The build I use to win 50%+ of solo survivor games
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I use only those perks when I do tomes which require escape but other than that I try team win and my teammates do gens but killer usually camps and tunnels and has 4 slow downs so we lose most of time anyway. Overcharge+call of brine is so powerful quarding last gen so it's hard to win.
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Left Behind doesnt guarantee an escape unless you have a key because the killer can still get to and or find the hatch before you do!
My main solo que build is
Sole Survivor/Spine Chill/Lithe/Wake Up
With good medkit and add-ons. Build is good for most situations.
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Then let's ask OP to prove his claims and record his gameplay of him getting hatch 50% of the time with his build? I don't think he'll even be alive 50% of the time when hatch spawns.
Here's my gameplay a while back where I would get 36 win streak with only 4Ks, not a single hatch. https://www.youtube.com/channel/UCLFH12v08C1gOSC7yBa9AOw (toxic gameplay but that's not the point here - the point is, if the killer knows what they're doing, survivors will NEVER get hatch)
(Btw: I wrote a longer post but for some reason this forum keeps deleting my messages and making them appear randomly later.)
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Ain’t no way you’re using self care and calling CoH a massive waste of time
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I like that now players have a lot of choice to build their tactics, even this one)
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Haha i would never run self care, it takes way too long and i'd just rather bring a good medkit or have Spine Chill or Aftercare.
COH however has saved me a number of games so its 100% not a waste setting it up.
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Might as well use Circle of Healing instead of selfcare? It's faster and it gives your teammates an extra perk too
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Lol. OP is funny but by his other posts he's clearly just a disgruntled survivor who has resorted to playing ultra selfish to win. I did it for a while too but it's an empty experience.
Here's a better alternative to how to manage solo queue hell if you assume your teammates are terrible:
** Saboteur, Aftercare, Lithe, WMI
I figure, these guys are going to be terrible and need saving so I'll have fun saving and maybe model good play behavior. Sometimes I bring an Alex's to focus on the sabos, sometimes a medkit to heal myself but the aftercare helps us on gens and healing and general info as well as letting me see who is screwing off and letting them see that you should ALWAYS BE DOING SOMETHING PRODUCTIVE as a survivor.
Sometimes I use a FTP build and instaheal them off hook so they have no excuses to mope around and hide. Just get back to work.
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BRUH SELF CARE?
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That's a cool video but it's irrelevant to what i'm saying
i'm saying survivors winning is individual. Nothing more, nothing less.
OP's build working or not is irrelevant
How many 4k's in a row you can get is irrelevant
I'm just stating the fact that a survivor can only win by escaping through the gates. Regardless of how many people escape with them.
The game does not care how many survivors escape. All it cares about is wether or not you escape.
You keep bringing arguments against a point i'm not making
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IMO if that survivor can open the gates then they definitely won. Maybe not so much from a team aspect though.
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A win is a win and escaping whether alone or as team is a win period!
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The point is that if you let your teammates die then you're drastically reducing YOUR OWN chances of escaping as well. In fact against competent killer, you're making them exactly ZERO.
Yes once you open the door your MMR doesn't care if you cooperate anymore. But to open the door in the first place, you need to cooperate HEAVILY with your teammates. That includes getting hooked yourself, taking hits, things that OP explicitly tries to avoid. It does not improve his chances of escape at all. It only improves his chances of him being the last one alive, then dying.
It's like being in a sinking boat with three other people, and instead of cooperating with them to bail out the water, you let them drown, arguing that you only care about yourself not drowning. You might live a little longer than them but in the end the boat will just sink faster.
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You can have any build and be a selfish teammate. You can run an end game build still do gens, unhook, heal, etc this build doesnt take those away lol. Anyway when I used to do this until i got bored I ran:
Wake up, Sole Survivor, Adrenaline, Left behind
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Best post in this thread by far! This is what im saying as well.
I have a survivor that runs Sole Survivor/Spine Chill/Wake Up/Lithe w a medkit and good add-ons. Its a versatile build and i unhook do gens etc but its also an assurance build so its good for most situations!
Person suicides on hook? Ok i have a stack of Sole Survivor
Teammates going down fast or playing bad when im not?
Easy i can rely at least on endgame to escape or my remaining teammates can pick up!
I run Left Behind sometimes because people are mostly bad at the game and im always expecting the worst but only with a pink or purple key because running this perk without it doesnt guaruntee the escape as opposed to having it.
