Edgars_Raven
Edgars_Raven
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2310475#Comment_2310475
Ahh... personally for me, I really dislike Scott Jund, but if you think that video is worth it, I'll give it a watch
I dont care for him either, but its a good vid. Here
https://youtu.be/t8u0jRxN2kQ -
@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2310464#Comment_2310464
You're a godsend. I love you and I hope you recieve riches in the future.
I took a screenshot so I can practice this.
I've been having really sweaty survivors recently, at first I've been handling okay, but it's started to get to me haha
Someone put out a really good video with diagrams, might have been scott jund.
Happy to help :)
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2310418#Comment_2310418
Wait, is that true?
Writing that down
With the TL its a little more complicated than straight firward counter clockwise, kind if depends which side youre on i guess. Jungle gym where youve got the safe vault on a long wall if youre running them counter clockwise you force them to play the wall then you can head fake through the window once theyre on the outside of it (pallet to your back). (Thinking about it, yeah TL you go through the middle then force tgem counterclockwise no matter which side youre on, then mind game the window, its 50/50)
Id have to look at it again but i THINK the Z tiles are best run counter clockwise too because it makes the window insafe...I think. Dont quote me on it.
Shack is clockwise because it makes the window unsafe. If you run a survivor clockwise and they run the outside of shack instead of through the door, becareful with that one cause they know what theyre doing.
Nothing is 100% obviously, tiles become situational quick
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2310376#Comment_2310376
Really? What's another loop that works well going counterclockwise?
Jungle gym, makes it much harder to use that safe window
I guess most was the weong word now that im thinking about it.
TL too
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2310275#Comment_2310275
yeah, the fact that all killers aren't 115% still is sad
Sorry man, im a killer main too, i totally understand your frustration. I do, huntress would be op af at 115. Have you watched coconutrts at all? You dont want that guy walking at 115 tossing hatchets
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2310269#Comment_2310269
They're not infinites, but that was complete rng garbage. I feel bad for you. If you go counterclockwise at the pig tree it forces survivors to medium vault, which makes survivors drop the pallet much quicker then normally
Yes, good tip. In fact most loops are best run in that direction
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2310332#Comment_2310332
bruh the entire game was like this lmao, legit nothing i could of done
You had a 2k already, couldnt have been that bad π€·ββοΈ
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@Krunga said:
you gotta love infinite loop rng on coldwind + the infinite abattoir building loop + the infinite loop connecting into 3 infinite loops that connect to a jungle gym
https://www.youtube.com/watch?v=mggM3VLZwWk
these loops are really fun to play against, hopefully they fix another cosmetic bug
Youre a 110 killer that only has 1 hatchet, im not saying youre a bad huntress (lord knows im not great) but if youd had better add ons you could have hit at least one of those. The green wind up one, and more than 1 hatchet at a time.
PLUS, she read you hard. You wound up every time you got close. You needed to just follow through with this chase since you only had one hatchet. Yes it was a strong loop, but it was made worse by your build.
All that said, you had 2 dead, 2 alive and 1 gen left. You could have came out of this with a 3k. She couldnt stay there forever and there was another survivor that might not be in such a strong area.
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Brilliant π€
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@traviszenryo said:
highly confused by what this challenge means, i had a game where survivors snapped my traps and stepped in them and i reset the traps myself and had another survivor step in it but didn't finish the challenge am i doing something wrong how do you do it ? if it doesnt already it should count for traps they disarm
Maybe this was already answered but i just completed this challange, and in the funniest way possible.
I got all 4 survivors in the same trap, and 1 survivor twice in the same trap reseting inbetween. So its for sure one of those two. And no, we werent farming π
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@HaunterofShadows said:
Last night got Haddonfield 5 times in a row then got the game twice in a row after that
Id uninstall
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/2307617#Comment_2307617
You're not getting this.
You havent explained anything or bothered answering the questions. What is there to get?
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@ill_Boston_lli said:
The fact the recently Every survivor I've been matched with even though I save them multiple times has left me on my first hook at the end of a match. Killer isn't camping or anything and they just dart out of the gate. So If I am in your game and we are survivor together don't get hooked because I am leaving you up there. As I cannot take the chance of risking a hook state for someone who is just going to leave me up there.
