Apex Legends revolves around the mix of character abilities and gunplay. While the Season 4 character tier list
highlights the strongest Legends in the game based on their abilities,
this weapons tier list is going to break down the must-have guns and the
ones that are better left in the bin due to their damage, skill curve,
and overall power. There are plenty of weapons in the game, with more
being changed and added every season, so the list has shaken up quite a
bit since Season 3.
This tier list breaks down every weapon in Apex Legends,
showcasing their strengths and weaknesses. Ranking is based on
performance without any special hop-ups though the hop-ups will be
mentioned in their respective weapon's breakdown.
S Tier
Devotion - One of the biggest changes in Apex Legends Season 4 is
the removal of the Devotion from the standard loot pool, instead having
it be a Care Package weapon. Respawn reworked the weapon to always have
the Turbocharger effect, as well has a a tier 4 barrel stabilizer,
making the new Devotion an absolute powerhouse. The gun carries three
magazine's worth of ammo which is more than enough to wipe a few teams
with proper strategy. Overall, the Devotion is better than ever, but
just a bit harder to obtain. L-Star - The L-Star is this season's surprise hit
for sure. This Energy LMG used to be a Care Package exclusive, but now
it's readily available in the loot pool after the Season 4 patch.
What makes the L-Star so powerful is that it never needs to be
reloaded. The gun has an overheat mechanic, so as long as players are
not firing it for long periods of time, the gun will never need to
reload. The L-Star's large projectiles make it lethal at close range,
and many players are using it as the new weapon to rush teams with.
Whether it will stay this powerful remains to be seen, but for the
moment, the L-Star is at the top of the list for standard weapons.
A Tier
Kraber - The Kraber still remains one of the best weapons in all of Apex Legends thanks
to its ability to down (almost) anyone in one shot. It finds its best
use in the hands of a skilled marksman who can line up those headshots
to quickly dispatch a team, but the slow reload on it punishes those who
can't consistently hit their mark. The map changes in Season 4
did little to mitigate the long sight lines on World's Edge, so players
with a Kraber will be able to hit targets for quite a distance as long
as they can factor in the bullet drop. R-99 - As to be expected, the R-99 continues to
dominate at close range (or medium range if playing with a mouse and
keyboard). If a player can master controlling the R-99's rough recoil
then they will be able to dispatch nearly anyone in their way. The only
drawback to this gun is its incredibly high ammo consumption. Players
will likely want to run a Shotgun or Sniper, so they do not have to
worry about carrying much ammo for their secondary weapon. Aside from
some minor magazine changes, the R-99 remained virtually unchanged in
Season 4 thus cementing its place at the top of most lists. Prowler - The Prower SMG is perhaps one of the most
slept on weapons in the game. Even without the Selectfire Receiver, the
Prowler is vicious in its damage output. Since the weapon is a 5-round
burst gun, it can be devastating at close range engagements. The gun
even got a buff this season to its base damage-per-bullet, so it's even
better than before. Toss on the Selectfire and players essentially have
an R-99 using heavy ammo, but players will do just fine without it.
While in burst mode, the gun can tag targets further away, boasting a
range that is uncharacteristic for an SMG. R-301 - The R-301 is quite easily the most reliable workhorse weapon in Apex Legends.
Featuring a easy-to-control recoil and a surprising range, the 301 is
remarkable at both close and long-range engagements. With the ability to
switch between full-auto and single fire with proper attachments, the
301 can poke enemies at longer ranges (with devastating damage if
equipped with the Anvil Receiver) while still being able to melt down
people at close-range. Toss on a 2x-4x sight on the 301, and it can
cover an incredibly range for an Assault Rifle, making it a must-pick
for many players. Flatline - The heavy counterpoint to the R-301, the
Flatline is a solid powerhouse weapon that can be used all game with
little worries. It's moderate rate-of-fire helps it keep up with the
speed demons of the R-99 and Prowler, but it is more effective at longer
ranges thanks to its single-fire mode. On top of that, the Flatline is
also capable of using the Anvil Receiver to further buff the single fire
mode. While it struggles against the R-99 at point-blank, from further
away other players will certainly be in trouble. Peacekeeper - Despite the constant nerfs to the Peacekeeper,
this gun still manages to be a staple for many players at the moment.
The Peacekeeper obliterates anyone in close range as long as players can
land the majority of the pellets. The star-shaped burst pattern means
that a majority of the shots hit the body while some are almost
guaranteed to hit the head if aimed properly. If players stumble upon a
Precision Choke, then the Peacekeeper becomes more precise essentially
when fully charged. The gun is still incredibly powerful, though
sometimes inconsistent in its damage. Mastiff - Last up in the A-Tier is the Mastiff, the
last of the Care Package weapons. This hard-hitting shotgun fires in a
horizontal line unless aiming down sights which condenses the pellets.
This gun can absolutely decimate anyone nearby. During the Grand
Soiree's Gold Rush mode, fans got to really have some fun thanks to the
high spawn rate of the Mastiff. The gun is perfect for hunkering down
and holding a building inside the Ring or for pushing a team in
close-quarters. Overall, it's an extremely powerful gun that rightfully
belongs in the Care Package.
B Tier
Wingman - Everyone's favorite pistol, the Wingman,
has seen quite a few changes in the past couple seasons. Season 4
brought a rework to the Wingman's extended magazines which is a bit of a
nerf with higher-tier mags. The Wingman now has 5 rounds in the
magazine by default, with a level 1 mag bringing it to 6. Level 2
magazines have dropped from 8 to 7 while Level 3 magazines dropped from
10 to 8. While this is a big change for most players, those with great
skill with it can make the most out of those 8 shots. However, it's even
more punishing for those who cannot consistently hit shots with it. G7 Scout - The G7 got a pretty unique change in
Season 4, no longer being classified as a sniper but instead as an
Assault Rifle. The change makes sense as the G7 is certainly more of a
marksman's rifle as opposed to a full-fledged sniper. Now, the G7 uses
assault rifle attachments which seem to be much easier to come by.
Regardless, this gun can pump out some serious damage thanks to its high
rate of fire and great range. The gun performs exceptionally well even
without its Double Tap Hop-Up, but the Hop-Up can be useful for fighting
close-range targets. Spitfire -The Spitfire excels at
one thing: burying people in bullets, and without any extended
magazines, the Spitfire can hold 35 shots. With a tier 3 magazine, it
can hold 55. On top of that, the Spitfire deals great damage per bullet,
making it ideal for those who want to lay down suppressing fire or to
ensure someone doesn't survive an engagement. It's ideal against tough
opponents like Gibraltar as it will quickly dispatch his Gun Shield and
then his (Fortified) health. Players partaking in the Apex Legends' Valentine Event may want to give this weapon a shot since it's easy to take down two opponents without having to reload. Hemlock - This burst-fire Assault Rifle is more than
meets the eye. While it deals impressive damage in burst mode, it can
also shred through people in single-fire. The single-fire mode on the
Hemlock actually got a rate-of-fire buff in Season 4 that makes it even
easier to quickly burn through opponents. Whether using burst or
single-fire, the Hemlock is a solid choice for any sort of engagement
in Apex Legends. Triple Take - The Triple Take is a powerful,
hard-hitting sniper rifle that is actually very strong at both
close-range and long-range battles. The spread without the Precision
Choke can be a bit rough at extended battles, but for most targets in
the gun's effective range, it will do just fine. Longbow DMR - The Longbow has long been a
fan-favorite due to its decent rate of fire and strong headshot
multiplier. If a player can nail headshots, then the Longbow will serve
them very well. Without the long-forgotten Skullpiercer Hop-Up, it
doesn't hit quite as hard as it used to, but it's still deadly for
players who have decent accuracy. Sentinel -The Sentinel is the new sniper in town with Season 4, introduced alongside the new sniper ammo type.
