gatsby
gatsby
About
- Username
- gatsby
- Joined
- Visits
- 6,947
- Last Active
Discussions
-
I feel like picking up a slugged teammate should give like 500 bloodpoints and have an event called "helped up." Feels weird that when a Killer decides to slug the Survivors miss out on a bunch of points because they're not hooking4 comments 51 views last activity
-
I've been running Thanataphobia Legion for a while to some success, but I finally just bought Clown for Pop Goes the Weasel. OH MY GOD. It's night and day. The Gen Pressure and synergy you can have with Legion+Discordance+Pop is phenomenal. Now I can scare people off generators and buy time to commit to a chase without automatically losing an important generator. So strong, honestly.51 comments 961 views last activity
-
Clown is good at: Camping/Slugging Ending Solo Chases Denying Exhaustion Perks with his add-ons Clown is bad at: Gen Pressure Mobility Pressuring Multiple Survivors10 comments 461 views last activity
-
On spread out maps with gen speeds the way they are, the only way to rank up is to start the match with a three gen in mind and patrol it the entire game. Usually a couple survivors will spawn in your territory so you can chase them and proxy camp to draw more people into your area so you don't have to leave it unguarded. You literally shouldn't bother with far away generators and give the surv6 comments 121 views last activity
-
It's a buggy mechanic that screws over survivors 90% of the time. Heck there are some generators where you have to go around because the survivor hitboxes are too big to fit two people. I feel like the maps should always be balanced so two people can fit through everywhere or patched so Survivors and Killers can walk through eachother in areas that are only big enough for one person to fit. G1 comments 51 views last activity
-
There are so many bad perks that wouldn't be OP, even if they had all their conditions and downsides removed/changed. Second Wind- Remove the heal teammate requirement. Broken for 30 seconds after unhooked than healed. Solidarity- 100% heal conversion rate. Off the Record- Immune to Aura Reading and makes no injured noise after being unhooked once. Lucky Break- Leaves no blood all game.0 comments 31 views last activity
-
You can hardcore tunnel someone out of the game within the first two gens. And then use that to get a massive advantage in the mid/late game. If you're not running obsession perks and there's no obsession, feel free to redeem your free ticket to tunnel for a easy win.54 comments 1,122 views last activity
-
I think that everyone can agree the hitboxes on chainsaws are a tiny bit larger than the animation shows. Makes the Killers get really ######### hits on survivors, but also makes the Killers get caught on 1mm of a corner of a box and have their power canceled. I think revisiting the hitboxes on chainsaws so its harder to be canceled on map geometry and a bit smaller for hitting survivors would4 comments 91 views last activity
-
Iron Will seriously confuses Killers in chases. Anyone who plays Killer will tell you that they pay just as much attention to sound cues as to what they can see. If you have Iron Will equipped, it is significantly easier to mindgame Killers and escape chases. That's the reason that Iron Will is so strong. But only high rank survivors or ones that have significant experience playing both sides w31 comments 2,801 views last activity
-
Legion, Plague, Meyers, Bubba, Oni and Billy really don't need No ED most of the time. My main Killer is Legion and I used No ED as a crutch perk for awhile. Eventually, once I started getting better at chaining Frenzy and keeping people injured, I realized that I didn't need it anymore and it was burning a hole in my perk builds. No ED definitely has its uses, but there are some Killers that6 comments 51 views last activity
-
Low tier survivors are scared easily and spend half the game trying to avoid the Killer even if they're not in a chase. They also frequently send too many people to get saves and they crowd around in chases so they're all kind of nearby. High tier survivors literally will not get off gens unless the Killer forces them too. When they're not in a chase, they're on a gen or sending exactly one per5 comments 111 views last activity
-
If Behavior seriously wants to stop people from DCing, penalties aren't going to do it. The simplest fix is removing the option to leave a match from the UI so you have to manually force close the game or turn off your router/computer. The fact that they just let you DC right from the menu is probably the biggest reason why its still so common despite everything they've done.6 comments 201 views last activity
