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Any tips to escape in solo queue?

Lately been running Small Game, Overzealous, Counterforce and Inner Strength due to Thrill being buffed and seeing so many totem builds (would love to run my fave perks but can't sadly) and every game I'm just going everywhere cleasning every totem I can find all while my teammates go down left and right and barely do gens or just suicide on hook cause they see me spending too much time cleasning totems and idk what to do.

Haven't escaped i a while and i'm just sure what to do to to actually escape for once

Comments

  • CautionaryMary
    CautionaryMary Member Posts: 184

    I would recommend you to only really Counterforce totems if you spot that they actually have Thrill of the Hunt.

    You waste so much time trying to go from totem to totem that usually most of that time is best suited for generators.

    I usually run exhaustion perks, Deja Vu (for avoiding three gens), and/or Off The Record to prevent being tunneled off of the hook.

    You could use Windows of Opportunity if you don't find yourself great in chase to learn pallet spawns and windows of certain jungle gyms. It's usually best to put perks on that help you survive in the long run.

  • Idontknowtbh
    Idontknowtbh Member Posts: 472

    I play random perks with friends and there was this build that I found useful in solo-queue too (sorry if the perk names are wrong, my game is not in English and I translate how I can):

    • Serenity (Jane Romero): you see the killer's aura when you start on a gen (so 7 chances of locating the killer).
    • Leader (Dwight Fairfield): helps others do things faster AND heal you faster when they unhook you.
    • Star something (the lady from alien): make no noise when going inside a locker and locate the nearest gen and your teammates when exiting.
    • Kindred (generic): see the killer's aura within 16m of the hooked person. It gives you info whether you need to go save/stay on the gen

    Hope that helps.

  • jesterkind
    jesterkind Member Posts: 7,970

    I'd probably recommend not putting all your eggs in the totem-cleansing basket, though I also enjoy those builds so I'm hardly gonna judge anyone for also doing it, haha.

    For me, the best way of balancing this - especially now that Thrill's being nerfed - is to only bring two totem perks, and bring a Map item for tracking the totems. Overzealous + Inner Strength is my go-to here, because it gives you varied effects for one action, but I also sometimes run just one of them alongside Counterforce just to lower the time investment overall.

    For your other two perks, if you want to escape in solo queue, you're probably gonna want some more varied stuff. Something like Kindred, Empathy, or Bond for knowing where your teammates are at critical junctures is always a good shout, and separately, I'll always swear by Deja Vu being one of the overall best tools survivors have for preventing miserable late-games. A little chase could work for one of your two slots as well, something like a Lithe if you want to keep it simple would let you evade the killer a little more which can put you back on gen-jockey duty if your teammates aren't doing it themselves.

    You could also abandon the totem-cleansing shell and just do genrushing builds. Commodious Toolbox with charge addons, Streetwise, Built to Last, Deja Vu, flex pick. Distortion works to try and stay hidden early on so you can do maximum gen repair. Bit boring, but very very strong.

  • CrypticGirl
    CrypticGirl Member Posts: 713

    Kindred is perhaps the most important perk for solo queue. It shows you whether someone is going to save the hooked person or not, thus allowing you to effectively decide if you need to go for save, or if it's safe enough to stick to the gen. It also shows you the Killer aura near the hook, so you can see if they're proxying, or if they're headed your way, giving you more time to gain distance or hide.

    Deja Vu is another good one if you have trouble locating gens (as I often do in indoor maps). Even if you're generally familiar with gen locations, Deja Vu still shows you which gens need to be done in order to avoid 3-genning. Even with the 8-regression event limit, a 3-gen scenario is still a very bad position for Survivors to be in, so it's best to avoid that when possible.

    Many people rely on Windows of Opportunity to know where windows and pallets are. Even if you generally know those locations, Windows still provides value by telling you which pallets are already broken.

    I personally like fast heals, so I use Botany Knowledge (though if you use that one, make sure to equip your medkit with an add-on that adds charges, or you won't be able to get a full self-heal). Otherwise use Desperate Measures, as you get slightly faster heals without the item efficiency penalty.

