Grandma
Grandma
About
- Username
- Grandma
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I've actually met people in the exit gates after playing a whole game with them. Even been unhooked, healed, and worked on a gen with a guy and we didn't meet until after the gen was done.
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cos there's a ratio of 4 - to - 1 for survivors and salty. roughly the same percent of killers are as salty as the same amount of survivors, you just see more survivors in every game so it's more obvious.
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Lery's. I enjoy the game too much for that. Lery's gives me true anxiety, unless it's a hillbilly then i just play casually.
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Sometimes it's about their perspective too. I know if I had to sit and watch this one guy get the hatch after he hung around the basement for my whole hook phase i'd be pretty peeved too. Like, either try and save me or work on a generator or look for the hatch. but don't just stand around and hide from the killer, then get found and for some reason be given the hatch. It's whatever, I don't ever get super angry about it but some survivors seem to forget it's a video game and they can just move to the next game.
I've had people hate me for giving hatches too though. I tend to intentionally pick who I give the hatch to, not just the last guy though.
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It doesn't surprise me that myers is first but I haven't actually played him. I absolutely love the pig though, both for her thematic and her ability to mori people with her traps. I have lots of fun with her add-ons, and it never hurts a killer's case that they can literally t-bag survivors :P
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1) Self Care is considered the best perk; you no longer have to rely on allies to heal yourself, and you can heal yourself when you're the last one left, everyone else is hooked/busy, all the stuff. It's claudette's teachable at level 40, and her other perks are decent so it's worth picking her up for sure.
2) Sprint Burst. There are plenty of exhaustion perks, but sprint burst is obviously the best in terms of raw distance and usability. All other exhaustion perks rely on a condition, but not for SB. all other perks also have either a cooldown on an animation that takes up some of the sprinting time, or in the case of dh is extremely short (and frankly kinda bad) whereas for sprintburst you get the full doseage. This is from Meg. She also has a great perk called
3) Adrenaline. Heals you by 1 health state when the exit gates are powered and gives you sprint burst for extra long, ignoring previous exhaustion and applying a new layer of exhaustion instead. Completely a great perk, also native to Meg so leveling meg is a great idea.
4) Borrowed Time. When you unhook in the killer's terror radius, the guy you unhook has the "Endurance" effect for about 15 seconds. While he has this effect, anything that would put him in the dying state will instead give him a bleedout bar and let him keep moving (the bleedout bar increases in time per level of the perk). This means if you unhook someone and bubba chainsaws you both, he won't die but will instead get his speed boost and run off with a bleedout timer. The only thing that stops the timer is being healed. Once the timer is up, they fall over in the dying state unless they get healed out of it. (This means they need to get healed twice though, as if they were in the dying state). This is bill's perk that makes him shine. Once you learn how to use it, nobody can get camped on your watch. Sure plenty of people just use it to sandbag, but when you use it properly and intelligently it can really ruin a killer's day and save the game/player.
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I disagree slightly. I think the shrine should still be random.. but that it should be personal. So every week you get your own shrine, and perhaps make it so that perks you don't have are more likely to appear. That'd be nice.
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Mostly the shop and the new currencies and being able to buy characters with my playtime. The June update won't have any balance changes really, that comes halfway between June and September. This includes D-strike, hatch closing, all that jazz.
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Well we mostly know about the licensed characters. As for the originals, well... I'm not sure. I love to project random stuff onto people (Jake is ace, nea is gay, etc) but we really cannot know for sure.
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The reddit is mostly salty killer mains, with a pinch of salty survivor mains complaining about how stupid, unfair, and pointless they think the game is. The game itself, however, is usually pretty nice. Sure there's toxic t-baggers, but not nearly as much as you read about online (People with negative experiences will report that but people who have positive ones generally won't). Not that my experience trumps everyone elses, just .. well this is asking for our experience so :P
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Bond + Open handed, for sure.
I'm also partial to Pharmacy over self care, just because if I play correctly I get one fast self heal and a free medkit for next time!
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So removing everyone's teachable progress and making everyone change their main and waste millions more bloodpoints isn't a great idea. Plus, when do you stop? Does the same go for killers? God, all killers would be useless. Maybe Nurse and Hillbilly might still be up there, but 90% killer perks suck and the few that don't are native to crap-tier killers.
Here's the solution that I like the most, and this is actually based on my misconception of the game from when I first started:
When you unlock a teachable perk, the perk can be taught to other survivors but only at tier 1 and the rarity tier is orange. This means other survivors can get everyone's perks, but not take full advantage of it and specialize like other survivors can. Plus, it makes total sense. Out of the whole cast, I'm sure they can all get a surge of adrenaline or run super fast for a few seconds, but Meg is the only one experienced enough to have lower exhaustion rates because she trained. Sure every survivor can be a great leader, but dwight is the strongest leader of the group and can motivate people better.
This still removes a lot of effort from people who leveled the perk to 3, and makes some perks unviable at tier 1, but as far as this whole idea goes I think it's as good as it'll get.
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The way I see it is; If a killer is bad enough to not see a Claudette crouching in a corner but can tell when it's a David, they just need to learn to sharpen their perception. I usually don't have any trouble finding immersed claudettes when they sit still in the landscape, it's just one molecule of effort extra to notice her as opposed to the others. But that's just my experience... Maybe I'm totally whack.
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I have two builds, my tryhard and my for fun build.
Tryhard: Borrowed Time, Sprint Burst, Self Care, Adrenaline/We'll make it (switches around)
(I usually do this when my friends are on a losing streak and they want me to help carry)For fun: Plunderer's Instinct, Bond, Open handed (to see chests and people sooner), and Balanced landing, my new fav exhaustion perk. The killers never expect balanced landing, the loot is awesome and I love hording it, and bond + open handed is surprisingly amazing. Especially if I can get another person in on it and they run bond + OH as well, and boy you can see pretty much every survivor on the map 80% of the time.
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Feng min caught my eye from the first time I played.. but I was sad she was locked behind DLC. got her a month in and never regretted it!
Although if you wanted to be nitpicky and say which of the ORIGINAL 4, I'd have to go with claudette. I know the association, I just love her too much. She's a nerdy biologist who likes to go on science forums and talk about science with people. What's not to like?!