Play killer. Take out your frustrations π
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I said 1 in a thousand but my zombies got 2 downs last game π
Didnt have infectious on though. Feels bad.
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Probably just bad rng, happens
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@TeabaggingGhostface said:
Yes
@gendoss said:
Yeah, no matter how they die it will trigger. They could die from not mending and it would work.
Nice. Thanks
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A new Michael mask thats half burnt would be dope af
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@justbecause said:
You do know this game is played 90% because of swf? If it wasn't for them game would sink faster than Titanic
Instead hating on them try to get better to point where u can handle them swf will always be part of this game and we gotta deal with it after all not all swfs are sweaty they're mostly friends playing for fun
But i thought swf only made up a small portion of the game π€
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Spirit isnt as easy as you think. Have you heard good spirits talk about how they find people? Theyre looking for blades of flippin grass that move. If you arent a good killer you wont automatically be good with killer. The only difference between nurse and spirit is spirit doesnt require a masters degree to get good with
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2309610#Comment_2309610
Sound like it would promote slugging even more. I donβt think it would be a good idea. The reason I would want the aura to be shown is to be an anti stealth perk and show proper survivors locations.
Theres a TON of antislugging perks so it shouldnt be an issue.
The problem as it is is that it relies to heavily on rng to ever be useful and perks that require the survivor to do something so you can use your perk are/will always be weak
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/260998/taking-the-good-with-the-bad
You inspired me to me play bubba basement with insidious. Thank you. I finally have the gut to do it.
I dusted that off because of this patch too π
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I think it would work better if when you put someone into the dying state with m1 it highlights the nearest generator that is being worked on for 6/8/10 seconds. If no generator is being worked on and someone starts working on one then it will highlight for the remainder of the time left.
Would synergize really well with knockout and deerstalker
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2309528#Comment_2309528
actually I think both of our ideas are good that I can't decide which is better.
My thinking with mine is it offers an interesting choice to the person with the key. Theres one gen left. One persons dead. You see the hatch but if you leave your teamates are stuck trying to do the gen themselves. Or, you stay and try and help them. It also means you have to decide what to do when the killer has franklins, if you hide it and another survivor finds it, youre not getting that escape.
Whatever is done they have to be removed from chests. Plunderers is legit broken.
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Crash number 11. Again on azarovs, i was a survivor this time, game was particularly laggy going against doc
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2309506#Comment_2309506
No just stick to my idea and change the hatch spawn conditions to 5 gens done or one survivor left, or if not we can delete them from the game.
Thats your opinion. I like my idea better π€·ββοΈ
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@Munqaxus said:
If keys are changed to no longer be usable for hatches, how would you change them so they are still as significant to the game as toolboxes, flashlights and medkits.
I thought an interesting idea would be to allow keys to give the survivor the ability to teleport from one locker to another, similar to Freddy's gen teleporting. Green Key gives you 1 charge, Purple gives you 2 charges and Red gives you 3 charges.
I think it would give some interesting opportunities for survivors and allow keys to be as significant as toolboxes, medkits and flashlights.
The problem isnt really them being used on hatches its that it ends the game prematurely.
Only the person with the key can use it to escape. It never appears in chests. Ever. Thats it.
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They are as of about 4 hours ago
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@Kebek said:
I don't get it either, killer is taking huge risk when he sluggs, if survivors pick each other up, he gets nothing.
Probably because sometimes it works and he manages to slug everyone due to their mistakes and wins instantly.
Its more about pressure than necessarily snowballing. If i got one slug, im chasing someone then someone has to get off a gen to get the slug. Works best if someones on hook too and you got stbfl, thats when we get into snowball territory.
Not a great idea though if you dont see someone right in front of you when you drop the slug.
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@selflessnea said:
With the anniversary about to start in less then a week, what do you plan to do/gain from this event. Are you going to grind up a couple characters to p3 50 max? Hoard as many event items as possible? Not even play because you don't see the value?