The Sentinel is a powerful bolt-action sniper that can hit like a truck
in the right hands, and players can even expend a Shield Battery to
grant the Sentinel Disruptor rounds that will deal bonus damage to
shields. The main drawback with the Sentinel is its slow rate of fire,
making it ideal for long-range engagements but it struggles at
close-range. EVA-8 - The EVA is a solid shotgun, and being
full-auto makes it a great contender for close-range engagements.
However, it gets pushed down so heavily because the Peacekeeper is so
powerful. In a Peacekeeper vs. EVA fight, the Peacekeeper will more
often win that engagement. However, if no Peacekeeper can be found, the
EVA is sure to be a great companion weapon that will certainly come in
hand when fighting up close and personal.
C Tier
Havoc - The Havoc has dropped a bit in popularity
and use in Season 4, and understandably so. The whole idea of the Havoc
revolves around spinning the gun up before unleashing a torrent of
bullets. However, the Turbocharger was used to mitigate that spin-up
which made the Havoc so popular. Now that the Turbocharger is gone, soo
to is Havoc's viability in high-pressure engagements. Many guns will
out-damage the Havoc by the time that the Havoc has spun up, making it a
poor choice for endgame fights. Playing Gibraltar may help a bit since he has hefty damage resistance and his Gun Shield to offset the free shots enemies get during the spin-up. RE-45 - The RE-45 is the only full-auto pistol in Apex Legends,
essentially making it a handheld R-99. However, the limited magazine
size makes it hard to contend with other SMGs while the
damage-per-bullet makes it hard to contend against the Wingman. The
RE-45 is great for melting people close-range by surprise, but if they
start firing first, then a different weapon would be more suitable. Alternator - The Alternator is a solid workhorse SMG
which does not rely on the player having a solid understanding of
recoil patterns to make use of it. It's great for close and medium range
engagements but lacks the sheer damage output of its A-tier
counterparts. It's a great early gun game or for the player who doesn't
want to fight their own weapon to earn a kill. Charge Rifle - The Charge Rifle was the weapon added
alongside Season 3 and is significantly weaker than it was during that
season's launch. While the Charge Rifle has incredible range, it still
eats a ton of ammo without actually putting out that much damage. It's a
solid sniper when examined in a vacuum, but when compared to the other
options, it's better to choose those instead
D Tier
P2020 - The P2020 is the last of the pistols in the
game, and it's pretty lackluster without the Hammerpoint hop-up. The gun
may fire quickly, but if players who want a fast-firing pistol will do
better with the RE-45. Overall, the P2020's base damage leaves much to
be desired, and without the Hammerpoint Rounds, it's better left on the
ground. Mozambique - Rounding out the bottom of the list is
the infamous Mozambique. This shotgun pistol holds three shots and has a
three-pellet burst. However, the gun is painfully weak for its very
limited magazine size, which desperately needs increased. The Mozambique
in Titanfall 2 was leaps and bounds better than the Apex iteration,
whose only saving grace is the Hammerpoint hop-ups which make it far
more viable. Hopefully in Season 5 (or the mid-season split in Season 4
when players return to King's Canyon) the Mozambique will get the buff it truly deserves.
The loadout variety in Apex Legends is incredibly diverse
and truly makes every game different. The great thing about many of
these weapons is that even if they are lower tier, combining them with
another weapon may create a fantastic loadout. There are also the
hop-ups that will add an extra kick to certain weapons. While Apex Legends needs to change some major things in 2020, Season 4 is sure off to a good start.
The success and quality of Dark Souls 2 may
be a point of contention among fans of the hardcore series, but few can
deny that From Software did a great job of making some very unique and
memorable bosses for the game. Being the second game in a genre defining
series, expectations were high for the sequel to Dark Souls,
and although From Software provided fans with a game that has as many
low points as it does high, the high points are very cool. These bosses
are so memorable because they exceed expectations in terms of both
visual design and mechanical design.
For those unaware, Dark Souls 2
featured 32 bosses including ones from the numerous downloadable
content areas. While some of these were straight up just rehashes of Dark Souls bosses
like the Old Dragonslayer or the Belfry Gargoyles or even bosses from
earlier in the game returning with color palette swaps or in greater
numbers, others turned out to be either very unique and compelling boss
fights which add to the series' reputation for making astounding and
challenging bosses. Most of these bosses found ways to keep players on
their toes aside from simply having large reaches and aggressive
movesets.
The Pursuer
The Pursuer is so memorable because it is, in a way, the first boss
encountered in the game. While traversing the Forest of Fallen Giants,
there is a platform which on which the Pursuer can be found. Upon
climbing up to this platform, the Pursuer flies overhead being carried
by something, and then is dropped onto the platform with the player in a
very menacing way. It leaves if the player is unable to kill it fast
enough, but is encountered again as an actual boss after defeating the
Last Giant. The Pursuer shows up several other times throughout the game
as well, each time more powerful and deadly than the last, and can drop a very powerful weapon.
Executioner's Chariot
The Executioner's Chariot is a great example of a boss whose moveset
is not the real threat. In this case, the area and the boss'
non-conventional tactics pose the real danger. The boss room consists of
a large circular hallway with small nooks on either side. The chariot
simply runs circles around this hallway, and the player must utilize the
nooks in order to avoid death by trampling. Upon traversing far enough,
a lever can be pulled which drops a gate, stopping the chariot in its
tracks and killing the rider, and then the two headed horse is the
actual boss the player fights. This boss is certainly memorable for its unique design and use of clever tactics.
The Skeleton Lords
The Skeleton Lords themselves are weak and relatively easy to defeat,
so long as the player keeps their wits about them and doesn't let their
numbers and ranged attacks get the best of them. What makes this
skeletal trio so memorable is what happens after they die. Each Skeleton
Lord the player defeats spawns several Skeletons
which greatly outnumber the player and attempt to surround them. If the
player kills all the Skeleton Lords too quickly, they could easily be
overrun. To make things more interesting, each Skeleton Lord summons a
different number and type of Skeleton depending on their weapon, meaning
the player can strategize and kill certain Lords first.
