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gatsby

gatsby

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gatsby
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  • 23 comments 231 views last activity
  • So every time you get unhooked you're broken (and maybe exhausted) for 30 seconds and then get an automatic heal. Seems strong, but not unbalanced. It would reward players that have a more risky playstyle and be competitor to Inner Strength and Self-Care.
    2 comments 21 views last activity
  • In normal gameplay, the vast majority of Killers won't tunnel and will switch targets to some extent. When a Killer does start to tunnel, it's usually because the game is going rough and they're getting desperate. That's what Decisive really punishes. In endgame or on the last couple generators, a Killer is more likely to pick up DS. And it feels awful... like a spit in your face because sometim
    0 comments 31 views last activity
  • I just hit Rank 1 for the first time ever on Killer. I was rank 2 for awhile and started to get desperate and brought moris, map offerings, used new perks and iridescent add-ons. It didn't work at all. I lost games badly. So I cooled down, played some games on Survivor. And came back to Killer with my standard perk lineup and used normal vanilla add-ons. I didn't do anything special. I just p
    26 comments 661 views last activity
  • If you have two flexible perk slots and wanna try out some new builds, these combos are very strong to try out. Open Handed + Kindred Quick and Quiet + Head On Lithe + Dance With Me Borrowed Time + We're Gonna Live Forever Monitor and Abuse + Nurse's Calling Spirit Fury + Enduring Pop Goes the Weasel + Discordance Hex: Ruin + Surveillance
    0 comments 21 views last activity
  • Using Nemesis/Enduring/Spirit Fury to literally just eat every pallet on the map and win chases because the Survivors get easily mindgamed because of the oblivious and they run out of resources halfway through the trial. I don't have Nemesis so idk if it works, but it sounds very interesting. The last perk should probably be Pop for gen control or Brutal Strength just to go super overkill. Do y
    0 comments 41 views last activity
  • Right now AMN is a bit of a wild card perk that's sometimes decent and other times not so much. The biggest issue is that its dependent on the Killer's playstyle and there are some important pallets (like shack pallet) that almost always get broken so you don't have a chance to save them. I think it would be cool if the perk worked sort-of like dream pallets and allowed Yui to rebuild a broken
    56 comments 1,221 views last activity
  • They're all M1 gamers used to relying on Thanatophobia and only having to land one hit. A lot of plagues aren't even good with her real power since they've never really had to use it before. And with the recent changes plague can have a decent stock of fountains even if no one cleanses so why not? It's a free heal
    1 comments 51 views last activity
  • I'm trying to use breakout, but sometimes I get the angle for hook blocking wrong. Any tips to make sure the Killer can't hook a teammate and has to hit you?
    13 comments 311 views last activity
  • Decisive Strike should not activate it the Survivor is picked up in the Exit Gate or from a Locker. Those two features are what make it overpowered. If it was just 60 seconds of the Killer having to pick you up normally, I think Decisive would be completely balanced.
    60 comments 571 views last activity
  • Legion's entire kit is designed around being a hit and run Killer. In normal gameplay, Survivors will stay injured for long amounts of time and only heal when it starts to get a little desperate because they know how easy it is to get hit with Frenzy. Basically, you invest in hits early game and are rewarded with quick chases later on. Thanatophobia all the sudden creates an incentive to heal,
    7 comments 491 views last activity
  • Buff the self mending from 100 to 500 Survival BP. All the sudden people will go from “ugh its a deathslinger” to “heck yeah free farm”
    6 comments 91 views last activity
  • Pallet Stuns cancel the majority of Killers powers. So why is Oni exempt? Plague collects her power and it has a long timer like Oni and she gets stunned out of it. Legion has higher mobility and a way to deal with pallets in their power. And they get stunned out of it. I just don’t get it. Oni has super high mobility and can quickly break pallets, so landing stuns on him is difficult anyway
    17 comments 371 views last activity
  • Previously, whenever you canceled Feral Frenzy, the Survivor you were chasing would effectively have 4 seconds of Dance With Me. It was very disorienting to have the fatigue animation looking at the ground and then have to resume a chase with no scratches. Survivors with Iron Will were especially slippery. Legion's biggest weakness has always been securing downs because they're just an M1 Kille
    7 comments 331 views last activity
  • I literally just had a game against Freddy where I was exhausted on the floor with Dead Hard 4 TIMES in a row. He didn't even know I had the perk because I never even got to use it. Dead Hard is really strong... when it works. So why doesn't it work? Even if it's like Killer favored server lag or something. Refund my exhaustion so I know that don't just leave me staring at my broken a** perk.
