*Fun fact:* in my recent games _Windows of Opportunity_ was used by *40.2%* of all Survivors. Am I the only that thinks this is crazy? Even though the perk is obviously great, I still can't wrap my head around how popular it is.
Makes perfect sense, if you don't have a SWF you have no idea about loops across the map outside of your immediate vicinity. Unintentionally running into a dead zone is frustrating and beneficial to the Killer. Simply knowing where a pallet is, is one of the best chase extenders in public matches
As someone with only about 1000 hours I feel like I can grasp vault locations and pallets pretty well on just about any map, that might just be me, but windows does really help with knowing what pallets are available especially in a map with more pallets than vaults
I think these perks are popular because of solo queue. A lot of altruistic perks work best with or pretty much require communication, which chase perks don’t really need.
Yes but if the killer is tunneling one survivor, even one single Borrowed Time can make the killer lose around 1 minute because they wait out basekit endurance, hit BT and then they have to chase them
thank you for explaining that letting your teammate marinate on hook is also a form of anti tunneling. so many times ive went to a hook to reassure a teammate thats already been tunneled off hook before while the killer proximities, just to have another teammate unhook them in my face.
@@thespark4727 I cant, his garbage content comes up on the algo. Yeah theres a few garbage creators that just copy lesser knowns with no credit, definitely not most
IMO you see these "4 chase perk" builds a lot because they're more consistent for solo queue. Altruistic perks require better co-ordination to get big value and that is simply not there outside of SWFs or very skilled and knowledgeable players. That being said, it would benefit players, especially newer ones, to experiment with different perks as there's so much variety. Plus if you play with the different perks you get better at recognising when someone else is running them and how you can play around it - a better experience for everyone (except the Killer)!
As a Trapper main, I genuinely believe that you should continue being injured to proc MFT,since this rapidly increases the chances of getting your goofy ahh❤❤❤
Since when I thought they buffed it?! They literally nerfed every tool used for survivors to try to survive and wonder why people run MFT and hope. I refuse to play against a Nurse there is no point she has no counterplay. Bring back dbd where people only complained about dead hard.😒
The problem with other perks is that there's literally only one Rebecca's perk that can actually punish camping and tunneling. Off the record is alright, but it won't protect the unhooker from going down instantly and then killer can go straight after the vulnerable person especially as some of the strongest killers. So I am not really surprised that people just want to have a chance in the chase against them, especially because of how important the first chase in the game is
There is not really much that can save you when going for an unhook while injured and having the killer behind you. If the killer is patrolling the hook then at least be healthy so the unhooked survivor can attempt to bodyblock a hit. Of course it's not that simple and different situations require different actions, am just trying to be helpful :/
While i agree that these anti tunnel perks have a limit on how much it can protect you, the same could be applied chase perks. There are so many anti loop killers that running pure chase perks is detrimental to you and your team.
Yeah resilience is an everything perk, especially if they arent running Sloppy and you can 99 your heal to get the best of both worlds after the 9% gen speed gets its use.
@@alexandervelez9507I mean 9% of 90 seconds is like what....9 seconds. I wouldn't say it's crazy useful for that stuff, the game really encourages you to stay healthy. I dunno if it's worth the risk of getting killed much quicker
@@cryguy0000 you're also staying injured meaning you aren't healing, so your reward for not wasting 15ish seconds (per injured person) healing is also 9% faster gen repairs. Reilience is good because it incentivizes you too stay on objectives while also rewarding you for doing so. Honestly it would still be good if it was 5%
When you play alot of SoloQ, Windows is very much needed as it gives alot more benefit than i think people realise. It's not imo a "chase" perk its a "info" perk, it not only shows windows n pallets, but it can show you where pallets r being dropped so you can see where people are in chase, you see several pallets drop in one little area, you know thats probs a dead zone and you can activay avoid it. Yes it can benefit chases alot but it also provides subtle info ques as a side bonus that is highly valable in soloq
I feel like this is a problem because the perks are used by unexperienced people, and people who are "more experienced/skilled" can be blinded by this, as they can feel more powerful with it. It just depends on how well the surviviors comprehends wtf is going on around, if they're competent enough. Players like Ayrun don't even need those perks, meanwhile, he could benefit from them, making him more powerful than he is already, because he could defenietly manage everything.
Pretty much this, I'm still pretty new to the game so I have WoO equipped so I can learn the map and the general placements of pallets and which ones are still available to use. There's obviously nothing stopping experienced players form running WoO to make themselves stronger.
@FreePigeonEveryone has had that scenario happen to them, that is why the perk is fun to run, it eliminates the chance of being wrong, now you KNOW where to go. People like to eliminate guesswork.
Yeah, I wouldn’t say I’m that good at survivor but I’m above average and I don’t use windows of opportunity but if I did, I would do even better than I already do
@@TreyFigueroa Exactly! I think that is where a lot of experienced players land, average to above average, I would identify with that as well. Add in being a constant Solo Queue player, and well, it’s pretty sensible honestly. Just can’t get “glued” on it, be willing to switch it out here and there for fun.
10:48 Otz: Don't use too many chase Perks! Use multiple Anti-Tunnel Perks instead! Also: All 3 Survivors with chase Builds escaped. The one with the Anti-Tunnel Perks died.
Yeah, anti tunnel perks can't make the killer not tunnel. They can just make it painful and annoying for the killer to tunnel. It's about being a chewy enough piece of gristle that a smart killer leaves you alone
I mean, if your objective is to be the one that escapes and the rest be damned sure, that's one way to look at it. Or another way to look at it is that Otz build even if it meant the death of Otz himself allowed the rest of the team to escape.
@@LetztezBatallion Soooo much this, I hate the mentality that only yourself escaping matters, if my team gets out, I'll gladly die for it. That's a win in my books.
I mean if you think about it, after the first chase... Killer can try to tunnel me and probably fail, or try to chase them and definitely lose. So this WAS a good example of my perks removing one of his best options.
As an only solo survivor I equipped kindred a few years ago and have yet to rotate it off my build, not necessarily the most game changing perk but I cannot stress enough how much keeping an eye on your teammates helps grow game knowledge, kindred will tell you where the pressured gens are, where the killer goes based on who gets chased, can save you doubling up on saves etc. I know that’s a common take but if you’re solo and especially if you’re newer I cannot recommend it enough, the fact it affects your teammates even makes it more likely your randoms will save you. Just a W perk for solos can’t imagine not running it on all my general builds
Absolutely, it will never leave my build. So many times I’ve wasted by running halfway across the map just for someone else to unhook when I’m close. Kindred avoids all that and allows not only myself to coordinate saves, but also my team
Try adding open handed and bond, the amount of info you get is insane, like for example knowing exact position of killer just because he chases survivor which you able to see from miles away. You almost don't even need other perks, that info is all you need.
@@PainProjection I love open handed but I feel like the unsung strength of kindred is the periodic updates. Ideally you shouldn’t group, you should be splitting gens, dividing killer position across the map and team unless you’re attempting to break certain gen holds. Though I love bond, I find it encourages you to keep up with your team all game, whereas kindred only kicks in when you need it most, which frees up a perk slot for something more proactive. Open handed is a total W though, on certain maps like indoor or vertical ones it can completely destroy a killer’s chance of holding a hook
@@PainProjectionI was going to recommend this if someone else didn’t. It almost feels redundant to use Bond + Kindred but that is actually the secret genius of it. The effect is constant, the info as well. Seeing a survivor portrait get the Icon for chasing activated, and then looking around with Bond + Open handed tells me where the killer is at all times, who are they danger of running into, who is working on what gen and needs help finishing it whilst the killer is distracted and chasing them off it, or If I need a heal and yet no one is on hook so kindred isn’t activated. It’s really fun and useful regardless of “optimization”.
The team won’t need as much help if you can keep the killer occupied. DH and DS are much harder to use than made for this and windows. Ppl should use a build to help them in the area they struggle the most Imo for most ppl that’s chases I think that’s why it’s so popular. I use 3 perks for chase and OTF and it’s helped me tremendously
I feel it's more like these chase perks accelerate when one is actually good at chases to begin with and do barely anything when an average survivor uses them.
DS isnt necessarily hard to use, its just awful in its current form. otz is straight up wrong in thinking DS would be better to keep someone alive than MFT is. his examples were the worst meg of all time lol
@@zackmash851 yeah it's not necessarily hard to use but harder than MTF windows bc you have to go out of your way to use DS he might not pick up you need to go down near a vault or pallet to get value
DS and DH nerf was to much and only help for player with good Timing and Positioning. Give DS 5s and DH 1s back DH was strong because you could use it many times. DS was strong because you could use it at Endgame Both get nerf thats fine but why 0.5s and 3s stun make it more useless and harder to play
As someone that uses kindred in every build, i appreciate the overall theme of this video. Can't tell how often this one perk saved the whole team. I also run sprintburst as my only real chase perk and to traverse the map quicker. The rest is optional, distortion, deja vue, we'll make it are and vigil are some favs. Windows is one of my go to perks in solo que, solely for information were a wall gets broken or where pallets are left.
I've been using Reassurance, Vigil, Autodidact and Dramaturgy, a combo of 4 support perks for the longest time and my teammate's escape rates have spiked insanely compared to running all chase perks
As somebody who loves stranger builds or fun supportive perks, this sounds really fun. Going to run it on Nic or Ripley now to try it! Wish I could give you a hug or something for sharing this!
This is interesting because I’ve been having a lot of fun with drama, vigil, self aware and calm spirit to just counter that entire perk and for some reason that’s been working for me. I should try something like this though, thank you for the ideas.
im a killer main but whenever i play survivor ive always used autodidact and it's crazy insane how good it is, especially when sloppy butcher is so popular
A slept on fact - Calm spirit stops the screams from you getting downed/hooked, jolted, pain rez, which also messes with the killer. If a killer doesnt hear a scream from jolt, they often assume the gen isnt being worked on and will leave it. Also Bond OP
I've found my full healing build has gotten a lot more mileage ever since made for this came out. Very few people are running none chase builds right now, so even one teammate having a healing or gen focused build makes all the difference.
In my opinion, running chase perks is fine as long as they match your playstyle. I used to run them too although I'm a stealthy player who is repairing gens most of the time. Changed my perks and now I escape more often
What exactly is selfish about me running the killer for several gens, taking hits, healing my teamates only to be left on hook because the entire team is running a build that serves zero function at EG
I'm fresh into DBD on my PC so I don't have a lot of perks unlocked for every survivor or killer and because of that I end up with some really fun builds just using what I have available. I'm sure people who've been playing this game for some time have plenty of options available to them, it's a shame that more people don't branch out and try some interesting builds.
