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Sole survivor - Completely useless buff or not?
So this is regarding to the recent Sole Survivor "buff". It just doesn't make any sense with the upcoming mori changes. If the killer can down you and you automatically initiate a mori if you are the last survivor, why would you want a 75% speed boost on gen repairs? Isn't it like when you are the last survivor it always comes down to hatch play. I get the 50% exit gate/hatch opening, but gen repairs? REALLY? Who does gen repairs when you are the last survivor in the match?
I think it needs a complete rework. I'm ok with hiding your aura, that's fine, but in my opinion it should be a reverse Thanatophobia or a Reverse Fire Up. Something along the lines of:
With every survivor killed, you get a token that boosts your healing/gen repairs/unhooking/chest opening/vaulting/exit gate opening/hatch opening by X% for every token gained up to a maximum of 3 tokens.
Wouldn't you agree?
Comments
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It's a completely useless buff. Why would I want to repair generators when I should be looking for hatch if I'm the last survivor alive. It's also bad if the killer has no way out
The 50% increase in opening exit gates speed I guess is nice but I'm not sure.
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Strange buff
It's literally just old left behind tacked onto a different perk
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Me, a wake up enjoyer will become a sole survivor enjoyer.
Trust me, 50% exit gate speed is super good.
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I'm fine with the 50% exit gate speed. But the 75% gen repair speed bugs me. It just doesn't make sense.
It's literally: You bought a cat? Here is a complementary weeks worth of fish food.
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Because you could pair it with other "when the exit gates are powered" perks, such as Hope.
Pretty sure I read someone worked out by stacking these perks you can get 110% movement speed, practically outrunning the killer.
And if the exits are powered, the killer has to defend them and find the hatch, instead of just one or the other.
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And There's a pond of fish nearby with a fishing net. You can use the fish food to catch the fish and feed the cat.
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It will have some utility in solo queue, I think. You won't get consistent value, but it will make escapes after the hatch is closed far easier to pull off.
The gen speed buff is totally superfluous, obviously.
But any value will be more than it has currently.
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They could make it 500% and it'd still be useless.
If you have to run a perk on the assumption that all your teammates are going to die, it's a bad perk.
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Useless buff, if you are the last one repairing gens is pointless and opening gates faster while nice is worse than having Hatch aura reading, you are better picking Left Behind than Sole Survivor.
And as @Grandpa_Crack_Pipe said, any perk depending on your teammates dying is a bad perk.
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Yeah but you are the last survivor, meaning all others have to die before you to get the effect to work. So even if you pair it up with Wake up it will stack with the perk when all others die. This is basically encouraging you to play Self-Care in the corner style if you want the exit gate boost. But the gen powerup is pretty useless. Even if you finish the last gen, you automatically notify the killer of your location and if the gen is at a dead zone, you bascally screwed yourself. You can try and play stealthy but skilled killers will find you quickly before you even get to the exit gate.
The one and only use of this perk is to get the "Left for dead" achivement. That's it.
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Nasty killers can camp the hatch, especially if many gens are left, staying on top of it and scanning the area to spot where is the last survivor searching it is. Now you can repair gens instead, if you have like 1 gen left and you know for a fact the killer is far, it’s not a bad idea to complete one near a door and open it fast with the opening speed buff.
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If they go for that you have three options.
- Suicide, you go there, let yourself get downed and hop into the next match.
- Wait and wait and wait and wait until he gets bored, closes it and start EGC, both teams can play the patience game.
- Fix one gen, force the Killer to close the hatch at the cost of revealing your position.
Sole Survivor doesnt help at any of these options because if you are one gen away from powering the gates and the Killer found the hatch odds are he is closing it instead of camping it so he doesnt have to deal with 3 escape routes available at the same time. If there are many gens left the Killer is most definitely closing the hatch after you finish the first one, sure you fixed it in 50 seconds instead of 90 but by that point it doesnt really matter how fast you fixed the gen that forces the Killer to close the Hatch, he was "AFK" you had all the time in the world, while the perk does something, it doesnt do something really useful and the only use it has is overshadowed by Left Behind or Wake Up (both perks are crappy too).
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If there's only 1 gen left and killer is far camping the hatch, you don't really need that repairing speed buff. Killer won't leave hatch without closing it anyway, you are perfectly ok doing it with base speed.