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Good job you are running a build where you are rewarded for teammates dying. What a great accomplishment. Look at it this way, if 4 copies of you were on the same team running this build, your escape rate would much much lower.
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Okay, I will still be using these builds
BT, WGLF, No One Left Behind, We will make it
or
WGLF, For The People, Empathy and Vigil
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Just smashing gens and escaping will eventually get boring, no? Healing, hooking, getting into chase to give team mates a chance, etc, are all part of the game and far more interesting I would argue. Surely you'd eventually wind up in a higher MMR than you should be, facing killers who will burn through Distortion before the first gen even pops.
I do agree though that BHVR do seem to be pushing for survivors to play in this manner. I've noticed there's a lot less teamwork displayed in recent games, a lot more Left Behind and Sole Survivor being used. And forget it if you're the one hooked in endgame. DS and OTR deactivated, and BT no longer being used because of the 5s basekit means no one is coming (and I get it, unless the hooked person is near an exit gate there's little chance for them). When Terminus comes out I anticipate people leaving immediately will become more commonplace.
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Distortion is pretty nice now - I make use of it, now that it can be recharged and rather easily. It's satisfying hearing that squelch noise at the start of the match when Lethal Pursuer fails on you.
Self Care - Can't use it anymore even with Botany. Way too slow nothing else gets done. Rather take Bond for the info and if I do need a heal pretty easy to find someone. I actually use Bond to avoid incoming chases and stay away from people doing gens while in a chase, so I don't get in the way.
Left Behind/Sole Survivor - Kind of useless taking two perks that only benefit from being the last survivor. With Self Care it sounds like you don't do anything to progress the game and just wait for the others to die. But I do like Sole Survivor the really fast exit open is nice when you do run into those situations.
Then you need something to help with the rampant tunneling/camping going on - OTR is my choice.
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I could probably make use of this build as I completely suck at chases.
Some people like being sneaky and focusing on objectives, others are good at flashlight saves and looping killers.
You'd rather have me working constantly on a gen than constantly getting hooked and making you work extra for me
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I used to care and for a good while i ran and rarely now run
Sabo/Breakout/DH, SC or Resilience/Empathy w Alex's Toolbox and the good add-ons.
Ok i save my teammates with Sabo but they do no gens and all is for naught...
I can exhaust all my resources saving people and still die bc the teams are overall bad so while i commend your level of altruism and camaraderie the truth is support builds only work half of the time.
The skill level of the killer, maps and skill level of teammmates still need to be factored in so these type of builds are still no better than so called selfish ones.
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I feel you. Just look at this Claudette in one of my games
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There is no official win condition other than "escaping" for survivors (although the updated official page does put more focus on the "team" aspect of it), so yes, you can play for your sole escape and consider it a win. The question only becomes why you would want to do that. In general, you can consider whatever a win you personally play for. You could personally be having the most rewarding time if you manage to find all 5 totems in game, like some easter egg hunt. If you feel like you've "won" if you did that and had fun, that's just as worthwhile (or worthless) as escaping and then considering yourself a "winner".
Escaping does not give you anything in and of itself, and even if you care about your invisible matchmaking rating (for which you have no real reason, as it does not give you anything either), you actually have to play for gate escapes to increase your MMR, which is something you will much more reliably achieve by choosing your loadout and playing in ways that actually aim to get all gens done, which includes pressuring objectives, rescuing teammates, taking risks, taking aggro/chases, teamplay in general. If it's about bloodpoints, there are more effective ways to maximize your average BP gain. Taking hits and going for unhooks and bold plays usually yields much more BP than hiding, playing passively and getting a hatch escape.
Personally I mostly care about chase interactions in the game, so as a survivor I would rather die having one last chase, than try and hide and avoid the killer in order to get a sneaky hatch escape. I get nothing from the latter, why would I go out of my way to actively avoid gameplay? Why am I playing this game at all, just for the artificial objective of an "escape" message on my post-game screen? I for one play it for the gameplay it provides, and I enjoy chase gameplay more than stealth gameplay. Doesn't mean I don't generally play to succeed, but to me only two or more survivors escaping is success. I don't generally play for hatch or otherwise cheesing out sole escapes, let alone adjust my build and playstyle to it beforehand, I go into survivor matches trying to play in ways that allow for all gens to be done and multiple players to escape through gates, and I consider it a success most of all if I help with that by leading lengthy chases.
