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Big Swinger - 15% increased damage, 200% increased stamina cost to attack (lf uses 0 stamina to attack)
Vialent - 20% increased damage when at full blood
Hysterical Strength - 20% increased damage when below 15% stamina
points in savagery and blood collecting (NO ENDURANCE TO KEEP HYSTERICAL STRENGTH UP)
alternatively u can go for a combat build
Activated - 20% damage increase for 40s after stunned
Vialent
Rough Cut - 1 damage per second for 7 seconds. very good for fighting in the basement if ur getting bullied
Serrated is his best damage perk (its a random), universal donor and siphon are good to boost blood harvesting.
Security pins are probably the best perk in his whole kit and you can get that going up middle path where scout and exterior alarms are (best grandpa perk).
Ability
* lvl 1 & 2 range
* lvl 3 All Family See Noise
Perk 1 Blood Harvesting (increased bucket collection)
Perk 2 Blood Banker (increases max blood)
Perk 3 Tracker Tagged (highlights victims you hit to all family members)
Grandpa Perk
* Excited Grandpa (gramps screams more often)
Attributes
* Savagery 44
* Blood Harvesting 43
* Ignore Endurance because there's literally no point in playing Cook as Rambo. He ain't gonna catch someone due to being so slow therefore wasting points into increasing his stamina ain't gonna help anything.
Playstyle
Use ability to tag victims for other family members to hunt down and kill. When ability is on cooldown, collect blood and feed gramps whilst patrolling locks.
If a victim can be hit, hit them and allow Tracker Tagged to highlight to other family members their location but never commit to the chase i.e. your attacks work like the ability does.
Ability
* lvl 1 Reduce Overheat
* lvl 2 Stalling Resistance
* lvl 3 Instant Activation
Perk 1 2 Cycle Charge (regen stamina when revving)
Perk 2 Rough Cut (victims bleed when hit)
Perk 3 Blood Runner (stamina consumption reduced when X amount of blood is being carried)
Grandpa Perk
* Brute Strength (increase attack stats of all family members)
Attributes
* Savagery 50
* Blood Harvesting add whatever is left over
* Endurance 50
Playstyle
Continuously rev the chainsaw and sprint around the map keeping the chainsaw gauge near max (Leatherface will have his arms up in the air). When you see a victim hit them with near max gauge then wait 1 sec and hit them again for the kill (if needed).
Naturally destroy barricades etc as needed and the popular spots (like the path to basement exit).
Repeat.
Cook
All stat points to Endurance:
Savagery: 35
Blood: 25
Endurance: 33
Seek:
Lvl 1: left (reduce ability drain by 30%)
Lvl 2: middle (victim detection range increase 20%)
Lvl 3: right (all family can see highlighted victims)
I collect blood at the start after setting my locks but then focus on pinging to help fam.
With the way victims stab gramps so often I haven't bothered to run a blood collecting build.
Tracker tagged to get help when I am chasing. I call out to fam members too.
Leatherface
All pts to max out Savagery and Endurance:
Savagery: 50
Blood: 13
Endurance: 50
Maim:
Lvl 1: left (reduces chances of overheat from revving by 10%)
Lvl 2: middle (chainsaw can be used 20% more before stalling)
Lvl 3: middle (starts the chainsaw instantly)
I find that this build works really well for high damage and running around map revving chain saw.
I am considering changing Vial-lent because by the time I get enough blood to fill my vial, unless I am lucky enough to get a kill in the basement, it seems to not be worth it.
No stat goes over 50 (as stated by devs when asked a question in relation to perks increasing stats). If you're setting his Savagery at 50 then all Big Swings is gonna do is increase the amount of stamina you use per attack* by 300%.
That's a helluva debuff you're adding with no positive effect.
* standard attack i.e. not revving
LF doesn't use stamina to attack. He uses the yellow bar on his chainsaw. So he gets the extra bonus damage without any of the downsides. Him being at 50 savagery has 0 effect on Big Swings.
You're also telling someone to double dip into Cook's hearing range when those 2 don't stack. Drain, Range, All See is the optimal path.
best leatherface build: scout + vial ent + hysterical strength
I was referring to a standard attack i.e. not revving. I'll go back and edit that so it's more clear.
Either way, no stat goes over 50 so it'll either increase the amount of stamina used per attack by 300% with no positive effect or do nothing.
I'm suggesting, not telling. I'm suggesting only coz the range (unlike other ability whatever they're called) doesn't have the message "this doesn't stack" on it and I have no issues with the drain so I take the chance that it does.
Yup. Plus even if you do go 50 into a stat you can still make use of the perks like Feral, etc. by loading that perk up and then allocating your points to 50. That frees up 7 more attribute points at perk level 3.
Still doesn't make any sense. He uses no stamina on any attack, revved or not, so using Big Swings and being 50 savagery means absolutely nothing and Big Swings is a straight 15% damage increase and is not like Feral adding points to savagery.
The devs confirmed a while back on Reddit confirmed that no ability modifier on skills that does the same thing stacks. Very few of the skill modifiers say they don't stack. Double dipping into range is a waste of a point.
Ah so the devs must've been exclusively referring to the perks that increase stats by ?, 4 and 7 then. I didn't know that.
Ta for the info.
Yeah I know they did. Shortly after that the "this doesn't stack" messages appeared in-game (as far as I'm aware). Still, I'll take the chance until it's updated because as I stated previously;
Yeah, the attributes cap at 50 and those perks will actually push you past 50, but the bar will still show 50 so you have wasted points. You can still use ones like Feral, but you have to add them to your loadout first and then level the savagery, blood harvesting, or endurance to 50 afterwards. Just have to remember to remove points from them as the perk levels up as you'll be burning points and wasting them for no benefit.
Hang a sec, so it doesn't increase my attack damage then? I just assumed it would still increase by a percentage!
Well damn I am gonna have to change that or give myself more blood harvesting pts .. if so then I will def get rid of Vial-ent!
Appreciate you pointing this out :)
Well, cool.
Admittedly, this doesn't apply to myself coz I don't utilise them myself but it's good to know for the future perhaps.