If you are looking for a build that can make solid matches use 1. Made for this 2. Windows of opportunity 3. We will make it 4. Deliverence 1 and 2 are for chases, they improve your chasing ability WAY too much 3 saves you so much time on healing, healing takes too long but with we will make it you can prevent your team from staying injured all game because of not having enough time to heal, it makes your team stand longer in chases because they will always be healthy 4 is the biggest game changer in the build, it allowes for gen efficiency and killer time wasting, it insures you dont go second stage because of your team bad rotation, it can get you out of basement, you can trade hooks endgame with your teamate and then escape yourself, it is literally a joker card that turns around the game Playstyle is to be ALWAYS passive in the early game and just try to do gens and stealth from the killer, and coordinate yourself for resques while not letting the killer know you are resquing so that he doesnt end up chasing you Whats really good about this build is that you get value out of ALL 4 PERKS in almost all of your matches, as these are so consistent, unlike unbreakable for example, although its a joker card but you csnt garantee that the killer will slug you, and the chance of being slugged is too low
Before I was only playing killers, a little before the release of MFT I started playing survivor more and trying to learning how to chase because I was a bit burned out of playing killer, and I had a lot of fun playing builds like this ! Plus the release of made for this made me play survivor way more and I mostly play survivor now, just because I really appreciate chases like these, I think even if this build isn't strong it's just really fun to play and that's why a lot of people including me run this build
Same, I run what I think it's fun at the time. Between all of my friends, I'm the altruistic one. Builds at least half dedicated to the team with unhooks and healing. I have a lot of fun with my altruistic builds in general but I'll admit that for now, I have a little more fun with my chase one. And I suck at chase so it's not like it changed everything to my games. But I think it's a lot of fun so even though it's not the strongest build especially for me, I run it. And when I feel like it, I change it back to my altruistic builds
That Buckle Up + For the People combo is genuinely a pain in the ass for most killers lmao. I'm a Ghostface main (m1 killers are extra susceptible to this I've noticed) and I've had several different matches where at least one person brought that combo and when I tell you certain parts of those matches made me mald just a little bit... 😅 It's a very good combo when it's pulled off properly, and can be so game changing. The clutch endgame plays are pretty awesome to witness from either side too, in my opinion.
I'm a ~500 hours players with something like 3/4s of that on killer, and I've been running builds like this in my survivor games because I thought it would carry me, yet I have been losing more lately. I blamed it on my lack of skill on survivor, but thanks to you I'm able to better understand the weakness in my builds. Thanks Otz! Keep up the good work
I am not looking to be competitive so I shall continue to run my 4 heal perk builds from time to time. What makes the game fun for me is getting stacks of autodidact and snapping people from on the ground to full health in a few seconds. The take away I got from this video is just to utilize your build (i.e not having your 4 chase perk person never see the killer and spam gens). I play solo queue and there are people out there running (SOMETIMES IN TEAMS OF 2 have not seen 3 yet) urban evasion with distortion and just crouch until everyone dies. The least of my worries is people running bad perks but still playing the game.
recently i have been really liking kindred + openhanded. it makes the killers aura visible from a whopping 32 meters away from the hook, that is bond level range its crazy. also i love deja vu.
i dont think this will stop killers from tunneling. I always run 4 different perks, sometimes anti tunnel, sometimes not, but if killers decide to tunnel, there is nothing much you or your teammates can do. A simple build doesn't affect the mentality of the other. Maybe this build encourages to be tunneled, but if that is the whole reason, i think its stupid, because its the same as having a gen making build, or a stealth build.
@@Jahito_EBT i just want to have fun with my friends, not wanting to be in a competitive game. If i have to coordinate them to help one being tunneled or bringing the same 4 perks that are busted only to counter camping or tunneling killers, it'll get boring and we would want to stop playing, think about it
@@lilglitchboi7259 Why would you get to the point of tunneling the people with OTR? There are plenty of other objetctives you can do, like defend gens, or go after another survivor.
You might be right but it makes a HUGE difference to tank an extra hit or two if you're being tunneled (with Decisive / OTR / DH). Even just lasting an extra 20s can let your team mates get the last gen done sometimes.
Love you Otz, what did the first game demonstrate? You used deadhard once and died on hook in solo q game. Kind of demonstrates why anti-tunnelling is really irritating to run if you don't get tunneled thus a waste of perks. Had you had the anti-chase perks you could make the argument it would have worked in that game with increased effect, doing gens when injured, faster movement, ability to jump windows quicker see loops and pallets so you arn't as confused where to go next (though you did fantastic ;P) The second game is just a normal game of dbd. Your perks were largly irrelevant to how you played, they were fine but just.. you're not always getting use out of them. Typically with chase perks you will always get use out of them. Not arguing against your point just sayin' not sure how it makes any difference playing solo q with or without chase perks. You actively said in your demonstration as killer you tunneled someone off hook. In a solo q game you're dead if that happens as survivor with or without chase perks. You're looking at the
he slipped up and made a killer propaganda video lmao it’s cool i get what he’s saying but he’s not understanding the selfish meta with survivors right now. you can totally try to be a team player in solo que but will most likely die in the end if everyone else plays selfishly which 8/10 they will
While i respect your opinion, I have been running this build since made for this came out. My looping has definitely improved to the point where i can run a killer for multiple gens in a close spot so i dont have to screw my other survivor friends. now, solo q'n i can agree to change this a bit, but with a 3 or 4 swf, as long as i communicate where i am, if my teammates come to that area and get downed, thats on them at that point. until they nerf some of these perks i will let them go, like we had to let go of dead hard, decisive strike so on so forth. keep the great work!! love the vids!!
ive been running we’re gonna live forever as my only survivor perk for the past week and ive been having a lot of fun. Not using a lot of perks is also getting me to stop being entirely reliant on my perks
Killers and bully squads in pub: I'm a specimen of absolute perfection. Killers and bully squads when I look up how a streamer counters them: Mmm these crayons are tasty.
@@Kyle-bi7dfanti-tunnel perks don’t do anything when you have potato teammates who don’t touch gens which is what happens 85% of the time in solo queue. hence why people run chase builds instead. can’t get tunneled if you can’t get downed.
Recommended tip: Run perks in pairs, ex: FTP + Buckle up or MFT + Windows or MFT + Hope, or Exhaustion perk + windows. Go crazy with your pairs and you can use your other 2 slots for another pair or go 1 gen perk + 1 altruism/comfort perk. Personal favorite is Kindred + Open Handed.
@@Strangexo_ There is almost always a reason to tunnel: It is very often the optimal play. Not saying it's fun or fair but there is always a reason to.
Late af but congrats on the Random perk challenge Otz!! As for the video topic itself, I've always been the tank/support in other multiplayer games so it came more naturally to me being a team player than some other players who are used to carrying/fragging out in other online games. That is, once a friend of mine linked me to your guides, Ayrun, Painreliever etc and I learned about looping, perks, killers and their powers, maps, RNG being a factor, 99ing gates, hook timers or timings in general, all that so I could help the team more effectively. Before I would've just played really stealthy and only helped where I could, but since I learned about taking agro for a death hook teammate etc it really helps. I have a theory why people run chase builds though: People are tired of holding M1 on gens and prefer to be chased, they find it more fun, for content creators it helps generate content for their UA-cam/streams etc, I even said out loud in one person's stream "they should just add a chase only mode for players like you LOL" and they chuckled, but agreed with me. :D Chases help the team but if everyone's like that in the lobby, it then becomes a one sided stomp for the killer as he doesn't need pressure to win when all survivors are off gens dicking around wanting to be chased. Even anti tunnel, it'll help sure and Renewal encourages you to heal someone, but if no-one wants to do gens that's not a build problem man, that's a survivors are bored problem. With anti camp, sure it helps the team, but again it's survivor problem, not build problem. If survivors just want to escape at any cost they'll do that man. I had that during my Adept Ripley attempt on Coal Tower, ran the Alien for last 2 gens, did the 3 survivors 99 gates and try to rescue? Fuck no!!! They just got the gates and left, despite not having Reassurance there were 3 of them to take hits for the rescue, so they still had a resource to deny camping but refused to use it. It was irritating, but I got the Adept in the end on another map so could've been worse. I see your points though Otz, and you'll get extremes on both sides, those who just care about themselves and run all chase perks, and those who'll play medic/flash light saver etc. I'm some weird hybrid of both lol, Spine Chill, Detective's Hunch, Dead Hard and Kindred. Spine is more training wheels, once I learn the spawns I can swap it off for say Deja Vu for example, help deny 3 gens. Detective's same deal, it's more training wheels to me, I can swap it off for either more self centred perks (Resilience for action speeds, I won't always have a source of healing or Vigil if I did run Sprint Burst/Lithe etc in future) or more altruistic ones like Aftercare/We'll Make it/Deliverance/Renewal etc. Dead Hard helps with tunnelling but also if no-one's going for rescue and that survivor could die, then I trade at the hook with my DH. And Kindred is just a nice heads up on who's rescuing so I know whether to drop my gen and rescue or stay put, also helps deny camping via information. The reason I'm iffy about altruistic perks, at least the healing ones is that it's time wasted healing when you could've smashed out a gen, perks like Dead Hard, Resilience, Made For This etc REWARD staying injured and then you get killers like Legion and Plague who can injure very very easily. The anti tunnel set up is cool, but as someone who doesn't mind doing gens being the timing nerd that I am :D I'll let someone else occupy that space while I push the objective forward for my team. Even 1v1s among comp players don't have a dedicated build, just Lithe/MFT and Windows so I'd rather focus on improving chase fundamentals tbh. A build would help though if I am getting tunnelled most my games despite being the support of the team who doesn't mind M1 simulator too much i.e. repairing gens. We'll see. Anti camp is great, Kindred is MANDATORY in every build I run purely because teammates are IDIOTS in solo q (not always but it can be quite messy), but the others? Hmmmm. If it happens EVERY game or most games sure but like if I get camped in last 1-2 gens or endgame I'm not too bothered especially if the killer has minimal hooks. That and I'd rather run what I find fun cheers, but I do appreciate the build information nonetheless Otz.
No, otz. I will not stop using this build. Fast vaults are now the same speed as medium vaults for some reason and you don’t get that extra distance anymore because behavior decided it was a good idea to revert one of the only good vault updates in a while. And this is one of the only builds that allows me to have fun in chase anymore. So respectfully, no. I will continue to run it until it either gets nerfed into the ground or something else changes.