    But as edgarpoop says, builds aren't all that impactful. Most perks are situational at best, save for info perks. Teammates will have a much bigger impact on your escape rate, no matter what you run or how well you play. All we can really do is get comfortable dying a lot. Easier said than done, I know…

  • warp1die
    warp1die Member Posts: 502

    Take the Bond perk. During my games as a survivor, I realized that it is much more important to know what my solo comrades are doing. Bond has always allowed me to avoid most of the problems when playing as a survivor.

    I warn you right away, you may not like what you see around you. If you see what is in the picture above, your chances of escaping are high. If you see what is below in the picture. Time to pray to the gods of luck and think about where the hatch will be.

    Yes, I know that these are old screenshots, but they fully reflect the situation even in 2024. Visuals are always better absorbed than text.

    The remaining 3 perks can be selected in accordance with your taste preferences.

  • solarjin1
    solarjin1 Member Posts: 2,233

    ditch counterforce after the thrill nerf. First u must understand something about solo q though. Chase extending perks are overrated...all of them. From windows, finesse, to all exhaustion perks. The killer can always drop chase so them perks is likely to just get someone else target instead. The best build is whatever give you the most control over the board while allowing you to rush the gens. You need at least one perk to give you eyes on the killer or survivors so you can control the outcome of chases/hooks better. Hovering for saves are a waste of time usually which is why one wall hack perk is mandatory. You need to save quickly and get back to work. Body blocking and sabotaging is the superior way of saving people not flashlights and flashbangs. Take hit, they make the next loop and u get back on a gen. Sabotaging hooks near higher progress gens are far more likely to get the killer to drop. killers always try to hook near the gens they want to patrol which just naturally leads to proxy camping as well. A lot of times teammates are useless and unreliable so u need to have influence over all aspects to consistently win. So one wall hack and the rest gen rushing. The build i run is hyper focus, stake out, hyper focus, scavenger. You know the toolbox by now....

  • crogers271
    crogers271 Member Posts: 1,921

    Gen rush is an option, which has been covered.

    If you're going to run overzealous, once a totem is down, focus on gens. Don't run around the map, tackle totems that are nearby. It might also be worth it to drop inner healing and small game, you want perks to avoid the killer to keep that overzealous gen speed bonus.

    If you're going to just be totem hunting, drop overzealous. You're avoiding the killer, so bring a support / heal style perk because you might also be the ideal player to heal people back up.

    Map > Small Game.

    So take counterforce and inner healing and pair it with some combo of We're Gonna to Live Forever, We'll Make It, Botany, Bond, Shoulder the Burden, Kindred, etc.

    Or just gen rush.

  • radiantHero23
    radiantHero23 Member Posts: 4,498

    I like this build for self sustainability:

    • Second wind
    • We'll make it
    • Alert
    • Chase perk of your choice.

    You might have a problem in tunneling situations though.

  • jmwjmw27
    jmwjmw27 Member Posts: 513

    Biggest tip for increased survivability: dodge killer map offerings. Especially during events. People running these want that one map/realm that gives them the biggest advantage and will probably be trying a lot harder and playing a lot meaner than average.

    the perks you run are up to you, I like to tell my teammates in the lobby what I'm running so they are more prepared.

  • jmwjmw27
    jmwjmw27 Member Posts: 513

    If you find yourself often being the strongest chaser in your lobby I'd recommend my build that I run in solos a lot:
    For The People / Shoulder The Burden / Reassurance / <Flex Perk>

    stick to gens, FTP allows you to quickly reverse slugging situations and can be used in conjunction with shoulder to prevent tunnel outs. If the killer is camping to prevent shoulder+ftp, use reassurance. Fourth perk is up to you, can be an exhaustion/DS if you want one of those for safety, otherwise I'd recommend an aura read like Kindred.