One criticism that seems to constantly hound Bungie by the community is the developer's tendency to create more Destiny 2 plot threads than it ultimately resolves. In fact, the gamer has a number of major story lines that unfortunately don't have a solid resolution
or are progressing at a snail's pace including Uldren Sov's
resurrection as a Guardian, the Pyramid Ship discovery on the moon,
Savathun and the Dreaming City Curse, and plenty more.
However, that trend may be coming to an end as a cinematic was included in this week's Destiny 2 reset,
taking most players by surprise after logging in. The footage showed a
pissed off Osiris charging into Rasputin's Vault to confront the Warmind
with regards to the approaching Darkness. Osiris called out Rasputin,
referring to him as a murderer and betrayer while not being the
benevolent AI that many people believe it to be.
Although brief, the cinematic was a big hit with the community and
offered a potential first glimpse at a potential story line for the
upcoming season and beyond. Additional speculation and details could
also be interpreted from the footage as Destiny 2 slowly inches towards Season 10.
The Expansion Connection
For the first time, Bungie has managed to seemingly tie together both Year 1 expansions, Curse of Osiris and Warmind,
something that was previously thought not possible. With Curse of
Osiris, the exiled Warlock reached out to the player and Ikora Rey to
assist in putting an end to a growing Vex threat on Mercury. Ultimately,
players left Osiris inside of the Infinite Forest, where he remained
until the events of Season of Dawn.
In terms of Warmind, it was the player, along with Ana Bray, who ultimately saved Rasputin from the Hive threat by destroying Xol, the Hive Wormgod.
With the threat destroyed, Rasputin allows Bray and the Guardian to
enter its Core where a disapproving Zavala also waits. Ultimately, the
AI reveals that it's no longer going to take orders from others and
instead protect to Sol system under its own terms and what he deems
correct.
The footage also hints that both Rasputin and Osiris share some sort
of history with one another due to the way the Warlock mentions that its
been a while and refers to the AI as "old man."
Destiny 2 is currently near the ending of
the on-going Empyrean Foundation event, where players will need to come
up with 9, 777,777,700 Polarized Fractaline. Considering the event began
on February 4, it seems safe to say that, as they often do, players may
have blown through this event quicker than expected, but this final
stage may still take more time. After all, unlike the Corridors of Time, this event has brought many players together, and there is certainly a cooperative air to the event.
Even if the hilarity that is this event and Destiny 2 Season of Dawn can be summed in a single GIF,
there's no denying that this event is likely serving as a bridge
between Season 9 and Season 10. Dubbed Season of the Worthy, that's a
possible hint that this cooperative spirit will quickly become a
competitive spirit, meaning that the overall reward for this event
should play into that as well.
Destiny 2's Empyrean Foundation Reward and PvP
Beyond the idea of being worthy, there's been a few other hints that
next season will be PvP-focused. Bungie once stated that it's aware that
PvP needs a facelift and promised that it would come some time during
this year. There's quite a few things that need to be addressed, such as
Crucible's inconsistencies, the PvP hitbox differences, a few bug
fixes, and it's worth mentioning that a Fusion Rifle PVP nerf is coming.
As such, combined with the idea that Empyrean Foundation is a bridge
to the and the idea of a Guardian proving themselves Worthy, it seems
safe to say that this reward is going to be big and PVP related.
Anything else would simply seem strange in the current Destiny 2 atmosphere and would potentially be a big blowback to the community.
Destiny 2's Trials of Osiris
The most rumored reward and the one that seems most likely checks both of those boxes: Destiny 2's Trials of Osiris. It's even possible that the recent connection established between Osiris and Rasputin
leans into this somehow, and since this mode has been rumored for quite
some time now, it makes the most sense that the final reward is
unlocking this new game mode to carry over into Season 10.
Furthermore, it could also be something more than just this mode: Empyrean Foundation
bridging over to season 10 could go deeper than that. It could set up
the entire gameplay loop for next season, serving as not only a
connection to the worthy in Trials, but build upon the aforementioned
Osiris and Rasputin confrontation. Empyrean Foundation's potential seems
limitless, and as long as Bungie sets the tone right with its reward,
it could set off big things for season 10. For now, fans just need to
wait and see.
Animal Crossing: New Horizons was featured
on Nintendo Direct today, February 20, showcasing nearly 30 minutes of
footage. While many features were already confirmed for the game,
Nintendo Direct officially confirmed features which many fans expected,
naturally, as well as surprised fans with many new features and gameplay
elements which showcased what is easily shaping up to be the most customizable and interactive Animal Crossing title yet.
In traveling to a recently uninhabited island, titled the "Deserted
Island Getaway Package," players are free to make the choices they want
in interacting with the island in order to make the home and
environmental paradise that suits their needs and tastes individually in
Animal Crossing: New Horizons.
Basic Objects
Nintendo Direct unveiled a close look at houses in Animal Crossing: New Horizon's island world,
demonstrating the living conditions that evolve beyond tent-living
campgrounds. Also, furniture will be available for purchase or
construction, and it also appears there will be quite a variation in
choices for what type of housing facilities are available. For example, a
house decorated with fish tanks, aquarium setups, and a variety of fish
was shown.
Additionally, such facilities as the shop, aquarium, tailor, airport
and museums were also included, many of which will be run by mainstay Animal Crossing characters from previous games who are returning.
The key facilities appear to start-off the game as limited make-shift
versions inside tents, and eventually evolve into building structures.
Also, constructing bridges were demonstrated, as well as slopes and
stairs to more conveniently navigate the island and make it resemble a
comfortable living environment. However, threats within the environment
were also presented, such as scorpions, ghosts and snakes, which the
player will need to be careful of or figure out viable solutions in
order to deal with them.
Deeper Interactivity
Players will also have a digital in-game mobile phone at their
disposal, entitled the Nook Phone, to help them with their journey on Animal Crossing: New Horizon's island getaway.
It will include a variety of apps to utilize, including a camera and
GPS. Developers have confirmed that new apps will be added in future
game updates as well to support all "deserted island needs." One of the
apps will enable players to call in a rescue if they are lost, as well
as fast travel. Animal Crossing's mainstay character and island resident, Tom Nook,
will also be making in-game radio broadcasts daily to provide players
with the latest news on island events, life advice, and much more. Tom
Nook's news updates will also be conveniently posted on the Animal Crossing
Twitter account, so players can stay updated and immersed in the game
world, even if they are not logged into their Nintendo Switch.
Another likable character from previous games, Isabelle, was also
shown, making her return as the island's Resident Services office
secretary or agent. She will enable players to take advantage of an
array of features, from customizing the island's flag to making drastic
changes to one's house. The detail in customization will clearly add
lots of replay value, not that such a game is lacking to begin with,
given the thousands of hours of gameplay available in Animal Crossing in previous games already.
For players looking to fulfill an itch similar to Minecraft, the ability to transform the geography in Animal Crossing: New Horizons
by adding cliffs, or adding slopes to climb up cliffs offers a lot in
the way of making drastic changes to the geography and overall design.
It goes well beyond simple additions to the environment, such as
building bridges to cross rivers. Even rivers themselves can be
modified, such as the ability to replace and fill-in areas of water with
land mass.
