gatsby
gatsby
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Rework the useless add-ons like Stab Wound Study Scratch marks are seen with Feral Frenzy Slightly increase the base duration and cooldown of Feral Frenzy so Legion isn't so add-on dependent to feel fluid with their Ability (Duration from 10 seconds to 12 seconds. Cooldown from 4 seconds to 3.5 seconds) That's it. Hope it's not too crazy2 comments 31 views last activity
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I'm extremely good at using my perks to avoid the Killer so I'm awesome at getting saves and doing gens. But I can't loop for crap. In high rank games, this rarely matters because there are usually plenty of people who can take the agro plus gens go fast, so the fact I avoid the Killer at all costs doesn't matter. However, when I get teammates in worse ranks because of the incredibly balanced m18 comments 3,231 views last activity
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If you're going against a Trapper, Hag or Freddy always walk out the same way the person who unhooked you walked in, because you know that path doesn't have any traps. You'd think Rank 4 teammates would do this but nope. I unhooked multiple people who just ran off and stepped right into traps. So I think it's a tip that the majority of the playerbase could use.1 comments 31 views last activity
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I run Open Handed+Kindred in Red Rank games so I get +50% more range around the Hooks. And all that combo has done is make me realize that most Killers don't leave the area around the hook. Even Rank 1 Killers do it. They might kick gens or break pallets nearby, but they rarely actually leave. We're at the point where Killers have an easier time slowing down the game by preventing saves than42 comments 1,172 views last activity
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Dead Hard, Sprint Burst and Head On (with Quick and Quiet) will give you an advantage in a chase. When you correctly use these perks, your chases should last longer, they're almost like having an extra life. Their big downfall is that the Killer will generally keep chasing because these don't provide a big enough disincentive for them to leave you. Lithe and Balanced Landing are extremely stron6 comments 71 views last activity
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Make Decisive an Exhaustion Perk to tone it down a little. You can't use it when you're exhausted, so if you get unhooked, use an exhaustion perk and the Killer wins that chase. They know you can't DS them. Plus a successful Decisive makes you exhausted for 40 seconds. So if you get chased after using DS, you can't use your exhaustion perks. Adds a layer of counterplay that didn't exist be10 comments 141 views last activity
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Oh well. Good thing I didn't like him much anyway. Cursed Image2 comments 41 views last activity
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Just die on hook. What's the point? You're now on death hook and your teammates are incompetent so it's already pretty much over anyway. It's especially awful when you go down after a 2 minute chase and they leave you. And there still aren't any gens done12 comments 351 views last activity
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If a teammate is getting tunneled and/or camped, don’t try to body block or draw attention to help them use their distraction to rush the gens. Once the Killer starts to see the gens popping, they’ll have to rethink their strategy. It works 90% of the time for me. If I’m getting face or proxy camped with Kindred (so my teammates don’t attempt to save since they can see), the Killer usually lea0 comments 21 views last activity
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The Killer can’t just tunnel the Object out of the game since everyone is the Object. They just have to deal with it. It’s like a perma-BBQ except it’s impossible to use the info to surprise survivors13 comments 191 views last activity
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I've been running into really buggy games for the past week, but this one took the cake. I had an out of body experience with the perspective of the Killer mid-game. I literally had to try 3-4 times to do somethings before the severs actually acknowledged it. Plus I got an error message at the end of the game and my game flat out crashed. It's not just me, when I have these issues others acknow2 comments 41 views last activity
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Made a list of the DLC survivors with the most solid Perk load-out from each year. If you bought each of them, you'd be able to make some very strong survivor lineups. 2016- Laurie. 2017- Bill. 2018- Jeff 2019- Nancy 2020- Not Zarina2 comments 42 views last activity
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Why isn’t this combo more common? It effectively makes it so you’re alerted to every survivor’s location after each hook (unless they’re already nearby, but Infectious Fright could tell you that if you wanted)6 comments 491 views last activity
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The Devs have to balance the Gens so that they’re reasonable at all ranks, which means that they have to be solo-able in a decent amount of time. In high ranks, survivors naturally optimize Gens. They’re glued to them unless they’re in a chase and they only send one person for a save. Which can mean they fly by fast, however, high rank Killers tend to have the access to the anti-gen builds beca18 comments 421 views last activity
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Vigil Halves the duration of all negative status effects. And cleanses all permanent status effects in 60 seconds (sloppy mangled, third seal blind, status from add ons etc)9 comments 141 views last activity
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I’m not gonna have any issues completing the Rift and I’m on track to finish sometime next week. Just wondering if the skins are exclusive or never coming back. Are they limited or like events where they’re available later at some point?3 comments 111 views last activity
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I’m pretty bad against good loopers when I play Legion. Sometimes it can take me awhile to end a chase. But from what I’ve heard and seen of Freddy he can shut down loops extremely quickly with almost no counterplay. Should I start learning him instead just so I can get downs faster?7 comments 61 views last activity