My experience playing a build similar to this, just to practice chasing is that looping is pretty easy, and at my ranks killers don't leave chase so I get good chases no gens get done forever and then I'm abandoned in endgame after playing well
I don't see how changing your build would have stopped any of these Survivors dying due to tunneling. BT can be waited out. OTR is just another hit. We'll Make It doesn't stop tunneling. These Survivors were dead either way, which is the problem with anti-tunnel perks. They just aren't effective enough to warrant replacing chase perks currently. Avoiding going down in the first place is the best anti-tunnel strategy currently, and that's best achieved with all the chase perks you can afford.
Anti-tunneling perks definitely help! Off the record, DS and DH helped me loop the killer for 5 gens. I died but all my teammates escaped. It's a very underrated build.
I think the people running the chase perks are doing the opposite of what they think they accomplish. They’re typically not very good in chase, and want every advantage possible. But those advantages are best used when you’re *already* good at looping and can punish the killer. They’re not made to negate a killer chasing you. The reality is if you aren’t good at looping as a survivor, your games are never going to last long. Even with anti tunnel perks. Most killers will immediately recognize you’re the weak link, and remove you. Because even if you aren’t a nuisance in chase, you can still do gens. So they make it an insta 3v1.
@@Dontpullmycheese I will say, even if it's been a really long time since I played Killer, I still have this mindset of recognizing who's the weak link in a team. It's just easier to remove a player quickly and limit the possibilities of a team. You'll find that even if there are 2 weak survivors and 2 strong survivors, if the weak links are removed early, you can just commit to a chase and win that way. When there is only one survivor left, forget the last survivor and find hatch. Then commit to chase always. That's how I always did Killer atleast.
@@DemonicWolvz yeah that’s exactly what the better killers I face do. We have two people in our SWF that are not very good in chase, and almost inevitably they get tunneled out. Even if you lose two or 3 gens, unless they spread the gens out perfectly then 2 survivors will always have a difficult time getting more than 1 gen complete. Even with 3 survivors it can be difficult depending on map/killer.
Counter argument: people dont want to play competitive SBMM and run fun perks. As someone who runs Windows of Opportunity every game, live a little its a game.
That first chase was at least 3 gens. Survivors need to learn that doubling up on gens is shooting the team in the foot every time accept when it’s convenient to top off a gen really fast before a regression can happen.
I love using Deja Vu and Situational awareness as a combo. I prioritize avoiding a 3 gen situation while showing survivors where they can go to help/be healed
Sorry Otz, you're wrong or at the very least, misinformed. I use similair chase builds and carry my team in solo q by simply running the killers and taking slugs only to be left at the gate because as it turns out meta utility builds have zero functionality at EG
*"Sorry Otz, but you're wrong because I said so, and actually, when I use these builds, it works, except I end up dead anyway, which is what you said happens in the video. But remember Otz, you're wrong , I'm right" ok buddy*
@@Jahito_EBT Did I say it works or did I say Otz opinion that this build has no team function is completely wrong, since my team gets away but is unable to actually perform any altruism. Jesus Christ the dickriding here is absurd. I genuinely can not get over how absolutely brain dead your comment is
@@samuraituff9653 The players who use Nurse imo are already adept so a 3k or 4k will happen regardless of our build. Huntress is not as difficult unless its an iridescent build with again an adept player and I actually routinely run blight by using obstacles to counter his powers and get him back into an M1 killer
My go to build is Windows, Kindred, Bond, and Open Handed. While none of these perks does anything substantial in terms of actual effects, it gives me so much info to make decisions with to help make sure I'm making the right decision. Windows - Just a solid looping perk to make sure you don't accidentally deadzone yourself. Bond - Need to be healed, need to heal a teammate whose death hook, need to help on a gen, need to not accidentally run the killer to gens being worked on? Bingo. All in one perk. Kindred - Know when the killer is camping to pressure gens, helps loop the killer and to sneak by a killer when you really have to get the save, and helps your teammates know what to do when you're on hook. Open Handed - Increases the info you gain from your other perks by a large amount. Can honestly be replaced by anything. Botany Knowledge is a solid perk to stick in its place to really help keep your team together. A solid, and relatively easy to access build that doesn't manipulate the actual gameplay in any way so you can naturally transition into any other build. And still works great whether you're solo queue or swf. Is a great build for coms to feed info to your team. Brother and I have had quite a few matches where I can sit on a gen and just direct him from pallet to pallet so he doesn't run into a deadzone once some of the pallets are gone.
Hey otz, I noticed at 9:36 - 9:41 you had to navigate past the pallet and the locker because you didn’t want to accidentally interact with either of those, to do your mend. Do you think the devs plan to ever give survivors more customization in settings to set different key binds to different interactions?
By default Mending is bound to left mouse, and using pallets and using lockers on space (which is what Otz uses). Outside of changing the locker bind, PC survivors are fine on that front.
I can't wait when they add different button for picking up a survivor, because if survivor is near a window, you have to look away from it in order to pick up and risking getting blinded
@@Veekron This is very true and would be a very nice quality of life update to killers. Also when survivors are on pallets and instead of healing them you throw it.
My favorite perk by far is bond. I’m sure you can find other comments under this video about how and why it’s so amazing so I’ll leave that out of this comment but it’s definitely a perk everyone should try. My build currently has consisted of bond, windows of oppo, made for this, and wglf. It’s such a fun and consistent build it’s ridiculous. Bond gives me so much info in and out of chase, windows is amazing because even though I know all the map layouts it still lets me know where I should head next and if a teammate has been dropping pallets like crazy or not, made for this doesn’t need much explanation that 3% makes such an astonishing difference it’s absurd, and wglf is so helpful against slugging and for applying a lot of pressure to the killer it’s insane. Wglf is definitely the most replaceable perk though imo. Only perk on here you really won’t get value out of every single game because you might not always go against a slugger but in those sweaty matches where you do it is a godsend of a perk. They’re are definitely other perks or even items to bring to replace it but I’m personally not a big item user and just don’t like the feel of other perks with similar designs as much as wglf.
As a 90% solo que player for my survivor hours, I’ve maybe ran windows 55-60% of those games, I’ve noticed I’ve lasted longer near end game with the perk, just being able to know what’s still up vs running to shack and it’s gone just changes things
I feel like I found a good blend of perks, I'm a support player, but you can definitely find me running mostly with bond. Bond helps me identify where the chase is happening, how the chase is going, and keep track of 'tourists' in the game; you can always find them behind rocks, lockers, standing behind walls, etc.
Hey Otz I made a cute little discovery the other day that I haven’t seen anyone else talk about! TLDR: Survivors can trigger a killers locker searching perks by interacting with a locker that another survivor is inside Specifically I found that Survivors can trigger both Darkness Revealed and Ultimate Weapon (one of Xenomorphs perks). If a Killer runs those perks and a Survivor interacts with a locker that another Survivor is inside the game seems to detect that as a locker being “searched” therefore triggering said perks. They even go on cool-down for the killer! I discovered this when I was messing around with some friendly Survivors when they decided troll their teammate by opening a locker their friend was inside in front of me. I then obviously noticed the nearby Survivors scream and saw their aura when they went to run away. Understandably I’m super confused so I look at my perks to see what could’ve done it and I see both Darkness Revealed and Ultimate Weapon just started their cool-down. The more you know I guess
My go to build is bond, balanced lending adrenaline and resilience. It has some chase perks and a lot of info to help make plays and adrenaline to power through the gens at the end and promotes saving time by staying injured
WWMI is such a strong perk and I always run it in 80% of my games. It's a life savior and I'm surprised that the perk still has this full minute of 100% healing speed at the palm of your hand.
I use We'll Make It + Renewal all the time. That combination of perks not only helps me, but also my teammates in a good majority of my games. I actually run guardian a lot of the time as well so I know if the killer is coming back to tunnel off hook before I stop to We'll make It them back to full, or let them run off. Then i run Windows in my last slot as my only chase perk, just so that I, as a solo Q player, know which pallets my teammates have already used and what loops I can still run to.
No offense, but OTR is over rated, it may not do anything even if they tunnel, cuz it won't do shit if they hit you through bt, and then your dh is gone, "but just run ds to get over your mend." Congrats 3 of your perks are all to stop tunnelin that may not even happen and maybe only one of them might help slightly.
The best working builds so far Known as the plot armor build botany knowledge, self care, empathy, autodidact Gen operator build Overzealous, Resilience, stakeout, dej vu Double Break out Boil over, flip flop, break out,mettle of man
I'm quite "new" to survivor and I felt the same way running 4 chase perks: why is tunneling me so easy from the killer side, and when I'm not getting tunneled I can't do anything to help my teammate that is getting tunneled! I did not realise my build's flaws and thought the game was unbalanced towards killers until this video came out and makes alot of sense! Thanks Otz!
I think that the perks are less the problem, but rather the lack of genspeed and the uncoordinated approach in the SoloQ, is the reason why games are lost.
Back when dead hard was the best perk in the game, I used it with every build. When i took it off i found myself actually getting good at chases. When the safety net is taken from you, expect to see improvement over time.
My favourite: WoO, IW (I play Jeff, I need this), OTR, Hope/Adre. WoO is just to know where all the dead zones are and who wasted shack pallet at 5 gens left. IW can help you a lot at mindgaming and with flashlight saves. For me a must-have on loud characters. OTR is you anti-tunnel perk which also helps with all the aura reading killers have. It also prevents the BBQ+SH:FoR combo from spiraling out of control. Hope/Adre is your perk for the endgame. Getting a heal is great and Hope helps you against NOED and is insane vs 110% killers.
This is definitely otz's secret way of not running into made for this/hope every match cuz its getting annoying. (hard to say I don't agree though I hate it too)
I don't know, I'm just not sure it's 'it' to abandon those perks currently with how horrendously nerfed/bugged vaults are atm. I love to use all my survivors and a variety of loadouts but with how bad vaulting is right now, straying away from resilience and mft feels no bueno. Even then they're barely a solution to the current problem.
