FatallyIconic
FatallyIconic
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With the introduction of Boon totems, I thought it would be cool to Allow repressed alliance to block totems too. This would enable you to protect boon totems as well as Generators.
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I'm going to guess that Killers will be able to instantly break boon totems, versus survivors who have to spend 14 seconds or so cleansing hex totems. Killers can also protect their hex totems by attacking survivors. In order for boon totems to have a chance of getting reliable usage, I would imagine that finding a hidden totem to bless is the most viable tactic.
Yes, Hex perks spawn randomly, but they can be defended and take time to cleanse. Boon totems are totally going to be "hit with weapon and instantly break" kind of thing. So I think survivors being able to choose any totem to bless isn't too bad? We will have to see. We don't even know how powerful the effects of boon totems are yet. It's all too soon to judge.
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@Artick said:
Repressed Alliance shouldn't require charging. You use it when you want and then it goes on a cooldown of either 30 or 60 seconds. Then you can use it again. No repairing needed.
I don't know from where this notion started that all survivor perks must be activated by doing some lengthy action, but it starts to get annoying when most of the new perks have this mechanic. At least come with something more interesting than "repair a generator for 5 million years to activate this very situational perk with an insignificant effect".
Personally, I would like to see Distorsion and Mettle of Man buffed. For Distorsion I'd like the perk to light up each time your aura is revealed, regardless of the number of tokens and a way to replenish tokens, and for MOM I'd like to see the PTB version(protection hits + unhooks), but with a cooldown for gaining tokens so you can't unhook, take a hit and instantly get 2 tokens. At the very least, remove the horrible drawback for MOM. You basically throw the game to activate it and then get punished for it even more.
Thats a really good idea, a cooldown would make it a lot less frustrating to use. Because we all have games where we get chased a lot and hooked, and then you don't get a chance to repair gens long enough to activate it.
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@Hektic3000 said:
Monstrous Shine because there's no reason for it to stay the way it is any longer.
That perk is so bad, i often forget it exists lol
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Have you not thought of maybe playing more survivor? I used to only play survivor (mainly solo) it was getting really frustrating playing solo. Been playing a lot more killer, and has made the game more enjoyable. I tend to only play survivor when in a SWF now. The game is way more fun.
Basically, play the other side to take a break. It will actually make you improve a lot at the game.
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I'm going to guess that it won't be a very powerful effect.
If they make boon totems SO powerful that it forces the killer to stop what they are doing to find it...they're going to be TERRIBLE for the game.
If the boon totems just give a very small benefit to the survivors, the killer can just break the totem if they happen to come across it. There won't be as much urgency for the killer if they know that it's not giving the survivors a HUGE advantage.
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@Phasmamain said:
From this and the archives survivors will be throwing matches left right and centre
For survivors, The only thing that the current MMR system rewards you with is Less variety in killers to play against. You'll be able to tell when your MMR gets higher because you will be seeing an increase in killers using pure Slowdown builds, and just Spirits, blights, nurses etc over and over.
Then what will happen? Survivors will throw the game to decrease MMR and go against baby killers and killers who are more fun to play against. Because what's the point of trying to play well and survive when the only reward you get is boredom and frustration.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2483643#Comment_2483643
https://forum.deadbydaylight.com/en/discussion/comment/2483642#Comment_2483642
The point of this MMR is that you shouldn't feel any incentive to sweat. But to play the game how you normally do.
If you force players to sweat it out every game, especially for a game like DBD where the highest levels of play are unbalanced, then we're back to the ######### situation where Rank 1 is a mixed bag of skill levels.
Allowing you to earn rewards for ranking up isn't FORCING you to "sweat". Some people just naturally like to play DBD at high level, some people don't, and thats fine.
The problem is that high MMR is going to be nothing but Spirits, blights and nurses. For killer, it's probably going to be 4 man swfs. High-skilled survivors are going to PURPOSELY throw games to reduce their MMR in order to play against easier killers or a more variety of killers for example. If there were incentives for high-skilled survivors (or killers) to stay at MMR, you going to have fewer people THROWING the game to reduce MMR and fewer people Smurfing too.
