Kindred
Seriously I think Kindred is a must have perk to me. Everyone should always carry it. If your wwwaaaayyyy across the map and for some random reason I don't have it your making it harder on yourself. Its so valuable. Thoughts?
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I always have Kindred on and while this hasn't been a problem for me for a good long while now, I refused to play any survivor that I didn't have Kindred unlocked for
Just too much useful information for a Solo Player like myself to lose out on if I don't have it on. It can tell me when to go for the save but just as important, it can tell me when NOT to go for a save. That's the kind of thing that can make or break a game for your squad.
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It's usefulness is definitely why a lot of people want this perk basekit to a weaker degree. It's even better paired with Open-Handed just for the extended aura reading effects.
Even if you're not going for the save, you can try to find another survivor if you need to heal OR avoid them completely if its say a Legion or something. The knowledge this perk provides is great.
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Only time I ever take it off is if i'm replacing it with something similar like Empathy, having one good aura perk gives so much metadata to solo.
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Love the perk as a solo player, but man even with kindred sometimes I'll still reach 2nd stage on my first hook or it works against me. How? Instead of rescuing me, the survivors use the aura reading to meet up and heal each other causing me to die or still reach 2nd stage.
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This is my go-to build when I have nothing else in my head:
Bond/Kindred/Open Handed/ - open perk slot, right now I am running Distortion
Many scoff at bond for being a learning perk and not needed when you have coms in a group, but I kindly disagree: actually seeing your teammates 3/4 the time and knowing exactly what they are doing is a real game changer: you can take all the info in without anyone telling you and make very well informed decisions. What gens are currently being worked at, who is chased, where a palette is thrown etc. And kindred with Open Handed is literally 1/3 of the map, more if its a center hook. You got perfect info on the killer and win any mindgame, because there is no mindgame. For real, you might be tempted to let your mates hanging, just for the fun you can have with the killer. And you always know with perfect accuracy how safe or unsafe an unhooking run will be.
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Kindred is a staple in every one of my builds. As a solo player it feels necessary for me to have it
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I almost always run Bond + Kindred. Very useful for playing alone.
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I'd say it depends on everyone's level of play, not saying it's a bad perk its actually a great perk but if all 4 are high level it's not needed
Pros of kindred:
- Can see if the killers camping
- Can see who the killer is if you dont know already
- Can see the direction the killers going in
- Can see if you need to go for the save
- Gives surveillance in the area if the killer sets up traps
- Allows you to remain hidden easier if you're already close
- Let's you see which pallets are being used/dropped while someone is on hook
Why high lvl players wont run it
- It's a perk slot, I know but you have to understand there are lots of great perks and at the highest level is this one better than all the rest? Not really
- We know the time it take to get to the hook, we can sit on gens most of the hook state and only save when needing to.
- Having kindred doesn't mean people will do gens or stop multiple people coming for you, this is very annoying to see when you use the perk .
- Perks like windows can give the same info on which pallets are gone/been used but permanently so it counters that benefit.
- Higher level players tend to be more aware of what their team is doing and where they/the killer is located.
- Dont need to know who the killer is which counters the one benefit, high level players aren't really afraid of most killers because of how weak they can be and most high level players will have a pallet, window or route planned for when a killer comes to chase. Also stronger killers like nurse have huge audio tells.
It's a great perk, but if I'm being honest the only reason I'd use it is to try encourage players I think are bad to be more efficient on gen/saves and not any actual personal benefit. Good perk though, definitely not a bad perk to run in any game unless you're on comms
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Swf main confirmed
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I love Kindred but haven't used or needed it in a while. Not sure if it's my mmr or simply luck but I've been getting paired with decent players who seem coordinated and actually go for saves.
That being said, I'm a huge advocate for making this basekit because it will bridge the gap between SoloQ + SWF.
I should also mentio I run Bond 80% of the time so I can keep an eye on my team. If I didn't have Bond I probably would be using Kindred in it's place.
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Nope solo survivor main actually.