I like trying out different niche perks for fun, but I tend to default to Windows of Opportunity, Bond and Off the Record as my most used perks. I very rarely run a build without one or all of them. I know its pretty whack running two information perks but Windows of Opportunity and Bond really help keep teammates undisturbed while you're in chase or helps you know if someone is positioned nearby for a save when about to go down so you can make minor adjustments (move away from walls for flashlight/ get closer to a pallet for saves, etc). I've also been using Off the Record for awhile now since I tend to get more value from it than Decisive Strike. Both deactivate if you do conspicuous actions, but DS cancels for the rest of the trial whereas Off the Record can see up to two instances of use. Up to 160 seconds worth of safety net via endurance is incredible; especially since when you do take that hit, you get the haste proc to make some distance and prolong the chase or hide depending on the situation. If the killer commits to you, thats a lot of time they're not focused on your teammates. Easily my favorite anti-tunnel perk.
What exactly was the showcase first match only perk he used was dead hard and in the second match plot twist and miner kindred value and stating early on people who run selfish perks die first is not true and if he has evidence to disprove it then where is it. I've gone against survivors who don't run anything and they do way better then most survivors so saying selfish builds means quicker downs is false
@@ShinaNinomiya-tq2xk *Who said I acknowledge his points? As far as I'm concerned, in the hypothetical scenario where I do acknowledge his points, I'd say this video is proof enough, but I never said I did. Now either you provide your "evidence" or you stop replying to me, because it seems to me like you only wish to complain and be hypocritical.*
My Perksets is mostly constructed like this: - Survivor specific perk (why else should i play as that survivor?) - Exhaustion Perk (mostly Lithe, since i am used to it and i hate to crawl around for sprint boost) - Information Perk (something that gives me and/or my teammates information on what is happening, like kindred) - something i feel fancy at the moment Since i am a Jeff Main, my perks looks at the moment like this: Breakdown, Lithe, Kindred, Fogwise. I am a soloplayer, so it feels good to have information about the hooks. Does the killer camp? Who is it? Are my teammates going for the rescue or do i have to leave my gen? Also, Fogwise got added recently, it gives me an incentive to hit great skill checks and a Bootleg Object is super nice. Was running Windows for a while before that, because i came back after a long pause (about a year or so) so i dont know the loops for newer maps and such, windows helps with that.
There aren't any good anti-tunnelling perks anymore. OTR is easy to play around because survivors are 100% silent, 3s DS is pathetically little when factoring in the fact that you are also locked in the animation for like a second and both deactivate in end game. And I always now seem to get laggy killers which makes new DH worthless. Adrenaline is the only one I use now, and on occasion, Deliverance but then I'm always the first to be hooked! 😂
This sounds like youre coping because of a skill deficiency. Every thing you listed are really strong perks that only high level killers can identify (notice how i didnt say mmr, mmr doesnt equal good gamesense) OTR is a straight anti tunnel perk, so if a killer chases you they are wasting a huge amount of time. DS can easily swing matches because if they dont know you have it and insta pickup they give you a free wiggle, which again wastes a lot of time. DH is good even against laggy killers, because you shouldnt just use them to tank hits but to make distance (to pallets, vaults etc.) . Its too funny how the only two antitunnel you can use are the ones that dont help with getting tunneled, maybe your whole perception on antitunnel perks is flawed and you should experiment with them to find the value that you cant currently find instead of blaming them for your mistakes as survivor. Maybe then you wont get tunneled out first everytime.
@RattlebonesTheThird Most killers I play against proxy camp (with perks like Deadlock, jolt, pain res plus 90s gens - it's a pretty safe tactic) or be high mobility killers - Blight, Nurse, wesker etc. So they either tunnel or you trade. Not even mentioning STBFL. OTR is easy to identify, DS you don't make much distance and its useless in a dead zone- better with Lithe. And I still get the old 'exhausted on the ground' effect with the new DH. Lot of VPN killers these days since BHVR compromised Steam accounts. Deliverance and Adrenaline are good in end game to prevent Tunnelling and trading. Not sure why you don't know that. You must be, or get, low skilled opponents. Either that or you're a killer main, which would make sense why you're defending DS. Literally, none of my 2/3K hr surv friends use it - all say it's shit. Anyways, enjoy your games.
The one problem with running anti tunnel perks is that the killer will hit as you get off the hook so even off the record doesn't really help and that ds got nerfed that doesn't really help either with a full chase build it makes it so its harder for you to get hooked in the first place also the nerf to fast vaults makes using perks like made for this and resilience almost essential to make loops last instead of pre dropping every pallet
If you have OTR + DS, you still get a good chance to try to find some safety (or even have a team mate come help and take a hit if possible). Keep in mind that OTR also keeps you silent and protected from aura read which is really nice to have in chase sometimes.
I rarely ever run perks like made for this, or perks that give killers a sad time chasing you I just feel too bad, not like I'm a looping god but still not tryna make killers frustrated to hell and back. The build I usually run is: - Borrows Time - We'll Make it - Kindred - Open Handed
my favorite build for a while now has been deliverance, reassurance and kindred. abusing how vulnerable survivors are during unhooks is still one of the best killer strats when playing vs non-swf teams so countering that is imo one of the best ways to increase chances of survival in soloq. the only thing that really grinds my gears are people that see a camping killer and then see me activating reassurance and still instantly unhook instead of using the extra time for something productive lol
@@Strangexo_ *And where did you indicate you meant the comments? Am I supposed to read your mind? And before you ask, yes, people do exactly what I insinuate you were doing.*
this is the problem nowadays survivors always run perks that only helps them in chases but doesnt help the team When I play, I always see every single survivor running MFT builds (at least in my experience) survivors are super selfish nowadays and do not think for the others and do not bring any perks to help others.
Soooooo... I just finished a 13 hour day and played 6 games of survivor. Bubba facecamped twice, hard tunneled 3 times and left on the floor to bleed out while being humped by a Nurse. I didn't get more than 8k base BP in any of those games. Over 2k hours and honestly, I've had enough. I don't know why I bother even launching the game as games are supposed to be enjoyable
I believe that another reason for the amount of people running chase perks that I haven’t seen brought up is probably the fun factor. Being chased is, at least to me, the funnest part of the game. It’s no wonder why people want to prolong chase, the feeling of getting that 3+ gen chase is so gratifying and much more involved than just sitting on a gen and making sure to hit a skill check every now and again.
It's fun watching these videos as my build has hardly changed since I started playing dbd many years ago. I almost always run botany and leader as they are fun perks that are useful but not op. And my other two perks are usually something else to help with certain situations like we'll make it (mostly for the BP stacks before the update) and now to counter potential slugging. And the last perk is probably bond or some info perk.
*Fun fact:* in my recent games _Windows of Opportunity_ was used by *40.2%* of all Survivors. Am I the only that thinks this is crazy? Even though the perk is obviously great, I still can't wrap my head around how popular it is.
It feels like old dh with how popular it is
it makes sense, map can be very confusing still to the average player and the perk helps combat the rng the game has for its tiles
Windows is a solo queue MUST. Knowing which pallets are still up and which dead zones to avoid has saved my life countless times.
Makes perfect sense, if you don't have a SWF you have no idea about loops across the map outside of your immediate vicinity. Unintentionally running into a dead zone is frustrating and beneficial to the Killer. Simply knowing where a pallet is, is one of the best chase extenders in public matches
As someone with only about 1000 hours I feel like I can grasp vault locations and pallets pretty well on just about any map, that might just be me, but windows does really help with knowing what pallets are available especially in a map with more pallets than vaults
FUN FACT: Otz is able to make such long videos because Nina comes in and feeds him like grandpa
Does he also let out a loud Af moan that reveals people around his house?
@@Luna.TenebraNo, but she does pat him on the head like Bubba
Better protect him from those dastardly Leland mains
*Sets trap* "Otz showed me this trick!"
Here ya go grandpa, here ya go 🩸
I think these perks are popular because of solo queue. A lot of altruistic perks work best with or pretty much require communication, which chase perks don’t really need.
that's a good point i think
I rub this build in Solo Q but when I'm a duo I run some random ahh builds because I know I'll have someone get me off of hook
"We'll make it" is probably one of the perks that kinda makes this not true, I have no idea how people don't use it more often.
Yes but if the killer is tunneling one survivor, even one single Borrowed Time can make the killer lose around 1 minute because they wait out basekit endurance, hit BT and then they have to chase them
@@mastervule1844same for like, Kindred as well. That’s an excellent survivor perk. So the build otz ran in his last run is perfect for solo.
thank you for explaining that letting your teammate marinate on hook is also a form of anti tunneling. so many times ive went to a hook to reassure a teammate thats already been tunneled off hook before while the killer proximities, just to have another teammate unhook them in my face.
I like how Otz puts this up only AFTER he finished his random streak (understandably, lol). Well played 👍
3:13
Wait he finally won the challenge?
otz is pretty trash just copies less popular creators. dont think hes ever come up with a strat or had an original idea in the game haha
@@timmeh9461all you comment on his channel is hate, just stop watching him lmao. besides literally most of the dbd youtubers copy one another
@@thespark4727 I cant, his garbage content comes up on the algo. Yeah theres a few garbage creators that just copy lesser knowns with no credit, definitely not most
IMO you see these "4 chase perk" builds a lot because they're more consistent for solo queue. Altruistic perks require better co-ordination to get big value and that is simply not there outside of SWFs or very skilled and knowledgeable players.
That being said, it would benefit players, especially newer ones, to experiment with different perks as there's so much variety. Plus if you play with the different perks you get better at recognising when someone else is running them and how you can play around it - a better experience for everyone (except the Killer)!
BHVR definitely added more hitboxes to environment objects. I keep bumping into small objects all the time in both roles.
truuue and its so annoying
I cannot stand all these pebbles to trip on its ruining the looping experience.
but you're still getting hit by the huntress through walls or after turning and the hatchet is 3 yers behind you
As a killer main I think survivors should continue this :)
As a survivor I think so too
@@gibbybtw280same.
You can just label urself as a walking skill issue at that point
As a killer main I agree
As a Trapper main, I genuinely believe that you should continue being injured to proc MFT,since this rapidly increases the chances of getting your goofy ahh❤❤❤
Since they nerfed fast vaulting to have literally no difference from medium vaulting, resilience feels necessary.
Yeah I agree, the vaulting right now feels awful on the Survivor side.
Welcome to how dbdm vaults were until recently
Since when I thought they buffed it?! They literally nerfed every tool used for survivors to try to survive and wonder why people run MFT and hope. I refuse to play against a Nurse there is no point she has no counterplay. Bring back dbd where people only complained about dead hard.😒
they reversed the changes they did a while ago?