Overall, Animal Crossing: New Horizons offers more customization than any previous game, as players can choose the location of Animal Crossing: New Horizon's facilities
on the island and where they can be placed. In previous games, the
randomly generated worlds sometimes placed shops in an frustratingly
inconvenient location, and this level of customization should alleviate
these possibilities.
The battle royale genre is alive and well today often thanks to the
innovation brought to the ever-changing genre thanks to its heavy
hitters. The latest comes way of Fortnite, and it's an interesting feature that should make its way into Apex Legends.
Before moving forward, it's worth mentioning the two games have been
adapting, innovating, and utilizing each other's concepts practically
since the inception of Apex Legends.
When it first arrived on the scene, Apex made waves for
including a ping system that improved upon non-verbal communication and
squad tactics. The respawn system was also well-met, and eventually,
both systems were found in Fortnite. As such, it's only natural
for the system to continue to evolve, change, and adapt ideas from one
another, and this time around, Apex should pay attention to the new Fortnite season 2 Battle Pass.
Fortnite Battle Pass: Ghost or Shadow
Fortnite players must choose sides this season, and it's a
choice with potentially long-lasting effects on the season's story, as
well as the skins earned this season. This Fortnite season features the Agency
heavily, with this spy theme branching off into two subsections: Ghost
or Shadow. While players on each side effectively earn the same skin,
the skin's overall look changes based on this decision.
For example, the base skin for Brutus looks like a typical beefy
special Agent. However, a Ghost Brutus adopts a fully white suit with a
unique mask, whereas a Shadow Brutus has a dark suit with a skull-like
mask and bones detailed into his suit. This means, based on choices, two
players can use the same skin but show off two different styles in Fortnite.
There's an argument to be made here that some players could miss out on potential skins, which would likely be worsened in Apex Legends, but the choice, the bragging rights, and the allegiance concepts are something unique enough to counteract that.
Apex Legends Battle Pass: Hammond Robotics or ???
Apex Legends has made several improvements to its Battle
Pass from season to season, but arguably, one department that it can
still make some adjustments to is its skins. The way the skins are
divided over the Battle Pass each season make them less about bragging
rights than the completion badges, which isn't necessarily a bad thing,
but the last skin on Apex Legends' Season 4 Battle Pass is a rare Caustic skin as opposed to the legendary Wattson skin.
This method would be, at least, one way to bring in that allegiance
and bragging factor. What's more, Apex Legends already has a baseline
for this type of choice in play. The newest character, Revenant,
killed Forge (supposedly) and has a real issue with Hammond Robotics.
Loba seems to be chasing Revenant for revenge, something likely hinted
at by the Ghost dog running around Apex Legends. A choice between
Hammond Robotics or another faction would be a great way to introduce
these new skins, and moving forward, there's the Syndicate and its
opposition that could be a big factor one season.
In this way, when players unlock a certain skin for a particular
character, it's one way or the other. Perhaps this would sometimes have
to be choosing between a skin for one character or a skin for another,
based on the Legends' backgrounds,
but there's where the rule of cool factor could come in. It would keep
the number of skins per season the same but offer players a choice based
on an allegiance, whether or not that fully made sense or could play a
role in defining individual characters. A dedicated or rogue Bangalore
based on what she learns of her brother would be a good example. Either
way, it's an interesting concept for a battle royale game, and one Apex Legends would do well to incorporate eventually.
Call of Duty: Modern Warfare, the latest
title in the veteran military FPS series, is proving to be one of the
most popular yet. Now entering it's second season, developer Infinity
Ward has been keeping the multiplayer-focused Modern Warfare fresh with a stream of new updates, playlists, and game modes.
Along with these updates have also come a series of buffs and nerfs,
as Infinity Ward attempts to smooth out the rough edges. Unfortunately,
the nature of the meta makes it impossible to truly balance a game with
so many factors, and it's inevitable that some combinations will always
be better than others.
While secondary weapons, equipment, and perks can certainly make a
difference to the strength of a class, the primary weapon is undeniably
its core. For that reason, this breakdown of the most overpowered
classes in Modern Warfare is focused primarily on these weapons and the attachments that make them so powerful.
Kilo 141
It may come as a surprise to some that the Kilo 141, the very first assault rifle that players unlock in Modern Warfare's multiplayer progression,
is actually one of the best in the game. Combining a fantastic
rate-of-fire with little recoil, the Kilo 141 is a versatile rifle that
excels in close to mid-range combat.
When it comes to sttachments, the way to make the most of the Kilo
141 is to enhance its strengths, rather than shoring up its weaknesses.
To this end, the Compensator, Commando Foregrip, and Singuard Arms 19.82
Prowler Barrel will take recoil almost entirely out of the picture,
while also increasing damage range and bullet velocity.
This is only leaves mobility, which will be enhanced by choosing the
No Stock option and Stippled Grip Tape. This combination of attachments
turns the already strong Kilo 141 into a veritable monster of medium
range combat, fast-firing, no recoil, and with the mobility and range to
take on threats no matter where they come from.
Grau 5.56
Newly added in Modern Warfare Season 2,
the Grau 5.56 is a Swiss assault rifle based on the Sig Sauer SG 552
Commando. Whereas the Kilo 141 excels in close to medium ranges, a Grau
with the right attachments can outrage almost any other weapon. Firstly,
the Monolithic Suppressor can be used not only to increase damage range
but also comes with the handy bonus of suppressing the weapon.
Complementing the Suppressor is the FSS 26.4" Archangel Barrel, which
gives another large increase to damage range, as well as adding control
and bullet velocity. Unfortunately, it also comes with a hefty mobility
penalty. For those players who find this too heavy a price to pay, the
shorter 20.8" Nexus Barrel offers similar stats without quite such a
drawback.
Finally, playing with No Stock, the Commando Foregrip, and the 50-Round Magazine will allow a Grau user to play aggressively,
and even retain the mobility to mitigate their close-range
disadvantage. These attachments turn the Grau 5.56 into a fantastic
medium-long range assault rifle, with minimal recoil, great range and
decent speed.
MP5
Saving the best for last, the final two Primaries on this list have been dominant since Modern Warfare's launch. The first is the MP5, widely considered the best SMG in the game.
The Heckler and Koch replica brings unusual levels of accuracy and
recoil control for an SMG, allowing an impressive versatility.
While the MP5 is a gun that stands well in any configuration, to
bring out its over-powered side players should aim to enhance its
mobility and aggressive qualities. The FTAC collapsible stock grants
both movement speed and faster aiming down the sights, allowing an MP5
player to excel on close-quarters maps.
A neat complement to this enhancement is the Merc Foregrip, which
adds recoil control and hip-fire accuracy for those moments when there
is literally no time to aim. The fantastic Stippled Grip Tape is also
recommended, as well as the 10mm Auto 30-Round Magazine, for extra
stopping power, and the Sleight of Hand perk, for faster reloads.
M4A1
The big daddy of Modern Warfare's assault rifles, and several older Call of Duty
games as well, is the M4A1. Just like its SMG cousin, the MP5, this is a
gun that has been dominant since day 1 and continues to rule the Modern Warfare meta despite repeated nerfs and bug fixes.
