The build I use to win 50%+ of solo survivor games
Distortion - I use this perk so the killer doesn't see me. I can guess which perks the killer is using based on when Distortion activates. This often lets me do generators without interruption because the killer doesn't realise I'm fixing. It also saves me from Nurse's Calling when I'm healing, Floods of Rage during rescues, Bitter Murmur when a generator is completed, etc. I rarely have a "how did the killer know?" moment. After the first few minutes, I know when the killer will see me before their perks even activate.
Self Care - If I take damage, I use this to heal. It is still by far the best healing perk. Everything else is too situational (Inner Healing) or a massive waste of time (Circle of Healing). You could swap this with a medkit but they have limited uses and can be countered with Franklin's Demise, so I prefer not to. This also allows me independence, not having to rely on other people (NEVER interrupt somebody fixing - fixing is the most important thing) or items, or totems.
Left Behind - When my teammates die, I use this to find the hatch before the killer.
Sole Survivor - If the killer finds hatch before me, I use this to open exit gates 50% faster.
I advise gen rushing with this build. Don't rescue anybody and don't heal anybody. Your solo queue teams are full of people who will run for every rescue, traverse the entire map to heal somebody, search every box, break/boon every totem, take hits for no reason, fail flashlights, and generally waste time doing anything except repairing generators. Hooked survivors WILL be rescued, just not by you.
If everybody else fixes generators like you, it's an easy win. If they all die, that benefits you anyway because you can easily get hatch or gates.
Comments
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If all solo survivors starts to use this build, you will no longer win 50%+ of your games. It is not about your build, it is just you are selfish player. With this way, ofcourse you can win most of games.
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Exactly this.
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I don't know about anyone else but I don't consider a solo escape as a win.
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100% this.
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Just take CoH and Botany. Get good with wasting the killer's time and you will win more often than not.
Edit:
And of course bond.
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this sounds like a playstyle of someone who considers match a 1v1v1v1v1.
I also agree with Biscuits. Getting out while fully expecting it to be at the expense of everyone else might be an escape - but not a win.
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I use this build due to the dominant survivor playstyle that has always existed in solo queues. When 1 survivor is hooked, 3 other survivors run towards the hook for rescue points. You are probably one of them. If survivors changed their playstyles then mine would change too.
If everybody played like you, then no generators would get finished and survivors would die every game, due to the large amount of time wasting and nobody repairing. Which is what is observably happening. This is also why I see multiple rage threads by you. You're failing to adapt.
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Your minimalist thinking about stragedies, also your own subjective expiriences in this game plus your name in this forum indicates that you are not really in a good position to argue the way you do, but you're aslo probably deaf to any kind of criticism.
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That's a selfish build. Then again, BHVR is encouraging selfish play in Solo Q for whatever reason, and punishing altruism.
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Just to clarify, when you say you “win” 50% of matches do you mean that you personally escape 50% of the time or do you mean you plural including the other survivors as a team get 3-4 escapes 50% of the time? There’s two main definitions people use for “winning” as a survivor player and they depend entirely on whether the person thinks of the game as being fully cooperative versus every survivor for themselves.
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I adapted. I am playing SWF + killer now. Because sadly solo-q has survivors like you, so i am no longer playing solo. No point here.
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I don't know what game you people are playing, but escaping is winning in Dead by Daylight.
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Nop, you directly contribute to the other 3 dying. If your team wins its inspite of you noy thanks to you.
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If my team wins, it's because I fixed generators while they were running around like headless chickens.
You'll die in SWF too if you keep playing badly.
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This build proudly brought to you by patch 6.1.0. Quite literally and figuratively.
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You know what
I'm convinced i'm going to play with this a bit.
Never played a selfish build
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I don't consider it a selfish build but a pragmatic one.
