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Realistically I would recommend leveling David to get his teachable WGLF to get more bloodpoints. Then move to Meg for Adrenaline, and then Claudette for Self-Care and Botany Knowledge.
Alternatively you can play killer and sink all of the bloodpoints you earn from killer into Meg or Claudette then move to Steve.
thanks
I gotta disagree with most of what was said here.
So what should you run on him?
All of his perks are garbage. Maybe Camaraderie can work, if you have at least someone else in a SWF with you, or you really want to trade hooks in the late game. That's his most viable perk, and its not very viable at that.
So what should you run?
1) Kindred. Awesome perk without being in a party. Gives all the other players perfect info about who is being chased, and who is doing gens, or going for the rescue. It's perfect for new players.
2) Spine chill. It's a great perk in general, but for newer players it allows for more consistent plays and jukes, and can make vaulting windows or pallets easier.
3) I would agree with ranking up David, but I would rank him up for Dead Hard. It's arguably the best exhaustion perk and gives you the highest chance to juke the killer at least once, maybe a few times in a game.
If not alternatively I would do Sprint burst. That's the other arguably top exhaustion perk, and it goes with Meg. If you go for Meg, your fourth perk could be adrenaline, which is a decent late game perk, though it really doesn't help if you don't get to the late game, or if you're already at full health.
4) with dead hard, I reccomend resiliance. At perk level 3 it makes vaulting windows easy, and with dead hard and spine chill, really gives you a great ability to juke killers.
A perk never to run is Self-care. It's an awful perk, its super slow at healing, and it gives the killer a free perk. It's better to run something like resiliance and be incentivized to stay injured, or just do gens anyways. If 2 people work on a gen, after it's done then heal. Otherwise stay injured.
This also is useless against a few killers who use insta-downs or the plague.
Hope is also great and I would run it in some scenarios, probably over spine chill.
Plunders is bad, second wind and we'll make it aren't useful, and botany is a waste.
Bills unbreakable and borrowed are also both great perks to run.
Iron will: prevents injured and drop noises by 100%, allowing you to evade killers both in and out of chase.
Dead hard: lets you briefly rush forward to dodge a swing or to extend a loop
Inner Strength: reminds you to do totems (ELIMINATES NOED) and gives you a free heal for breaking one by going in a locker.
Borrowed Time: lets you ensure a safe unhook if youre within the killers terror radius
just for the entities sake, dont use Selfcare. its ungodly slow and youre better off with iron will to block out the moans and do a gen or find someone to heal you. alternatively you could find a totem for Inner Strength and hop in a locker for 8 seconds (compared to like 40-50 seconds of JUST healing from Selfcare) or even better, bring medkits. even if its just a blank brown medkit its a free heal at normal speed.
Aside those teachables and healing rant, Spine Chill, Resilience, and Kindred are fantastic perks that dont require a character to unlock..