That said, there are of course reasons why people would want to play for escapes more than anything else. Maybe they just find that the most fun, and whatever leads to their personal escape is worthwhile to them because they just find they feel the best about the game if they end up escaping. Or maybe they care about it more than anything else because they want the killer player to feel like they've "lost" against them. Or maybe they just enjoy the thrill of hiding and escaping against a killer looking to find and prevent them from doing so. Or maybe they enjoy thinking of the game as a survival horror where just like in real life they would want to avoid the killer at all costs. As I've said, any personal reason is valid, and nobody can prevent you from playing within the rules of the game to whatever end you personally deem worthwhile. Your fellow survivors will resent you for it, but if you yourself do not care about that or at least not as much as you care about your escape, so what, it's a game. And I will say that in solo matches, not seldomly it really is the case that try as you might, you just simply cannot carry your fellow survivors into having an actual shot at getting all gens done and escaping. So after having a lot of matches like that, it is understandable a player might simply want to escape more often, and prepare in advance for the likely case that the round will fall apart.
...So, here's a few tips for the sole survival playstyle.
Left Behind + a key is probably the most reliable way to get an escape that requires the least amount of investment, since you still have 3 perk slots that can support whatever playstyle, tactic and strategy you want, and the key can still have add-ons that do other things for you too.
If you are using Left Behind without a key, consider instead using Clairvoyance or a map - both perfectly able to help you find hatch as well (Clairvoyance even has double the range of Left Behind), and as opposed to Left Behind they actually have other uses too.
If you want gate escapes strictly, the combo is Wake Up!, Sole Survivor, Spine Chill and Adrenaline. Adrenaline is just here to make sure that if the killer closes the hatch, you either get to be healthy which makes hiding easier and can allow you to take a hit while opening the gate, or you get off the ground if you were slugged. Spine Chill helps you identify when the killer is at the gate you want to open, particularly against stealth killers of course, but even the visual indicator of the terror radius can really help you with understanding the killer's movements and whether they are actually moving to or away from your gate. And on top of that its 6% additional gate opening speed can come in clutch if the killer is coming at you. Wake Up! and Sole Survivor are obviously the actual gate opening speed perks here though - together, they combine for a 75% increase in your gate opening speed, cutting it down to 11.4 seconds.
An additional tip is that you can open the gate up to a progress of 25% before the first red light turns on, meaning you can put in some progress without the killer noticing, hide, and finish the rest when the killer leaves again. That will leave you with only having to spend 8.5 seconds on the rest. If your game is in English, you can use the following as visual guidance:
The first light will turn on roughly when the progress bar is in the middle of the letter "A", so in order to be safe, you want to stop when the progress bar is between "C" and "A".
Another tip: Spine Chill lights up at 36 meters. It takes a killer 7.8s to traverse those 36m at standard 4.6m/s movement speed. So if you can put in 3-4 seconds of gate progress before Spine Chill lights up (progress bar at about "E" or "S" of "ESCAPE"), you will be able to open the gate by just sticking to it, you won't have to risk hiding (especially if you can tank a hit too, and also considering that the killer is not usually able to travel in a perfectly straight line to your gate). Also depends on whether the killer has an ability that allows them to traverse the map more quickly though, of course.
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Well, killers got buffed, and they tunnel and camp more than before, because it turned from a loosing strategy to a winning one. The right nerf might actually revert that, instead of enforcing it.
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first, comments on the perks:
first of, I dont think that you are the only person doing gens when you run selfcare. since the nerf this is the biggest time waster available. you say fixing gens is the most important thing and run this? inner healing is too situational? this sounds like you want to heal everytime you can, is that correct? or do you do gens injured? sounds a bit contradictory tbh. selfcare was always a perk that could be played badly by always healing, rather than offering the possibility to heal when you HAVE to which was the true strength of selfcare.