@@lapisinfernalis9052no not before but now they did in recent patch
The problem with other perks is that there's literally only one Rebecca's perk that can actually punish camping and tunneling. Off the record is alright, but it won't protect the unhooker from going down instantly and then killer can go straight after the vulnerable person especially as some of the strongest killers. So I am not really surprised that people just want to have a chance in the chase against them, especially because of how important the first chase in the game is
There is not really much that can save you when going for an unhook while injured and having the killer behind you. If the killer is patrolling the hook then at least be healthy so the unhooked survivor can attempt to bodyblock a hit. Of course it's not that simple and different situations require different actions, am just trying to be helpful :/
While i agree that these anti tunnel perks have a limit on how much it can protect you, the same could be applied chase perks. There are so many anti loop killers that running pure chase perks is detrimental to you and your team.
i guess desperate measures resilience can create some bt bodyblocks but thats so unlikely lol
@@Chungy-Peenits except that chase perks are strongest against anti-loop killers. Chase perks help you go from tile to tile
Resilience does more than just chase though tbh, it’s actually really helpful with Medkits slow healing nowadays too
yeah i use it mainly for gens and gates. vaults are just a bonus.
I use resilience for sabotage
Yeah resilience is an everything perk, especially if they arent running Sloppy and you can 99 your heal to get the best of both worlds after the 9% gen speed gets its use.
@@alexandervelez9507I mean 9% of 90 seconds is like what....9 seconds. I wouldn't say it's crazy useful for that stuff, the game really encourages you to stay healthy. I dunno if it's worth the risk of getting killed much quicker
@@cryguy0000 you're also staying injured meaning you aren't healing, so your reward for not wasting 15ish seconds (per injured person) healing is also 9% faster gen repairs. Reilience is good because it incentivizes you too stay on objectives while also rewarding you for doing so. Honestly it would still be good if it was 5%
When you play alot of SoloQ, Windows is very much needed as it gives alot more benefit than i think people realise. It's not imo a "chase" perk its a "info" perk, it not only shows windows n pallets, but it can show you where pallets r being dropped so you can see where people are in chase, you see several pallets drop in one little area, you know thats probs a dead zone and you can activay avoid it. Yes it can benefit chases alot but it also provides subtle info ques as a side bonus that is highly valable in soloq
I feel like this is a problem because the perks are used by unexperienced people, and people who are "more experienced/skilled" can be blinded by this, as they can feel more powerful with it. It just depends on how well the surviviors comprehends wtf is going on around, if they're competent enough. Players like Ayrun don't even need those perks, meanwhile, he could benefit from them, making him more powerful than he is already, because he could defenietly manage everything.
Pretty much this, I'm still pretty new to the game so I have WoO equipped so I can learn the map and the general placements of pallets and which ones are still available to use.
There's obviously nothing stopping experienced players form running WoO to make themselves stronger.
@FreePigeonEveryone has had that scenario happen to them, that is why the perk is fun to run, it eliminates the chance of being wrong, now you KNOW where to go. People like to eliminate guesswork.
Yeah, I wouldn’t say I’m that good at survivor but I’m above average and I don’t use windows of opportunity but if I did, I would do even better than I already do
@@TreyFigueroa Exactly! I think that is where a lot of experienced players land, average to above average, I would identify with that as well. Add in being a constant Solo Queue player, and well, it’s pretty sensible honestly. Just can’t get “glued” on it, be willing to switch it out here and there for fun.
@@Demonscorpion4482 I like running the disappearing build for fun or deception
10:48 Otz: Don't use too many chase Perks! Use multiple Anti-Tunnel Perks instead!
Also: All 3 Survivors with chase Builds escaped. The one with the Anti-Tunnel Perks died.
Yeah, anti tunnel perks can't make the killer not tunnel. They can just make it painful and annoying for the killer to tunnel. It's about being a chewy enough piece of gristle that a smart killer leaves you alone
I mean, if your objective is to be the one that escapes and the rest be damned sure, that's one way to look at it. Or another way to look at it is that Otz build even if it meant the death of Otz himself allowed the rest of the team to escape.
@@LetztezBatallion Soooo much this, I hate the mentality that only yourself escaping matters, if my team gets out, I'll gladly die for it. That's a win in my books.
I mean if you think about it, after the first chase...
Killer can try to tunnel me and probably fail, or try to chase them and definitely lose. So this WAS a good example of my perks removing one of his best options.
@@joeddonoghue”a chewy enough piece of gristle” 😆
As an only solo survivor I equipped kindred a few years ago and have yet to rotate it off my build, not necessarily the most game changing perk but I cannot stress enough how much keeping an eye on your teammates helps grow game knowledge, kindred will tell you where the pressured gens are, where the killer goes based on who gets chased, can save you doubling up on saves etc. I know that’s a common take but if you’re solo and especially if you’re newer I cannot recommend it enough, the fact it affects your teammates even makes it more likely your randoms will save you. Just a W perk for solos can’t imagine not running it on all my general builds
Absolutely, it will never leave my build. So many times I’ve wasted by running halfway across the map just for someone else to unhook when I’m close. Kindred avoids all that and allows not only myself to coordinate saves, but also my team
Try adding open handed and bond, the amount of info you get is insane, like for example knowing exact position of killer just because he chases survivor which you able to see from miles away. You almost don't even need other perks, that info is all you need.
@@PainProjection I love open handed but I feel like the unsung strength of kindred is the periodic updates. Ideally you shouldn’t group, you should be splitting gens, dividing killer position across the map and team unless you’re attempting to break certain gen holds. Though I love bond, I find it encourages you to keep up with your team all game, whereas kindred only kicks in when you need it most, which frees up a perk slot for something more proactive. Open handed is a total W though, on certain maps like indoor or vertical ones it can completely destroy a killer’s chance of holding a hook
@@PainProjectionI was going to recommend this if someone else didn’t. It almost feels redundant to use Bond + Kindred but that is actually the secret genius of it. The effect is constant, the info as well. Seeing a survivor portrait get the Icon for chasing activated, and then looking around with Bond + Open handed tells me where the killer is at all times, who are they danger of running into, who is working on what gen and needs help finishing it whilst the killer is distracted and chasing them off it, or If I need a heal and yet no one is on hook so kindred isn’t activated. It’s really fun and useful regardless of “optimization”.
The team won’t need as much help if you can keep the killer occupied. DH and DS are much harder to use than made for this and windows. Ppl should use a build to help them in the area they struggle the most Imo for most ppl that’s chases I think that’s why it’s so popular. I use 3 perks for chase and OTF and it’s helped me tremendously
I feel it's more like these chase perks accelerate when one is actually good at chases to begin with and do barely anything when an average survivor uses them.
Can confirm, I suck at chase, so something like sprint burst only extends my chases by like 5 seconds - if I even get to use it properly at all.
DS isnt necessarily hard to use, its just awful in its current form. otz is straight up wrong in thinking DS would be better to keep someone alive than MFT is. his examples were the worst meg of all time lol
@@zackmash851 yeah it's not necessarily hard to use but harder than MTF windows bc you have to go out of your way to use DS he might not pick up you need to go down near a vault or pallet to get value
DS and DH nerf was to much and only help for player with good Timing and Positioning.
Give DS 5s and DH 1s back
DH was strong because you could use it many times.
DS was strong because you could use it at Endgame
Both get nerf thats fine but why 0.5s and 3s stun make it more useless and harder to play
As someone that uses kindred in every build, i appreciate the overall theme of this video. Can't tell how often this one perk saved the whole team.
I also run sprintburst as my only real chase perk and to traverse the map quicker. The rest is optional, distortion, deja vue, we'll make it are and vigil are some favs. Windows is one of my go to perks in solo que, solely for information were a wall gets broken or where pallets are left.
I know the video isn't about that but I had no idea you completed the random perk streak. Congrats and well done Otz.
I've been using Reassurance, Vigil, Autodidact and Dramaturgy, a combo of 4 support perks for the longest time and my teammate's escape rates have spiked insanely compared to running all chase perks
As somebody who loves stranger builds or fun supportive perks, this sounds really fun. Going to run it on Nic or Ripley now to try it! Wish I could give you a hug or something for sharing this!
autodidact lmao
This is interesting because I’ve been having a lot of fun with drama, vigil, self aware and calm spirit to just counter that entire perk and for some reason that’s been working for me. I should try something like this though, thank you for the ideas.
im a killer main but whenever i play survivor ive always used autodidact and it's crazy insane how good it is, especially when sloppy butcher is so popular
@@zackmash851 It's the best perk in the game, what are you on about
A slept on fact - Calm spirit stops the screams from you getting downed/hooked, jolted, pain rez, which also messes with the killer.
If a killer doesnt hear a scream from jolt, they often assume the gen isnt being worked on and will leave it.
Also Bond OP
I've found my full healing build has gotten a lot more mileage ever since made for this came out. Very few people are running none chase builds right now, so even one teammate having a healing or gen focused build makes all the difference.
This is like asking a killer to stop camping and tunneling, we do not learn
With buckle up ftp I recommend bringing mettle cause you will be taking protection hits.
Imagine if it was mettle at launch, that build would be next to unstoppable unless you’re exposed.
expose doesnt counter endurance, wut@@zachbalent1806
In my opinion, running chase perks is fine as long as they match your playstyle. I used to run them too although I'm a stealthy player who is repairing gens most of the time. Changed my perks and now I escape more often
As long as it helps your team overall in someway I think it's fine
Survivors try to not be selfish challenge (IMPOSSIBLE)
Well what do u expect when you have teammates that are scared of unhooking and the killers terror radius
@@gibbybtw280just play customs lmao
Killer mains when survivors try to survive: >:0
Ehm 👀😂😂
What exactly is selfish about me running the killer for several gens, taking hits, healing my teamates only to be left on hook because the entire team is running a build that serves zero function at EG
I'm fresh into DBD on my PC so I don't have a lot of perks unlocked for every survivor or killer and because of that I end up with some really fun builds just using what I have available. I'm sure people who've been playing this game for some time have plenty of options available to them, it's a shame that more people don't branch out and try some interesting builds.