The MMR is system is flawed when the only reward you get for being good at the game is boring and unfun games. Which means it's more likely that it will be a "mixed bag" of skill levels anyway. Because NO ONE is going to want to stay at high MMR.
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I agree. Some of the biggest complaints about this game are how there are so many trolls and people who throw the game or are just downright terrible.
MMR Rewards would give players an actual REASON to want to get better and rank up in the game.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2483628#Comment_2483628
That LITERALLY defeats the point of MMR.
Higher MMR giving rewards (be it badges, cosmetics etc) encourage people to get better at the game. A lot of other games do this, and it's actually healthy for the game because people will actually try and play well and not THROW the game (which happens a lot in DBD)
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@Phasmamain said:
I mean overwatch quick play has MMR and there is no incentive to get a high number
The difference with overwatch is that the MMR is actually GOOD and is easy to balance because it's not based around asymmetric gameplay and a lot of RNG like DBD is. Overwatch also gives you the option for Quickplay and competitive. Most people who choose to play quick-play WANT to play casually and don't even think about the MMR aspect anyway.
The majority of people who are clued in on MMR would enjoy it a lot more if there was an incentive to get better at the game. It's so easy to just throw the game and decrease your MMR and go against noobs for fun because high MMR will be nothing but stressful games.
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This is why I try to never buy a chapter with Auric cells unless it's a licensed chapter that's been done well. In this case, I think they did pinhead's animations, his look and voice over very well. He's not a top-tier killer, however, I don't think he's as weak as people make him out to be. Give it a few weeks when people figure out the best build and add-ons.
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@csandman1977 said:
I mean if you REALLY want to role play, bring bond so you no where other survivors are to help with the self preservation angle.
I dont play much but i find trying to role play as your selected character makes the game much more entertaining.
I always picture her getting mad if she has to get dirty or bloody. And god help the dwight in the locker if she breaks a nail while doing a gen.
Someone who gets it. It's all role-playing. Whenever I play as Claudette I'm super altruistic and run a full healing build. I've just been playing LOADS of Yun Jin lately because her lore and perks are a breath of fresh air.
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@Johnny_XMan said:
So you are playing selfish as a result of your own experience.
Glad to know this is exactly why SoloQ is sitting there as the most atrocious experience you could have in this game. Yet many people on these very forums think it’s because they lack what SWF have. Which come to think of it, it IS… and no I’m not talking about comms, I’m talking about the ability to work as a team.
It's the only way I have fun in solo queue. I've tried playing with meta build and being altruistic but from my experience, people in solo queue are overly altruistic and prioritise that over doing gens. Ever since I have adopted a "gens before friends" playstyle in solo, my escape rate has gone up immeasurably compared to before.
Nothing more satisfying than sandbagging a Claudette being useless and doing nothing in a bush, then going to a gen and finishing one while she becomes useful for once and distracts the killer.
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@Johnny_XMan said:
Just don’t do gens and don’t go for hooks and hide.
Why do you need perks when you’re going to be selfish?
Kinda weird how this is something worth discussing about in a team based game.
You must find all of Yun Jin's perks "weird" then since they encourage the opposite of teamwork. You don't have to sit in the corner of the map in order to adapt to a more selfish playstyle. Doing gens and never saving hooks is selfish. Not looping when being chased, and instead pre-dropping pallets can be considered selfish too, as it's denying other people resources.
And if you've ever played solo survivor, 90% of your games rarely have your teammates helping you or being efficient, so it's best to look out for yourself.