Me personally I cant wait to get several of my characters upto p3 50 max and I'm also going to try and get as much cake as posaible.
Ive got all my killers at p3 50 already except trickster. So its mostly just hoarding time.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2309404#Comment_2309404
So how does OP (apparently) already know everything about the event? All we've seen is a cosmetic. That's it.
We know 3 things.
Theres stackable cake
If you run a cake theres some sort of personal effect
Theres crowns.
Other than that we know nothing. The personal effect might be something bsd ass. Ill say though i hope theres something more than the crown pedastels. I guess we'll see
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@Orion said:
Has the event started yet?
June 30th
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A killer I would love to see: their power is they move at 120% movement speed and break pallets and walls 50% faster. Thats it, thats the power. The trade off is their TR is 40 meters and you can hear their footsteps at 56 meters (like a lullaby).
Hed be a monster in chase and hed have good map presence without it being to much in the 4v1.
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I guess Im weird because I prefer solo to being in a swf.
With a swf you have to hear them bitching about tunneling and camping all the time and they say ######### youd expect to see on the forums like "clowns op" or "that killers a rank 1? Boosted." And if they arent doing that theyre squaking in my ear about dumbshit that i dont care about.
Id rather be left on hook for 3 stages than hear that #########
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I always thought it would be cool if he could mark up to 5 gens, then teleport to those. When he teleports to them the gen makes a jack in the box music and a clown starts lifting out of it.
It wouldnt make him S tier but it would certainly bring him wsy up.
Either that or he gets a tricycle that moves in similar speed and has similar charge to billys chainsaw. Hitting someone takes a health state but its a static animation so you cant feather around corners or anything
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@LegionOfDumb said:
The only maps aesthetically I disliked were the Crotus Prenn maps. Everything being grey is BORING.
Theyre the ugliest maps in the game. I hate them
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@FregglesFred said:
https://forum.deadbydaylight.com/en/discussion/comment/2308874#Comment_2308874
It's like the whole issues never happened.
Technically there wasnt an issue yet since no annoucements had been made.
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2308917#Comment_2308917
Congrats, you just confirmed a Twilight chapter. You monster
Nooooooπ
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2308902#Comment_2308902
Thinking it's got something to do with Highlighting the crown pedastal things when you load in, that's my guess!
I was thinking it would make the player sparkle, like twilight vamps (please no)
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@Adjatha said:
What do survivors hate?
- Getting camped
- Getting Tunneled
How do we fix it?
- Make the struggle meter slow down based on killer proximity. The hook state does not diminish while the killer is within a close range (16 or so), and diminishes slower if they're in a proxy range (32 or so).
- Give the survivor who was just unhooked a massive speed boost (and maybe hide their scratch marks for a bit) to get them out of immediate danger, and encourage the killer to chase the person who unhooked them instead.
What do killers hate?
- Getting Gen Rushed
- Getting Key'd
How do we fix it?
- Make the killer faster and give them automatic regression. Increase killer move speed by 1% per generator actively being worked on by survivors, and any time a survivor lets go of a generator while in the killer's close-range terror radius (16 or so), the generator automatically suffers 6-10% progress lost. That way survivors are incentivized to co-op on gens and to break off when they first hear the terror radius. This ALSO stops gen-tapping, as you'll end up damaging the generator if you try to tap it mid-chase.
- I dunno. They say they're working on something, but they should just disable Keys until the system is in place.
The only viable solition i can think of to getting camped is if the killer is within 8 meters of the hook for longer than 10 seconds their aura is revealed to all survivors and supercedes any stealth mechanics.
If youre in a situation where camping is the best option you wont care who sees you, if you just like to camp you also wont care who sees you.
Just an idea, might be flawed. They absolutely should not do this though without doing something about the game speed
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I wonder what the personal effect is? π€
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@Anniehere said:
The chase with a bot is pretty short, he will walk off after chasing for a while. survivors bots are not that bad with looping and along with that, the bot is hitting too soon which makes him slow down and he is losing distance.
Maybe it's meant to be like that just not to make the training too difficult for new players.
