion... 3 chances to know an aura reading perk the killer might be using (soft counter to Undying and other aura reading)
Bond... see teammates auras up to 36m away (having knowledge on teammates while in chase is good)
Better Together... show teammates the gen you are working on (hopefully to either help or avoid that area when chased)
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My solo build is Kindred, DS, Spine Chill and DH.
I have just recently started running DS, as much as I hate to do it. It has just become a necessary evil. Even if it is just to make sure that there is an Obsession each match.
But Kindred is a must as solo. You don't really need BT if you know where the killer is and when to save.
Also it puts pressure on your fellow survivors to save you and not leave you until second stage when they can see each other and know the killer is not around.
SB/DH is just a personal preference and determined by you and your looping style.
Spine Chill is just a something I prefer to give me a jump on stealthy killers.
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My build is kindred, detectives hunch, inner strength and WGLF.
I don't feel I need an exhaustion perk and I don't trust the others to do totems or heal me so I run perks which help cleanse them and also give me a heal by doing them.
Out of my last 30 games NOED only procced once but was used around 10 times and I cleansed that last totem almost immediately after the last gen popped.
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Bond
Better Together
Alert
Kindred
Aura reading perks in general (excluding OoO) are the best choices for solo queue.
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I began playing a month ago and mainly play solo. It’s taken me two weeks to reach red rank 4. My build is Soul Guard, Spine Chill, Kindred, We’re gonna Live Forever.
You can’t imagine the amount of times I’ve encountered a killer using NOED then slugging me, only for me to revive myself with endurance and either leave or get hook saves.
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Because they will be half the time? Especially since crossplay. As much as I want to run perks to save the urban evading selfcare blendettes who will leave me to die on first hook, I would rather not.
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I think windows of opportunity is an underrated solo perk. It can help you avoid going to an area that a teammate has cleared all the pallets from
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i run self care, and iron will, because i cant loop, but i know how to juke the killer, and iron will is needed. Self care, because random survivors will not always help you.
The other 2 perks differ. When dc´s are rampant (due to no penalty or something) i run left behind and plunderers instinct. i get a key every 2-4 games, and if you get one while one survivor dcs or kills himself on first hook, you still have a fighting chance. left behind had me finding the hatch before the killer, or even with the killer on my tails.
Otherwise i run either kindred or bound, and lithe/botany knowledge/dead hard/head on, depending on my mood.
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First of all, every perk you're using is strong, but they are all extremely conditional. Deliverance and Decisive Strike can only be used once per match... or potentially go unused. Borrowed Time is conditional, but many killers play in such a way that it almost feels like a required perk. Of your chosen perks, Sprint Burst is the only perk you're guaranteed to use more than once per match.
I think you'd have a much better experience (more consistent) if you used perks that are always active or have less conditions.
#1 Bond
Bond feeds you live information which can make decision making a breeze. Even you're very experienced, Bond can dramatically increase your time efficiency during a Trial. Generators, Heals, Protection Hits, Distractions, Flashlight Saves, Hook Saves, avoiding teammates while in chase... It doesn't matter if it's defensive or offensive play. Bond can aid you in almost every situation.
#2 Spine Chill
Spine Chill isn't only useful against stealth killers. Knowing the killer is nearby is never wasted information. A little preparation can go a long way. With Spine Chill, you can prepare to make the best use of the tile you're in, "Hold W" early, or even avoid the killer completely. The 6% action speed isn't great, but it has come in clutch a time or two.
#3 Kindred
Almost everyone in this thread recommended Kindred. Personally, I wouldn't bring Kindred with the expectation that it'll change your team's behavior (proper saving). Instead, bring Kindred so that YOU can make proper saves. The Killer aura reading can be a great decision making (pathing) tool too.
Recommended Solo Builds:
Fast Gens & Fast Saves - Bond, Prove Thyself, Kindred, We'll Make It
All Knowing - Bond, Spine Chill, Kindred, Open-Handed
Clutch Saves - Empathy, Kindred, Desperate Measures, Borrowed Time
Truly Alone - Distortion, Spine Chill or Exhaustion Perk, Botany Knowledge, Self-Care
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I never SWF and these builds work pretty well solo:
- Spine Chill, Kindred, Alert and Self Care
- Spine Chill, Lithe, Quick'N'Quiet, Dance With Me
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