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@Marigoria said:
Is your name on steam the same? so other solo q survivors can avoid you in the lobby
You best avoid every Yun Jin then. Because she doesn't care ;)
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@Marigoria said:
Is your name on steam the same? so other solo q survivors can avoid you in the lobby
I don't play like this every game. I typically Run Kindred, Sprint burst, Borrowed time and Iron will with a good medkitl when im sweating. However Most solo games you will find your teammates screw you over or make silly decisions. So I like to run selfish build occasionally. Ironically, i escape MORE with a selfish build than when i run Sweaty Meta build.
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Based on people's recommendations, here are a few builds I have come up with:
Selfish chase build: Smash hit, Windows of opportunity, Bond, Self-preservation. ~
This build is about keeping yourself alive at all costs and selfishly using resources (including teammates). Camp pallets and focus on getting pallet stuns to proc smash hit. Use smash-hit run and hide or to other survivors with Bond. If the killer doesn't leave you after creating distance, you can use Bond and self-preservation to sandbag and save your own skin. I'd say this is VERY selfish but it suits yun jin well. When not being chased, focus gens only, and only get unhooks if it's convenient.
My Gen focussed build: Fast track, Stakeout, Visionary, Self-preservation -
Focus generators only. Don't go for unhooks unless they are close to you or on your way to another gen. If you get to end-game prep the gate but don't be a hero, leave everyone else to die. Stakeout is there because you want to hide instead of tanking hits for nearby survivors. And it synergises with Fast track
Stealthy Hatch play build: Iron will, Self-preservation, Left behind, Spine chill. - Focus on stealth first, then gens second. Bring a key if possible
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@Izo_Quartz said:
https://forum.deadbydaylight.com/en/discussion/comment/2475142#Comment_2475142
was that how it went? I thought it was something like, she didn't want to risk her career over a suspicion that might just be a misunderstanding or that she couldn't bring herself to believe something that would be too cruel to be true, and when she realized her suspicion was correct, she regreted not doing something sooner and resolved to take revenge.
It's not only to do with how she handled the Trickster's murders. It's also to do with how she stepped on other people and sabotaged them in order to climb higher in the k-pop industry (which apparently is common practice). As it's a very cut-throat industry. If you read the quotes and descriptions from her personal perks, it explains what kind of person she is quite well.
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@Marc_go_solo said:
You could try: Iron Will, Urban Evasion, Self-care, Diversion. Also, carry a key, or the map with the glass bead attachment.
This could be a very dirty build when you use diversion and the glass bead marker to either divert the killer towards other survivors, or lure survivors to an area into trouble with the glass bead marker. Not only is it selfish, it's damn near toxic!
Now you've given me ideas to maybe try using Red herring XD
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@ukenicky said:
If you want to go the useful route you can literally just do a build that's very good for you and you alone, eg.
* Your choice of exhaustion perk *
Iron Will
Adrenaline
And Spine Chill or something else useful
If you want a memey build that is all about Yun Jin literally putting herself before others maybe something more like:
Sole Survivor
Iron Will
Self Preservation / Lucky Break
Left Behind
Run with a key for maximum Yun Jinness
Will definitely give that second build a try XD
I've gotten bored of running more meta builds, so I'm mainly using memey or thematic builds.
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@MrCalac123 said:
Hmmm, Self Preservation seems to be a good one. Self Care is literally you selfishly caring for yourself, so that's another. Windows of opportunity could be her looking for, well, opportunity. Camaraderie could be her selfishly clinging to life by waiting for someone to sacrifice themselves for her. Tenacity her being tenacious, and distortion could be good so the Killer goes after your teammates first.
ooh some good ideas!
Yeah, self-preservation has been surprisingly useful in solo queue. it's not a great perk by any means, but definitely isn't useless, and it's hilarious when it works.
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@ThiccBudhha said:
Probably my build. I run small game, inner strength, slippery meat and plunderers instinct. I get lots of angry messages from my teammates calling me a selfish piece of you know what.
don't be ashamed, solo survivor often feels like 1v1v1v1v1 lol
Thanks for the recommendation, ill give it a go, hope some people give ideas that suit yun jin :D
I can see Slippery meat and plunderers instinct suiting her.