    2 comments 361 views last activity
  • SWFs are strong in mid tiers. But nowhere near the extent they are at red ranks. A red rank SWF will completely destroy you on the right map because its extremely hard to have map pressure when everyone is a good looper and knows where the Killer is at all times (because they're in chat). You literally cannot keep them off generators and they'll never three gen. The most annoying thing is that
    31 comments 331 views last activity
  • There's been a trend for a while of focusing too heavily on specific perks and killer mechanics instead of the game as a whole. This mid-chapter has finally addressed that, now we're getting a chunk of the Devs time looking toward overall balance instead of focusing on one little thing. Perfect. I love it. We don't always need a Killer rework every patch. We need the Devs to focus their time on
    2 comments 41 views last activity
  • Survivors cannot mend while Feral Frenzy is active (includes the 4 second cooldown animation) This change rewards Legion for chaining hits and gives them a strong slowdown for map pressure. Of course you can still run to stop the bleed-out timer. But healing becomes impossible and doing a generator becomes very risky because you don't know when Feral Frenzy will end. Seems kind of fitting.
    0 comments 21 views last activity
  • Step 1. Drop pallets early . He's an 110% Killer and he can't confirm kills with his power through pallets. He's got way more mind game potential with the pallet up than down so you're safer just slamming space bar. You can stall him out for ages if he doesn't break them. And once he does break them... Step 2. Make Distance. Lithe and Sprint Burst are best against Slinger. Any time you can ge
    0 comments 21 views last activity
  • For Survivor, I need Inner Strength/Iron Will/Exhaustion Perk (Lithe is usually the best for me). For Killer, I need Pop Goes the Weasel/Discordance.
    23 comments 211 views last activity
  • Legion would be really interesting if their power increased with each Frenzy hit. Each hit reset and increased the timer by 5 seconds. 20 seconds to get the first hit. 25 seconds to get the second hit. 30 seconds for the third hit. 35 seconds for the fourth hit. Each hit increased the mending timer by 2 seconds. First hit 12 seconds, second hit 14 seconds, third hit 16 seconds, fourth hit 20
    12 comments 312 views last activity
  • If I see a David slow vaulting a window out the corner of my eye and he uses Dead Hard when I chase him, I'm picking him up and putting him right back on the hook. No one who has DS would play like that. If Survivor hops in a locker or stops running and teabags, I'm slugging them because they're playing cocky like they have DS or a flashlight save setup. Put on your best poker face and it'll
    0 comments 41 views last activity
  • Mobility Free Hits One Shots Every single Killer has one of these or multiple as their power. The concept of "free hits" is a little loose. Like Huntress/Deathslinger get free hits on vaults. Ghost Face gets free hits because of his lack of Terror Radius. Plague gets free hits because she passively injures people. Hag gets free hits when people activate traps etc.