-
Deathslinger pretty much ignores the game's core mechanics and doesn't teach players much of anything to improve on or against other Killers. Deathslinger doesn't really do looping. The odds of pallet stunning one are near zero. They just mindgame you until they quickscope through a crack, a window or on a long wall. Honestly, chases with Deathslinger come down to him whiffing shots more than t99 comments 4,624 views last activity
-
It was so beautiful to watch. Too bad it was a No ED clown tho1 comments 11 views last activity
-
As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's tracking towards you are disrupted. Your Aura cannot be read by the Killer within a maximum range of 20 / 22 / 24 metres for each killed or sacrificed Survivor. Your Scratch Marks fade 2 seconds faster for each killed or sacrificed Survivor; Increases your chances of being the29 comments 2,181 views last activity
-
Key - Hatch only opens once and cannot be re-opened after it is closed. Hatch only stays open for 5 seconds if opened with a Key. Moris - All survivors must be hooked once before you can mori anyone. Thoughts? Keeps both these items strong, but makes them much less oppressive than before. And adds counter-play.13 comments 681 views last activity
-
I had a game on crotus penn aslyum where I could not slow down gens. That map is already rough for Killer as is. I was playing Legion and no one would heal until their gen was done. They'd always split up so no more than two of them were ever nearby. They'd wait until the absolute last second for saves. And anytime I got in a chase they'd finish a gen. I didn't learn anything that game. My chas5 comments 81 views last activity
-
Surge is extremely underrated and in some circumstances Surge is even better than Pop. Surge does two important things. Auto Regresses a Gen with -8% progress once you down someone. This means that if your hook is far away from a generator that was being worked on, you don't have to go back. It's already regressing. Massive time saver over the course of the trial. Even more so on smaller map17 comments 261 views last activity
-
I just had a game where the survivors gen rushed and stayed injured... it was all fun and games until I started slugging on the last gen and then they realized that I pretty much had No ED since no one had healed. The last two tried to heal eachother... but I had Nurse's so... Slugged for the 4k before they could open the gates.3 comments 111 views last activity
-
Right now I'm running Nurse's/Thanatophobia/Discordance/Monitor But I'm about to unlock Surge from Demo and want to add it to my build for extra gen pressure (since Legion always downs targets with his basic attacks so it gets a lot of use) What should I swap out?5 comments 71 views last activity
-
2 comments 21 views last activity
-
Your power gauge goes down every time you hit someone with a standard M1 on Legion. I just feel like that's an unnecessary handicap. Feral Frenzy already has a lengthy cooldown and is unable to down people. So why does it have to be hard to charge up too? I think that Leg is the only Killer in the game that's actively discouraged from using basic attacks, which kinda sucks because a lot of perk16 comments 501 views last activity
-
I know its on the 13th but idk when4 comments 41,801 views last activity
-
Inner Strength- Because Totems give lots of bloodpoints. We're Gonna Live Forever- Self explanatory Borrowed Time- Makes sure you always get safe unhooks for WGLF We'll Make It- Just super ultra uber greedy. (because if your teammate gets hit while healing they have BT so its fine and if you get hit the protection hit stacks WGLF, which is fine) Basically your entire game is going totem h0 comments 61 views last activity
-
BRING SPINE CHILL. His terror radius is buggy, a lot of people are running Monitor and he has add-ons that decrease his terror radius. Stay close range. Deathslinger is an 110% Killer so Jungle Gyms and T-Walls haunt his nightmares. Give him shots that are hard to make and if he misses that's your cue to... Make distance. If deathslinger misses a shot having to reload, breaks a hook or you h3 comments 1,901 views last activity
-
When the Killer has a three gen and refuses to chase anyone out of the area, the game just slows down to a snails pace and can last upwards of 20 more minutes. The only way it ends is when the Killer finally commits to a chase that takes him away from the gens or the survivors end up suiciding because they don't want to play anymore0 comments 11 views last activity