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Well, it's highly possible that Pinhead's legendary skin that he is coming with (ha) will be a female pinhead. So we could be potentially getting another female killer too in the next patch.
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People have been asking for a typical Werewolf or Vampire killer for a while. This could work pretty well! They could make him function similarly to Demo, but add a lot of custom sound effects and may be slightly different mechanics to make the Werewolf more unique.
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Based on the lobby background for the chapter, definitely yes!
I think it would be really cool (and thematic to the chapter) to see a map of an abandoned nightclub or some kind of big studio. Something related to music would make a lot of sense. Maybe a concert hall. Anything along those lines would be super neat and also unique design-wise for DBD.
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Definitely Candyman. And I will give you a few reasons why.
I believe FNAF will never come to DBD. The creator of FNAF has very controversial public opinions.
It has already been confirmed the next killer is Pinhead. Pinhead is from hellraiser which is based on a book by Clive Barker. Candyman is also based on a novel written by Clive Barker. So if the licensing agreement has gone through the author of the original stories then it's likely they have made a deal for both Candyman AND Hellraiser.
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It's just the way the game is at high MMR. It sucks for sure. When you play killer against a high skilled SWF, you pretty much have to tunnel early and/or slug late-game otherwise the gens get done WAY too fast. If I go against bad survivors or survivors who are memeing and messing about I won't slug or tunnel and I will play really nice.
Games where 2/3 gens pop in the first 45 seconds of the match and everyone has brought Commodius toolboxes with Brand new parts, means that it's time to play dirty, which is almost every single game at high MMR.
This is the reason for a lot of people being against the new MMR system. It's simply not fun at high MMR because killers will get 4-man sweat squads, and survivors will usually get nurses, blights and spirit every match which makes it boring.
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I'm happy with any amount of kills as long as I get a decent amount of hooks, chases, gen regression etc.
When I play killer or survivor I tend to play for points. Unfortunately, as much as I hate to do it, I am forced to slug survivors and tunnel when going against a 4-man SWF who rush gens (which happens a lot once I reach high MMR). This reduces the number of points I get significantly. The game just goes way too fast against an optimal SWF who prioritise generators. Slugging is almost necessary to slow the game down (as much as I hate doing it, and being on the receiving end as a survivor).
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Jill is one of my favourite characters so I'm really happy they added her!
I have personally always found Leon to be very overrated as a character, same with the RCPD location. The chapter would have been perfect for me if the map was the Mansion from resident evil 1 remake. I also loved the Original RE3 so Nemesis is a win for me.
However, the rocky launch of the chapter with the map being disabled for an entire month disappointed me. Luckily I play on PC so wasn't affected by the console issues.
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Thank you for your advice everyone :)
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2391544#Comment_2391544
I wouldn't mind it nearly as much if it wasn't so disorientating. Often times, the Survivor will act as though they've been hit (Blood splatter effect, Survivor screams and on a few occasions, they even went on the ground on my screen for half a second) yet they're just magically ok. It can kinda throw me off at times. It hasn't ever caused me to leave them, thinking they're downed or anything but if I were ever really tired then that confusion could buy the Survivor a bit of time. If instead, I just got stunned and there was no scream or blood effect then I'd honestly be fine with it. I guess in it's current state, the game registers the hit but the server says no, leading to sometimes confusing scenarios. Maybe they'll iron that out over time, who knows?
I completely agree that it needs to be ironed out and give more information on what's happening. However this system is overall healthier for the game, as VPN killers are a common occurrence on PC, and it's a serious issue as it's done purposely to gain an advantage.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2391544#Comment_2391544
Still waiting for grabs to get the same treatment of being fair again.
Many shoulder massages to be done I guess.
There's a huge difference between getting a grab and a hit in terms of occurance though. I agree that when I'm denied a grab it can be annoying. However grabs are such a rare occurrence in general when compared to hits. Standard M1 hits are SO much more common than grabs. This is why fixing hits is a much bigger priority as 90% of the damage killers do to survivors is through Hits, not grabs.
