Avatar

gatsby

gatsby

About

Username
gatsby
Joined
Visits
6,947
Last Active

Discussions

  • Just the final Tier 70 ones
    5 comments 81 views last activity
  • I never see anyone use the new level 70 Rift Charms. I wish they were as standout and eye catching as they used to be. The cool glowy charms from Rifts 1,2 and 3 were awesome. Nectar Vial (orange glow), Lunar Lantern (white glow) and Vaporous Hexahedron (blue glow). But the charms from Rifts 4, 5 and 6 have been pretty forgettable. Tiki Death Cup (barely glows), Dendrite Cluster (no glow) and
    2 comments 71 views last activity
  • Seriously, just change the description of Second Wind so it activates upon healing a Survivor one health state OR getting a safe unhook. It will totally change the viability of the perk
    4 comments 91 views last activity
  • Instead of giving the ability to fully recover during a Hex. Soul Guard should give the ability to fully recover when another Survivor is within 12m. So a teammate would just have to loop nearby instead of actually picking the slug up by themselves. It would be a great anti-slugging perk.
    5 comments 161 views last activity
  • Frosty Eyes Less than 2 hooks before the gens pop Runs into walls and loses Survivors that aren't running Iron Will as Spirit
    124 comments 1,472 views last activity
  • Over the past few weeks, the "save game error" has been happening to me more and more frequently. Now its at the point where its happening virtually every game for me. It is super frustrating to win a game, get cheated out of my bloodpoints/shards and derank because of this thing. PLZ LOOK INTO THIS. If it doesn't get fixed, I may simply have to quit the game because my account can't progress a
    1 comments 21 views last activity
  • Interrupt a 70%+ generator after you first hook and make sure it regresses to zero. If you can get Ruin to destroy an almost finished generator one time before it's cleansed, the Survivors essentially lost all their early game advantage and have to do the equivalent of six generators.
    7 comments 161 views last activity
  • I think a lot of people have this idea that Spine Chill is a baby Survivor perk that encourages people to hide in corners because they're too afraid to look around them to see where the Killer is. But its actually an extremely greedy perk that allows Survivors to leave at the last possible second, get clutch vaults and finish heals/gens/totems in the Killer's face. If you use Spine Chill well,
    10 comments 121 views last activity
  • No Way Out was such a missed opportunity to replace BBQ. It gains stacks the same way as BBQ with gains on each unique hook, but it doesn’t have the bloodpoint bonuses. If there were perks with different effects that gained bloodpoint bonus stacks like BBQ, that would help spice up the Killer meta so much.
    5 comments 101 views last activity
  • He lives and dies by broken reveal mechanics. Either you're staring right at him and still get exposed. OR you can reveal him through a crack in the wall across the map that Deathslinger couldn't even shoot through. Honestly, just make his stealth easier to break and decrease the cooldown for his stealth by half or more (without add-ons). So when he gets broken out its not such a big deal eithe
    5 comments 222 views last activity
  • The last few updates have all had very clear, upfront and quick feedback from the community. And every single time it has taken the Devs so long to finally admit there are issues and buckle up to actually address them. The MMR disaster The Blight Bugs, Botched Camera and Overpowered Add-On The Twins and Elodie's ridiculous set of bugs (probably the worst new content in the game's history at
    23 comments 621 views last activity
  • Makes Tier 1 Myers look like a nascar driver. https://youtu.be/lBE9OcMcPug
    7 comments 311 views last activity
  • If it activated on every hook with a 45 second cooldown, it probably still would struggle against the meta anti-generator perks.
    10 comments 201 views last activity
  • Like does it include Demo shreds, Blight rushes and Oni slams?
    13 comments 271 views last activity
  • Hey everyone. I'm Gatsby and I play at Rank 1 on Survivor. I decided to test the new MMR by keeping track of my first five games on the new matchmaking. Game 1 - Four Escaped. Mother's Dwelling. Killer and one of the Survivors were drastically lower skill. Game 2 - Three Escaped. Dead Dawg Saloon. All Red Ranks aside from one Survivor, who was killed.
    8 comments 471 views last activity
  • https://clips.twitch.tv/UnsightlySucculentStarDeIlluminati-wmg4XOn9JjD9YddY Probably the best summary of what its like
    6 comments 111 views last activity
  • This is from the mindset of a Rank 1 Killer and Survivor player about which Killers will do the best against a coordinated SWF in Voice Chat. S and A will be competitive with high win potential. B will be inconsistent. C and D will almost never win.
    57 comments 902 views last activity
  • Winning a chase means that you're distracting the Killer for a long enough amount of time that your down wasn't worth it. If the Killer leaves you, it's not a good thing unless you already have 1-2 hook states. If a Killer won't chase you at all, it probably means they're tunneling out your teammates or have something like Rancor/STBFL. That's one of the main reasons Dead Hard is so popular
    19 comments 391 views last activity