That deffinetely will help to do the achievement but only because it increases your chanses to complete last gen before killer will loose their patient and close hatch. But outside the achievement... gates are powered anyway.
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The gen speed part is just kinda weird, but I mean IF you end up in the situation where there's several gens left and the killer camps hatch it's undeniably useful if you aim to 99/do gens in an attempt to either make the killer give up and close it or turn on the gates the usual way.
The gate opening speed is genuinely strong in a 1v1 scenario. Do the usual "Do the gate until the first light is about to turn on, hide, wait until the killer comes to check + leave, commit to the gate" thing and being able to open the gate faster will make even trickier gate spawns doable this way. Still doubt a lot of people will spend a perk slot on it though.
EDIT: And I guess I should specify, I believe in that particular scenario it's strong but still 100% fine. I'm in no way saying it's problematic or anything, gate 1v1s are like 90% gate spawn rng, what killer you're against, and if they have whispers in which case rip.
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And if a survivor wants to play selfishly like that, they can. It might not be the best option if you all want to escape, but it's a valid option. Just like zerging the hook with flashlights and second chances, or camping/tunneling.
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It's a value perk, you would never ever use it unless you want to get value out of it.
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It's good. The gen speed is whatever, I'm sure they added that for the stupid achievement. The gate speed is actually really clutch. If you time the opening right, you can escape a lot more frequently. 50% faster is actually really fast.
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You're all thinking small potatoes.
I'm using that ######### for the Left4Dead achievement.
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It's so bad
no joke they recycled a previously changed perk, Left Behind used to do the increased generator speed thing but they changed it when EGC was added
the only saving grace is the increased exit gate opening speed but I mean...
It's still stupid
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Not even that, the very moment you fix a gen the hatch is getting closed and EGC started, there is no way you get from genA to genB in time to fix them both before someone presses space.
The gate situation is its only use, but then Wake Up does pretty much the same and doors either can get opened without any of those perks or are close enough you cant open them no matter what because they are seconds away and you will be spotted anyway.
The perk has been buffed? sure, it was completely useless before, has been buffed to a level where its anything more than garbage? nah, its still a very bad perk.
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50% on gates is enormous. I already run Wake Up all the time in solo queue and it has saved me countless times. I'll probably run Sole Survivor+Wake Up in solo queue now that BT is base kit
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In no way denying the overwhelming majority of the time the hatch is either escaped through or closed once it gets found, but I have seen killers just standing on it looking for the last survivor. Even after a gen pops, even after 3 gens pop. Not closing it until the gates are powered. But extremely rare for sure.
I still believe it's a bad perk, but it actually has a purpose where it can have some impact which is kinda amusing to me because... it's Sole Survivor, lmao. A perk that has been even worse than this new version since forever, one of the perks up there with Monstrous Shrine and the like on the pedestal of bad.
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I can think of a playstyle where it will work pretty well...
Praise the Entity
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I want my Left For Dead achievement a bug cheated me out of so I applaud the change.
Other than that, yeah, I'm going for hatch or trying exit gate everytime. The only other real use for it I see is Mettle of Man, Object Of Obsession and Sole Survivor is you can continually see the Killer's aura and run away from them (MoM to activate Killer reading your aura, OoO to activate you reading the Killer's aura in response and Sole Survivor to shut off aura reading when the Killer gets close).
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It's only really for Bloodpoints (such as Release BP, which you gain from opening an exit gate while being the last remaining survivor in the trial) and the Left Behind achievement. Nothing else really. Though Id love to see that Exit Gate opening speed paired with Wake Up and other perks.
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No question it's a bad perk, but in solo it's going to have some utility. Unless the gate spawns are absymal, you will just win the "which gate" back and forth games in the EGC.
Those jerks who like to immerse all game are going to love it.
That said, I'll still never run it.
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Exactly. This is a solo queue perk and I'm nearly always in solo so yes, this is pretty spicy imo.
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Yeah, but like.. what did you give up to run Sole Survivor on the assumption that you would be the only one on your team not to die?
In all the situations where i've been the last one alive and the hatch got shut, I can tell you i've had a higher escape chance bribing the killer with my item than I would've with Sole Survivor.
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