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rooCraah

rooCraah

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rooCraah
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  • 2 times. One of them, I was caught off guard as I chased the unhooker after they got unhooked, caught them really fast and hooked them, then found the DS user with Nurse's Calling.

    I did feel like a bit of an ######### when I instantly downed them again with Enduring.

  • Current build so far: Whispers / Discordance / Enduring / Spirit Fury.

    There are a few things to take into account with Plague. Sometimes survivors will heal the second they get infected, sometimes they accept the Broken status as a preferable alternative to letting you get Corrupt Purge. And if survivors are playing smart, they will only use fountains that are at the edge of the map/near completed generators.

    So, on the one hand, Enduring/Spirit Fury seems unappealing because you never ever want to get stunned while Corrupt Purge is active. However, my reasoning for why the combo is still strong on Plague is twofold:

    1. If survivors play smart, you cannot rely on having Corrupt Purge active more than 2-4 times per match, so it's safe to assume most of your chases will be as an M1 killer, meaning Enduring/Spirit Fury is king
    2. If you keep getting Corrupt Purge active over and over (meaning you cannot use Spirit Fury), chances are you're going to snowball out of control and win the game outright. Games where survivors keep giving you Corrupt are easy wins where having 2 dead perks makes no difference. My opinion is that you should make a build that assumes the survivors are going to play skilfully, hence Enduring/Spirit Fury.

    I also think Discordance is one of the best tracking perks Plague can get. It gives you the same level of map awareness that you can expect from BBQ&Chili, and finding 2 survivors at a generator means getting 2 survivors infected really quick. However, if you're going to use BBQ&Chili for the BP bonus, you should probably skip Discordance as they have quite a bit of overlap.

    It should go without saying that you don't want to use Sloppy Butcher, Nurse's Calling or Thanatophobia on Plague. Thana might be good as a counter to "never use a fountain" teams, but they're rare enough to not warrant a perk slot devoted only to them. However, Deerstalker is a good option on her, as a downed survivor at maximum sickness will infect anyone who heals them. It also has synergy with Infectious Fright, which you generally want to run with Deerstalker if you're going for a slug build. Knock Out would make a decent fit for a 3rd perk, but I don't think it's worth it because it gets countered by SWF, and because having survivors heal the slugs isn't the worst thing as you want sickness to spread.

    • Deerstalker and Infectious Fright as a combo is also a good counter to teams who refuse to use fountains, as 1. you don't have to worry about the fact that Corrupt Purge doesn't trigger Fright, and 2. because all survivors revealed by Fright are already broken, the combo can potentially down the entire enemy team.

    The Plague doesn't synergise well with Exposed effects, as 1. Corrupt Purge isn't affected, and 2. you often want to puke on survivors until they become Broken so they infect anyone who tries to heal or unhook them, and if you do that then Exposed doesn't matter.

    As for other detection/game delay perks, she doesn't differ much from other 115% killers so you can generally use the same builds on her as you would on Billy or Wraith. Do take into account though that she has an inbuilt way to protect generators (puke lasts on gens for 35 seconds), but isn't very good at finding survivors, so I'd advice that you skip Hex: Ruin and use a perk such as Whispers or Infectious Fright instead.

  • Think it's acceptable. Once you get past level 50, each level takes maybe 5-6 games and you get 300 shards per level. Considering you can buy a DLC character with 9k shards, I think it's acceptable.

    I also don't think skins are too expensive; skins are the main source of income for the devs. If you regularly play the game (meaning at least like 4-5 games a day), and you don't care about skins at all, you can eventually buy every non-licensed character in the game with shards.

  • Eh, wouldn't say Fire Up alone is justification to level him, but you definitely should to get Remember Me and Blood Warden. Remember Me on Trapper is a really strong way to extend the game and get an extra kill as long as the obsession is taken care of, and if you're good at using Blood Warden (I.E. you can guarantee that Blood Warden triggers when you death-hook someone) it basically is a free kill in every game that goes to late-game.

    But yeah, using Fire Up is an interesting experiment, +12-16% to pallet breaks, vaults and pickups is pretty good. I also just thought that it should be decent on Myers, as it helps with his one weakness of Pallets, buffs up his already fast vault speed even further, and Myers traditionally doesn't chase much during the first 30-45 seconds of the game so yeah.

  • Bronze emblem = 1 points

    Silver emblem = 2 points

    Gold emblem = 3 points

    Iridescent emblem = 4 points

    At green ranks, in order to gain a pip you would need 2 iridescent emblems and a gold, or 3 golds and a silver, or an iridescent, a gold, and 2 silvers.

    If you want to gain 2 pips, you need three of your emblems to be iridescent and the last to be at least gold, though as you reach purple/red ranks you need 4 iridescent emblems to double pip.

  • Once you learn to spot blood on the ground without Bloodhound, you don't really have much more use for the perk. Admittedly it can help you find the blood trail easily if you lose it, even if the survivor has gotten far away (no way you're spotting bloodstains 30+ meters away without the perk), and the 4 extra seconds are always useful, but it just tends not to be that hard to keep track of survivors.

    However, I will give you that the perk is quite good on Nurse. This is partly as you're practically blinded after every time you injure a survivor, and partly because Nurse doesn't have any need for chase perks such as Enduring, meaning the bar for a viable perk on Nurse is lower.