-
At red ranks, a lot of Killers don’t really do looping anymore. Freddy, Spirit, Nurse, Huntress, Deathslinger and Doctor are all commonly used and all of them are strong against traditional looping. Exhaustion perks like Dead Hard and Sprint Burst add guaranteed time to every chase, against every Killer so even if a survivor can’t drag out a chase that long, they can waste time. Basically,5 comments 181 views last activity
-
For the People is kinda meme in solo queue. If you’re not in dangerous situation, the insta-heal is overkill. If you are in dangerous situation, you’re likely to take a hit, which deactivates the perk. The only scenario that For the People is good is when a teammate distracts a Killer after they down someone, so you can swoop in and pick up your teammate without taking a hit. But that scenario2 comments 61 views last activity
-
Deathslinger’s terror radius is relatively small and the music doesn’t really give a good sense of how close he is. I’ve noticed in my games that he just kinda pops up. Like it’s very hard to tell if he’s in a chase or left them and came for your gen3 comments 131 views last activity
-
Carefully places well thought out traps around corners crickets Places a trap right in front of a hooked survivor thinking no one will ever fall for it 2 seconds later- ahhhhh1 comments 31 views last activity
-
New Sabo will be meta changing, but not game breaking. Compare new Sabotage to Flashlights. Both are ways to help a teammate to avoid getting hooked that require good timing and an item under most circumstances. The only difference is that a successful sabotage has much more counter play. The Killer can drop the Survivor and they stay slugged, which much better than flashlights. Also, perks lik19 comments 401 views last activity
-
I only got the new map once on PTB and it was so dark I spent half the game fumbling around. Based on experiences of people who have played it more do you think it’s Killer sided or Survivor sided?2 comments 71 views last activity
-
For all the Killers that complain about Decisive, there is a way to hard counter it to the point where you can pick up people with DS completely unbothered. Doctor with Unnerving Presence and add-ons that increase counterclockwise skill checks. Like no one will hit it, even in Red Ranks. I know I can’t4 comments 71 views last activity
-
Better Together is lowkey god-tier in solo queue. Pair it with Prove Thyself and teammates will get drawn to you like a magnet. And even in solo situations the aura reading is basically budget Kindred so you can see if you’re the closest to go for the save or you can commit to the gen. Does wonders for coordination. It also has a side effect of making sure teammates gets healed and don’t tun a19 comments 1,511 views last activity
-
Slugging and camping does nothing for the emblem system. You won't rank up even in the scenario that everyone tries to be altruistic and the game ends in a 4k. So why do Killers play like that?22 comments 351 views last activity
-
There's a challenge in Tome 1 in the 4th section called Dark Senses. It means you have to complete 4 gens with Dark Sense in one match. Any tips? I'm thinking a commodious toolbox, prove thyself and better together. But even then one chase could prevent me from being there when a gen pops and I need to finish 4 of them in one match. Sounds borderline impossible to me and getting it will be la5 comments 201 views last activity
-
I was thinking Tenacity/Unbreakable/Flip Flop/Decisive could be kind of strong because it's one of those builds that screws the Killer if they pick you up and screws them if they don't. Like use Tenacity to get as far away from a hook as possible if you get slugged and Flip Flop to punish the Killer if they somehow find you. You might even get the Killer to the point where they just leave you a3 comments 761 views last activity
-
I don't think that most Killers know how much Survivors can know about where they are. Perks like Alert, Dark Sense, Kindred and Spine Chill don't give Killers any notification that we're watching them. So they don't really have any counter play options. I've had games where everyone has info perks and the Killers struggle to even get chases. No we're not ninjas we know where you are. My favo8 comments 3,051 views last activity
-