I just prefer using other perks and for the most part I get good teams and dont need it. Besides in solo Q everyone wants altruism so I dont really have to
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I go without Kindred only when doing adept achievements. Without it survivor is handicapped.
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Dont have a slot for it. Not letting go of my Dh,OTR,hyperfocus and stakeout OR DH,OTR headon, quick and quiet builds :D
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Even if i run kindred, there are either 2 survivors coming at me anyway, each one trying to outrun the other, or noone comes and they just hide somewhere. ITs just not worth running for me.
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People honestly want Kindred as base? Lol wow.....People please stop it! STOP!!!
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Then run it so that you can be the smart one while others are on the hook, and use that information to supplement your game sense. They purposely buffed the perk for that specific reason.
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The majority of the userbase doesn't understand how much information it actually gives via deductive reasoning, thats why so many underrate it. It's like Windows and Empathy in that they're only recently getting people's attention when they understand the metadata they provide. They're too busy stacking second chance perks to learn how to get value and would rather beg for it to be basekit instead.
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I've always wanted to see Kindred as part of the core game. That ability alone would incredibly narrow the gap between solo q and swf. But I also understand why they haven't done it yet.
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As a solo survivor I usually have a load out of 1 Info Perk, 1 Healing Perk, 1 Exhaustion/Defense perk and 1 Objective perk. Which are usually pulled from the following options:
Info: Kindred, Bond, or Windows (if running Lithe)
Healing: CoH, Reactive Healing, We'll Make It, or Solidarity (Throw in Inner Healing if I have a cleansing challenge)
Exhaustion: DH, Lithe, or Head On (Occasionally I sub this out for OTR or Sole Survivor as an insurance policy)
Objective: Deja Vu, Prove Thyself, Detective's Hunch, or Built to Last (if I have a decent item or a 'use x toolboxes/medkits' challenge)
This usually does me pretty well, and yes the Exhaustion perk is the expendable one in solo queue, because you get much more mileage out of playing cautiously in solo queue then you do aggressively like you would with a SWF.
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Love Kindred, but technically it does lose value the more Survivors run it. All 4 having it is redundant and a waste, like Prove Thyself or Circle of Healing. Also if you're an experienced player, you can often deduce the info Kindred would give you just by intuition.
As @EntitySpawn said, it's more-so a perk to encourage bad players to be more efficient. Which is why I think it should become base-kit.
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I dont want it base, dont get me wrong itd definitely make me stronger and have easier games but that's not my biggest concern in solo Q.
My biggest issues are DCs, ragequits, people farming tome challenges throwing games or matchmaking sticking me with a bunch of people scared on gens and all those are separate issues to work on and would improve my solo Q experience WAYYYY more than kindred base.
15survivor games today, 6DCs on my team on their first/second down. It's a joke was winning most games too
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the perk really should be base-kit because its silly that you need to make reads on your teammates when your on same team. currently its just perk-tax on soloq. I would love for global bond or teammate aura-aspect to be base-kit so there is more perk choices to run. I think a lot of perks on survivor are pretty solid but have trouble getting selected from perk tax in soloq.
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Only on most maps, bound does about the same thing. But it makes it easier to find people to heal of be healed by once nobody is on the hook. Also you find people at gens easier, and you even know that one guy is just going in circles in the basement.
Na, i keep to bound, it gives me way more value.
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I'm optimistic about it. I just don't bring it myself. Definitely recommend to anyone hating solo queue.
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that is exactly why it should never be a basekit, if you give kindred basekit to survivors then you have to give something to killer too
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Im still holding out some hope they give people base kit kindred instead of the base kit unbreakable
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I do like how people assume the devs won't give something to compensate a base kit Kindred...
They could add a base kit BBQ as an example if you wanted a killer equivalent.
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Then you have another issue, your buffing S tier killers like nurse to have free BBQ info without perk slot wasted.
Kindred is fine the way it is, that is why if you're playing solo quee you should just bring it.
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You said killer needs to get something too, so I provided a quick, easy, general example anyone can come up with.
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