Every solo survivor should read this.
I'll keep this fairly short and to the point.
Through my play time, I've discovered two perks that I believe every solo survivor should run. Granted, if you're a god-tier survivor then you probably don't need this information, but for everyone else here you go:
- Spine Chill
These two perks are immensely helpful for inexperienced survivors and even good survivors.
I'll briefly explain why both perks are worth running.
Kindred - This perk is important because it helps your team continue pumping out gens. It's not good enough for just one survivor to use the perk. I've seen many instances where one survivor gets hooked and both my teammates rush the hook. If all the survivors used Kindred, then each player can use their time wisely. Also, the killer aura reading is very helpful for determining what the killer's next move will be. Probably the biggest reason solo survivors die so frequently is because the team is not doing gens efficiently.
Spine Chill - One of the best perks you can use to help improve your chases. Many survivors in my experience are not good in chases or just downright awful (even at rank 1). Spine Chill can at least give you a warning, which will give you enough time to gain some distance and prepare your next move. So even if you aren't the best looper, you can use Spine Chill to reach a pallet or window before the killer closes in on you. Not to mention, Spine Chill simply counters so many killers. You can use the advance warning of Spine Chill to better position yourself against Nurse, Spirit, Ghost Face, Wraith, Myers, Pig, and Hag. One of my favorite uses of Spine Chill is to continue pressuring gens while injured. If the killer comes back to my location, I can give myself a head start, which makes it much harder for the killer to catch me.
That's about all I have. Feel free to discuss your thoughts on this topic. Lastly, if you're one of those survivors who doesn't care about winning, that's fine. This post is mostly for average players who are having a hard time escaping.