  • Dumb Tech Lithe- Vaulting a pallet with Lithe after stunning the Killer will usually allow you to make it to another tile. The Killer is most likely to leave the pallet unbroken and continue the chase. Smash Hit- Stunning the Killer with Smash Hit will allow you to make a ton of distance on the other side of the pallet. The Killer will usually drop the chase and break the pallet. So which
    16 comments 501 views last activity
  • Most Killers have custom lobby music at this point, so why don't the Survivors from the Chapter have it as well. I wouldn't have to be different just the same music for both characters from the Chapter. Gives the Survivors a little bit more uniqueness from each other.
    2 comments 81 views last activity
  • The Trickster is a Killer that gradually damages Survivors with knives. Their progress towards their eventual health state loss is called the Laceration Meter. Here’s a quote from Tome 3: “It's always entertaining to watch a Survivor try to escape with a femoral artery lacerated. Some victims actually get quite far before shock and cardiac arrest overwhelm them.” It’s pretty cool that the
    21 comments 681 views last activity
  • My Killer games today have been a living hell. Sweating my ass off for a 2-3k. Haven't gotten a 4k yet today. I haven't even seen a Rank 4 in my lobby. And one game was a pure Rank 1 lobby. How the hell am I supposed to do my tome challenges this way? What gives Devs?
    7 comments 121 views last activity
  • Over the past couple of weeks I have been slowly falling in love with the Twins. Right now they're the only Killer I play outside of dailies and challenges. Here are some of the reasons why I've started maining them. The Twins are all about map pressure. You're always doing something. Parking one of them where you might want to come back to and using one to scout just feels really productive.
    29 comments 1,941 views last activity
  • 5 comments 81 views last activity
  • Charlotte does well with chase perks like Spirit Fury, Bamboozle and Enduring because she's a standard M1 Killer. Victor doesn't do well with chase perks because he can't activate them, so there's some anti-synergy. Hex: Crowd Control fixes these issues. It gives Charlotte AND Victor some help in chases. Because Hex perks still keep their effects when Victor is being used and Victor really ap
    10 comments 251 views last activity
  • 20 comments 511 views last activity
  • I had a Twins game with an obvious SWF that was going for sabo plays and flashy saves. After they succeeded getting the first save, I said screw it and slugged the whole team. They couldn’t flashy save or sabo if I never picked up another Survivor. Decided to end the game with zero hook at 4 gens and let them all bleed out on the floor after Victor destroyed their whole toxic ass team. Is tha
    32 comments 411 views last activity
  • Decisive Strike is extremely meta defining because its existence in a match forces a Killer to change their playstyle. So what if there was a perk that was even more meta defining. Introducing my idea for the strongest anti-tunnel perk in the entire game: All For One You cannot be killed or sacrificed until all Survivors in the trial have at least one hook state. "What do you think you'
    50 comments 5,651 views last activity
  • Gotta love when you thread the needle to get the Survivor you want through bodyblockers... and you get completed screwed because Survivors can count as collision to break the chain so you have zero chance of reeling them in from 10 meters away
    16 comments 251 views last activity
  • Part of the reason why a lot of Killers play the way they do is because the bloodpoint system rewards it. There's no strong system in place to penalize bad play or reward good play in terms of bloodpoints. Imagine if score events existed like "Long Chase Win" for +2000 deviousness bloodpoints if you down a Survivor after more than 45 seconds of chase. "All Survivors Hooked" for +2000 sacrif
    17 comments 181 views last activity
  • Yun-Jin is the only "Survivor" that has a blatant disregard for others. All of her perks are completely selfish and benefit her for letting her teammates suffer. She's a bad ######### here for revenge and her self-interest. That's it. Yun-Jin even knew about The Tricksters murder sprees and simply didn't care enough to save lives. " The fire. The murders on tour. It was him. It had always bee
    13 comments 341 views last activity
  • Me and my SWF have been using a build that virtually guarantees escapes. We've actually never been 4k'd while using it even against Rank 1-2 Killers. Up the Ante Slippery Meat Dead Hard (Unbreakable, Decisive Strike or Borrowed Time) With good toolboxes. The idea behind the build is sitting on gens exclusively unless you're being chased. The Killer doesn't get any map pressure from any
    5 comments 91 views last activity
  • I was thinking of an idea for a Survivor perk based on the themes of hacking and glitches from the new chapter teasers. Bait and Switch Hiding your true intentions has allowed you to succeed. While working on a generator, its visual appearance and audio cues only reflect half of its actual progress. This effect lingers for 6/8/10 seconds after stopping repairing a generator. “Making t
    7 comments 142 views last activity
