Your Solo Q Experience will be better if you read this
Run the perks that minimise the problems.
There is a lot of doom and gloom when solo q is mentioned here I see a lot of comments saying that nerfing or buffing (insert perk here) would kill Solo Qs or that there is nothing you can do about (insert problem here) in solo Q and I'm not going to say there are not problems but the best thing you can do is work with said problems and minimise them because the nature of solo q means you will be inefficient killers will get ran past you on gens, you won't reset efficiently with your team, you will 3 gen more often.
A lot of players think after a couple hundred or thousand hours they suddenly are past the time perks like bond and deja vu should be run because they assume their teammates shouldn't make mistakes and should be able to account for them being on XYZ gen or pay attention to the gen spread and get the unsafe gens done first etc but that is going to happen at times and you should play not assuming all the players you get will be worse than you but equally not all the players you get will be a good as you and you should pick your perks with that in mind.
I know I'm tooting my own horn in this paragraph but it does emphasize the point I'm making. I have played a lot of DBD and this is the best advice I could think to give players that I would not have given 1000 hours ago. I used to think because I am a High MMR player who used to see strong streamers in my game before they could hide their names I was above these "trash" perks. I was wrong and honestly worse at the game because of my ego. (which I have retained if this paragraph is anything to go by)
The point is you should run perks like Bond, Empathy, Deja Vu, Open-handed, and Kindred. If you want to see every pallet drop on the map running Any Means Necessary just for its aura effect also is not a bad idea. Just because a perk is not meta does not mean it's not useful when you cannot communicate with your team.
This may sound harsh but humour me. If you are the type of player to dismiss a perk as "trash" because it is not top-tier and it won't help you in close games against strong players but have an issue with the majority of your games being rough drop your ego. Just sticking bond in the middle of a meta build can make the solo q experience all the better.
This may seem like a lecture of a post but I was an idiot and had less fun and more frustrating games because of it. Don't be me.
Comments
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If I had twenty perk slots, that might work.
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I will continue using 2 or less perks, game is more fun with less safety nets
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As a Solo Q player, I won't play if I don't have Kindred (though that is no longer an issue since all the general perks are unlocked for everyone and I've played long enough that no one isn't fully decked out with every perk).
I also almost always run Bond
For myself, I've always said information is king in this game and both those perks give me incredibly valuable information. You can get a LOT of information from being able to see the auras of your teammates. Where to go, where the killer (probably) is, who needs healing, and hell, where NOT to go (if the killer is chasing me and I can go left or right but see that on the right X is working on a gen, I know I should turn left).
Information is vital in this game and those two perks together give me about every piece of information I need to make the best choices
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solo Q sucks solely because of the MMR system and, still, the lack of information. yes, the information we have now is miles better than what we had before, but doesn't mean it should still sit where its at and never be touched again. in order for solo q to feel better without affecting SWF'S you have to; tighten MMR, allow for all conspicuous actions to show a progression bar on the survivor hud icons (I.x. healing, totem cleansing, killer power, etc.), make some perks basekit like kindred and 'Wake Up!', and that might possibly be it if im being honest.
when it comes to making both perks basekit, i would mean allowing survivors to see each other's aura's globally when someone is hooked, and for wake up just implement the exit gate aura reading when the gates are powered and remove it from the perk. it wouldn't add clutter either.
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I didn't say you need 20
Trust me just run 1 perk to minimise the problems most players who complain about Solo Q have very valid complaints but they never try to work with the game as it is and instead treat it as the game they want it to be and assume everything is going to work fine and it never does. It's like if killer players complained about gens going too fast but refused to run pop or pain res. Solo Q will always have its issues so at some point as a player you have to learn to minimise them however you can.
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Anybody playing solo queue without Kindred is simply part of the problem.
The fact that it still isn't basekit is mindboggling at this point.
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I honestly dislike bond with solo que, its like 90% of the people who run it=sandbags you on purpose, cant tell you how many times am the ONLY one on a gen and one person is opening chest/the other is cleansing blessing totems, and the one in chase with bonds come and sand bags the only 90% gens being worked on by me, tbh I want bond nerfed(survivor main saying this)
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Great post. Great advice. You’re right, Kindred is super useful.
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I still can't believe Bond's pick rate isn't higher. It's such an undervalued perk. Combine it with Open Handed and see for yourself how much information you actually get out of it.
You see where your team mates work on gens, so you know where the gens are and you can identify potential 3 gens early on. You see where the chased survivor is and you see where they drop pallets, so you know what resources are used. You can find your team mates when you need a heal. You have a pretty good idea where the killer is when someone else is in chase. You know where to run when you end up getting chased yourself. You know when another survivor runs towards you with the killer on their heels. You know where to go for a bodyblock. You know what the others are up to even when the HUD doesn't tell you. And all of this with a huge range.
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Great idea. I will run Bond so I don't make misplays not knowing where my teammates are, Kindred so I know who is going for the hook save, Windows so I know what pallets my teammates have used, Reassurance so my teammates don't get camped, Kinship so I don't get camped, Decisive so I don't get tunneled, and Unbreakable so I don't get slugged. Except I can't run all of those at once.