    8 comments 191 views last activity
  • Being near the hook takes away from malicious points, which is Leg's best category by far so they barely even notice the penalty. If you use Frenzy on the rescue, you get a free hit on the rescuer, activate BT if the unhook had it and get two quick hits which make up malicious points you might've lost. Now the unhook and the rescuer are both possible targets to chase (both injured and no BT)
    23 comments 331 views last activity
  • As a farming perk, Prove Thyself is useful in game and increases the odds of the team escaping unlike WGLF, which does nothing functional to help you during the trial (so you're more likely to get the 5k survival points). Prove Thyself is also pretty much a guaranteed 8k objective bloodpoints even in games that go south pretty quickly. WGLF might have more potential, but Prove Thyself will get y
    12 comments 741 views last activity
  • To rank up as Killer, you have to be good. No exceptions. You'll face red ranks from Rank 16 on and you are the sole factor in your performance. There's no one to hold you hand. Survivors will never go easy on you. On Killer, you sink or swim. To rank up as Survivor, you and your three teammates have to be strong combined, but not necessarily individually. Your performance at the end of the mat
    27 comments 361 views last activity
  • Change the perk so that you don't have to stay within the 16m just enter the range to activate the perk to pause the hook for 34 seconds once each time you're hooked. So if teammates try to save and end up getting chased because the Killer is camping you have a lot more time to work with to coordinate the save.
    11 comments 91 views last activity
  • As a red rank ghost face player, I've kind of noticed that night shroud is better for sneaking up on people and confusing them in chases. You might get one or two exposes the entire game before they know who they're playing against, but otherwise it seems to me that getting the free hit with shroud sneaks is better than risking getting revealed and wasting time. Especially since Red Ranks won't
    4 comments 71 views last activity
  • Drop Leg Knife Sheath + Leather Knife Sheath You crouch faster than your normal movement speed. Being able to chase Survivors and get hits while crouching made me laugh the entire game. It was totally meme and I loved it
    21 comments 751 views last activity
  • Change Decisive to remain active until another Survivor is hooked. All the sudden the guesswork and grabbing exploits are fixed. The Killer doesn't have to guess when Decisive is over and it doesn't kill a strong Killer's momentum. It also discourages unsafe unhooks, farming and trading, which are all Survivor play styles that need to be punished. Decisive will protect you from being tunneled
    20 comments 201 views last activity
  • If I have another chase and another hook, but the next person I go for still has DS for some reason. I just tunnel them out of the game and don't let them leave. I will never reward someone for using DS. If I get stunned, they're dead.
    54 comments 781 views last activity
  • I have a lot of Legion playtime and I've thought a lot about what they need to be a stronger Killer. Frenzy Buff - pressing M2 in the last 2 seconds of Frenzy will cause a lunge with a hit that can down from the Injured state and immediately cause the 4 second fatigue regardless of if it hits. The goal of this change is to make Legion more of a threat in Frenzy so Survivors don't mend or do ge
    0 comments 31 views last activity
  • If a Killer catches you near an almost completed generator, they're totally gonna expect you to go back there once you get unhooked. Don't feel so dedicated to specific generators (especially when the Killer has Pop) because it actually makes the Killer's job way easier. If you don't wanna get slugged/chased again within the first minute, don't return to the scene of the crime.
    3 comments 81 views last activity
  • Survivor- *tries to mind game a pallet loop with Iron Will and crouching* Killer- *presses M2 with crouch speed add-ons* Survivor- NANI?!?!?! *panics and messes up the loop*
    2 comments 51 views last activity
  • Recently, I've been noticing a bug where you kick a generator as Killer, it plays the animation and the generator doesn't regress. Even if I'm using pop, the pop doesn't get used. The fix I've been using is kicking it twice and it works the second time... but that wastes my time and kind of annoys me in close games where every second counts.
    Mod
    6 comments 71 views last activity
  • There are only three Killers in the game that you can't identify without being nearby them or seeing them. These three really throw me off because literally everyone else you can usually determine within the first minute or two even if you're on the other side of the map doing a gen. They're Huntress, Hag and Spirit btw. Deep Wound (without gunshot)=Legion Recognizable Map Wide Noise Giveawa
    7 comments 71 views last activity
  • Rank 1 players simply take over purple/green games when they're matched in them. I honestly think that hitting Rank 1 should lock your matchmaking to Red Rank only games, sure their queue times might suck but at least they're not ruining games for everyone else.
