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The philanthropist is one of the characters in the Survivor camp, his first is cunning, and he can use a flashlight to stun the Overseer and incapacitate him, but this skill has a certain cast time, and the error tolerance rate is relatively low, so it will kill if it is not done, so it is not suitable for novice players. The philanthropist welcomes the flexibility of the body, and the flexibility of the body is to increase the speed of the board window by 15%, which is the fastest of all the survivors at present, and then it is easy to take the sheep, this trait is very embarrassing, and it will reduce the speed of the code machine and the area determined by QTE by 10%, so this is completely a drag oil bottle for teammates. The last trait of the Philanthropist is the Stealing skill, which can increase the speed of opening chests by 100% for the whole team, which is needless to say, a very useful skill.
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Play the philanthropist well, mainly by taking advantage of its window interaction ability, and dealing with the supervisor in the window area, the flashlight is very difficult to use, but the philanthropist has the buff of the whole team's unboxing acceleration, and you can replace the props with this, and you can earn it when you turn over the magic wand or rugby. However, the range of calibration for philanthropists is smaller, and the number of times is more, and novices can bring the talent "mechanical mastery" to prevent it. However, as long as you don't fry the chicken later, this debuff will be converted to a buff, speeding up the decoding rhythm of the survivors.
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I don't recommend using a flashlight for novices who are just starting to play, because the flashlight shines on the regulator must have a reading strip to show that you have illuminated him, and you have to read to 100% to stun the regulator, so the fault tolerance rate is too low, it is easy to gg, the philanthropist is very fast to open the window and open the box, it is still recommended to open the box more, and to seduce the regulator more to buy time for teammates to crack the cipher machine. Philanthropists have three disadvantages, they come with flashlights, they open windows quickly, and they open boxes quickly, but the code-breaking machine is a little slower.
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It is not advisable for novices to choose a philanthropist. The fault tolerance rate of philanthropists is very low, and philanthropists who can't play are actually no different from moving targets. The philanthropist's skill is to shine a flashlight on the butcher's face to stun him, but a stun method like this one is easy for the butcher to dodge, and the butcher may be able to slash with a dash or a passive while you take a shot.
So you can choose to be a philanthropist all the time, or you can take mercenaries, adventurers, gardeners, and air forces first, so that you can practice your hands first, so that you can reduce the situation of being slashed when you can play philanthropist.
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Of course, Pippi Eel is trying to repair the machine and make good use of the calibration probability to get a few more perfect calibrations, and it is completely possible to use the 15% acceleration of the interaction to slip the butcher. And if you click on Juli, then you can use the butcher's vertigo time with a flashlight, just right.
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The philanthropist's flashlight is basically useless, it is recommended to open more boxes, you can replace the syringe, puppet remote control, etc.! The flashlight shines on the regulator and must read the strip to 100% to stun the regulator, and the conditions for success are demanding!
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Now the old friends of the manor have all been thrown into the sewers, the lucky ones are usually enough to open most of the motors by touching two boxes, the doctors and lawyers are superior, and the gardener's toolbox is not very useful, and now the butchers above the fourth rank are basically spider Jack Joseph, spider spit, Jack fog blade, Joseph Charge two skills ignore the flashlight reading strip, so Kreacher is also useless.
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Brave here to add to the fire, knee reflex, negative example, these three are all optional, mainly to better save the partner who hangs up, and the knee reflex makes you faster when you escape!
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If you want to play well, it is also more important to add points, and the three things that must be clicked here are [Drawbridge Effect], [Shelter], and [Herd Effect]. It's easier to save people this way, and it's easier to escape after being rescued, especially with the drawbridge effect, which makes it easy for you to find your injured partner.
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I'll teach you, will you walk the slaughter? smashed the board, and when he stepped on the board, the flashlight shone over, making him doubt his life! And remember to turn the window and the board, it's faster, and it's easier to walk the slaughter! If you can't, just ask.
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Use that shouting action more, give yourself confidence, make the regulator go up, repair the machine well, don't blow up the machine, otherwise this little monkey calibrates so many not enough to blow up, turn over the window and flap in the ruins, don't feel that you are not afraid of fear and deterrence when you turn over quickly (speaking of this, I think of a certain melon), and when you turn the point, you need a flashlight, in fact, it mainly depends on personal skills.
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In the beginning, the first thing the philanthropist did was not to develop the motor, but to run! Run to the ruins** to rummage through the boxes. If you find some handy ** in the box, such as signal flares, rugby, magic wands, and puppet controllers, because the philanthropist's reproduction speed is very fast, so if you have these, you can go out a little bit.
If not, keep looking.
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Remember one sentence: love the magic of the land goes round and round.
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First of all, there should be a shouting action (obtained by daily sharing), and there should also be a lying down action. Talents (Big Heart, Double Bullet, Great Force) are chased and killed with shouting, and when they hit the superintendent, they use the lying action. Guaranteed to get him on the head.
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The skin is on the line, the waves are necessary, the flashlight cannot be lost, and the giant force must be at least two layers. A philanthropist who can't pull hatred is not a good Pippi eel
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