Aura perks help solo queue and fix some of the problems but then you are missing out on something else that is crucial by bringing multiple aura perks instead.
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So the game has like 100+ perks but I have to run a handful just to play the game…
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The issue is that you only have 4 perk slots so you can't run ALL the perks that help reduce annoying aspects of the game.
Also I -would- like to actually use some other perks sometimes to have some variety.
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I am going to quote myself
People are acting like they have to take full aura every game and that's just not what I'm saying i word for word typed in my OP
- "Just sticking bond in the middle of a meta build can make the solo q experience all the better."
You don't need the most perfect efficient meta build in solo Q because as i also said in my OP-
- "The nature of solo q means you will be inefficient killers will get ran past you on gens, you won't reset efficiently with your team, you will 3 gen more often."
So why are we trying to fit a square peg in a round hole? If you have to drop a comfort perk to eliminate an issue really grinding your gears weigh it up and maybe you will find it's just worth it to do so if you find Solo Q so frustrating. I never really Solo Q without bond but as soon as I'm qued with 1 friend I take it off.
The game is not perfect. It's flawed and Solo Q is always going to be harder than being in a party but you can choose to minimise the issue but many players are just putting themselves through a sisyphean task for no reason, im not saying that you should stop complaining about solo Q or any of the issue but why put yourself through them more than you need to.
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tried to add this as quote to post above (below now its why i accidentally deleted the post)
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yep have to run unbreakable ds bond and windows😭
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Wrote a whole post and accidentally deleted it so im rewriting it as close as i can
Im not saying you need to run a full aura build as people are making out so im going to quote myself
"Just sticking bond in the middle of a meta build can make the solo q experience all the better."
And
"the nature of solo q means you will be inefficient killers will get ran past you on gens, you won't reset efficiently with your team, you will 3 gen more often."
So why are we trying to fit square pegs in round holes? Often times a perk that minimises one issue is enough to make the game so much but many players are fighting an uphill task trying to play what they think the game should be instead of what it is. Solo Q will always be worse off than in a party but the key is to minimise the biggest issues you have with it. It's why i never Solo Q without bond but as soon as 1 friend is in the party with me I drop it.
Single out 1 comfort perk and weigh up when solo Q is worth it over minimising whatever your biggest issue in solo Q is.
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lol, no it won't.
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I like what was tried here. But perks won't fix whats an obviously broken game atm.
I run a few of those now and then in Solo and it's the same result. I can try to be where I need to be when I have bond, but I still need them to do gens/save/not be in basement/not on a chest/totem.
Give me perks for that.
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I'm going to type a take that is mellow as can be but may be seen as nuclear by most the playerbase of dbd.
DBD in its current state is the least broken it has ever been and most of this community is massively exaggerating.
Also about the second thing you said. When queuing a multiplayer online game you are going to face players both better and worse than you. Solo Q is not uniquely bad in dbd because of that. At worst the lack of a comms system is the only thing that is uniquely bad in dbd but from what I've seen the playerbase doesn't want one.
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The issue is that I need to run OTR, DS and DH to stop tunneling. I also need Reassurance or Camaraderie to stop camping. I also need Kindred, Deja Vu, We'll Make It and Bond.
See the issue
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I'm sorry you cannot run everything, but cover your bases. I know you are a long-time player and you know you will be camped or tunneled at times but we accept that this is part of dead by daylight we want to discourage it but it is what it is you cannot deal with everything but you do what you can.
You cannot make it impossible for a killer to do nothing that you don't want them to do. The matches you play will not revolve around just your experience you are one of 5 players in a lobby and 1/4th of your team.
Make a well-rounded build that is sensible and helps deal with the issues you are facing the most and play.
I also don't think you need 3 anti-tunnel perks, then Reassurance or Camaraderie in most of your games to be completely honest.
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Good thing survivors have 16 perk slots huh?
( ͡- ͜ʖ ͡-)
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All of the perks you recommend are extremely practical aura reading perks that provide valuable information, but unfortunately they won't be of much use to players who can't judge the situation.
Let's say I'm hooked by a killer by bringing kindred. Normally, it would be fine if one person rushed to my rescue, but sometimes two people come out of their way to help me. There's someone being chased by a killer, but it's only after that person is injured that he comes to unhook me. In that case, I have no choice but to think that these people will lose the match because they are beginners. Moreover, looking at the flow of this thread, it is clear that it is full of people who do not understand the value of dedicating one park. People who want to work on useless loopies have no desire to improve.
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Gonna pluck out a line.
I know you are a long-time player and you know you will be camped or
tunneled at times but we accept that this is part of dead by daylightAt times, yes. That is what we accept. He is saying its a whole hell of a lot more than 'at times'. Longtime players, as you are pointing out in this very post, know the game and have wisdom and knowledge, etc. They are saying tunneling and camping is still happening too much. Those require how many perks? Lets check.
