Peliam
Peliam
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- Peliam
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To expand on Jonathan's theory:
What if the "highly ranked" survivors give more power to the Entity when sacrificed than the "low ranked" ones? Of course, it's based off of hope, so generally the more experienced survivors know what they're doing, therefore they have the most amount of hope, and hence they are valueable to the Entity. That also explains tunneling and camping completely: the more hope (toxicity/overconfidence) survivor has, the more you want to kill him. The Entity tells you to hunt that one because it knows how unique that person is and how much power it can gain from him/her. Those killers who act nicely and have sympathy for these kind of survivors leave the Entity disappointed and betrayed. It all makes sense now, doesn't it?
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David with a beard. That or Kate.
P.S: Jeff does have a beard but he's not as attractive as David with a beard is.
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I think that one should build a perk build off of the character's 3 unique/personal perks. For example: Dwight has Bond, Prove Thyself, and Leader. The 4th perk should complement this unique build's playstyle/character but it can only be a default perk (Perks that don't have an "owner", such as Hope, No One Left Behind, We'll Make It, e.t.c), therefore we take No One Left Behind because Dwight is a team oriented character. Meg should have Lightweight because... well, she's lightweight. This adds a potential for roleplaying as well. You wouldn't play Dwight the same way you'd play Meg, right? He's a team engineer and she's an athlete. If you have the same build on both characters, you're most likely going to dismiss the need for aesthetics and roleplaying, making the game feel incredibly stale and boring. This way it adds variety, plus you might find that you like one character more than the other purely based on their personality and how they approach a problem. Well, that's my opinion at least.
TL;DR: Making builds is hard, therefore you should stick to the ones the character provides and have fun.