Unlocked at level 6, the strength of the M4A1
lies in its combination of high damage, unparalleled fire-rate, and
minimal recoil. These three factors come together to make the M4A1
capable of simply out-shooting practically every other weapon in the
game in a head-to-head contest.
To enhance the M4A1's raw killing power, players should make sure to
use attachments that boost range, recoil control, and mobility. The
Covus Custom Marksman Barrel gives hefty buffs to the first two, as well
as to bullet velocity, but the M16 Barrel is also a good choice, giving
even more range at the cost of mobility.
The M4A1 works best with a close-range sight, like the G.I. Mini
Reflex, but for players comfortable with the Iron-Sights the Compensator
or 50-Round Magazine are good alternatives. Finally, No Stock, the
Commando Foregrip, and the Stippled Grip Tape give the best killer in Call of Duty: Modern Warfare the mobility it needs to get the drop on the enemy, strengthening its odds even further.
Secondary Weapons
While not as important as what a player is toting as their primary
weapon, secondary weapons, equipment, and perks are also essential parts
of what makes an overpowered Class. The decision isn't as clear cut as
with primaries, but anyone looking for a strong secondary weapon won't
regret picking up the .357 Magnum. Its hefty stopping power and mid-range potential in the Modern Warfare meta make it an excellent side-arm, and with the right Attachments it can be formidable force in its own right.
The Long Barrel, adding damage, range and recoil control, is
essential for maximizing the Magnum's lethality, while the Lightweight
Trigger allows it to match faster-firing weapons in close-quarters. Modern Warfare's Akimbo Perk also enhances the Magnum's close-range killing power, particularly in combination with the 5MW Laser and the Snakeshot Rounds.
Fans of the long running Kingdom Heartsseries
should be well aware by this point that the primary antagonist of the
series is the ever looming presence of darkness, who may have even controlled Xehanort's past. What some fans may not be aware of, at least if they haven't been meticulously following the mobile title Kingdom Hearts Union X, which has undergone a number of name changes in the past, is that the Darkness has a capital 'D' now.
That's right, taking a note from Destiny 2's mysterious 'Pyramids in Space' ending, Kingdom Hearts
has recently personified the Darkness, with a figure shrouded in shadow
who interferes with the worlds. However, thanks to some new dialogue
from the latest update of Kingdom Hearts Union X and the recent Kingdom Hearts 3 Re:Mind's hidden details, there may be new evidence to who this Darkness character is and who the true villain of the series really is.
Who is the Darkness?
To begin, let's look at who this Darkness character is and what he's
done so far. While it isn't explicitly explained in the game, Darkness
seems to first appear at the end of Kingdom Hearts X, the
original Japanese mobile title, where he kills a character named
Strelitzia. The exact identity of Strelitzia is less important for now,
but what is important is that she was chosen to be a new Union Leader
after the Keyblade War destroyed the world and has led to every game in the Kingdom Hearts series.
After killing Strelitzia and stealing her rule book that was supposed
to guide her as a new Union Leader, the Darkness moves on to interact
with Maleficent who has traveled back in time, like Xehanort does in his past,
for reasons to complicated to get into right now. So far though, the
last we've seen of the Darkness is him leading Maleficent to a time
travel device that for the sake of convenience we'll call The Ark.
Supposedly, this Ark is incomplete and will only allow Maleficent's
heart to travel back to her time, but the Darkness needs her to travel
forward to be an anchor for others to follow.
Ventus in the Past
One of the biggest surprises from Kingdom Hearts Union X was that Ventus from Birth by Sleep
appeared to be from the time of the ancient Keyblade War, suffering
again from amnesia. After the events of the Keyblade War, Ventus
appeared and claimed that he was told to be one of the new Union
Leaders, carrying a rule book as proof. Recently, it's been revealed
that Ventus was never chosen to be a Union Leader, and instead he has
Strelitzia's rule book and has seemed to unknowingly taken her place as
well.
This revelation came from the character Blaine, who has been assumed
up until this point to be the secret villain, due to his mysterious
appearance along with his dark character design. However, with the
reveal, many of the other characters seem to assume that Ventus wasn't
aware of not originally being chosen to be a Union Leader and assumed
that the discrepancy is linked to his amnesia, likely because Square
wouldn't want to turn a fan-favorite Kingdom Hearts playable character into a villain. Ventus' presence in the past has also been confirmed at the end of Kingdom Hearts 3 when the Chirithy, who only previously existed in Union X, from the Final World is shown to be bonded to Ventus.
The Darkness in Ventus
One important thing to note about the Darkness is that, as the
character interacts with Maleficent, it seems as though it can't
physically interact with the world on its own. Instead, it needs to
inhabit a body in order to take any physical actions, like killing
Strelizia. Considering that Ventus is the one who gets Strelizia's rule
book and has some issues with memory, its more than likely that the
Darkness has been inhabiting the boy in order to enact the mysterious,
dark plans, which could direct Kingdom Hearts 4 and other future games.
This goes fairly well in line with what we learn of Ventus later in
the series, but more on that and other retcons later. For now, the
important note is that the clues all point to the Darkness periodically
possessing Ventus. It's likely that Ventus continues to be the vessel
for the Darkness in the future as well, and of course that means far
into the future, as in Birth by Sleep era, which hopefully means we may get more answers in Kingdom Hearts Dark Road.
The Ark
The time traveling Ark that the Darkness leads Maleficent to is
something that many players may have recognized from the very first Kingdom Hearts
title. It appears in the final level, End of the World, as a sort of
recreation that Sora has to travel through on his path to confront
Ansem. Most players assumed at the time that this area was an unexplored
section of Hollow Bastion, due in part to the architecture falling in
line with the previous level with sharp edges and brass pipes
everywhere. However, it seems that this area is really The Ark from
Daybreak Town, although it may still be connected in some way to Hollow
Bastion, or Radiant Garden.
Although, one major difference between Union X's Ark and Kingdom Hearts'
Ark is that the original only showed five pods, but the new version
shows seven. That might be explained at some point, but regardless, this
device is the explanation players needed to understand how Ventus shows
up in the Birth by Sleep era, again with no memories, along with Marluxia/Lauriam and Larxene/Elrena. Needless to say, the future of Kingdom Hearts relies
fairly heavily on who used these pods, although the process isn't
exactly prefect thanks to the user being stripped of their body and only
traveling as a heart.
Vanitus
Going over another origin story one more time, Vanitus comes from Birth by Sleep
and is the considered to be the dark part of Ventus' heart that
Xehanort freed when experimenting with the X-blade. That has been the
story since Birth by Sleep, but a new scene in Re:Mind
has changed that backstory a bit. In the scene, Vanitus claims that the
"dark part of Ventus' heart" bit wasn't entirely true, and instead he
is a separate dark entity that has been with Ventus for a long time.