  • Nazzzak
    Nazzzak Member Posts: 5,851

    This is why I prefer Empathy. Bond is too infuriating, but Empathy at least I can see my injured team mates who are too scared to do anything while injured. I can go heal them up and get them back in the game. There's no hope for the ones who are healthy and hiding, so I'd rather just be ignorant lol

  • Prometheus1092
    Prometheus1092 Member Posts: 591

    For me in solo my main issue is that my team doesn't do gens when I'm spending ages looping the killer or my team goes down very quick when I'm the only one on gens. So I use windows of opportunity and lithe (to aid in lasting longer during chases) and built to last and streetwise with a good toolbox (for getting gens done when team is in a chase). This has helped me survive many matches but it's best to go into solo with the expectations of you won't make it out alive lol because often there really isn't much anyone can do with a weak team that's going for adepts or doing challenges v strong killer that wants to win.

  • angel_pellegrino
    angel_pellegrino Member Posts: 95

    When I first started playing, I went with technician, prove thyself, leader and bond. I know some people have issues with technician, but I really believe that when you're starting out, it's harder to stay in games where blowing the skill check means you get chased by the killer every three seconds. Prove thyself and leader help the team while also helping you. After all, the sooner gens get done or exit gates get opened, the sooner you can leave and raise that sweet MMR to the point where you're getting better teammates.

    The higher you go in the MMR, the more experienced your teammates tend to be, so as I got further along I started running perks that mainly benefited me. Lithe and quick and quiet (which are stealth and chase perks). Bond (so I know what my teammates are and aren't doing and who needs help) and I still run technician. I have ADD so the second there's any noise notification or movement out of the corner of my eye my mind goes right off the generator. Technician helps me enjoy the game more.

  • Stop playing the game until the dev's rebalance it… it's your best bet honestly… also don't support them by purchasing obviously overpriced cosmetic items… I mean $15 for a skin is absolutely mental… those skins should be $5 maximum… there's so many of them for each character, it's absolutely absurd they still charge what they charge for them…

  • UndeddJester
    UndeddJester Member Posts: 3,496

    I'd take Counterforce and a Green map with a Stamp and Red Twine if you're worried about totems. Basically makes totems take the same as old Thrill of the Hunt, and very easy to find.

  • hinney
    hinney Member Posts: 26
    edited December 14

    Are you trying to finish all the gens and get numerous people out? Or do you not care about the team and only want to get yourself out?

    For the former - a balanced build with:

    -Deja Vu (which has been suggested a lot here, but preventing 3-gen scenarios and gaining slight repair speed is crucial for escape),

    -Kindred (one of the most powerful solo queue perks so you can always see where your teammates are when someone is hooked - and they can all see each other while you're hooked),

    -an exhaustion perk of your choice - but I recommend Sprint Burst (and don't walk until the killer is 2 inches away from you before you start sprinting. You're wasting distance. If the killer is coming toward you, make distance as early as possible. There's a solid chance they decide not to chase in that situation.),

    -and then you can throw either an altruistic perk like We'll Make It/Bond/Botany/etc., an objective perk like Prove Thyself/Stake Out (or Hyperfocus if you're good at great skill checks), or an info perk like Windows/Wire Tap, or an all-around perk like Resilience which will increase your speed at everything while injured.

    If you only care about yourself escaping…

    Sole Survivor and Left Behind will all but ensure a solo escape if you're the last one alive. You open the gate (or the hatch with a key if it's been stomped) super fast, as well as seeing the hatch's aura when nearby. Other than those two, you can run any number of self-sustaining perks to the potential detriment of your team. Anti-tunnel perks like Decisive Strike and Off the Record can help you survive to the end game, Inner Strength and even Strength in the Shadows now can clutch out a self heal if you cleanse a totem and hop in a locker or go in the basement, respectively. Plot Twist lets you down yourself during the normal game and heal to full health, and again at the end of the game after the gens are powered naturally or if the killer shuts the hatch. Adrenaline is also an option for an end-game heal, but you need to not be in the killer's clutches or on a hook for it to work now.

    There are a million options, but don't let escaping be the most important thing all the time. Play a style that you have fun playing, and if you escape, you escape. If you don't, you don't.