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Whenever, I go against Doctor. I keep my distance so it takes him awhile to catch up and then proceed to waste pallets because you can’t really greed them or pallet stun doctor (if he’s good with shocks). And vaults are often a waste since you can’t mind game them either. Every chase I’ve won against Doctor has either been with an exhaustion perk or because I’ve run into someone else who’s tak11 comments 1,121 views last activity
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Is the team wide-passive buff to aura reading only active when the survivor that has the perk is still in the match? Earlier I had a game where I got forced out because I was on death hook, but my teammates had Kindred. So did they lose 8m of Kindred aura the second I escaped?1 comments 21 views last activity
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The game shouldn't be balanced around Decisive anymore. The core hook mechanics should change to naturally be anti-tunnel. My suggestion is that survivors re-hooked within a minute of being unhooked don't advance in sacrifice progress. So if someone was first hook and got tunneled, they'd still be first hook progress-wise if they got re-hooked within a minute35 comments 502 views last activity
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Kindred's rework made Open Handed much more viable. And now with the upcoming survivor item add-on rework Ace in the Hole's ability to let you keep your add-ons makes the perk a lot more worth while. If the current trend continues, luck will get a rework that makes Up the Ante more usable who knows0 comments 71 views last activity
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This is my go-to build in red ranks. No Decisive, no exhaustion perks, no unbreakable, no items. I play a more passive, team oriented style and that wins me games. You'll never see a streamer running something like this. But that doesn't mean it's not an option. You don't need flashlight saves, 360s, dead-hards or to even be a fantastic looper. You ju2 comments 91 views last activity
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All of Zarina's perks are pretty bad. For the People has too many drawbacks. 90 seconds of No Mither is rough. And picking up a downed teammate is tough because if they get left slugged they'll be safe enough to save without the perk. And if you want to pick someone up right after they go down... you'll likely take a hit which you can't afford to do. The only way For the People could be dece32 comments 3,341 views last activity
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Inner Strength (Self Heal plus Totem hunting stops No Ed and other hexes) Kindred (Ensures I get saved safely and lets me know when to go for saves) Open Handed (Gives me +50% more info on the killer and boosts teammates using Kindred or Bond) Prove Thyself (Gives me more bloodpoints and lets the team slam gens faster) The reason it works so well in solo queue is that every perk b5 comments 371 views last activity
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Doctor with Unnerving Presence, Overcharge, Distressing and Huntress Lullaby. I'm not a skill check master so this really messes me up. Especially since Doctor's madness throws in reverse skill checks and skill checks on random parts of the screen. Idk if it's a super good build but no one has any fun. Especially when the killer uses a Lerys offering.0 comments 21 views last activity
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Both of these perks are either completely game-breaking or eat up a perk slot all game without being used. Some Killers naturally respect Decisive so even in games where they tunnel they just leave you on the floor. Some Killers don't slug at all and bring people straight to hooks so Unbreakable never gets a chance. Being slugged and tunneled are the two worst things to play against as a surv0 comments 51 views last activity
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Aura reading perk that reveals all gens for the entire game. (like the killer passive) Still bad for experienced players but it at least has a use in teaching newer players where gens spawn.1 comments 21 views last activity
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Combining Open Handed with Kindred increases its range by 50% and circumference by 100%. Which hard counters BBQ and Proxy camping because you get a ton more information on the Killer's pathing. You can predict where a Killer is headed instead of just knowing if they're close to the hook and you can tell if they actually leave or they're just kicking gens/pallets. Not to mention that Open Hande0 comments 31 views last activity
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Run Like the Wind- Your speed after being hit is extended by 1/2/3 seconds Just seems like a really straightforward idea for a useful perk. Shocked no one on the Dev team has thought of it16 comments 211 views last activity
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I had to use Alert, Urban Evasion, Spine Chill and Inner Strength. Plus my ultra rare key had a blood amber (white ward too im not crazy). I completely avoided the killer the entire game and did gens exclusively without ever helping a teammate. Found the hatch but no one else got out. Playing exclusively around a key escape isn't healthy gameplay, but you have to do it because Keys are so rar1 comments 71 views last activity
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The practice of slugging the third person and waiting out the bleed out timer to try to ensure there's no hatch escape is completely killer sided and lacks counterplay. The game won't end normally with two survivors left and all the options for the last survivor only appear after the third one is dead. I think that doubling or tripling the bleed out timer when there are only two survivors lef121 comments 4,732 views last activity
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Prove Thyself is an extremely consistent perk. It gets value every single game I play and can honestly be a deciding factor in popping gens before getting interrupted. With the upcoming toolbox nerfs, I really can't see myself taking it off any time soon. Prove Thyself just works and running it always pays off for me3 comments 51 views last activity
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Laurie- killer always slugs David- killer always waits an awkwardly long amount of time to swing Steve- everyone in the game knows who got hooked because his scream sounds like a car alarm Claudette- the killer gives up extremely quickly after he loses you Ace- killer complains about sound bugs in end game chat Bill- always insta-hooked Jane- moans from halfway across the map Anymore y11 comments 1,192 views last activity
