I just achieved the most incredible endgame pressure with Clown ever since playing DBD.

I find it absolutely glorious when the survivors manage to finish all repairs, yet I still get a 4K and 4 iridescent emblems. I didn’t even give them the chance to 99 either gate.

So i’m Santa Clown. Perks are Bamboozle, Brutal Strength, Fire Up, PGTW. I’d usually go brown or entirely add on-less, but the lobby had me suspicious it was going to be a tough red rank team, so chucked on Flask of Bleach and Ether 15%.

We load into Rotten Fields. Beautiful, as personally, I feel this map is very, very favourable for Clown because they can’t lose me in the corn. Even in the odd once in a while time I do visually lose track of them after doing their spinning nonsense after getting gassed, I hear them coughing anyway.

Anyway, my suspicions were on the money because they were highly coordinated, and extra aggressive with returning to gens the moment my back was turned. If it weren’t for the fact that I was able to end chases ridiculously quick due to all the open space, getting rid of pallets quickly, and easily shutting down the vaults in shack and the harvesters and such, i’d have lost gens way too quickly without PGTW.

So we get to the part where the survivors have one gen left, and I have a pretty good 3 gen set up right outside the basement/shack. I down a Tapp on his death hook just outside the shack. Hook him, dies, and I knew exactly which gen to return to, as it was directly outside the shack. Meg and Steve are on it. They’re nearly finished. I’m on top of them, Meg flees, I go to smack Steve....... but I’m not thinking properly and grab him instead when I really should have lunged to simply get him to shoo.

Despite Fire Up allowing me to grab and drop him super quick, Meg still had the time needed to quickly jump on during the grab animation and finish the repair during the drop animation. Steve is now slugged, i give chase to Meg immediately. Down her quite somewhere on the opposite side of the shack, in the corn, about halfway between the shack and a gate. I immediately leave Meg to check if there is any gate progress. None. The other gate is on the entirely opposite side of the map. I return to vicinity of where I left Steve knowing Claudette would be helping him, plus I knew I’d be able to quickly check progress on the other gate.

Sure enough I see Steve’s status icon change from dying to injured, and miraculously spotted both him and Claudette out of the corner of my eye only because I noticed some crow activity right at the periphery of my screen, and it was well away from the 2nd gate, which was where I was originally intending to check on them, expecting someone to start gate progress.

I manage to very quickly gas and down Steve again at a T L loop. Again I leave him and race against time knowing the Claudette would be heading to Meg. Like with Steve, I see Meg’s status icon change from dying to injured. I don’t see where Meg went, but I spot Claudette attempting to head to gate 1. I smack her in the corn, and she heads to shack despite knowing their is no longer a pallet there (no pallets anywhere at this point). We don’t even do one lap. I chuck a bottle inside at the ceiling, and Bamboozle the vault, and as she comes back around inside she was done for.

At this point I took a risk, picked her up and put her in the basement. She was on death hook, but I had no idea where Steve and Meg were, just saw Meg’s icon go from injured to healthy, and Steve’s status icon change from dying to injured a second time.

I check on gate 2. No progress. Head back towards gate 1 on the opposite side of the map, I simultaneously see Steve in the corn on my way to gate 1, and see Meg has gotten 2 lights on the gate switch. I’ve almost immediately downed downed Steve a third time upon spotting him and immediately target Meg. She gives me a good run for her money, taking a hit at a T L vault before I could block it, as she Lithes away.

I’m out of bottles at this point and simply can not afford to reload. In her last desperate attempt leading me around in a big circle, so that Steve had time to recover, she leads the chase back to him in the hope she can get him up before taking a hit.

She does get him up as he’s crawled closer to the gate, but she immediately goes down. I bolt for Steve heading to the switch. Downed. Hooked. Dead. Return to Meg. I didn’t even realise the Hatch was so close to the gate, hidden behind some hay bales because that’s where Meg had almost crawled to. Pick her up before Steve’s sacrifice had finished and the hatch could open.

Game over.

Merciless Killer.

This was probably a good 3 or 4 minutes of extra play time after the last gen popped, with 5 chases. Felt so good and so exhilarating to just be able to exert enough pressure that neither of them were given a chance to 99 any gate, AND get 4 iridescent emblems as a result, AND AND AND without resorting to endgame hook camping.

Comments

  • @TheClownIsKing said:

    I find it absolutely glorious when the survivors manage to finish all repairs, yet I still get a 4K and 4 iridescent emblems. I didn’t even give them the chance to 99 either gate.

    So i’m Santa Clown. Perks are Bamboozle, Brutal Strength, Fire Up, PGTW. I’d usually go brown or entirely add on-less, but the lobby had me suspicious it was going to be a tough red rank team, so chucked on Flask of Bleach and Ether 15%.