If grabs were a SUPER common thing to happen every single game as the killer, I would get that comparison, but it's not. Killers get screwed over by reverted grabs when they DO get a chance to grab (which is rare). Survivors get screwed over by M1 hits multiple times EVERY game consistently.
You can't compare grabs to M1 hits as one problem clearly outweighs the other in terms of occurrence and consistency.
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Do you know what else isn't cool? Getting hit through a dropped pallet as a survivor because the killer has a higher ping than you. Survivors have had to accept that for YEARS. Now killer players need to accept the consequences of having higher ping. No more free hits. Deal with it. Have a taste of the crap that survivors have had to endure for years, only in this case, it's actually fair for both sides.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2329790#Comment_2329790
But that strongly implies that many more factors attributed to the loss than simply not having the right Autodidact RNG. Saying the perk can “single handedly” lead to losses is a bit much.
Because it can. Using the slugging situation as an example, If you had to choose from having 0 or 1 stack of autodidact to heal them up vs NO PERK equipped at all - literally having no perk is more reliable because autodidact is very likely to regress the heal while the killer is on their way back. Getting them healed up in time can remove A LOT of the killers pressure. Autodidact is a fun memey perk - however there is no reason to run it over WGLF, we'll make it or even Botany knowledge. A perk based on RNG is just plain bad.
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Literally, anything is better than Autodidact. Its a fun perk but if we are discussing actual usefulness bite the bullet is more helpful. Autodidact can single-handedly lose an entire game with it's RNG.
Bite the bullet just needs to work when someone else is healing you. At the moment it only works when you heal yourself or others. It should extend the effect to nearby survivors.
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Lightweight is a terrible perk. Any decent killer will still be able to track you, even with distance. Once you've gained some distance, you're better off just leading scratch marks in one direction, then walking in the opposite. Not worth a perk slot at all. Especially when perks such as Dance with me and Lucky break exist.
Most good killers don't even need to rely on scratch marks to find you and keep up.
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@gibblywibblywoo said:
He looks bizarre to me. Like a knockoff cosplay. They've put his RE5 head on a beefed up RE1 body.
In RE5 you can unlock his STARS outfit. It looks almost identical to the RE5 unlockable STARS cosmetic where he's more beefed up.
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The only thing i don;t like is her hook scream. It sounds so badly voice-acted. You would think for such a big chapter they would get someone with a bit more voice-over expertise to the resident evil chapter. Oh well, I'm still going to main her and Leon/Chris
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I also feel like this Perk makes Second wind obsolete. DS + Resurgance with just a brown medkit or a teammate to heal you after.
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I love Resurgence. It essentially allows anyone unhooking you to heal you in 8 seconds (same as we'll make it) however it ALSO allows you to heal yourself in 8 seconds with a medkit, and in turn, it means you use fewer medkit charges. For example, if you use resurgence you can actually heal yourself twice with a brown medkit, and it only takes 8 seconds each time.
In theory, if you bring a green medkit with no addons you will be able to heal yourself twice in 5 seconds after both unhooks. People who think this is a bad perk are really misunderstanding how useful and time-saving it will be.
And of course, if the person unhooking you has we'll make it on too, that's a 4-5 seconds heal.
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I'm going to wear the Pride charm all the time just to Piss off all the homophobes. I've literally seen people type they will tunnel any survivors wearing them. Bunch of mental midgets.
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Another good perk that combos well with Better together is Yun Jin's new perk "self preservation". It's good if you are worried about people sandbagging you on the generator.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2181899#Comment_2181899
I've thought about leader quite a bit in the past - I want to like it, but can't bring myself to.