With everyone running chase perks, great time to bring out the gen rush perks
*gets tunneled
If you are looking for a build that can make solid matches use
1. Made for this
2. Windows of opportunity
3. We will make it
4. Deliverence
1 and 2 are for chases, they improve your chasing ability WAY too much
3 saves you so much time on healing, healing takes too long but with we will make it you can prevent your team from staying injured all game because of not having enough time to heal, it makes your team stand longer in chases because they will always be healthy
4 is the biggest game changer in the build, it allowes for gen efficiency and killer time wasting, it insures you dont go second stage because of your team bad rotation, it can get you out of basement, you can trade hooks endgame with your teamate and then escape yourself, it is literally a joker card that turns around the game
Playstyle is to be ALWAYS passive in the early game and just try to do gens and stealth from the killer, and coordinate yourself for resques while not letting the killer know you are resquing so that he doesnt end up chasing you
Whats really good about this build is that you get value out of ALL 4 PERKS in almost all of your matches, as these are so consistent, unlike unbreakable for example, although its a joker card but you csnt garantee that the killer will slug you, and the chance of being slugged is too low
Before I was only playing killers, a little before the release of MFT I started playing survivor more and trying to learning how to chase because I was a bit burned out of playing killer, and I had a lot of fun playing builds like this ! Plus the release of made for this made me play survivor way more and I mostly play survivor now, just because I really appreciate chases like these, I think even if this build isn't strong it's just really fun to play and that's why a lot of people including me run this build
Same, I run what I think it's fun at the time. Between all of my friends, I'm the altruistic one. Builds at least half dedicated to the team with unhooks and healing. I have a lot of fun with my altruistic builds in general but I'll admit that for now, I have a little more fun with my chase one. And I suck at chase so it's not like it changed everything to my games. But I think it's a lot of fun so even though it's not the strongest build especially for me, I run it. And when I feel like it, I change it back to my altruistic builds
i forgot how good wesker’s chase music was
That Buckle Up + For the People combo is genuinely a pain in the ass for most killers lmao.
I'm a Ghostface main (m1 killers are extra susceptible to this I've noticed) and I've had several different matches where at least one person brought that combo and when I tell you certain parts of those matches made me mald just a little bit... 😅 It's a very good combo when it's pulled off properly, and can be so game changing. The clutch endgame plays are pretty awesome to witness from either side too, in my opinion.
I am so grateful you made this video. I will link it to my solo queue teammates
Hello friends, this is Otz, as long as the Hex totem stays up.
I'm a ~500 hours players with something like 3/4s of that on killer, and I've been running builds like this in my survivor games because I thought it would carry me, yet I have been losing more lately. I blamed it on my lack of skill on survivor, but thanks to you I'm able to better understand the weakness in my builds. Thanks Otz! Keep up the good work
Tbh builds on survivors are mediocre and don’t add much to the game unless perfectly executed, keep improving bro.
Hope the game treats you well, many hugs!
I am not looking to be competitive so I shall continue to run my 4 heal perk builds from time to time. What makes the game fun for me is getting stacks of autodidact and snapping people from on the ground to full health in a few seconds. The take away I got from this video is just to utilize your build (i.e not having your 4 chase perk person never see the killer and spam gens).
I play solo queue and there are people out there running (SOMETIMES IN TEAMS OF 2 have not seen 3 yet) urban evasion with distortion and just crouch until everyone dies. The least of my worries is people running bad perks but still playing the game.
recently i have been really liking kindred + openhanded.
it makes the killers aura visible from a whopping 32 meters away from the hook, that is bond level range its crazy.
also i love deja vu.
i dont think this will stop killers from tunneling. I always run 4 different perks, sometimes anti tunnel, sometimes not, but if killers decide to tunnel, there is nothing much you or your teammates can do. A simple build doesn't affect the mentality of the other. Maybe this build encourages to be tunneled, but if that is the whole reason, i think its stupid, because its the same as having a gen making build, or a stealth build.
*I dunno man, working against tunneling varies in effectiveness depending on the killer, Especially if you're on coms*
@@Jahito_EBT i just want to have fun with my friends, not wanting to be in a competitive game. If i have to coordinate them to help one being tunneled or bringing the same 4 perks that are busted only to counter camping or tunneling killers, it'll get boring and we would want to stop playing, think about it
@@lilglitchboi7259 Why would you get to the point of tunneling the people with OTR? There are plenty of other objetctives you can do, like defend gens, or go after another survivor.
You might be right but it makes a HUGE difference to tank an extra hit or two if you're being tunneled (with Decisive / OTR / DH). Even just lasting an extra 20s can let your team mates get the last gen done sometimes.
Wow Otz, I'm always impressed seeing how much you improve in your off roles. Well Done!
Love you Otz, what did the first game demonstrate? You used deadhard once and died on hook in solo q game. Kind of demonstrates why anti-tunnelling is really irritating to run if you don't get tunneled thus a waste of perks. Had you had the anti-chase perks you could make the argument it would have worked in that game with increased effect, doing gens when injured, faster movement, ability to jump windows quicker see loops and pallets so you arn't as confused where to go next (though you did fantastic ;P) The second game is just a normal game of dbd. Your perks were largly irrelevant to how you played, they were fine but just.. you're not always getting use out of them. Typically with chase perks you will always get use out of them. Not arguing against your point just sayin' not sure how it makes any difference playing solo q with or without chase perks. You actively said in your demonstration as killer you tunneled someone off hook. In a solo q game you're dead if that happens as survivor with or without chase perks. You're looking at the
Agreed, I run MFT, Resilience, OTR, and Kindred. Keeping myself alive and on gens or saving people brings enough value in my book
he slipped up and made a killer propaganda video lmao it’s cool i get what he’s saying but he’s not understanding the selfish meta with survivors right now. you can totally try to be a team player in solo que but will most likely die in the end if everyone else plays selfishly which 8/10 they will
While i respect your opinion, I have been running this build since made for this came out. My looping has definitely improved to the point where i can run a killer for multiple gens in a close spot so i dont have to screw my other survivor friends. now, solo q'n i can agree to change this a bit, but with a 3 or 4 swf, as long as i communicate where i am, if my teammates come to that area and get downed, thats on them at that point. until they nerf some of these perks i will let them go, like we had to let go of dead hard, decisive strike so on so forth. keep the great work!! love the vids!!
ive been running we’re gonna live forever as my only survivor perk for the past week and ive been having a lot of fun. Not using a lot of perks is also getting me to stop being entirely reliant on my perks
Killers and bully squads in pub: I'm a specimen of absolute perfection.
Killers and bully squads when I look up how a streamer counters them: Mmm these crayons are tasty.
"Survivors you shouldn't get tunnelled, that's a big misplay." Yeah okay Otz.
He’s right, get better at the game, or if you are trash, then maybe invest in an anti tunneling perk so you don’t get the rest of your team killed🥰🥰
@@Kyle-bi7dfanti-tunnel perks don’t do anything when you have potato teammates who don’t touch gens which is what happens 85% of the time in solo queue. hence why people run chase builds instead. can’t get tunneled if you can’t get downed.
All I'm saying is: don't go ALL out on one playstyle and make your build a bit more suited for different situations (including tunneling!).
OTR is good DH and DS not because you have only 3s and 0.5 s with bad Killer Internet 50/50, not worth
Well said Otz and I couldn't agree more. You have to play a well rounded build that assists in all aspects of the game
When you tell me not to do something, you know I'm just going to start doing it more because I'm childish.. I really am.
Recommended tip: Run perks in pairs, ex: FTP + Buckle up or MFT + Windows or MFT + Hope, or Exhaustion perk + windows. Go crazy with your pairs and you can use your other 2 slots for another pair or go 1 gen perk + 1 altruism/comfort perk. Personal favorite is Kindred + Open Handed.
As long as Wesker exist, off-the-record will never leave my build.
Pinhead with original pain:
Nemesis for absolutely no reason🗿🗿🗿
@@WeskintimeASVAL679-89lmao death slinger too
Trade offer
I receive: no wesker, blight and sadako nerf.
You receive: no mft changes.
@@Strangexo_ There is almost always a reason to tunnel: It is very often the optimal play. Not saying it's fun or fair but there is always a reason to.
Late af but congrats on the Random perk challenge Otz!! As for the video topic itself, I've always been the tank/support in other multiplayer games so it came more naturally to me being a team player than some other players who are used to carrying/fragging out in other online games. That is, once a friend of mine linked me to your guides, Ayrun, Painreliever etc and I learned about looping, perks, killers and their powers, maps, RNG being a factor, 99ing gates, hook timers or timings in general, all that so I could help the team more effectively. Before I would've just played really stealthy and only helped where I could, but since I learned about taking agro for a death hook teammate etc it really helps. I have a theory why people run chase builds though:
People are tired of holding M1 on gens and prefer to be chased, they find it more fun, for content creators it helps generate content for their UA-cam/streams etc, I even said out loud in one person's stream "they should just add a chase only mode for players like you LOL" and they chuckled, but agreed with me. :D Chases help the team but if everyone's like that in the lobby, it then becomes a one sided stomp for the killer as he doesn't need pressure to win when all survivors are off gens dicking around wanting to be chased. Even anti tunnel, it'll help sure and Renewal encourages you to heal someone, but if no-one wants to do gens that's not a build problem man, that's a survivors are bored problem.
With anti camp, sure it helps the team, but again it's survivor problem, not build problem. If survivors just want to escape at any cost they'll do that man. I had that during my Adept Ripley attempt on Coal Tower, ran the Alien for last 2 gens, did the 3 survivors 99 gates and try to rescue? Fuck no!!! They just got the gates and left, despite not having Reassurance there were 3 of them to take hits for the rescue, so they still had a resource to deny camping but refused to use it. It was irritating, but I got the Adept in the end on another map so could've been worse.
I see your points though Otz, and you'll get extremes on both sides, those who just care about themselves and run all chase perks, and those who'll play medic/flash light saver etc. I'm some weird hybrid of both lol, Spine Chill, Detective's Hunch, Dead Hard and Kindred. Spine is more training wheels, once I learn the spawns I can swap it off for say Deja Vu for example, help deny 3 gens. Detective's same deal, it's more training wheels to me, I can swap it off for either more self centred perks (Resilience for action speeds, I won't always have a source of healing or Vigil if I did run Sprint Burst/Lithe etc in future) or more altruistic ones like Aftercare/We'll Make it/Deliverance/Renewal etc. Dead Hard helps with tunnelling but also if no-one's going for rescue and that survivor could die, then I trade at the hook with my DH. And Kindred is just a nice heads up on who's rescuing so I know whether to drop my gen and rescue or stay put, also helps deny camping via information.