I started with the knowledge that most survivors die in most games. I noticed that I was often the last surviving member of my team, because everybody else in solo queue is terrible. Then I thought, "Which perks would save me most in this situation?" If I'm regularly in a situation where I need to find hatch, why not use Left Behind? If the killer finds the hatch before me 50% of the time, why not use Sole Survivor so I can open doors quicker?
Many survivors are in their own mental prisons, as you can see by the replies in this thread. They're not thinking of how to win, they just want to use cool perks, or annoy the killer with Dead Hard/boons, and after playing badly they complain about not winning. In my opinion, they were never trying to win in the first place.
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Another reason DBD should let us see our teammates perks.
Entity, please assist in avoiding players with builds like this.
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if someone wants an actual good build for solo queue that doesnt require the murder of your entire team, i recommend
coh/prove/bt
ds/otr
kindred/empathy/bond
exhaustion
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Thing is, BHVR is totally onboard with it. As shown in the game trailers and the perk design. Look at the upcoming perk Low Profile, a D-tier Left Behind counterpart.
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Distortion isn't bad, but I think there are better options.
I generally run:
Windows of Opportunity. This often gets dismissed as a 'noob' perk, but I love it - I can tell, at a glance, which pallets are still up, which windows are open etc.
Circle of Healing. Still monstrously powerful. Self Care is sadly a new player trap now. I replace this with Built to Last if I bring a good medkit.
Empathy. I adore this perk, and find it almost as useful as Kindred. It helps me to set up saves, know where the killer is and find people who need healing.
Lithe. Always loved this perk. So few people run it on anyone but Feng, and it has wonderful synergy with WoO.
'Bad teammates' are unavoidable, but if you play aggressive you can often loop the killer for long enough to carry.
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I run builds with those perks and still lose. I think OP’s build could be a good one. Survivor really is (1 v 1 v 1 v 1) v 1 after all. And if others escape while I die, I’m not rewarded; I’m punished.
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I dont get how you win your games, can you explain? A won game is a game with 3+ escaped survivors, everything else is a loss (well, a draw with 2 escapes) where you just happen to escape.
or do you consider a 3k game a loss for the killer? Is only a 4k a win for the killer?
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People are dragging your build, OP, because they want survivors to be something they just aren’t: a team. In solo queue, I’ve actually had better luck with builds that preserve me alone than I have with builds centered around supporting other survivors. If all survivors were rewarded with PIPs, bloodpoints, and MMR increases for 1-3 survivors escaping a match, I could get on board with the team-orientation. But that isn’t the case in this game. It really has become every survivor for themself. And that is what people must accept.
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thats a skill problem.
you shouldnt run perks that do nothing unless your team is dying, because it promotes you just letting them die, causing you to lose, and then you call killer op, and then killer gets nerfed, forcing them to tunnel/camp more, then survivors complain more - see how it works?
get good (this isnt mean spirited, its genuine advice)
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That’s actually a good solo build. Selfish but efficient. Instead of left behind you can use Clairvoyance, it’s more versatile and has a better aura reading range.
And then Inner healing becomes better than Selfcare.
Post edited by Murgleïs on3 -
Did BHVR not massively buff Sole Survivor and Distortion? They’re actually really good perks now. When you think about it, given the buffs and nerfs BHVR has done with the last patch, they really are pushing survivors toward individual effort—not teamwork. But that’s what killers mostly complained about, isn’t it? SWF/survivor team efficiency? So I’m gonna take your advice and ‘git gud’ by playing for myself. :) Perhaps you should do the same. See you in the fog!
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Doesn't matter. That's how the game determines a win. Except hatch which isn't counted as or against.
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lol you listed 9 perks.
