Sentinels' dapr reveals his best Valorant jump peek tips & tricks - Dexerto

Sentinels’ dapr reveals his best Valorant jump peek tips & tricks

Published: 27/Sep/2020 1:18 Updated: 27/Sep/2020 1:19

by Alan Bernal


Valorant can be a punishing tactical shooter for players to navigate, and Sentinels’ Michael ‘dapr’ Gulino shared his tips to get the perfect jump peeks off to safely check around a corner.

Jump peeking is the act of seeing around a corner then promptly concealing yourself from view, all contained in the single leap. It’s incredibly useful in games like CS:GO, Valorant, and other tactical first-person-shooters to get crucial intel while reducing the risk of getting picked off by the other team.


Though it’s a simple strategy, in theory, its an application by out-of-practice players can sometimes make them flub the landing just to get killed as soon as they try it out. Or worse, someone’s jump won’t extend as far as it has to go in order to actually get a good view.

The simple technique has a few different points to consider to really nail down the tactic, and dapr broke down exactly what kind of jump peek works for any given situation.

dapr YouTube
According to dapr, you actually have to slightly strafe away from the angle and then quickly reverse course to see around the corner.

For a wide jump peek, he recommends going for an angle that suits your dominant hand, although every player can make use of both their right and left corner walls.

You’ll need to have full momentum while trying to go for the peek, meaning hold W with your knife out. While you can definitely pull off the trick with your gun out, just note that it will be much slower than if you have your melee weapon equipped.

For a right-angle wide peek

  • aim your crosshair close to the corner that you’re strafing
  • as you jump, strike D (to briefly ‘strafe’ right) and move your mouse slightly with the strafe
  • As you land, move the mouse left peek
  • At the same time, hit A + S (so left & back) as you’re landing

Dapr said that adding ‘S’ is the biggest differentiator from how you jump peek in CS:GO. Doing it like this lets you appear and then quickly disappear from view as you complete the trick.

As soon as you spot an opponent, a “high-level” strat will use the same method as a wide peek but a bit further away from the wall’s corner, effectively making it a narrow jump peek.

This way you’re hardly even peeking around the corner anymore. According to dapr, the idea here is no longer to see around the corner, but give your opponent the slimmest view of your character to bait out shots, in turn safely giving you info that someone is there.


As Sentinel’s Cypher expert, dapr needs to have these kinds of tricks in mind to get an early indication of potential executes or slow-pushes, so make sure to take notes from the best to use in your Valorant matches.

The best way to get good at this is to queue into a private lobby with some friends and practice jump peeking against each other – that way, you can embed it within your muscle memory for when you try and use it in live matches.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.