Survivor Pip build?

I think the easiest way would be use perks that give you more BP for certain actions, but besides Prove Thyself and No One Left Behind I don't know any other perk that does that.


Any ideas?

Comments

  • If you solo que, team oriented perks help the most, perks like bond, kindred, prove thyself, circle of healing etc. Basically you can try to be the team player amongst survivors that play their own game.

    If you play in a swf, any perks that extend chases (windows, dh, off the record, etc) usually work really well, because the coordination is already there and if you get chased, your teammates can just bang out gens asap.

  • @JakeParkSimp said:

    If you solo que, team oriented perks help the most, perks like bond, kindred, prove thyself, circle of healing etc. Basically you can try to be the team player amongst survivors that play their own game.

    If you play in a swf, any perks that extend chases (windows, dh, off the record, etc) usually work really well, because the coordination is already there and if you get chased, your teammates can just bang out gens asap.

    Thanks for replying. :)

    These perks seems fine, but what I'm really after are perks that gives bonus points for certain actions much like Prove Thyself does by doubling the points you get while repairing gens with someone.

  • @ZamasuManzon said:

    I think the easiest way would be use perks that give you more BP for certain actions, but besides Prove Thyself and No One Left Behind I don't know any other perk that does that.

    Any ideas?

    I feel it should be noted that BP =/= Pips

    Right around the time Ranks became Grades SpookyLoopz put out a video with build to help with pipping up:

    Bond, Borrowed Time, Detective's Hunch, and Iron Will.

    Iron Will is less powerful now, but the build doesn't include an Exhaustion perk so may still be valid. Probably have some flexibility where Borrowed Time is concerned now, too.

    Item was a tool box with speed addons to try and get a gen done solo for Lightbringer points.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/342367/survivor-pip-build

    I feel it should be noted that BP =/= Pips

    Right around the time Ranks became Grades SpookyLoopz put out a video with build to help with pipping up:

    Bond, Borrowed Time, Detective's Hunch, and Iron Will.

    Iron Will is less powerful now, but the build doesn't include an Exhaustion perk so may still be valid. Probably have some flexibility where Borrowed Time is concerned now, too.

    Item was a tool box with speed addons to try and get a gen done solo for Lightbringer points.

    Thanks for replying :)

    Makes sense, but these are just aura perks (Hunch and Bound).

    Sure that they can help, but I was thinking about ones that double BP earned like Prove Thyself does.

  • @ZamasuManzon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146062#Comment_3146062

    Thanks for replying :)

    Makes sense, but these are just aura perks (Hunch and Bound).

    Sure that they can help, but I was thinking about ones that double BP earned like Prove Thyself does.

    The video also includes an explanation of each category and how to pip within then. Again, more Bloodpoints does not necessarily mean you'll pip, which your title suggests is your goal. Put another way, it doesn't matter if you manage to get 10,000 Survival points, if you die that Unbroken emblem will not go past Silver. By the same token, even if you got 10,000 Survival points, you won't get an Iridescent Unbroken emblem if you were downed at any point in the match.

    Alternatively, you get more points for Lightbringer doing a generator solo than you do with another survivor, meaning Prove Thyself potentially works against you.

    Bond is useful for keeping tabs on teammates, whether for heals (Benevolent) or gen jockeying (Lightbringer).

    Similarly, Detective's Hunch helps you find generators and Totems, both of which help Lightnringer.

    Iron Will can help you in chase, giving you Evader. Possibly even Unbroken if you succeed in getting away without being downed.

    Borrowed Time helps get those Safe Hook Rescues, which get more Benevolence.