Here's why they don't work in solo queue:
Circle of Healing - It takes 14 seconds to boon a totem. It takes 21 seconds to heal. This is a total of 35 seconds. You didn't list Small Game in the 9 perks you use every game, so you're going to spend time looking for a totem too. If you boon BEFORE you're injured, there's a good chance the killer snuffs your boon before you heal, so you've just wasted time doing nothing. If the killer snuffs your boon at any time (which is highly likely) then you'll have to find a new totem to boon (wasting time) or boon the same one (in which case the killer knows where it is and can snuff it immediately). Not to mention other survivors who like to break totems. If any of these things happen during your game, Self Care would be faster. It takes 46 seconds to Self Care. No gimmicks or requirements.
Prove Thyself - Buffs the repair speed of other survivors who are fixing with you. But solo queue survivors don't fix, that's the problem. Two survivors fixing a generator with Prove Thyself is still slower than fixing two separate generators due to the action debuff. Its only value is at endgame, and I repeat, solo queue survivors don't repair gens.
Borrowed Time - Gives the rescued survivor Endurance for 10 seconds. Off The Record grants Endurance for 80 seconds. Worthless.
Decisive Strike - Stuns a tunnelling killer for 3 seconds. Is 3 seconds enough to get you to the next pallet? If you're at the next pallet, can you make the chase last for 30+ seconds to get value from this? If you extend the chase by 30 seconds, will your teammates fix generators? This is a decent perk but I wouldn't trade any of my perks for it.
Off The Record - See Decisive Strike. How long will this extend your chase if the killer really wants to tunnel you? Will your teammates do anything during the chase, or just waste time?
Kindred - You can watch your two other teammates running to the same hook. If you're somebody who replied in this thread, you can race them and try to get there first. Does little to improve your chances of survival.
Empathy - You'll know where the killer is when somebody gets hit. If you're somebody who replied in this thread, you can stop repairing a generator so you can run across the map and heal them. Then you will die because nobody else is repairing either.
Bond - You can run towards other survivors during a chase and hope the killer chases them instead. At least, that's what everyody else seems to use it for.
Exhaustion - Decent under certain situations. Will save your ass if you're good, will extend a chase for 5 seconds if you're bad.
The main problem with this game is everybody wants to be an 0MG T0X1C PR0 SURVIV0R KEK and copies high rank streamers, without having the skill required to do high rank things. Unless you're a great chaser, just ditch chase perks and use stealth instead. It's just as fun and you'll win more often.
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the perks im saying not to run are left behind and sole survivor. pretty sure sole survivor only does anything when you have dead teammates, and i know for a fact left behind does nothing until youre the last one left.
like it or not - its a team game. if you were the lone survivor to do 5 gens, do chases, open the gate and get out, youd have a 0% win rate. but having 3 teammates and yourself to split these objectives, all of a sudden its easy.
you can play like youre the only survivor on earth, and lose every game if you truly want, but ive given you advice on how to win games, so dont complain when you start losing every match playing as a lone survivor
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Because it isn't. It's a 4 v 1 game. 3 people dead = most survivors died = killer won.
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That's why I run SotS specifically for the satisfaction of denying people like OP the hatch.
OP for your information, if I'm the killer in your game, and towards the end of the match I realize that there's a Claudette that I haven't seen all game, that Claudette is never going to escape, I'll slug your whole team until I get to find you, and no you'll NEVER get hatch. In fact, the slugged person will usually crawl towards you so I can find you easily without even needing SotS.
I don't know if your killers are incompetent enough that they let you truly escape 50% of the time with such a bad build, but 90% of the time a killer should be able to find the last survivor before the hatch spawns. Your build only works against nice killers.
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Killers win or lose based on number of survivors killed.
Survivors win or lose individually.
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Most survivors don’t crawl to the last survivor. They are annoyed that you slugged them and will AFK in a corner.
Also if the last player was repairing gens all game, they have no reason to be mad at them.
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The game considers escape to be a win. Moreover, MMR takes escapes as the only measure of skill. So yeah, this is a build of a skilled soloQ player, by official definitions of BHVR.
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If someone sits on gens all game and doesn't take chases, that's 2 hook states lost which mean the rest of their team will die faster.