As a Killer, you really can't afford to pick up Decisive. The survivor gets TWO chases instead of one and any teammates that were nearby make enough distance that you can't find them. In a game where getting every hook state counts, you can't afford to make a mistake like that. If you really feel like tunneling recently unhooked survivors. Slug them quickly and then chase their rescuer. Don't10 comments 171 views last activity
-
Notifications of the Killer’s positioning that are unaffected by blindness, stealth or oblivious. And no cooldown. On top of a +6% boost on performing actions in clutch scenarios. Spine Chill is one of the only perks in the game that always gets consistent value in every trial. There’s really no reason not to squeeze it into any generalist build on Survivor50 comments 1,321 views last activity
-
The majority of the good Survivor Perks in Dead By Daylight are free. Sprint Burst, Adrenaline, Bond, Prove Thyself, Unbreakable, Kindred, Borrowed Time, Spine Chill, Dead Hard and Self Care are all relatively meta and most of the High Rank players use them even if they have access to all Survivors. Basically as long as you pay the money for the base game. You're totally fine for Survivor and c6 comments 91 views last activity
-
What would happen if there was an invisibility survivor perk? Now You See Me When your mind is clear, no one can catch you While crouching still for 1 second. You become invisible and undetectable for 5 seconds. While Now You See Me is activated, moving will instantly cancel the perk duration. Causes the Exhausted Status Effect for 40/50/60 seconds when canceled or the timer15 comments 491 views last activity
-
Ghost Face really shouldn't be able to "hide" when you can clearly see him and know where he is. I think his power should work like it does on survivors. Where is builds up the more people look at him while its active, so he can't hide behind a trashcan with a wonky hitbox that doesn't reflect what you see and abuse the fact that his expose meter doesn't reset but the reveal meter does.2 comments 101 views last activity
-
Evil has a way of always finding you. After you take 3 Healthy to Injured Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than several metres from the Killer. Mettle of Man20 comments 151 views last activity
-
Whenever, I get unhooked and I’m running Decisive. I hop in a locker ASAP since I’m running Inner Strength. Eat the DS or give me a free heal. Your choice. Either way I’m being most efficient with my time by doing that (I usually don’t run Decisive. So trust me I don’t do it that often)1 comments 31 views last activity
-
I think generator speeds at the start of the game should be increased to 90 seconds. However, anytime a survivor is hooked, downed or dead. Generator speeds should decrease to 70 seconds. I think my solution fixes both problems with generators. They go too fast early game when the Killer hasn’t won a chase yet. But the pace can really slow down once the Killer gets momentum. So the Killer get4 comments 71 views last activity
-
I had a tome challenge to hit six this is not happening skill checks and it was amazing for my gameplay. I used Resilience, Dead Hard, This is Not Happening and Spine Chill. Also, had a med-kit to 99 my heal. Very above average build that worked well. Anyway. Playing that was like a great skill check bootcamp and when I went back to my normal builds I noticed I was reliably hitting great Gen3 comments 511 views last activity
-
For me the Killers that make me want to get out of the game as soon as possible are: Clown. The slow makes looping him a chore and the blur effect is nauseating. Plus they always have No ED I swear to god. Doctor. Looping him is also a chore and stealth don’t really work on him either. Also, the fact he passively messes with skill checks and his madness wastes your time just means the game al82 comments 1,752 views last activity
-
Because everyone wants someone else to run it, but doesn't run it themselves. When a Killer starts slugging, people are always like I hope somebody's got unbreakable. But it's really not that common of a perk to use. The main reason is that it's not exactly one of the "fun" perks and you can't force value from it like you can from DS by jumping in lockers. So it's really good in some specific7 comments 131 views last activity
-
Dead Hard pretty much prevents you from being slugged right after an un-safe hook, when you use it right. And if the Killer has to chose who to chase 9/10 times they'll pick the person who hasn't been hooked than tunnel the person who has been. Decisive is usually only necessary when the Killer is proxy camping because the unhook is injured and easy to slug, but a well timed Dead Hard prevent8 comments 111 views last activity