Yeah thats what i was thinking. A brand new player probably would do worse than the bots
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@Laluzi said:
Killer bot is trying his best. His best isn't very good, but he's trying his best.
(They should probably program him not to swing endlessly at a window that you're standing on the other side of. That, or change his chase music into Yakkety Sax.)
Seems like he cant lunge, or doesnt very often
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@Aven_Fallen said:
He hooked me and I almost died because none of the Bots tried to save me. I was on the hook for 90 seconds (so half of Stage 2 was gone). So they are at least trying to kill someone, both the Survivor-Bots and the Killer-Bot.
I died once, but i spent the whole match trying to get the others killed so its only fair they left me on hook to die while killer camped me π
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@GentlemanFridge said:
He's definitely hooked some bots when I tried it out. Theoretically, they could die, yes. However, considering that Mr. Machete Man very regularly missed swings and got looped by the Claudette for the better half of a generator... I'd say only if you actually sandbag 'em. But I don't see why you'd want to do that.
Claudette went into the basement to get chest, i notified killer leaping through window then ran downstairs when he got close so hed see the scratch marks. He hit her on her way out but then she looped him for 2 gens (and that was without me doing gens).
I also blocked both meg and jake in a hallway. Took them 2 minutes to figure out they could just turn around and walk the other way. The killer never came, claud did no gens (presumably she was being chased by killer).
I dont know why i do the things i do π¬π
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2308730#Comment_2308730
Because, while he shuts down loops... what does he do when survivors just insta-drop pallets? Drop and run works wonders against him, he has to reload, and has no way of pressuring multiple survivors at once.
I still think Pig is inferior, but Legion is capable of spreading pressure by chaining hits and cancelling his power early against survivors splitting, making them waste their time mending, making unhooks risky, has great Detection without add-ons, etc.
The only aspect Clown has over Legion is the 1v1, but unless your 1v1 is absolutely BS levels of strong that chases end in seconds, it's just not enough.
Yessss!
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2307014#Comment_2307014
No the original xbox.
Im on xbox one s and ive gotten that too, couple of times
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2308680#Comment_2308680
Ok, so you are just trolling. You did catch me, very nice.
Not at all.
Added: To be clear i think the game would be healthier if noed and all exhaustion perks were nerfed into the ground or removed. But as long as one exists the other is fine
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Heres mine:
D needs major buffs additional things added to their kit to be viable
C needs heavy buffs but mostly just number changes
B could use some QOL buffs, but its small number changes mostly.
S and A are fine as is though would be nice if A were touched to be S
SS is rough on solos but only thing for the good swfs. I dont think every killer should be this strong but if you buffed solo to match swf youd have to buff the absolute crap out of all the killers to be here (or add in additional mechanics that slow the game down which is probably the better option).
Edited to add: Nemesis is probably B tier but with lag the way it is its hard to tell right now
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@Jarol said:
https://us.v-cdn.net/6030815/uploads/R0TE336G3GSZ/my-image-283-29.png
This is my final list, after playing many games as a survivor, I came to the conclusion that Twins is Tier-B because of his Slugg and Camp mechanics, he would have put Hillbilly Tier C because he is weak in loops but in terms of speed and map control is strong. Ghostface despite the fact that he is a good stalker and much better than Myers, just by seeing 20% of his body you reveal it and you get the Undetectable status effect, which should change from Ghostface or rather it should not have Revelation. This is my Tier-List but I bet they will come to say otherwise, please, everyone has their point of view, depending on how good you are as a survivor or a killer.
Ill argue all day every day legion is c tier and certainly better than clown and Mikey
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2308647#Comment_2308647
I guess you can say that about everything. I press "shift" and I have Sprint Burst. I press "the action button" an I drop a flash bang. So you have successfully invalided your own argument. Because Dead Hard does the same thing as every other perk, then obviously "pressing a button" to do something doesn't matter. Everything is pressing a button to do something? So you either nerf every single perk in the game or "pressing a button" does not mean a perk deserve a nerf. Right?
No, I havent. I never said dead hard needs a nerf. I said using it doesnt make you good. But dead harders seem to think it does and i find that laughable.