So, Vanitus is a dark entity that has been with Ventus for a long
time, that literally refers to itself as "The Darkness" right before
disappearing after the fight against him at the end of Kingdom Hearts 3. And this is where Union X has made sure to solidify its place in the lore of the Kingdom Hearts
series. Considering how the Darkness seems to be working against the
Master of Masters, it's possible that this character, and therefore
Vanitus, may be the true villain of the continuing series.
Bonus: Sora's Nightmare
As a bonus, Sora's Nightmare from Dream Drop Distance could
be connected to the Vanitas/Darkness entity as well. A mysterious, dark
figure appears in one of the dark Organization hoods, but there is
little explanation for where this comes from. However, this does happen
while Ventus is still recovering inside of Sora's heart, making him
another vessel for the Darkness, which is likely what the Nightmare
represents. And for anyone who's still lost, players can catch up on the
Kingdom Heart series on PS4 and Xbox One now.
Resident Evil 3'sNemesis is one of the most iconic and frightening villains in the Resident Evil franchise. It is perhaps the most defining factor and inclusion in making Resident Evil 3 a unique classic in its own right, among the many Resident Evil and survival horror games over the years.
However, for such an iconic monstrosity, there is a lot that remains
unknown about the origins, creation, and identity of the Nemesis in Resident Evil 3. If Capcom can provide more insight into the Nemesis as both a monster and a character, it will both satisfy hardcore Resident Evil fans who wish to soak up every bit of lore available to explain matters, as well as help create a more frightening monstrosity.
Four key questions remain, which some of Resident Evil's most die-hard fans may
want answers to. This includes the origins and creation of the parasite
that turned a Tyrant into a Nemesis, an explanation to explain why only
one Nemesis was ever created, a possibly deeper connection to the
infectious lore that other Resident Evil games are deeply
entrenched within, and, finally, an identity which can better explain
just who was the Nemesis originally, even if it may be a Tyrant clone.
What is the Nemesis Parasite exactly?
The creation of Resident Evil's Nemesis
was done by taking a regular Tyrant and infecting it with a parasite
that takes over the brain and essentially controls the Tyrant host. It
is known as the Nemesis Parasite and was created by Umbrella's European
facilities. Its American facilities were known to focus on Bio-Weaponry
that demonstrates brute strength, while their European facilities
focused on Bio-Weaponry that demonstrated high-intelligence or
specifically preserved the intelligence of hosts.
The Nemesis Project was the ultimate culmination of Umbrella's American and European research. However, the Resident Evil series still never explained exactly what is the Nemesis parasite, which was inserted into the Tyrant in order to turn it into a Nemesis.
Essentially, there is just a brief explanation of a
genetically-engineered parasite created by Umbrella's European
facilities. It was utilized in order to compensate for the mental
deterioration and brain damage that most Tyrant hosts suffered from the
T-Virus strains during transformation. Nemesis was created to better
take orders from human leadership and was less prone to developing a
consciousness of its own self-ego, as all of Resident Evil's Tyrants could sometimes be prone to abandoning a mission by looking out for their own self interests for survival.
But none of this explains the basis for which this parasite was
created from or how. Even if it was genetically-engineered, one would
assume there is some key information for which it drew inspiration from
in order to capitalize upon its genetic strengths in intelligence, or
some sort of biological blueprint it drew a basis from. It certainly
would seem as if it was genetically-engineered from some sort of
biological origins in which its original manifestation came from.
Given Resident Evil's deep universe of virology
and infectious monstrosities, a more detailed explanation of the
Nemesis Parasite would be much welcome, especially in consideration of
how much depth Capcom goes to in most cases of Resident Evil's biological lore.
Why was there only one Nemesis ever?
In the Resident Evil universe, there was only one Nemesis
ever created, and the Nemesis Project was shutdown soon after the
Raccoon City outbreak. The Nemesis was created with the mission to hunt
down Resident Evil's S.T.A.R.S. members
during the Raccoon City outbreak as a means to disable their efforts to
investigate and incriminate Umbrella's connection to the outbreak. It
was also a twofold agenda, as its role as a sick and twisted experiment
was put to use as a test to see how well the Nemesis would perform in
such an environment with a specific set of directives.
Unfortunately, there is not a clear answer as to why only one Nemesis
was ever created and why the project was completely abandoned almost
immediately. Clearly, a lack of human hosts would not be a valid reason,
given the high number of failed hosts that were disposed of in
unsuccessful projects to create regular Tyrants.
If the aim was to circumvent some of the intelligence gaps and
failures in preserving the brain functions in regular Tyrant hosts, the
Nemesis Project clearly succeeded in that regard. Some possibilities may
include difficulty in creating the Nemesis Parasite or possibly a very
complicated procedure involved in bonding the parasite to the Tyrant
hosts, which could have made mass production of these Nemesis
Bio-Weapons difficult to profit from in future endeavors from Umbrella's Bio-Weapon industry.
Another possibility is the fact that the Nemesis ultimately fails in its mission in Resident Evil 3,
given that the protagonist defeats it in battle a number of times, and
ultimately kills it off in the end. However, the protagonists Jill
Valentine and Carlos Oliveira are no ordinary fighters, and it certainly
took all their efforts to put the Nemesis down, in what was clearly a
close call overall. Perhaps, given the difficulty, time, and cost in
creating a Nemesis, Umbrella still sought something that would be a sure
bet without any risk, and superior to all of Umbrella's creations.
Overall, more explanation would be welcome in the reasons for which only one Nemesis was created in all of Umbrella's history,
despite a much more numerous number of the inferior regular Tyrants
which were created, in addition to a high number of human hosts that
were disposed of in failed Tyrant Project initiatives.
Is the Nemesis Parasite connected to other Resident Evil games?
The T-Virus, or the Progenitor virus before it, has always been the backbone of the Resident Evil series' lore and monstrous creations, with a few exceptions, such as the Mold in Resident Evil 7 and the Las Plagas parasites in Resident Evil 4 and 5.
It would be interesting to find out if there is any historical
connection between the Nemesis Parasite or its creation, and any of the
other fungal, viral, or parasitic monstrosities in the Resident Evil series.
Given that the Las Plagas parasite came from Europe, specifically Spain, and Resident Evil 4's
main villain, Saddler, had mysterious connections to the lucrative
Bio-Weapons industries, it could be left up to fan-theories and
speculation to surmise a possibility of a connection between the Nemesis
Parasite and the Las Plagas parasite, which share some similarities in
taking over the minds of hosts. Even a loose connection, or even a
connection to past T-Virus research, would help give the Nemesis
Parasite a more defining context to the overall Resident Evil universe's lore and story.
Is there a backstory to the Nemesis' identity?
Finally, given that there was only one Nemesis ever created and the
purpose of its creation was to fully take control of the Tyrant host's
self-consciousness and ego, it would be interesting to know just who was
the host originally, before the transformation. Given that the later
Tyrants eventually were cloned Tyrants, in order to increase the odds of
successfully creating a fully fleshed out Tyrant without having to go
through the complicated transformation process of a human host, the
Nemesis was almost certainly based off the host of a cloned Tyrant.