The reason I'm iffy about altruistic perks, at least the healing ones is that it's time wasted healing when you could've smashed out a gen, perks like Dead Hard, Resilience, Made For This etc REWARD staying injured and then you get killers like Legion and Plague who can injure very very easily. The anti tunnel set up is cool, but as someone who doesn't mind doing gens being the timing nerd that I am :D I'll let someone else occupy that space while I push the objective forward for my team. Even 1v1s among comp players don't have a dedicated build, just Lithe/MFT and Windows so I'd rather focus on improving chase fundamentals tbh. A build would help though if I am getting tunnelled most my games despite being the support of the team who doesn't mind M1 simulator too much i.e. repairing gens. We'll see.
Anti camp is great, Kindred is MANDATORY in every build I run purely because teammates are IDIOTS in solo q (not always but it can be quite messy), but the others? Hmmmm. If it happens EVERY game or most games sure but like if I get camped in last 1-2 gens or endgame I'm not too bothered especially if the killer has minimal hooks. That and I'd rather run what I find fun cheers, but I do appreciate the build information nonetheless Otz.
I aint readin all that
No, otz. I will not stop using this build. Fast vaults are now the same speed as medium vaults for some reason and you don’t get that extra distance anymore because behavior decided it was a good idea to revert one of the only good vault updates in a while. And this is one of the only builds that allows me to have fun in chase anymore. So respectfully, no. I will continue to run it until it either gets nerfed into the ground or something else changes.
Every game I play against this build makes me play one additional game of chess merchant
My experience playing a build similar to this, just to practice chasing is that looping is pretty easy, and at my ranks killers don't leave chase so I get good chases no gens get done forever and then I'm abandoned in endgame after playing well
that’s solo queue for you
as a soloq main about 90% of the meta perks need coms so most people never get the chance to run different combinations
I don't see how changing your build would have stopped any of these Survivors dying due to tunneling. BT can be waited out. OTR is just another hit. We'll Make It doesn't stop tunneling. These Survivors were dead either way, which is the problem with anti-tunnel perks. They just aren't effective enough to warrant replacing chase perks currently.
Avoiding going down in the first place is the best anti-tunnel strategy currently, and that's best achieved with all the chase perks you can afford.
These perks may not stop the tunneling but definitely slow it down. Buys time for teammates to do gens and escape
Anti-tunneling perks definitely help!
Off the record, DS and DH helped me loop the killer for 5 gens. I died but all my teammates escaped. It's a very underrated build.
@@saycheese6822 not accidentally running into dead zones you couldn’t predict were there helped you the most. hence why people use windows.
“Hello friends, this is Otz, at least ‘til the rework next month”
I think the people running the chase perks are doing the opposite of what they think they accomplish.
They’re typically not very good in chase, and want every advantage possible. But those advantages are best used when you’re *already* good at looping and can punish the killer. They’re not made to negate a killer chasing you. The reality is if you aren’t good at looping as a survivor, your games are never going to last long. Even with anti tunnel perks. Most killers will immediately recognize you’re the weak link, and remove you. Because even if you aren’t a nuisance in chase, you can still do gens. So they make it an insta 3v1.
I love DBD. Every killer and survivor goes around thinking they’re pros and treating it like a comp match 🤣
@@reivoidwalker literally lol
@@Dontpullmycheese I will say, even if it's been a really long time since I played Killer, I still have this mindset of recognizing who's the weak link in a team. It's just easier to remove a player quickly and limit the possibilities of a team. You'll find that even if there are 2 weak survivors and 2 strong survivors, if the weak links are removed early, you can just commit to a chase and win that way. When there is only one survivor left, forget the last survivor and find hatch. Then commit to chase always. That's how I always did Killer atleast.
@@DemonicWolvz yeah that’s exactly what the better killers I face do. We have two people in our SWF that are not very good in chase, and almost inevitably they get tunneled out.
Even if you lose two or 3 gens, unless they spread the gens out perfectly then 2 survivors will always have a difficult time getting more than 1 gen complete. Even with 3 survivors it can be difficult depending on map/killer.
Not even a "Hello friends, this is Otz"... Always knew this was an imposter!
Counter argument: people dont want to play competitive SBMM and run fun perks. As someone who runs Windows of Opportunity every game, live a little its a game.
That first chase was at least 3 gens. Survivors need to learn that doubling up on gens is shooting the team in the foot every time accept when it’s convenient to top off a gen really fast before a regression can happen.
me, a Survivor who's ran adrenaline, hope, and resilience for the last 3 years and only just recently added MfT to it: no, I don't think I will.
I love using Deja Vu and Situational awareness as a combo. I prioritize avoiding a 3 gen situation while showing survivors where they can go to help/be healed
Sorry Otz, you're wrong or at the very least, misinformed. I use similair chase builds and carry my team in solo q by simply running the killers and taking slugs only to be left at the gate because as it turns out meta utility builds have zero functionality at EG
*"Sorry Otz, but you're wrong because I said so, and actually, when I use these builds, it works, except I end up dead anyway, which is what you said happens in the video. But remember Otz, you're wrong , I'm right" ok buddy*
Nah because what if it's a good killer like nurse or huntress or blight then it's useless no
I feel like he's right switch the build up
Also killer could just target weak links or just leave you if they can't catch you then what
@@Jahito_EBT Did I say it works or did I say Otz opinion that this build has no team function is completely wrong, since my team gets away but is unable to actually perform any altruism. Jesus Christ the dickriding here is absurd. I genuinely can not get over how absolutely brain dead your comment is
@@samuraituff9653 The players who use Nurse imo are already adept so a 3k or 4k will happen regardless of our build. Huntress is not as difficult unless its an iridescent build with again an adept player and I actually routinely run blight by using obstacles to counter his powers and get him back into an M1 killer
My go to build is Windows, Kindred, Bond, and Open Handed. While none of these perks does anything substantial in terms of actual effects, it gives me so much info to make decisions with to help make sure I'm making the right decision.
Windows - Just a solid looping perk to make sure you don't accidentally deadzone yourself.
Bond - Need to be healed, need to heal a teammate whose death hook, need to help on a gen, need to not accidentally run the killer to gens being worked on? Bingo. All in one perk.
Kindred - Know when the killer is camping to pressure gens, helps loop the killer and to sneak by a killer when you really have to get the save, and helps your teammates know what to do when you're on hook.
Open Handed - Increases the info you gain from your other perks by a large amount. Can honestly be replaced by anything. Botany Knowledge is a solid perk to stick in its place to really help keep your team together.
A solid, and relatively easy to access build that doesn't manipulate the actual gameplay in any way so you can naturally transition into any other build. And still works great whether you're solo queue or swf. Is a great build for coms to feed info to your team. Brother and I have had quite a few matches where I can sit on a gen and just direct him from pallet to pallet so he doesn't run into a deadzone once some of the pallets are gone.
Hey otz, I noticed at 9:36 - 9:41 you had to navigate past the pallet and the locker because you didn’t want to accidentally interact with either of those, to do your mend. Do you think the devs plan to ever give survivors more customization in settings to set different key binds to different interactions?
By default Mending is bound to left mouse, and using pallets and using lockers on space (which is what Otz uses). Outside of changing the locker bind, PC survivors are fine on that front.
I can't wait when they add different button for picking up a survivor, because if survivor is near a window, you have to look away from it in order to pick up and risking getting blinded
@@Veekron This is very true and would be a very nice quality of life update to killers. Also when survivors are on pallets and instead of healing them you throw it.
That'd be great, maybe not a high priority thing but still would be very welcome.
@@bentavious1285you can already use different buttons for healing and pallets. Works on console and pc.
My favorite perk by far is bond. I’m sure you can find other comments under this video about how and why it’s so amazing so I’ll leave that out of this comment but it’s definitely a perk everyone should try. My build currently has consisted of bond, windows of oppo, made for this, and wglf. It’s such a fun and consistent build it’s ridiculous. Bond gives me so much info in and out of chase, windows is amazing because even though I know all the map layouts it still lets me know where I should head next and if a teammate has been dropping pallets like crazy or not, made for this doesn’t need much explanation that 3% makes such an astonishing difference it’s absurd, and wglf is so helpful against slugging and for applying a lot of pressure to the killer it’s insane. Wglf is definitely the most replaceable perk though imo. Only perk on here you really won’t get value out of every single game because you might not always go against a slugger but in those sweaty matches where you do it is a godsend of a perk. They’re are definitely other perks or even items to bring to replace it but I’m personally not a big item user and just don’t like the feel of other perks with similar designs as much as wglf.
As a 90% solo que player for my survivor hours, I’ve maybe ran windows 55-60% of those games, I’ve noticed I’ve lasted longer near end game with the perk, just being able to know what’s still up vs running to shack and it’s gone just changes things
I feel like I found a good blend of perks, I'm a support player, but you can definitely find me running mostly with bond. Bond helps me identify where the chase is happening, how the chase is going, and keep track of 'tourists' in the game; you can always find them behind rocks, lockers, standing behind walls, etc.
P.S. they won’t. Sweats need those ranks, it’s like meth to them.
I like that in the context section his two examples are him tunneling survivors.
Yeah dude lets force the mft and buckle+ftp, surely it's a healthy meta for surv and is really fun to play. AS a surv, not as killer
Hey Otz I made a cute little discovery the other day that I haven’t seen anyone else talk about!
TLDR: Survivors can trigger a killers locker searching perks by interacting with a locker that another survivor is inside
Specifically I found that Survivors can trigger both Darkness Revealed and Ultimate Weapon (one of Xenomorphs perks). If a Killer runs those perks and a Survivor interacts with a locker that another Survivor is inside the game seems to detect that as a locker being “searched” therefore triggering said perks. They even go on cool-down for the killer!
I discovered this when I was messing around with some friendly Survivors when they decided troll their teammate by opening a locker their friend was inside in front of me. I then obviously noticed the nearby Survivors scream and saw their aura when they went to run away. Understandably I’m super confused so I look at my perks to see what could’ve done it and I see both Darkness Revealed and Ultimate Weapon just started their cool-down. The more you know I guess
so, we must nerf pig
My go to build is bond, balanced lending adrenaline and resilience. It has some chase perks and a lot of info to help make plays and adrenaline to power through the gens at the end and promotes saving time by staying injured
WWMI is such a strong perk and I always run it in 80% of my games. It's a life savior and I'm surprised that the perk still has this full minute of 100% healing speed at the palm of your hand.
I use We'll Make It + Renewal all the time. That combination of perks not only helps me, but also my teammates in a good majority of my games. I actually run guardian a lot of the time as well so I know if the killer is coming back to tunnel off hook before I stop to We'll make It them back to full, or let them run off. Then i run Windows in my last slot as my only chase perk, just so that I, as a solo Q player, know which pallets my teammates have already used and what loops I can still run to.