No one really sabotages anymore (especially not when I'm around), and I tend to claim all totems, unhooks, and chests as my own because of their amazing point/sec values. In that case, it's literally only useful for speeding up heals and unhooks on myself and maaaybe letting someone open a gate faster. Problem with that is if I'm ever in a position where unhook speed matters, I'm probably gonna be camped/tunneled anyway. If I'm in a situation where heal speed matters, it's probably because I positioned poorly (healing at hook) which I don't let happen usually. And exit gates are also something I typically like to claim for points over my teammate unless capped, so even if we get to end-game I probably won't use it there either.
As it stands, leader just isn't worth it to me because it just encourages people to take points that I want away from me. If they ever buff leader so that it gives you the same amount of points received by users affected by the buff, then I'll consider it - till then, it's unlikely I'll ever use it.
That said, all of what I'm saying only matters from a point-hoarding play style (which I love and play for). If you just want to be supportive, or have another in-game goal then it could work for you.
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The build sounds fun overall though, I love information perks so that's up my alley.
With that build i use, you could swap out Leader for Better together. Because you have Visionary, it might help teammates inside indoor maps to find gens. I find this is very useful in solo queue, it gets people to do gens who would otherwise just stroll around the map doing nothing.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2180333#Comment_2180333
Yeah, the whole teammates aren't smart thing is probably the biggest flaw to perks like Better Together which rely on them to make good use of the perk. Even though I think the potential of the perk is great as is, as mentioned above, people's ignorance to its benefits can often avoid it thus making its purpose invalid. But that's a player-base/match-making problem.
That said, to answer your question of what build I'd recommend to actually maximize blood-point generation and improve co-operative play-styles...
If you want a more passive and safe play-style, I'd recommend my current build:
- Bond
- Kindred
- Open-handed (can be exchanged for inner strength, exhaustion perk, or something else)
- Small Game
With this build, I just prioritize totems early (dull give 71.43 points/sec) until I see someone on a generator with bond and join them on it (51.60 points/sec for one other person; 82.89 points/sec for two others). When someone goes down, I use Kindred to see whether to remain on my gen or to commit to a save - typically I'll commit if I'm sure I'll get the save over someone else OR if the killer is chasing another survivor somewhere. Benefits to safe saves are an instant 1500 points + 200 points for assisting an injured teammate + 500 healing or 700 if co-op healing (31.25 points/sec solo, 87.5 points/sec co-op) + ability to do a nearby generator together afterwards (51.6 - 82.9 points/sec). Since doing a generator solo is 15.6 points/sec, running to instead help heal a hooked survivor and grouping for generators after is clearly superior points-wise.
Typically with this passive playstyle, I'll max objective easily without prove thyself regardless of the game's pacing. I'll also get at least 5k in boldness from totems and general chases (that's 13k points minimum already per game). Anything more in boldness and altruism depends on the killer and my teammates though - if the killer can't hook anyone, it's pretty impossible to max them out.
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If you want a more aggressive play-style, I'd recommend:
- Bond
- We're Gonna Live Forever
- Prove Thyself (can replace with self-care or inner strength)
- Exhaustion Perk (can replace with self-care or inner strength)
Unlike the passive style, you won't be actively hunting totems for boldness points. Instead, you run around and harass the killer for boldness and only stop to do generators or altruistic actions with someone else. You don't need Kindred here because you'll always be going for save attempts. Prove thyself makes it so doing a gen with another person gives 76.6 points/sec, or 132.9 points/sec with two other people. Meaning you'll reach your 8k max blood-points for objective in roughly 1 or 1.5 minutes of doing generators with someone else. Co-operative healing also increases to 112.5 points/sec since prove thyself affects co-op actions in other categories.
Since you generate so many bonus co-operative points, you have a lot more freedom to do whatever else you want on the map. This play-style, especially if you have self-healing, also encourages body blocking chases (which you'll find with bond) for protection, distraction, and WGLF points. Self-healing perks also give super rare survival points, albeit not many (min 9.3 points/sec for self-care, and 37.5 points/sec for inner strength). Self-care has the benefit of giving skill-checks though, so if you can hit greats reliably you'll often get 600 per heal for 18 points/sec. The points/sec are low, but if you can hit at least one great skill check it's still better than doing a generator solo at 15 points/sec, and survival category points are so rare that they're arguably worth more.