  • When a Killer is coming to interrupt a generator, but you have Spine Chill 6% boosting it and the increased skill check odds from Spine Chill being active gives you a Stake Out skill check. Meaning that the gen finishes right as the Killer gets there and its too late to stop it by the fraction of a second thanks to your perk build clutching out.
    6 comments 81 views last activity
  • There's currently a glitch where the game shows you default Cheryl in the loading screen when you're using a linked cosmetic. I was pretty tempted to mess with it, but I stood my ground and when I loaded into the match I had my normal outfit. Watch out for this! It seems like a way that a lot of people might accidentally lose their exclusive cosmetics f
    2 comments 121 views last activity
  • A good Twins doesn't play "fair" or "nice." They hardcore camp and win games by slugging the entire team. Always heal against them.
    1 comments 51 views last activity
  • Personally, I think Coup de Grace should have a way to gain tokens without losing gens. I would like to see it be the Killer version of Stake Out. Where you gain a stack for every 20 seconds in chase, that way if a chase is going long without a hit, you have a way to help secure the kill. This rework would make it a viable chase perk similar to bamboozle, enduring and spirit fury. Where it ch
    5 comments 71 views last activity
  • Remove the invincibility frames. Slight increase the distance of the dash. Keeps the perk good at loops but makes it a lot more predictable and consistent. To play with and against.
    7 comments 81 views last activity
  • Ride or Die The perk activates when you are healthy and within 16m of an injured Survivor. While the perk is active, your Aura is revealed and you gain the Exposed Status Effect. While the perk is active, the closest injured Survivor gains the Endurance Status Effect. Becoming injured, downed or leaving 16m deactivates the perk. "I won't leave you. Not now, not ever. You're my ride or
    9 comments 121 views last activity
  • Personally, I'm the type of Survivor that only hook saves if I have to. I'll take chases, I'll heal people and I'll do gens all day. But saves just suck. Killers tend to camp and come back to hook instead of pressuring the map. Taking a free hit because you went to save and having a short chase because of that is just no fun. In my opinion, if a Killer is proxy camping and not committing to c
    0 comments 31 views last activity
  • Before the bug, it used to be common to get low rank Survivor teammates as a Red Rank. My theory is that the matchmaking wanted to water you down so it didn't have to find an actual Red Rank Killer. The result was a bunch of rainbow rank games where the Killers would tunnel out the weak links and win almost by default because they could bloodlust down the one or two decent people eventually. No
    0 comments 51 views last activity
  • Hot Take: In most games the hitboxes are normal. High ping Killers still get weird hits and the new animations amplify that but in 90% of the games there's no difference. Here's a three minute video with lots of chase on the new patch showing the hitboxes being normal: https://youtu.be/aB1Cz96SqWQ Highlights of the Killer NOT getting hits that would happen if hitboxes w
    39 comments 731 views last activity
  • Survivors that slouch more while in their running animation make it easier to see their hitboxes, while Survivors that stand up mostly straight make the hits look more questionable. Hits look pretty normal on Zarina for example because she slouches. But Yui makes them look really questionable because she runs with better posture. Just an observation. Try out different Survivors this patch to fi
    2 comments 121 views last activity
  • 4 comments 81 views last activity
  • 1 comments 51 views last activity
  • On this patch, it’s relatively common to have the Killer teleport to the same side of the pallet as you when you land the stun. So now we have the reverse dumb tech where you stun the Killer and vault to the opposite side of the pallet instead of directly into them. It’s actually a lot stronger than the classic dumb tech and its super confusing for the Killer to deal with.
    3 comments 151 views last activity
  • I NEVER play Billy or Bubba and they're probably the Killers I have the least amount of hours on. But I was in the mood to get some achievements so I started trying to get the two "chainsaw 100 Survivors" achievements on steam. Weird thing happened. I almost never got a 4k but I got a ton of brutal and ruthless killer. The Survivors stayed till the end of the game to write GG. Never had a DC. A
    1 comments 31 views last activity
  • And I’m suffering from an addiction to Stake Out and still Rank 1 despite the rank bugs and my obsession with a non-meta perk. The stacks and the great skill check noises are too satisfying...
    16 comments 441 views last activity
  • The first trailer for Deathslinger was released on Feb 13th 2020. And his PTB was the week after. Can’t believe we’ll be getting the new Killer so soon. There’s so much going on right now in DBD (good and bad)
    21 comments 761 views last activity
  • I need some second opinions. Does Stake Out make all skill checks +2% or only the special ones from using tokens? https://youtu.be/BJqnPboymwg The first one is a Stake Out token. The second is normal. Are they the same? Is one a larger boost than the other? I can't quite tell.
    2 comments 71 views last activity
1 … 4 5 6 7 8 … 18