There. Looks like 3-4 to cover camping and tunneling. This is basically basekit game play if you want a chance to play at all. 6-8 if you want to cover most of the issues in much of the games in live today, but I'm merely here advocating against this tunneling and camping not happening 'only at times.'2 -
Agree.
I hate Bond.0 -
Solo queue is less about the perk viability. At a certain point you question why one side is given all the tools to be as competitive/sweaty as they want at any given time without consequence, but solo survivors aren't afforded even half of that luxury. The biggest balancing factor in DbD is how hard one side is trying relative to the other, and it's not possible for solo survivors to collectively try as hard as a sweatlord killer 99% of the time.
Killers lose absolutely nothing when they run sweat builds. It's all gravy. A solo survivor is trading information, utility, or survivability on some level. Always. Think of any other game that hamstrings solo players to that degree.
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Then why is every killer freaking out that its going to be harder to tunnel and run 4 slowdowns. Imagine being the pot and calling the kettle black.😂
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Recently I've been running Calm Spirit, Distortion and Deja Vu. Are they boring perks? Hell yes. Are my games more fun for having them? Hell yes. Not screaming all the time, not being constantly shown to the killer so they get constant updates on where I am regardless of their skill. And more importantly, contributing to not 3 genning as a solo player. Also the yellow repair bar makes me feel good even if the speed boost is negligible.
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You don’t need 20.
Deja Vu, Kindred, an exhaustion perk and then any perk of your choice is more than enough to make most solo queue games bearable.
I usually run those 2 and then Sprint Burst and Vigil or Chem Trap and my games are honestly much more fun.
While I wish Kindred was base kit so I didn’t have to use a slot on it, it absolutely makes solo queue feel like a different game.
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If I run that, I'll get turbo-tunneled or I can't play my main.
The fact of the matter is, if you're trying to " cover you Solo Q bases" like OP said, you need more than four perk slots.
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What exactly are you doing that is making killers "turbo tunnel" you? I know you've been playing this game for years like me, so I expect you can probably run most killers for a while. Most good killers that are playing to win won't go after clearly strong players, they will leave you to target weaker players, unless you are annoying them in some way.
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I base my perk loadouts for Solo Q on 4 things:
- A perk that gives me map awareness, of my teammates or the killer.
- A perk to help extend my chases.
- A perk that punishes tunneling, or otherwise increases my own survival.
- Flex perk.
Currently running Kindred, windows, Off the Record and Deja Vu following this plan. It suits me just fine. If I get tunneled I at least get to know where all the pallets are, and I will at least not go down in one hit. If I die oh well, long chases are still fun.
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I never have much issue with being turbo-tunnelled when I use this build.
But if that is an issue for you then you could easily replace the exhaustion perk or the free slot with some anti-tunnel perk (I might do that when the DS buff goes live)
I don’t think OP was trying to say you need to run ALL of these perks to cover yourself, just the ones that help with your biggest problems. For me, Kindred, Deja Vu, and Sprint Burst cover the vast majority of my issues but for you that might be something different. Experiment a bit until you find something that works for you.
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I am a Killer main I am PAINFULLY average at Survivor.
Oh, as for what I did, P100 Steve. Should never have done that.
Post edited by EQWashu on1 -
This post was copy and pasted below with the correct quote post sorry for spam
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This is another nuclear take but camping and tunnelling is nowhere near as out of control as it has been in the past and it has been on a downward trajectory. Its just previously such as when circle of healing was broken or keys could open the hatch it was enforced by really strong things that could be enabled on the survivor end because spreading pressure was less valuable now because healing and resetting was so fast and killing anyone but the survivor with the key could end it games ending early.
But before it becomes a point that is mentioned you could not Opt out of being tunneled by choosing not to run these things because when a player with a key died they dropped it where they were hooked and circle of healing was useable by every survivor so when solo Qing you would run DS and it would proc regularly. Nowadays if you run it you wont see it proc as often simply because people just don't tunnel as much nowadays It has just become the most obvious thing to talk about since the game has gotten better and there is nothing nearly as broken in the game as there was in the past.
Most people I see running full anti-tunnel builds nowadays I see as the zombie apocalypse preppers of dbd top easily influenced by what the community's consensus is on the state of the game and not judging the game for how it really is like at the moment.
The only way in which tunneling and also camping have become more prominent is there are specific points in the games MMR ranges where a lot of people who tunnel and camp end up because they are often getting similar results to eachother so surviver is fun for a while for a player, then they get better at it, then they see more campers and tunnelers until they get better again where they will see less because the vast majority of camping and tunneling killers are just kinda mid players.
This however is not as new as it look however it also use to happen years ago before MMR was a thing. I used to joke with a friend that every month you would need to climb past the purple ranks again and get facecamped by a bubba on the way.
On a side note im going to make this as a new post and thread because i truly believe tunnelling has not become more frequent as time has gone on and its been on a slow downward trajectory but people just cant remember how it use to be in the past.
Forgot to quote you sorry its why this is double posted
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