I would use clairvoyance over left behind because it has a bigger radius and has usage during the match as well. and since it requires a totem to activate, I would exchange selfcare with inner healing on top. normally 2 heals per match without a mate nearby is totally fine
second: to you and this thread
the way you argue vs other opinions make me think that it isnt even worse posting in here...
you insinuate over other people's playstyle and whatever, without even talking about what they said. just destructive wording etc
btw this is still your argumentation of winning, this is just an opinion. pips tell you that you can blackpip with an escape and +pip while dying. pips are the closest thing to a definition of winning that the game offers, everything else is subjective
and how do you regard CoH as time waster when running selfcare xD it is one perk that allows your whole team to reset, no grouping needed so the other survivors can fix gens. place it in a deadzone or where gens are already finished so the killer has no reason to go there. saves tons of time. and no decent survivor needs small game to find totems, you know the spawns and occassionally run past these, no need to waste time searching them, you place boons when you see a totem, thats it. and you cant add the placing + healing to count for a single heal. you need to calculate the average on how many healings have been done with that single boon placement. if you place it in the open or between a 3gen so the killer has no problems snuffing it all the time, then you played CoH as bad as selfcare when people die on hook while you heal
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tunneling was always a winning strategy, you just could focus too hard and ignoring the free hits and stuff. also most failing tunnel attempts were combined with camping, which made you lose time. but when you did your stuff while your target was on hook and just go for it as soon as possible, even finishing your current chase and then go for the tunnel to keep up the pressure, then tunneling always guaranteed the 3-4k when you get the first kill early enough. thats why I think DS needs to go back to 5s and activate after every unhook
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People really miscomprehend what kind of perks Sole Survivor or Left Behind are
It's a insurance perk, just like OTR btw
Saying sole survivor and left behind are useless cause they don't give vallue unless your team dies is the same as saying OTR is useless cause it doesn't give vallue unless the killer tunnels
If you have OTR and the killer doesn't tunnel you then you might not have gottem vallue out of the perk but you're still in a good position cause you weren't tunneled
If you have sole survivor and your team isn't dying then you are still in a good position cause your team isn't dying.
But just like tunneling, your teammates dying is largely outside of your control
If your somebody who is confident enough to play with a perk slot less then these kind of perks are a great way to still turn a bad match in your favor
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I run CoH, Shadow Step, Lithe, 4th is up in the air but usually Bot Knowledge or Windows.
This build helps me and my team but sadly I'm stuck in MMR hell because of DCers and Suiciders and Selfish Players who refuse to do Gens and hide most of the match.... strangely they have builds similar to OPs.....
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It's not a single escape is a loss for Survivors and a drop in MMR.
Escaping from the Hatch is not considered a Win or Loss but a draw and dosnt not affect MMR.
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Everyone, let us play like this and hide until the killer gives up.
Joke aside, I hope I will never or seldomly be in a game with such selfish players with absolutely no sense of teamplay. Play killer If you want to fck up your team so badly. So boring.
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Lucky you...that's all my games because I'm stuck in Low MMR Hell
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I don't consider it a win because you can literally hide all game as survivor and escape from hatch or gate for free. It takes skill to get a full team out, it takes being bad to get only yourself out.
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Oh I agree but I was just stating what the Devs have said lmao. So our Opinion and how MMR works are aligned lmao.
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This is incorrect. Each survivor wins individually by escaping. If your team escapes while you die, your survivor score (MMR) goes down because you lost. You can consider a win all survivors making it out, but BHVR doesn’t recognize it that way. And honestly, their definition is really the only one that counts.
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Huh then my mistake I think I was thinking of the change they want to do to it tbh.
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There were rumors some time ago about rewarding survivors as a group. So if 3 survivors escape all survivors increase MMR and share points, if 1 does they all lose MMR, and if 2 escape it's a draw; MMR doesn't change. But allegedly killers complained about this because their win conditions require a 4K, so BHVR scrapped the idea...
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Actually the OP's build is for boosting both hatch and exit gate, whichever is more convenient.
If by "SotS" you mean SftS, there's easy ways around that. I used to run Calm Spirit in my build before I realized it's not really needed to counter SftS.
If a rando survivor on my team hides the whole match but still gets gens/totems done (and most of them at that), I couldn't care less if they didn't get hooked. That's actually a solid job on their part that they were able to do that. It's the killer's job to find them, not for another survivor to point them out. As someone else said, if I'm slugged at the end I'm not going to do anything to point the killer at the other survivor. I'll crawl off somewhere to bleed out and deny the killer a kill credit and give the other survivor a shot at the hatch/gate.
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Escaping is escaping period its a win for that specific survivor! If the killer 3k's its an overall loss for survivor as a team.