Yes the slugged person will usually cooperate, if their teammate is somebody like OP. If they don't, I'll grab them and let them wiggle out a few times until they lead me to him.
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I'm afraid you mistook this forums for that of a different game, ie Identity V, where survivors victory is counted as a whole, judging by the number of escapes. There, it doesn't matter whether you personally escaped or died, all survivors receive the same reward depending on how many of them escaped. There, indeed, killer's victory is survivors' defeat and vice versa.
But this is DbD forums, and here we don't have such a concept as "victory of the survivors team". If you die - you lose, if you escape - you win, and it doesn't really matter for you what happens to other survivors. It's 1v1v1v1v1, officially recognized by BHVR and confirmed by MMR algorithm. But welcome to the community anyway, I'm sure you will like it here.
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coh - you know people can memorise totem spawns? you dont need small game. also its not a single heal, its constant healing at almost twice the speed self care takes, and its for your entire team. killer snuffs boon? put it back down when youre done on your gen. all snuffing boons does from killer is bring them into an area where they lose all pressure, and waste time. self care can be better, but those occasions are so rare, and coh works almost as good in those occasions.
prove - yes it is slower. by 2%. survivors will repair a gen with you when theyre there. its a bit of a time waste to have dead time, when theres a gen right there being repaired that you can buff its repair speed by almost double. i dont often run prove, usually use coh, but its a strong perk.
bt - not everyone runs otr, those people are idiots, but you might as well stop them being hard tunneled. otr also doesnt work endgame, bt does.
ds - yes it is. nurse is the only one where it kinda sucks, but ds still wastes 5 seconds from the killer, plus resets the chase, plus gives you distance essentially free.
otr - a survivor is in control in chase when the killer isnt nurse. you can last until theres not a single pallet left on the map, as long as you dont fall for mindgames (which is really not hard). it also gives more distance than ds, at the cost of less of a stun (which is why i prefer ds, it wastes more time, but otr works better for bad survivors).
kindred - or i can see that my team is all on gens, meaning i have to get the unhook, and even if 2 teammates go to the unhook, i know to stay glued to the gen. kindred is one of the best perks in the game
empathy - ill know where all injured survivors are. ill see if theyre on gens, healing, being healed, unhooking, opening a gate. empathy is very strong in solo.
bond - only idiots do that. its to keep away from teammates while chasing as well as getting info on all gens that have progress. that inefficiency you talked about with prove? bond helps you to go find another gen from 32m away instead of needing direct los
exhaustion - adding time to a chase is priceless. youre wasting the killers time, even if you go down 5 seconds after using an exhaustion perk, thats 5 seconds less that the killer has to get to a gen to kick it, pressure survivors off, etc.
there are more playstyles than the one i use, but this wins me most games, and im trying to not get killer senselessly nerfed, because at high mmr it is so hard to lose as survivor its kinda insane. me and my friends ran a no mither squad (literally all of us only using no mither) and we won that game (although it was 1k 9 hooks).
you can play stealthily, but the problem is teammates can often be unreliable, and when you dont take chases it means your teammates will, which is good if you arent confident in yourself, but bad if you arent confident in them.
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Survivors definitely do not win individually. They win by taking turns distracting the killer while the other 3 do gens. But since you have 4 useless perks, you cannot take chases, you cannot tank hits, you waste time self-caring for 1 minute while your team gets slaughtered.
All of that, in the hope to get hatch. But climb a bit in MMR and nobody will let that happen, neither the killer, nor other survivors. You'll not only die but get taunted in end chat by 4 people. You might as well play killer.
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Agree but rest assured, regardless of MMR flaws, OP's build won't work, because it operates under the false assumption that one can reliably get hatch after their teammates die. But climb a bit in MMR and nobody will let that happen, neither the killer nor the other survivors. OP will not only die miserably but also have 4 people taunting him in endgame chat. At this point he might as well play killer.