However, just who was the original host from which these Tyrants were
cloned from could give them a more frightening level of depth,
especially the Nemesis. And especially if some degree of consciousness
of this former self persisted, the Nemesis could become more nuanced
among Resident Evil villains.
Given Capcom's heavy duty use of stories that revolve around concepts
of cloning in previous games, such as the Ada doppelganger in Resident Evil 6, and the cloned Ashford family members in Resident Evil Code: Veronica,
this would actually seem light in comparison. It would be an easy way
to create a more frightening Nemesis with a deep backstory. Recent concept art for the Nemesis' creation demonstrate
the possibility that we may actually obtain a deeper insight into the
creation and origins of the Nemesis. In the photos of what may seemingly
be an earlier form of the Nemesis' host, a more human form is shown,
which does not resemble a regular Tyrant. There is the possibility that
this particular Nemesis may have gone through the full transformation
process of a Tyrant, rather than being a Tyrant clone.
This opens up the doors for a numerous number of theories, which can
explain a lot of questions. If it was not a clone, and required a human
host in its original manifestation, it may explain the extreme
difficulties in trying to flesh out a Nemesis creature, given that many
human hosts fail the Tyrant transformation process. This could explain
why the Nemesis Project was abandoned or why only one Nemesis was
created. At this point, it is probably best to wait until April 3 for
the release of the Resident Evil 3 Remake to see just what sort of expanded storytelling and insight in Resident Evil 3 Remake
may transpire as players hopefully learn more about this iconic
villains, the Nemesis, as it is fully unleashed on anxious players.
Behavior Interactive's Dead by Daylight has
gained quite a popular following due to its unique and interesting
asymmetrical gameplay. Since the killer role has to take on four
survivors, it's pivotal to play a killer that can make the most of its
situation against the survivor team.
This tier list covers each of the killers in Dead by Daylight,
and highlights where they are strongest and weakest and how their perks
play into the ranking. The killers are ranked according to their base
strength without add-ons or offerings, but perks are factored in as part
of the overall rank
S Tier
The Nightmare - The Nightmare, or more commonly
known as Freddy Krueger, ranks at the top of the list for a number of
reasons, almost hilariously so considering how low he sat on the tier
lists for so such a long time. For many survivors, Freddy has earned the
"Nightmare" name due to the difficulty of playing against him. While
survivors are awake, they will be unable to see Freddy if he is further
than 32 meters away. From 16 to 32 meters away, they will intermittently
see him, and if he is 16 meters or closer then survivors will see him
and hear his terror radius.
Freddy passively puts survivors to sleep over 60 seconds, but hits
will put them to sleep faster. Once asleep, they will be susceptible to
Freddy's Dream Snares and Dream Pallets. Overall, Freddy is incredibly
powerful and severely slows the game down to a point where coordinated
teams may struggle against let alone solo queue players.
A Tier
Hillbilly - If players want to quickly zip around
the map and apply pressure to survivors constantly, Billy is the perfect
choice. Thanks to his chainsaw, Billy can dash from one end of the map
to the other (and down any survivor who happens to cross his path). With
proper skill and practice, players can easily dance through trees and
obstacles to hunt down survivors with ease. Billy's perks are not
especially powerful, though Enduring can be handy for resisting stuns,
but Billy's true power really comes from his map pressure. It's easy to
see why Billy is often ranked as one of the best killers in the Dead by Daylight. Nurse - The Nurse has always been a strong force in Dead by Daylight thanks to her Blink ability. Much like Billy, the Nurse has excellent map pressure and she features some of the best killer perks in Dead by Daylightas
well. With her Blink, Nurse can teleport short distances through walls,
pallets, and other obstacles allowing her to cut off loops that other
killers would struggle with.
The Nurse gets a lunge when attacking out of Blink which can be great
for hitting unsuspecting survivors or those on the run. The Nurse's
perks are some of the strongest in the game. While Stridor only makes
survivor's groans louder, Nurse's Calling and Thanatophobia are both
powerful - one for tracking survivors and one for slowdown. Her Blink
stun is a bit hard to get used to, but once a player masters it the
power can be quite deadly. Huntress - The Huntress is one of the killers that
plays much smoother on PC than console. The Huntress has no fancy
Entity-gifted power, but instead she excels at throwing hatchets. This
means that if players are great at arcing throws and calculating
distance, they can be quite lethal with the Huntress. She is one of the
few killers that really is skill-based, so if players want to play the
Huntress well they will need to practice.
The Huntress lacks any really powerful perks, though Hex: Huntress
Lullaby does have its uses if the Huntress can hook survivors multiple
times. Regardless, in the right hands the Huntress will be extremely
powerful and survivors won't know until it's too late. Spirit - Despite some nerfs and reworks, the Spirit
remains near the top in terms of strength. What the Spirit lacks in raw
power she makes up for in mindgame potential. With Yamaoka's Haunting,
the Spirit leaves behind a husk and travels quickly and invisibly around
the map so players may not recognize if the Spirit is just standing
still or if the Spirit is actually elsewhere.
While the Spirit cannot see survivors while using her ability, she
still can hear them and can see scratch marks while the survivor runs so
she isn't completely blind. The Spirit's powers have some use as well.
Spirit's Fury isn't incredibly powerful but it will definitely catch
some survivors by surprise while Hex: Haunted Grounds is great for if
playing with another Hex perk as it punishes survivors for working on
totems.
B Tier
Shape - Michael Myers was Dead by Daylight's
first licensed killer and Behavior Interactive did the iconic horror
character justice. While not insanely powerful like Freddy, Myers has a
unique ability called Evil Within which levels up when Myers stalks his
prey. Tier 1 Evil Within has an incredibly small terror radius making it
easy to sneak up on survivors (typically a big part of playing the
build called 'jump scare Myers' in the community).
If Myers gets to Tier 3, he will temporarily be able to instantly
down any survivor for a short time. The drawback with Myers comes in the
form of his ability to close distances easily. While his higher tier
Evil Withins have increased lunge distance, Myers can still struggle at
loops and since Evil Within 3 is on a timer it can be burnt through if
Myers is looped too long. It makes fans hope that Behavior will add more horror franchise killers in the future. Doctor - Recently on the receiving end of a pretty
sizeable rework, the Doctor is still a force to be reckoned with due to
his powerful area effects. The Doctor revolves around generating Madness
in the survivors, which can impose changes to skill checks, reveal
their location randomly, and more with his add-ons.
The Doctor can use Shock Therapy to increase the Madness of nearby
survivors, or use a concentrated shock blast to greatly increase the
Madness. The Doctor also has one of the best (and most annoying for
survivors) slowdown perk in the game: Overcharge. This perk will cause
the generator to have an extremely difficult skill check after the
Doctor damages it, and it will set the generator back a considerable
amount. Ghost Face - Ghost Face, the iconic killer from the Scream franchise, is one of Dead by Daylight's
stealthy killers, which makes him powerful in his own right. Ghost Face
has a similar mechanic to Myers, where he gets bonuses for stalking his
prey instead of chasing outright. When Ghost Face stalks his prey
enough, he can instantly down that target. What makes him different from
Meyers is that his stealth doesn't go away for good. However, his main
drawback is that if survivors are looking at him his stealth breaks and
temporarily renders it useless. Oni - the Oni is one of the newest killers to the game. Introduced in the Cursed Legacy chapter DLC,
the Oni shares a similar playstyle to Billy with one key difference: he
can only sprint across the map after absorbing enough blood orbs. Orbs
are dropped from injured survivors who do specific actions. For Oni to
become truly powerful, he has to injure at least one survivor. But when
Oni gets going he can sprint and instant-down any survivor in his path
until his Blood Fury runs out.