If 2 get killed and 2 escape its a draw on both sides, the killer went even or drew even with survivor, 3 or 4 escapes is an obvious loss for killer!
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The flaw in your reasoning here is that you are spending perk slots on things that do not help you with winning the match, which may well become part of the reason why you'll end up in lost matches to begin with that you might not have had had you been using perks that actually do something before the match is lost. Off The Record's activation condition is not a lost round, so it's not comparable to Sole Survivor, it contributes value that can help winning a match. Forgoing perks that can contribute to succeeding in a round in favour of perks that only have any value once a round is already lost is clearly itself lowering your chances of succeeding.
But yeah, this does depend on your idea of what constitutes a "win" or "success". If you think a hatch or cheesy gate escape as the only survivor is still a win, and something you consider more or at least equally worthwhile to play for as multiple escapes, spending perk slots on that can be valuable for you. I'll also say that sure, if one is a good enough player confident that one will be contributing enough to rounds without needing those perk slots, and that rounds will mostly only fall apart if other survivors are not contributing and at that in a way no perks one could possibly use could help with or make up for, it is sensible to use slots on perks like this (but again only if one cares about escaping alone).
I really think just going Left Behind + key or Wake Up! (with stuff like Adrenaline or Resilience, maybe Spine Chill) is better than spending an entire build on this though. They reliably enable you to still escape should you be left alive alone, but they also still allow you to spend perk slots on stuff to be used in trying to not end up the sole survivor. I will also point out that there is counterplay for the killer to these things. As always, they can slug for the 4k. But even if they can't find you, if they find the hatch first, they can simply stand on it and refuse to close it until they spot you. Plus if the gates are close enough to one another or if the killer has an ability that allows them guard both gates, you are most likely not escaping through gates anyway.
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I mean yeah an entire build around this is more for the memes. But a single perk slot is not that big of a price. Kinda like Noed. Adrenaline is great cause it helps you when your team gets the gens done and if they all die and the killer gets the hatch
Thing is that no amount of team perks that will save your team if they run face first into a starstruck nurse.
People who use the the standert meta have to write that off as a loss no matter what. The sole survivor player still has a chance.
And it's true that some maps have exit gates to close but likewise some maps are very easy to pull this off.
Lerys and the game are almost guaranteed for example if you do the 20% before first red light trick.
And remember everytime you get through the gate instead of dying it's 2 steps closer to higher mmr where you get better teammates and you can play the more team orriented playstyles without pulling your hair out
I'm speaking ofcourse with how the game sees a win (dead: lose, hatch: draw, gate: win) if you only feel that you win with 3 survivors escaping that's fine but then you can't really complain about hard games cause you made the victory condition harder for yourself for no real reason other then pride
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zarr your contradicting yourself because DS is an insurance perk that you "may" not get value out of but is still good to have because you just never know.
I've had some games where i didnt have ds but the killer doesnt know and didnt respect DS at all but could have lost for it so its just one of those things.
You cant tell me you didnt at one point you didnt run Balanced Landing only to go to the back then super strong Dead Hard bc there were very little to no Balanced Landing areas on a map well this is the same thing.
Got Left Behind with a key ok your intentions are known, this player or i want to escape more than anything for whatever reason but it doesn't make it "useless" or means the player is selfish, it means they are tired of dying bc of teams or having bad teams in general.
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I am impressed. Sometimes spicy hot takes get countered by reasonable comments that get like 34 upvotes, but 75+? WOAH! So you basically hit the nail square on the head, nothing to argue there ^^ Cudos, even though its just internet points :)
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If I recall correctly they are at least changing the MMR loss and gain to a team-wide number instead of counting every single survivor as a seperate vs the killer match. This way, if you indeed run the killer for 5 gens and then die on hook, you helped letting 3 other peeps escape and not suffer in MMR hell yourself.
Would be nice if they did something similar with blood points, I guess?
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Are they? I can't keep up with what they're doing (job, etc). I heard of the new changes. I suppose it's been written on the forums somewhere. I've been stuck in an MMR lottery for ages. It would be great if they finally fixed the damn thing lol.
In terms of altruism, I think endgame saves should get bonus BPs. It would encourage more Solo's to try to save a team mate. It might also benefit the Killer (they usually get more hooks and the potential for more kills that way).
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I think you forgot that in the game's code, hatch does not count as a win...