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I used your build and escaped three matches back to back. I know people hate what you’re saying but I think your right: Stealth and self-preservation are the way to go—at least until you can crawl to an MMR where solo survivors are more efficient. I watched my whole team die but I did escape. In one particular match, I saved a couple of survivors once each and completed one full generator before I knew the writing was on the wall. And I got out.
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It’s working for me. One survivor tried to call me out for hiding—she brought the killer to me—and guess what? I walked right past the killer as the killer tunneled that survivor out. And then hid until I got exit gates. And I’m a baby survivor. So if this it what it takes to live, this is what I’m going to do. I used to play altruistically but honestly that’s over. I’m tired of tanking my MMR. It feels bad to watch everyone else die off, but it feels so good to escape.
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Survivors 100% win individually.
Your mmr goes up when YOU escape through the exit gate
Your mmr stays the same when YOU escape through the hatch
The most bloodpoints you can get in a scoring event is when YOU escape.
You get zero bloodpoints for others escaping. You get zero mmr for others escaping. You lose less mmr when others die before you.
Now you can have the personal goal of having multiple people escape and keeping your team alive certainly helps you escape.
But as far as the game is concerned you win or lose based on if you escape or not. Irrelevant of what happens to the others.
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Your MMR goes up with YOU escaping, but in order for YOU to escape you need to have YOUR TEAM do 5 gens. If you spend the round hiding, self-caring and playing for the hatch, you will never get 5 gens done and so basically you're playing for the hatch every game, which you will not get 50% of the time.
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Sorry. Im way too busy convening with various glyphs to hear anything else.
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But no mmr up
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Your type of playstyle is partly why we have a DC issue. Because it takes longer for you to self-care in the comp corner than it does to do a whole gen.
Didn't I just see you demanding we have an hour DC penalty in another post? wow bro.
This post is a straight up troll lmfao
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Doesn't change the fact that survivors win individually. As far as the game is concerned you win if you walk out the exit gate. What happens to others is irrelevant.
Keeping them alive ofcourse makes it easier to get out of the exit gate but in OP's build case with his 50% faster gate opening if he gets out of the gate he wins just as hard as if the entire team got out. And if he were to die he would lose less hard then if he died first being a teamplayer.
The game has always been advertised as a horror game where sometimes you need to leave people behind. That's the entire reason perks like that are in the game.
That your playstyle resolves around getting everyone out is good for you but that doesn't mean OP's playstyle is any less valid.
If they get out the door then the playstyle works.
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Sorry bud, escaping through hatch isn't a win. It is a consolation prize of some blood points, so survivors don't feel so bad. All you are doing with this post and your "I never heal anyone" post is showing your complete lack of game knowledge. Once the killer applies pressure by injuries, interrupting gens, and hooks everyone can't just sit on gens. If everyone played like you suggest the killer would win with four hooks in about 3 minutes. Unless you get hatch which again isn't a win.
I'm pretty sure you are just trolling though.
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Then ask OP to share his gameplay and prove that he can escape 50% of the time with his build.
But he won't share ANYTHING, because that's just clickbait post and lies. He doesn't escape 50% of the time. In fact I don't even think he's alive 50% of the time when hatch spawns.
Hatch does not work 50% of the time, it should work 0% of the time if the killer is competent. And unlike OP, I will back up my claims: https://www.youtube.com/channel/UCLFH12v08C1gOSC7yBa9AOw
This is a 36 win streak of me getting ONLY 4K's. NOBODY got hatch in any of these games. People tried to apply OP's strategy and hide, it didn't work. I would slug and find them, before the hatch even SPAWNS.
The only 2 people who escaped and broke my streak, did it by cooperating, taking turns in chases, preventing me from tunneling the same guy, and getting gens done to open the gates. But OP can't do that efficiently with his build. He cannot get 50% escape by cooperating, and he cannot get hatch 50% of the time, so he cannot mathematically get 50%.
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