C Tier
Hag - When Behavior added the Hag to the game, Hex
perks and Totems were introduced. While the idea of totems is great,
they are found and cleansed too easily, and since they were introduced
alongside the Hag all of her perks revolve around Hexes. Perks
notwithstanding, the Hag has the ability to set traps around the map
that, when a survivor gets too close and sets it off, she can teleport
to so long as she is within its range.
The skill itself is pretty handy for either finding survivors or
chasing if the Hag is good enough to lure survivors to specific areas.
However, her ability is a bit too situational for it to be relied on
heavily. The Flesh and Mud DLC is a bit lower on the list of the best DLCs for Dead by Daylight because of it. Cannibal - The Cannibal, or Bubba from the Texas Chainsaw Massacre,
is the poor man's Billy. The Cannibal wields a chainsaw which he can
swing around wildly and it will instantly down any survivor who is hit
by it. However, if Bubba hits an object he will throw a tantrum and be
locked in place for a few seconds while he wildly swings his chainsaw.
The tantrum is near-impossible to control but if a survivor happens to
be in range when it happens they will be downed just as if he were
hitting them with it with the sweep.
Bubba's only saving grace is his teachable perk Barbecue & Chili
which is great for tracking down survivors (and the bonus bloodpoints
doesn't hurt either). Franklin's Demise is also somewhat useful since it
forces survivors to drop whatever item they are carrying. Pig - The Pig, known as Amanda Young from the Saw franchise,
is another stealth killer but plays completely differently than any
other killer. When Amanda downs a survivor she has the option to place
the iconic Saw reverse bear trap on the survivor and the
survivor has to get the trap off before it activates and kills them.
While it's a cool mechanic and can instill panic among survivors, the
bear traps are perhaps a bit too easy to remove without specific add-ons
and when Amanda is out of traps she is pretty unremarkable. Clown - Capitalizing on the common fear of clowns, Dead by Daylight's
Clown specializes in tossing bottles filled with noxious gas that slows
survivors tremendously. While this is great in theory for cutting off
loops, the Clown can only carry so many and he does have to "reload" his
bottles. If players are not good at tossing the bottles then the Clown
is pretty miserable to play as. However, the Clown does have a
redeemable feature in the form of his perk Pop Goes the Weasel, which is
great for setting back generators after hooking a survivor. Plague - Plague is one of the more interesting
killers in the game. Added with the Demise of the Faithful DLC, her
ability allows her to corrupt objects around the map. When she uses her
Vile Purge, it corrupts the object (or survivor) and any time a survivor
comes into contact with something or someone that is corrupted, they
too get corrupted. While corrupted, a time will count down and when
completed the survivor will be put into the injured state and cannot
heal without cleansing the corruption at a pool.
When a survivor cleanses in a pool, the Plague can use that pool to
get Corrupt Purge which will damage survivors when the Plague throws up
on them. The Plague is certainly interesting to play as but if players
are just putting up with the corruption instead of cleansing it then the
Plague is severely limited in terms of options. However, a recent buff
makes it so she can always get at least one pool of Corrupt Purge in a
match so at least she isn't completely powerless when no survivor's
cleanse. Demogorgon - From the popular Netflix series Stranger Things, the Demogorgon came to Dead by Daylight alongside survivors Steve and Nancy in the Stranger Things crossover DLC. While the Demogorgon certainly looks terrifying, it is certainly not the most threatening among the Dead by Daylight roster.
Its special ability allows the Demogorgon to place portals along the
ground that allow it to traverse the Upside Down to quickly move across
the map. These portals can be broken by survivors after use so it does
have a drawback.
The Demogorgon can also activate Of the Abyss which allows it to
lunge if attacking as well as revealing survivors who are near activated
portals. Surge is the only Demogorgon perk that is really worthwhile as
it really helps slow survivors down by regressing generators. Cruel
Limits is incredibly situational as it's only useful if chasing a
survivor who just finished a generator, and even then it only lasts for
30 seconds at max level. The Deathslinger - The Deathslinger is the newest killer being added to Dead by Daylight in the upcoming 'Chains of Hate' Chapter DLC.
As always, Behavior released The Deathslinger early on the Player Test
Build for players to try before releasing the character officially with
the DLC, and first impressions matter.
His power, The Redeemer, is a rifle that fires a chain that tethers a
survivor and drags them to The Deathslinger. The survivor can struggle
and break the chain or use the environment to help break the connection.
The power itself is pretty helpful when struggling against looping
survivors, but high-skill players will find ways to easily break the
connection.
His perks are unique, but none that feel particularly powerful in the
long run. Gearhead is great for revealing generators and finding
survivors, but if a survivor does not get skill checks due to RNG it is
useless. Dead Man's Switch punishes survivors who get off of generators
to help a teammate off a hook, but at max level the 45 second timer may
not be enough - especially with a coordinated team. Hex: Retribution is
also a great perk for finding survivors but Hex totems in general need a
rework for them to be viable. If a power can be cleansed in the first
30 seconds of the game it's essentially useless.
D Tier
Trapper - One of the original killers in Dead by Daylight,
the Trapper specializes in placing bear traps around the map that will
trap survivors. The ability is simple but unfortunately survivors can
manually trip the traps as to not step in them and it's frustrating to
constantly keep re-arming the traps. Overall, the Trapper needs a hard
buff to keep him in line with the other top-tier killers. Wraith - The second original killer in the bottom
rung of the leader boards, the Wraith specializes in turning invisible
and sneaking up on survivors. However, the invisibility isn't perfect
and survivors can actually knock the Wraith out of invisibility using
flashlights which are all-too common for survivors to bring into a
match. While there are some pretty good builds for Wraith, they are more
fun than practical for high rank play. Legion - Last on the list is Legion, one of the more
recent killers added to the game. The constant reworks and nerfs to
Legion have made them virtually unusable and more tedious to play than
fun. The concept of a killer being able to vault and slide
across pallets like a survivor is interesting, but since Legion
specializes in the delayed downing of survivors it's more annoying to
play them than its worth. Behavior has made this promising killer into a
joke among the Dead by Daylight community.
Dead by Daylight has made a name for itself as one of the best asymmetrical games out
there, and due to the competitive nature of the game, playing the best
killer is a key part of it. While there are some killers that are more
fun to play than practical, some need some real adjustments. Behavior
really needs to rework several of the current killers (and the one
that's about to be added to the game) to make the game's meta a lot more
interesting for both killers and survivors.