Note that I said prove thyself can be replaced for a healing perk. That's because once you really get efficient with weaving co-op gen time while playing, you'll find you often reach near the cap for objective points even without it.
Thank you for taking the time to reply with this, I appreciate it. Im already an avid fan of small game so will give that build a try.
I'm curious what you think of the perk "leader" since I think it can be fairly efficient when sticking with teammates and using it with bond.
The current build I've been experimenting with is :
Bond, Visionary, Open handed, Leader. Ive been swapping out open handed for Borrowed time when I'm in a SWF. I used to only use the meta perks all the time, but I've been having fun playing with aura teammate builds.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2176773#Comment_2176773
Unless they're Plague or Legion, they likely won't be able to pressure everyone who was on the generator enough for it to matter.
Most killers will have to commit to one to get a hit/down, while the others scatter to other nearby generators or even come back to the one that was being worked on if the killer is lead away by the one who took their agro. In addition, the other players not being chased will all get boldness (chase/escape/proximity) points without sustaining any significant risk as well as potential altruism (protection/healing) and additional co-op (healing/generator/chase) points.
You could split up and do generators individually to reduce the risk of what's usually going to be a minor interruption, and a well organized split will make the game impossible for most killers, but it definitely won't give you more blood points in the long run. All major forms of BP in 3/4 point categories are through interactions with each other (objectives/altruism), or the killer (boldness/altruism). Splitting generator pressure lowers all forms of those interactions, and therefore points gained. You might get a lump sum from surviving the actual trial, but I'd argue you'd make more points overall by grouping to a degree and sustaining some risk, as opposed to avoiding it - especially if you still survive regardless.
OK, so what build would you recommend to maximise blood point gain and to benefit a playstyle of sticking with other people? I just find sticking with teammates a lot to be detrimental. But maybe there is a build that will make it more viable? Bear in mind I play solo queue in which your teammates aren't guaranteed to make smart decisions.
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@Beaburd said:
Benefits of Better Together:
- Lure people to do gens with you
- Lure people to you if they need healing
- Tell people where to avoid when they're being chased
- Informs people of the generator's location in case you get chased off (they can sneak onto it later)
- Budget Kindred
The key to this perk is making you a beacon to gather under if they need it (like using a map with that beacon add-on), or otherwise provide information to your team and yourself (via kindred effect for the latter). This can actually save a lot of people considerable amount of time wandering the map aimlessly.
In addition, you do not need Prove Thyself to benefit from having multiple people on a generator. Prove Thyself only saves a maximum 6 seconds of repair time when doing a generator together from 0% progress to 100% and only up to 3 seconds if they join half-way. That's okay, but not really significant most of the time.
The real benefit to working with others on a generator are the point bonuses.
- Doing a full generator solo takes 80 seconds, and gives 1,250 points (15.6 points/second).
- Doing a full generator with two people takes 47 seconds and gives 1,250 points + 1,175 co-op points for a total of 2,425 points (51.6 points/second).
You literally get over 3x the points per second doing a generator with someone else, rather than solo. That's pretty worth it in my opinion, and it's why I almost never solo generators anymore unless I need to, or have this perk on to lure my walking point bags to me.
The problem with grouping on gens is that it's extremely risky. If the killer comes to your gen or has discordance, they can easily keep 2 or 3 survivors pressured. Everyone doing separate gens makes it way harder for the killer. I've seen killers easily win games because people kept stacking on gens. You will get more blood points in the long run by splitting up and actually progressing the game more reliably.
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When i play solo survivor, survivor escape rate is like 1% lmao
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I forgot to mention I also loveeee playing against Demos. Even when latency causes their hitboxes to be extremely off, I can't help but love him XD