    23 comments 421 views last activity
  • Reverse Bear Trapped Survivors are unable to interact with generators until the trap is removed.
    11 comments 131 views last activity
  • It's really satisfying to watch red rank survivors reflexively try to vault their super overpowered loops only to realize that they've been outplayed. After which, they become paranoid, run from gens early and drop pallets like there's no tomorrow. Really changes the game when lots of center buildings go from being the safest tiles in the game to death traps. Also, really fun to force Survivors
    5 comments 141 views last activity
  • What if Open Handed was reworked to share Aura visions with others within 20m of you? If you're running an Aura perk, nearby survivors also get the benefit. And if your teammates are running an Aura perk, you get to see the vision as well. Makes a really cool Wild Card slot of a perk. Very thematic with Ace. One of the great things about the new version of the perk is that it can have value
    5 comments 41 views last activity
  • If I bamboozle shack with no pallet and you get chainsawed, I earned that kill just as much as a Huntress who predicted a shot. You got punished for being dumb so you earned that down. Deal with it
    8 comments 211 views last activity
  • Running an exhaustion perk pretty much guarantees you'll last longer in a trial and decreases your odds of being chased. Here's the scenario: The match starts and three people instantly hop on the first generator. The Killer interrupts because they have Discordance or got lucky. One person Sprint Bursts away. One person vaults and Lithes away. The Killer chases the one that doesn't have an exha
    2 comments 51 views last activity
  • Corrupt Intervention The same Zarina with Self-Care cleansing two totems in front of me when I have Inner Strength A P3 Rank 1 Deathslinger I was out of that game within the first two minutes. (obviously most of yall have never played against a Rank 1 Deathslinger so this discussion is kinda pointless. gg go next I guess)
    18 comments 171 views last activity
  • As a Rank 4-5 Killer, I get lobbies fast enough that I can be picky with the Survivors that I play against. Survivors with similar names, lots of flashlights or too many with bloody outfits means I'm just gonna cancel and re-queue. Doesn't work perfectly, but it usually limits the amount of SWFs/Rank 1s that I play against
    11 comments 131 views last activity
  • I'm a Rank 5 Legion main. Some games on Legion are actually a nightmare because you'll get aggressive red ranks who have dead hard and are good at 360s. Those kinds of Survivors just waste your time and try to get you away from their teammates so you get gen rushed. However, other games feel like a walk in the park and I'll get Survivors that are easily mind-gamed and go down quickly. But they'
    14 comments 291 views last activity
  • If the perk doubled aura reading ranges? But maybe didn't stack anymore. 32m killer range Kindred. 72m range Bond. 64m range Better Together. 40m range Windows. Now that could be very strong. Keep in mind that Open Handed is essentially a perk add-on so using Open Handed takes up two perk slots just for Aura reading, which already has a decent amount of counters. I just feel like you should rea
    22 comments 1,191 views last activity
  • Killers break safe pallets and leave unsafe pallets the majority of the time. Unsafe pallets are honestly better as vaults when they're down than when they're up since they're super easy to mindgame. So why use this perk at all?
    4 comments 121 views last activity
  • Always make a habit of checking both gates for totem spawns, they're the absolute worst spots to have a No ED. Only you can prevent endgame 4ks from really bad killers getting lucky
    1 comments 53 views last activity
  • In Red ranks, I always run Iron Will, Inner Strength and an Exhaustion Perk (usually Lithe). The fourth perk slot has always been up in the air and I've tried lots of different options. My weakest point as a Survivor has always been my chase, so the majority of my perk slots are designed to be "crutch perks" to help me last longer in looping. Recently, I unlocked Kate and started trying out her
    0 comments 31 views last activity
  • Monitor and Abuse No ED Just other random perks you find in your bloodwebs. Bam done.
    8 comments 1,231 views last activity
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