  • I'd consider forgoing Ruin in favor of Corrupt Intervention and coupling it with Discordance. The combo should help spread sickness to survivors in the early-game, and the fact you'll have a few corrupted fountains around afterwards means you don't fall behind when Corrupt Intervention wears off. Discordance will also keep benefiting you the whole game, as when you find multiple survivors together you can take advantage by infecting one and chasing after the other.

    However, if you want to stay with the classics and use Hex: Ruin, I feel you're best off running detection perks in your last slots, such as Whispers or, well, Discordance. Nurse's Calling will probably be quite weak on her, along with Thanatophobia and especially Sloppy Butcher, given how infected survivors can quickly heal themselves at fountains. So if you want to run another game delay perk, your only real option is Pop Goes the Weasel, which admittedly shouldn't be bad on her. Aside from that, Brutal Strength is good on chases, and the best end-game perk will probably be Blood Warden, given how her power doesn't synergise well with NOED nor Remember Me.

  • Depends on killer, perks and so on. I never kill the 3rd survivor if I have yet to obtain the BBQ token from the 4th, but otherwise I tend to kill to make the match end faster. If I'm running whispers or a stealthy killer or Doctor, I kill and try to see if I can find the last survivor before they find the hatch.

  • Spirit's very rare hair bun, the green Wraith ninja/assassin set, legacy Wraith, both Feng's and the Huntress' sets from the recent Lunar New Year event, and Dwight's rooHappy shirt.

  • While trying to get all characters to Prestige 3 level 50 might be an acceptable level of completionism, I have to wonder why your view on outfits is that you want to get them all. Sure, if that was the intention fo the devs, the outfits should be cheaper, but this isn't a lootbox-style game. You're meant to only buy the skins you want, and the more expensive skins in particular are meant to be somewhat exclusive. A top-end skin costing 10 euros seems acceptable considering the devs made it so you can get all non-licensed characters without buying any DLC at all, and IIRC you only have to level up from level 1 to level 88 to buy a full set of very rare cosmetics (if the ones you want are on sale for shards), and considering there are players out there with devotion 8+ I don't think that's too much.

  • An opened hatch spawns when there is only 1 living survivor and 2 generators have been completed, otherwise:

    • If 2 survivors are alive, 3 generators have to be completed
    • If 3 survivors are alive, 4 generators have to be completed, and
    • If nobody has died yet, the hatch spawns when the exit gates are powered.
  • Always in favor of more perk/build variety, particularly for killers. I'm liking Infectious Fright and the natural synergy it has with Monitor & Abuse. The only small problem with this combo is that Monitor & Abuse is stronger by nature on 24m terror radius killers than on 32m ones (although it's excellent on Myers), however Infectious Fright is more effective if you have a 32m terror radius.

    For this reason I see Fright used alone as a decent perk choice particularly for Wraith, Nurse and Clown (32m terror radius killers who don't mind slugging a survivor to go after another), and other killers who can also use it include Doctor (with either M&A or Distressing depending on playstyle), Spirit with M&A or Distressing, and possibly Pig.

    Also digging Corrupt Intervention as an alternative to Ruin. I doubt any survivors will try waiting the 2 minutes out, and even if they do, all 4 survivors would need to stick to the plan or else one will just get killer while the other 3 wait around doing nothing. I view Trapper and Hag as having the most use for this perk, as Trapper can trap his 2 nearest generators and then pressure any survivors who have found the other 2, and Hag can stay in teleport range of all 4 non-blocked generators and mostly grind gen progress down to a halt for the first 2 minutes of the game.

    Also while it's worth arguing that Intervention isn't good enough to replace Ruin, this doesn't rule out using both perks together. While you're likely to have diminishing returns, and you'd need to capitalise heavily on the first 2 minutes of the game as you'll be playing with only 2 perk slots afterwards, the fact that Enduring will soon become unnecessary to use with the nerf to DS means perk slots aren't in as high demand any more.

  • The timer being a whole minute gives the killer quite an easy way to keep the whole team in the broken state permanently, making sure they leave all fountains corrupted permanently except one near the middle of the map, and using it whenever a survivor heals themselves. It could be a short timer so the killer has some time to react, but I like the current way it forces the Plague to stay on her toes and keep getting corrupted purge, as even if you have two clean fountains, nothing is stopping two survivors from both cleansing at the same time either coincidentally or on purpose.

    As for the instant heal from fountains, that's a tricky subject. If the fountains don't heal, corrupted purge would need to be nerfed considering the power spike it gives the killer. Without an instant heal, from a survivor's point of view it would be considerably smarter to never use a fountain at all, and simply live with the broken status for the whole game.

    However, the existence of the instaheal makes certain perks extremely weak on her (Sloppy Butcher, Thanatophobia, Nurse's Calling), although perhaps this is a good thing as it encourages designing more killer-specific perk builds.

  • Better solution: have the perk stay active until a different survivor gets hooked. This lets the perk still act as an anti-tunneling perk, is better than just having the perk stay up permanently past 1st hook as it gives the killer counterplay. It also means the killer can't wait until DS deactivates; this way they will be forced to seek a different survivor or be threatened by DS.

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