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I feel like the only way Streetwise will be useful is by being buffed from 25% to 33%. Because the 16 charge med kits will translate to two full heals. So it’d be useful to combo with Pharmacy. Saving charges on Med-Kits isn’t helpful if you still can’t get a full heal. And toolboxes are having their charges heavily nerfed. So I think Streetwise needs this change1 comments 51 views last activity
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Shouldn't ever happen. You either die before the pallet goes down or the stun cancels the swing. No exceptions16 comments 421 views last activity
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Bleed out timer reduced to one minute. Survivors can pick themselves up normally without perks. Unbreakable buffed to 50% recovery time to compensate for being less special. Slugging games are no fun for anyone and usually no one pips60 comments 1,431 views last activity
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All three of Steve's perks are bad to mediocre, but they could easily be great. Babysitter- Instantly heals an unhooked Survivor but puts Steve in the exposed status for 20 seconds. Camaraderie- Pauses the hook timers of teammates when within 16m for 34 seconds. Second Wind- When unhooked you auto-heal in 30 seconds, but suffer the broken status effect. The requirement to activate it is c20 comments 301 views last activity
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I main Steve right now, but I also like Nancy (love stranger things). Which one of them has quieter grunts when injured? (I know Steve sounds like a fire alarm when he screams)11 comments 3,851 views last activity
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I know survivors like David and Jeff are bigger. And survivors like Meg and Nancy are smaller. Does that actually effect their hitboxes or is it just the visual we see in game?8 comments 411 views last activity
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No ED doesn't have that much counter-play because of the random nature of the totem spawns. There might be 20+ possible totem spawns on the map, some are easy, some are hard, some are common, others more rare. Nancy was my first survivor I leveled up and I've always run Inner Strength. Trust me I'm a good totem hunter, but in my almost 200 hours played I don't even think I've seen all the totem92 comments 2,141 views last activity
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Open Handed, Kindred, Better Together and Prove Thyself. You get tons of mileage out of Prove Thyself and your gens never get interrupted by teammates because of Better Together. Plus your entire team knows if the Killer is proxy camping thanks to Kindred and the safe windows of time to save. Open Handed just makes everything more useful. Very strong for solo queue.0 comments 61 views last activity
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At first I thought it was a meme build, but killers usually fall for it. Quick and Quiet usually confuses them long enough that Head On has time to activate as long as you lose LOS. Having that reliable stun to mix in chases really adds time to how long it takes to get downed. Especially, if you sneak in an area with a decent amount of lockers so they have to search a couple. Balanced is map1 comments 511 views last activity
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Decisive wouldn't be strong if Killers didn't have such BM tendencies. The game is designed for Killers to bounce around different survivors and end up hooking everyone a couple times. Map pressure is the overall key to successful 4ks not proxy camping at hook, play the game the way its supposed to be played stop making survivors have to force you to17 comments 431 views last activity
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Dead By Daylight is all about farming stats to rank up. Whenever I load in a game I have a mental checklist of the things I need to do to rank up. Get 2-3 safe unhooks Cleanse any totem spotted Contribute to popping 2-3 gens Heal literally anyone that comes near me Have all my chases last at least 30 seconds minimum and get a pallet stun in each one And that's Dead By Daylight. Focus o11 comments 201 views last activity
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At Endgame killers are significantly more likely to camp. The Benevolent emblem penalizes unsafe hook rescues and late game unhooks are usually messy. No Ed exists. Unless everyone else is full health to take hits, you know the killer doesn't have no ed and someone has borrowed time to guarantee safe unhooks, there's no reason to go for late game saves.4 comments 51 views last activity
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Get in chases with every survivor early on so you can gauge which ones are red ranks and which are actually near your rank (im rank 11). The matchmaker consistently throws in random red rank survivors to try and screw you, so you have to figure out who they are and avoid them because they take twice as long to down and usually have decisive. The caveat is that sometimes literally all the surv0 comments 31 views last activity
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Spine Chill does two really strong things. It gives you a clutch 6% boost when you need it. Seems small but it can have a massive impact on last second gen finishes or heals that would've been interrupted and it can make risky vaults more reliable. This is the major one. It lets you know when the killer is nearby, but doesn't know where you are or isn't focusing you. Without Spine Chill yo30 comments 251 views last activity
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I did a vault off one of the high platforms in yamaoka estate and didn't get balanced landing. Like I clearly fell, but it didn't give it to me. Does balanced landing really not work from vaults off raised buildings? or is it a bug?4 comments 21 views last activity
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I know I'm slightly over-exaggerating not EVERY killer has it. But the vast majority do. Even like rank 16 killers have it sometimes. Bubba is a DLC killer that you have to pay money for AND you have to get him to level 35 just to have the perk. Plus, you have to the respective killer you're playing leveled to get it. Are killers just more dedicated and willing to spend money than survivors?25 comments 721 views last activity
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My favorite survivor is Steve and recently I've had to switch from the Scoops Ahoy hat, because I'm pretty sure it makes me easier to track for killers. Hard to be stealthy with urban evasion when you've got a bright white hat on. The sunglasses are still pretty cool though and they don't give me away so the memes live on5 comments 91 views last activity