I was wrong about the synergy between new OoO & Sole Survivor.
At first I was really irritated by the fact that Sole Survivor tokens reduce the effectiveness of OoO.
I couldn’t understand why it worked this way.
However after playing around with new OoO for a few weeks, one thing I’ve noticed is how much more dangerous it is to have OoO as more team mates are sacrificed. Being one of 2 remaining survivors, the last thing you need is to have OoO activate the moment the killer is nearby while trying to hide from them.
Although I dislike that Sole Survivor prevents killer aura reading when paired with OoO, I will say it synergises well in regards to making OoO less dangerous as team mates happen to die.
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Post edited by TheClownIsKing on1 -
I'm gonna be honest, I still don't see the use of Sole Survivor. But I guess I just don't give a toss about escaping, personally.
Probably why I can't take off OoO, that perk still gets me tunneled a fair bit. But as long as my team wins, I don't care, and if we don't, the blame certainly doesn't rest with the girl that did 2 gens, 4 safe unhooks, threw herself into chases just to spread out hooks, and probably died cackling because only 3 gens got done in 8 hooks (I'll leave you all to do the maths).
And I'm starting to see why I never get use out of Sole Survivor.
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Making a bad perk less bad in a scenario where the game is already pretty much lost is not a strong argument for an additional perk slot, but I understand you are not even trying to make a strong argument for Sole Survivor, you're just saying it isn't completely anti-synergetic with Object. I say not completely because even in those scenarios you might still want the aura reads on the killer, might still be able to hide in lockers, and you might not even be the Obsession in those scenarios to begin with. So they don't necessarily yield synergy either.
Sole Survivor does by design have the issue that it only becomes at all useful in games that are already "lost", that is, it plays on the disparity there is in this game between the fact that in order to "win" overall, survivors have to be regarded as a team, yet every single survivor is still or can still be a lone player that only cares about their own survival, even if the overall game is lost. But Dying Light was a by-design "unhealthy" perk in a similar way that BHVR then simply reworked, so I see no reason why they couldn't rework Sole Survivor to also already apply based on the number of other survivors that are in the injured, dying or hooked state, rather than actually having to be dead.
Preventing aura reading altogether is not a very strong effect at all, to an extent that even if Sole Survivor prevented your aura from being read by the killer at any range, from the beginning of the game and at all times, it would still not be a meta perk. It always was and at latest now that it has lost the one synergy with Object that made it remotely interesting is in dire need of a buff. Then again, so are tons of other perks, I'm not holding my breath.
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I am personally not a fan of perks like sole survivor. My goal is to keep my teammates alive. Not let them get sacrificed so my perk can activate but maybe thats just me.
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Sorry to revive one of my old posts, but I realised another beautiful thing about the new synergy between OoO & SS, and it seemed more appropriate to add it here than to start a new thread.
Because OoO can give you information on potential perks/add ons the killer is using, you can know what SS will protect you from, depending on any tokens gained (if any). It takes out any guess work over whether it’s still important to get into lockers because of BBQ (for example), or whether you don’t need to worry about Nurses Calling, or I’m All Ears, etc. depending on the number of tokens.
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