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Thanks brother.
https://youtu.be/Ko-OK9zhN-A?si=rCaqqSD1FvyMtAur
Also, are good players not good because they slug sometimes? Sounds like terrible logic.
Starstruck, picking up survivor makes all nearby survivors exposed, not the best if you are specifically going for a 4k slug but good to cause more survivors to become downed if they try to go for save
deerstalker, see aura of downed survivors, not needed but good if you have issues finding the downed survs
nurses calling, see aura of healing survivors, ofc works on downed survivors as well. Probably wont keep the survs downed or from being picked up, but could at least show you where they were revived from
Coulrophobia, reduces healing and 50% and healing skill checks move 50% faster
Hex: Huntress lullaby, Survivors failing a Healing Skill Check instantly regress the Healing Action by 2/4/6 % of its maximum possible Progression in addition to the default Progression penalty. Get a token by hooking survivor, tokens 1-4 reduce the time between the noise notifier for the skill check and when the skill check appears, at 5 no noise at all. Pairs well with Coulro as the skill checks also move faster, making healing harder and giving you a loud noise and visual mark when skill check is failed
Hex: Pentimento, when a totem is cleansed by survivor, killer can come back and re-ignite it, each re-ignited totem gives a different effect. But having 3 totems re-ignited is 30% reduced healing and recovery speed while on floor. While totem 1 and 4 is 30% less gen repair and gate opening speed, then 5 is blocking every totem from being cleansed. Having a re-ignited totem get cleansed will forever remove that totem and removing the effect.
Leverage, hooked survivor unhooks someone they have up to 50% reduced healing
Scourge Hook: Gift of Pain, upon unhook they suffer from and Mangled and Haemorrhage for 90 seconds, and healing/repair speed reduced by 16% until they are injured again.
Septic Touch, Healing action while they are inside you Whenever a Survivor performs a Terror Radius, that Survivor suffers from the Blindness and Exhausted Status Effects
Thanatophobia, gen repair and healing speeds reduced by 2%, for a total of 8%. But when all 4 survivors are injured or downed, an additional 12% is applied for a total of 20% reduced healing and gen speeds
Infection fright, putting a survivor into dying will make all survivors scream who are within your terror radius
Terminus, upon final gen, all survivors who are hooked or not at full HP will become broken until gates open, and effect lingers for 30 seconds after opening, making final attempt to get downed survs harder since they will all be going in while injured or need to wait 30 seconds to heal up and wasting 25% of end game collapse
While not a build basically the run down for all reduced healing perks and perks that reveal/trigger upon putting someone into dying state. I cant recommend build as it depends on killer, but thanatophobia and coulrophobia would be a solid mix. If you plan on keeping the downed surv hidden, then infectious to reveal anyone close by who will know where the downed surv is. You can throw in Hex Plaything to further distract survivors from healing/picking downed survs. You can throw on insidious to also bait out someone to come and pick up the downed survivor. And any perk that induces blindness to survivors will hide the aura of downed survivors.
most killers
I've also seen it backfire hilariously when people do happen to run unbreakable.
it's very good for slugging