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As for Jill's perks, Blast Mine is really good. The way it works is once you have repaired 66% progress on generators (you personally... so if you are repairing in co-op, you'll need to work on more than one generator to get your 66%) then it activates. After that you can press your active ability button (E on the keyboard by default) and you will put a trap on the generator for some time (depending on the level of the perk.) It's best to do it just before you leave the generator (but not if you are going to finish it, cause it's wasted) and the killer is after you. Most killers will chase for a bit, down you or not, then circle back to the generator and damage it so it starts regressing, well.. when they try it blows up and blinds them and stuns them.
Now, as to it annoying other survivors, yes it can blind them too if they are too close, however it does not stun them like it does the killer, so they can just keep running for those few seconds while the killer is blinded AND stunned.
Resurgence is amazing as when you get off a hook, you're already 50% healed (or less depending on perk level)
Then her last perk is good if you want to be the one cleansing totems, which is always a good thing, when you get used to using it you can clear the map of totems really fast.
Don't worry too much about Blast Mine blinding people, if you think the killer's coming you're way while you're on a gen(easier to tell if you're running spine chill), other survivors in the area would have to basically be on the gen to get blinded so don't worry too much about friendly fire. Either way, you should probably try to use Blast Mine as much as possible in those situations because if the killer ignores kicking the gen, you basically made what you were working on a beacon for other survivors to potentially swarm and finish repairing it off.
Blast Mine and Counterforce(the totem cleansing perk) are both really good from Jill, Counterforce might be needed to make Blast Mine work better because I think Hex: Ruin sorta counters Blast Mine since it means the killer doesn't need to kick gens for regression.
It's really hard for even killers like Trapper and Hag to defend their Hexes if you're cleansing them at nearly twice the normal speed.
Ah, yea that's a good one. You might go on YouTube and watch some videos, there's a lot of great videos that people have made with tips and tricks for the game. While videos specific to Jill are still sparse right now, you should be able to find some to help you. :)
Lol yeah seems there's a lot of good ones but you only get to pick 4 😜🤪😞
Guess as you said will have to check out some vids and experiment a bit too to see what I like.
Good to know! And yes am so don't know anyone else with game sadly hence really why trying to figure out best perks.
I think I picked up a kindred perk...or else it is in my blood web...recall seeing it at least.
all characters have their own 3 perks which they can only use themselves BUT if you level them up to 40 you can unlock them as teachable perks where their 3 perks can now appear in other characters' bloodwebs.
David King has We're Gonna Live forever, Dead Hard, and No Mither as his 3 perks.
We're Gonna Live Forever, you get a 25% stackable bonus to all Bloodpoint gains and at Tier 3 you can gain up to 100%. You gain these 4 stacks by just being helpful to the team, may it be to perform a safe hook rescue (unhook someone without them getting downed in about 12 seconds+), taking a protection hit for an injured survivor that's being chased (buying them time to get out safely but you risk yourself), stunning the killer to rescue a carried survivor (with pallets), and blinding the killer to rescue a carried survivor (with flashlights).
Dead Hard, when you are injured, you gain the ability to forward dash that can be used to gain distance that without Dead Hard you would've never gotten away with, or since Dead Hard grants invincibility frames during the dash, if desperate, you can use those i-frames to dodge the killer hit. Using the i-frames is not always consistent so only try to do these if you really have no other options left.
No Mither, this perk is basically a challenge perk where you stay injured at the start and until the end of the match. Making it so instead of the killer needing to hit you twice to down you, they only have to hit you once. Your bleeding is also suppresed, your grunts of pain are reduced to 50% by Tier 3, and you can completely recover from the dying/downed state instead of needing your teammate to heal you back up. This is not a good perk in general and is really only used for fun/challenging builds.
There are also other characters that has their own good perks but it's really better to level up David King first for his We're Gonna Live Forever because you gain more Bloodpoints that you can use to level up other characters.
Ohh so you can only get those other survivor's perks in your other characters bloodweb by leveling up the character that has the perk.
Not sure what all characters I have RE is the only dlc I bought...and is the reason I got Dead by Daylight...though had thought of also getting the Stranger Things one too.
Not really all that good lol. So as survivor I just kinda enjoy helping any way I can and will even forgo exit gate (if open, I rarely even make it THAT far to try and rescue a hooked survivor.
And as Nemesis I once even carried a downed survivor TO the exit gate 😊