No offense, but OTR is over rated, it may not do anything even if they tunnel, cuz it won't do shit if they hit you through bt, and then your dh is gone, "but just run ds to get over your mend." Congrats 3 of your perks are all to stop tunnelin that may not even happen and maybe only one of them might help slightly.
The best working builds so far
Known as the plot armor build
botany knowledge, self care, empathy, autodidact
Gen operator build
Overzealous, Resilience, stakeout, dej vu
Double Break out
Boil over, flip flop, break out,mettle of man
Otzdarva never fails to disappoint with the amount of effort put into these videos!
Double negatives
🤖
I'm quite "new" to survivor and I felt the same way running 4 chase perks: why is tunneling me so easy from the killer side, and when I'm not getting tunneled I can't do anything to help my teammate that is getting tunneled! I did not realise my build's flaws and thought the game was unbalanced towards killers until this video came out and makes alot of sense! Thanks Otz!
I think that the perks are less the problem, but rather the lack of genspeed and the uncoordinated approach in the SoloQ, is the reason why games are lost.
dan, that reassurance and plot twist combo is sick!
Back when dead hard was the best perk in the game, I used it with every build. When i took it off i found myself actually getting good at chases. When the safety net is taken from you, expect to see improvement over time.
My favourite: WoO, IW (I play Jeff, I need this), OTR, Hope/Adre.
WoO is just to know where all the dead zones are and who wasted shack pallet at 5 gens left.
IW can help you a lot at mindgaming and with flashlight saves. For me a must-have on loud characters.
OTR is you anti-tunnel perk which also helps with all the aura reading killers have. It also prevents the BBQ+SH:FoR combo from spiraling out of control.
Hope/Adre is your perk for the endgame. Getting a heal is great and Hope helps you against NOED and is insane vs 110% killers.
This is definitely otz's secret way of not running into made for this/hope every match cuz its getting annoying. (hard to say I don't agree though I hate it too)
Yup. This is his plan B since they didn’t nerf Made for This… 😂
I also hate tunneling and camping and i mean hard Tunneling/Camping, wish DS and DH was bit stronger aginst, OTR is perfect help me a lot
I didn't think I'd get to see Otz recommending a build with and therefore Dead Hard using the words: "Decent, decent stuff, [...]"
I don't know, I'm just not sure it's 'it' to abandon those perks currently with how horrendously nerfed/bugged vaults are atm. I love to use all my survivors and a variety of loadouts but with how bad vaulting is right now, straying away from resilience and mft feels no bueno. Even then they're barely a solution to the current problem.
I like trying out different niche perks for fun, but I tend to default to Windows of Opportunity, Bond and Off the Record as my most used perks. I very rarely run a build without one or all of them.
I know its pretty whack running two information perks but Windows of Opportunity and Bond really help keep teammates undisturbed while you're in chase or helps you know if someone is positioned nearby for a save when about to go down so you can make minor adjustments (move away from walls for flashlight/ get closer to a pallet for saves, etc).
I've also been using Off the Record for awhile now since I tend to get more value from it than Decisive Strike. Both deactivate if you do conspicuous actions, but DS cancels for the rest of the trial whereas Off the Record can see up to two instances of use. Up to 160 seconds worth of safety net via endurance is incredible; especially since when you do take that hit, you get the haste proc to make some distance and prolong the chase or hide depending on the situation. If the killer commits to you, thats a lot of time they're not focused on your teammates. Easily my favorite anti-tunnel perk.
What exactly was the showcase first match only perk he used was dead hard and in the second match plot twist and miner kindred value and stating early on people who run selfish perks die first is not true and if he has evidence to disprove it then where is it. I've gone against survivors who don't run anything and they do way better then most survivors so saying selfish builds means quicker downs is false
*So where's your evidence?*
@@Jahito_EBT uh logic how does a build dictate how fast someone will go down
@@ShinaNinomiya-tq2xk *You mentioned evidence in your comment, I'm not acknowledging your points until I see your evidence. It's only fair.*
@dynamicdestroyerNEW so your acknowledge otz points with no proof but not mine?
@@ShinaNinomiya-tq2xk *Who said I acknowledge his points? As far as I'm concerned, in the hypothetical scenario where I do acknowledge his points, I'd say this video is proof enough, but I never said I did. Now either you provide your "evidence" or you stop replying to me, because it seems to me like you only wish to complain and be hypocritical.*
My Perksets is mostly constructed like this:
- Survivor specific perk (why else should i play as that survivor?)
- Exhaustion Perk (mostly Lithe, since i am used to it and i hate to crawl around for sprint boost)
- Information Perk (something that gives me and/or my teammates information on what is happening, like kindred)
- something i feel fancy at the moment
Since i am a Jeff Main, my perks looks at the moment like this: Breakdown, Lithe, Kindred, Fogwise.
I am a soloplayer, so it feels good to have information about the hooks. Does the killer camp? Who is it? Are my teammates going for the rescue or do i have to leave my gen? Also, Fogwise got added recently, it gives me an incentive to hit great skill checks and a Bootleg Object is super nice. Was running Windows for a while before that, because i came back after a long pause (about a year or so) so i dont know the loops for newer maps and such, windows helps with that.
There aren't any good anti-tunnelling perks anymore. OTR is easy to play around because survivors are 100% silent, 3s DS is pathetically little when factoring in the fact that you are also locked in the animation for like a second and both deactivate in end game. And I always now seem to get laggy killers which makes new DH worthless.
Adrenaline is the only one I use now, and on occasion, Deliverance but then I'm always the first to be hooked! 😂
I dont get why Otz still rates decisive strike, its a crap perk, no killer is scared of it and the effect sucks
This sounds like youre coping because of a skill deficiency. Every thing you listed are really strong perks that only high level killers can identify (notice how i didnt say mmr, mmr doesnt equal good gamesense) OTR is a straight anti tunnel perk, so if a killer chases you they are wasting a huge amount of time. DS can easily swing matches because if they dont know you have it and insta pickup they give you a free wiggle, which again wastes a lot of time. DH is good even against laggy killers, because you shouldnt just use them to tank hits but to make distance (to pallets, vaults etc.) . Its too funny how the only two antitunnel you can use are the ones that dont help with getting tunneled, maybe your whole perception on antitunnel perks is flawed and you should experiment with them to find the value that you cant currently find instead of blaming them for your mistakes as survivor. Maybe then you wont get tunneled out first everytime.
@RattlebonesTheThird Most killers I play against proxy camp (with perks like Deadlock, jolt, pain res plus 90s gens - it's a pretty safe tactic) or be high mobility killers - Blight, Nurse, wesker etc. So they either tunnel or you trade. Not even mentioning STBFL. OTR is easy to identify, DS you don't make much distance and its useless in a dead zone- better with Lithe. And I still get the old 'exhausted on the ground' effect with the new DH. Lot of VPN killers these days since BHVR compromised Steam accounts.
Deliverance and Adrenaline are good in end game to prevent Tunnelling and trading. Not sure why you don't know that. You must be, or get, low skilled opponents. Either that or you're a killer main, which would make sense why you're defending DS. Literally, none of my 2/3K hr surv friends use it - all say it's shit. Anyways, enjoy your games.
The one problem with running anti tunnel perks is that the killer will hit as you get off the hook so even off the record doesn't really help and that ds got nerfed that doesn't really help either with a full chase build it makes it so its harder for you to get hooked in the first place also the nerf to fast vaults makes using perks like made for this and resilience almost essential to make loops last instead of pre dropping every pallet
If you have OTR + DS, you still get a good chance to try to find some safety (or even have a team mate come help and take a hit if possible). Keep in mind that OTR also keeps you silent and protected from aura read which is really nice to have in chase sometimes.
I rarely ever run perks like made for this, or perks that give killers a sad time chasing you I just feel too bad, not like I'm a looping god but still not tryna make killers frustrated to hell and back.
The build I usually run is:
- Borrows Time
- We'll Make it
- Kindred
- Open Handed
sounds nice. my only chaseperk is the boon of Yoichi nobody uses 💀let's say the value is... limited
my favorite build for a while now has been deliverance, reassurance and kindred. abusing how vulnerable survivors are during unhooks is still one of the best killer strats when playing vs non-swf teams so countering that is imo one of the best ways to increase chances of survival in soloq. the only thing that really grinds my gears are people that see a camping killer and then see me activating reassurance and still instantly unhook instead of using the extra time for something productive lol
Killer main complaining about windows of opportunity is nuts💀💀
*Why is there always people who miss the point entirely, focus on one tiny thing, try to make it the main point then refute it?*
@@Jahito_EBT I’m talkin about wild comments on this video, not actually about the video💀 are you ok bro?
@@Strangexo_ *And where did you indicate you meant the comments? Am I supposed to read your mind? And before you ask, yes, people do exactly what I insinuate you were doing.*
@@Strangexo_no, he has been replying to lots of comments. He’s definitely upset
@@Jahito_EBTstop making your comments bold it makes you twice as annoying
Killer Main: “Survivor sided game.”
Survivor Main: “Killer sided game.”
this is the problem nowadays survivors always run perks that only helps them in chases but doesnt help the team
When I play, I always see every single survivor running MFT builds (at least in my experience) survivors are super selfish nowadays and do not think for the others
and do not bring any perks to help others.
Soooooo... I just finished a 13 hour day and played 6 games of survivor. Bubba facecamped twice, hard tunneled 3 times and left on the floor to bleed out while being humped by a Nurse. I didn't get more than 8k base BP in any of those games. Over 2k hours and honestly, I've had enough. I don't know why I bother even launching the game as games are supposed to be enjoyable
If main killers stop tunneling, do they implode or some shit ? Pretty concerned about it, take care of you guys 👊🏻
No, they'd lose more often.
oh my god. congrats on completing the streak!
I believe that another reason for the amount of people running chase perks that I haven’t seen brought up is probably the fun factor. Being chased is, at least to me, the funnest part of the game. It’s no wonder why people want to prolong chase, the feeling of getting that 3+ gen chase is so gratifying and much more involved than just sitting on a gen and making sure to hit a skill check every now and again.
It's fun watching these videos as my build has hardly changed since I started playing dbd many years ago. I almost always run botany and leader as they are fun perks that are useful but not op. And my other two perks are usually something else to help with certain situations like we'll make it (mostly for the BP stacks before the update) and now to counter potential slugging. And the last perk is probably bond or some info perk.