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I wish it were the case that higher MMR means finding good teammates even just semi-regularly, but in my experience (pretty sure I'm well beyond the cap) that just isn't the case, not anymore anyway. I still get good players sometimes, and still noticably more often than in the rank-based MM past, depends on the time of day/night too, and I'm not getting complete beginners either, MMR does something, but there's so many downright bad randoms among them that I think they've all but butchered MMR. (At least for survivors, I do still fairly consistently get high-hour, competent killers.) This is especially true in duo queue (and I'm pretty sure my duos are well above the cap themselves, they are players I also 4-SWF with and we escape most of the time if we do). To actually consistently be able to compete you need to queue up with at least 3 competent players, and even then the 1 random can still be a huge liability.
Either way, for me personally, in solo queue, I consider just getting all gens done already a success, because that usually means it wasn't a non-round like it so often can be with randoms. Any gate escapes from there are wins in my book. I personally do not consider getting a lone hatch or gate escape without all gens having been finished a success. I actually rather reveal myself to the killer and engage in a final chase than hide from and avoid them looking for hatch or playing for the gate if they close hatch. I mean, it depends, if they were an obnoxiously boring player that camped and tunnelled and slugged the clearly subpar randoms at 4-5 gens, I sometimes rather deny them any fun and hide for a cheesy escape, but even then, if they don't slug for the 4k or stand on the hatch refusing to close it, they aren't being that obnoxiously boring either, so I'll still usually prioritize my fun in going for a chase.
It's true that some rounds are such a disaster it in all likeliness really wouldn't have mattered what perks you brought, you would not have been able to carry the terrible randoms to much of any success. But in those non-rounds I personally usually rather go for a chase and die than drag things out by playing for the sole escape. And anyway, I don't know prior to a match whether it will be such an affair (even if it in solo queue admittedly quite often can be), so I rather bring perks that can contribute to the possibility at least that I can help carry us over the finish line. But I'll also admit that I have used sole escape perks and entire loadouts before, mostly however with the purpose to spite the awful random survivors, in a way of communicating to them "yeah you suck too much, I already know you will all die", because if something can get to me, it's the cognitive dissonance experience of not being able to comprehend how it is possible to be that bad and stupid at the game, yet seeing it happen time and time again with randoms. So for me, those loadouts are more of an emotional lashing-out and insult to randoms if I had a bad streak of games, than they are something I use because I care about escaping, lol.
But if you do consider those sole escapes success and feel good about them (and there's nothing inherently wrong with that in my book, at least not if you aren't intentionally sabotaging the rounds you're in refusing to touch gens and whatnot), I definitely agree with you that it is worthwhile in solo queue to bring something like Left Behind + key or even Wake Up! + Sole Survivor as a parachute to fall back on.
It's not a contradiction, the difference between something like DS and Left Behind is that while both have activation conditions that may not arise in a given round, DS' condition is one that can at all arise in a round that can still be won, whereas Left Behind's strictly only does in a round that is already lost. DS can contribute to winning rounds, Left Behind cannot, choosing the latter over the former can be part of the reason you lose itself.
But again, this does depend on what you personally consider a win. If you think your lone hatch/cheesed gate escape is a win, or at least equally as much of a win as however many other survivors escaping, then using sole escape perks and entire loadouts is indeed worthwhile. And I can totally understand someone just being tired of dying and wanting to escape, and them just feeling emotionally better if they do escape even if it was in the context of an overall "lost" round. I'm not trying to shame anyone or tell anyone not to do so, it's a game, and anyway, no matter what I or anyone says people will do what they do anyway, not least because such words aren't reaching far out there at all.
It's just that personally, I do not consider those escapes victories, nor do I feel particularly good about them. I want to finish all gens at all costs, meaning I rather spend all perk slots on stuff that can help contribute to that happening, and I mostly feel good about my matches if I had good chases, so much so that I even rather die seeking out a final chase and actively avoid hatch, than actively avoiding the killer to seek out hatch. That's just me though, as killer I also rather go for any chase I can get even if I know it will lose me kills I could otherwise easily have gotten, because I care about chase gameplay more than kills in and of themselves, yet I know much more people would rather get kills at any cost, even if it doesn't involve a lot of engaging gameplay (or there wouldn't be so many campers).
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I'd barely call this "winning" maybe a personal victory you're basically playing to lose the game gen wise.
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