    We load into Rotten Fields. Beautiful, as personally, I feel this map is very, very favourable for Clown because they can’t lose me in the corn. Even in the odd once in a while time I do visually lose track of them after doing their spinning nonsense after getting gassed, I hear them coughing anyway.

    Anyway, my suspicions were on the money because they were highly coordinated, and extra aggressive with returning to gens the moment my back was turned. If it weren’t for the fact that I was able to end chases ridiculously quick due to all the open space, getting rid of pallets quickly, and easily shutting down the vaults in shack and the harvesters and such, i’d have lost gens way too quickly without PGTW.

    So we get to the part where the survivors have one gen left, and I have a pretty good 3 gen set up right outside the basement/shack. I down a Tapp on his death hook just outside the shack. Hook him, dies, and I knew exactly which gen to return to, as it was directly outside the shack. Meg and Steve are on it. They’re nearly finished. I’m on top of them, Meg flees, I go to smack Steve....... but I’m not thinking properly and grab him instead when I really should have lunged to simply get him to shoo.

    Despite Fire Up allowing me to grab and drop him super quick, Meg still had the time needed to quickly jump on during the grab animation and finish the repair during the drop animation. Steve is now slugged, i give chase to Meg immediately. Down her quite somewhere on the opposite side of the shack, in the corn, about halfway between the shack and a gate. I immediately leave Meg to check if there is any gate progress. None. The other gate is on the entirely opposite side of the map. I return to vicinity of where I left Steve knowing Claudette would be helping him, plus I knew I’d be able to quickly check progress on the other gate.

    Sure enough I see Steve’s status icon change from dying to injured, and miraculously spotted both him and Claudette out of the corner of my eye well away from the 2nd gate, which was where I was originally intending to check on them, expecting someone to start gate progress.

    I manage to very quickly gas and down Steve again at a T L loop. Again I leave him and race against time knowing the Claudette would be heading to Meg. Like with Steve, I see Meg’s status icon change from dying to injured. I don’t see where Meg went, but I spot Claudette attempting to head to gate 1. I smack her in the corn, and she heads to shack despite knowing their is no longer a pallet there (no pallets anywhere at this point). We don’t even do one lap. I chuck a bottle inside at the ceiling, and Bamboozle the vault, and as she comes back around inside she was done for.

    At this point I took a risk, picked her up and put her in the basement. She was on death hook, but I had no idea where Steve and Meg were, just saw Meg’s icon go from injured to healthy, and Steve’s status icon change from dying to injured a second time.

    I check on gate 2. No progress. Head back towards gate 1 on the opposite side of the map, I simultaneously see Steve in the corn on my way to gate 1, and see Meg has gotten 2 lights on the gate switch. I’ve almost immediately downed downed Steve a third time upon spotting him and immediately target Meg. She gives me a good run for her money, taking a hit at a T L vault before I could block it, as she Lithes away.

    I’m out of bottles at this point and simply can not afford to reload. In her last desperate attempt leading me around in a big circle, so that Steve had time to recover, she leads the chase back to him in the hope she can get him up before taking a hit.

    She does get him up as he’s crawled closer to the gate, but she immediately goes down. I bolt for Steve heading to the switch. Downed. Hooked. Dead. Return to Meg. I didn’t even realise the Hatch was so close to the gate, hidden behind some hay bales because that’s where Meg had almost crawled to. Pick her up before Steve’s sacrifice had finished and the hatch could open.

    Game over.

    Merciless Killer.

    This was probably a good 3 or 4 minutes of extra play time after the last gen popped, with 5 chases. Felt so good and so exhilarating to just be able to exert enough pressure that neither of them were given a chance to 99 any gate, AND get 4 iridescent emblems as a result.

    I absolutely love endgames like these.They are really stressful but soooo satisfying to pull of.

    Games like these are a prime example why you should never give up even if the match looks like it's already over.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/212801/i-just-achieved-the-most-incredible-endgame-pressure-with-clown-ever-since-playing-dbd

    I absolutely love endgames like these.They are really stressful but soooo satisfying to pull of.

    Games like these are a prime example why you should never give up even if the match looks like it's already over.

    It was surprisingly not stressful. Well not in the why the word stressful usually implies. It was just very tense, and edge of the seat.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812207#Comment_1812207

    It was surprisingly not stressful. Well not in the why the word stressful usually implies. It was just very tense, and edge of the seat.

    Well,yeah.

    Stressful/intense is what i wanted to say

  • It was a great game.

    Mans yeah you’re right. Sometimes taking a chance rather than the usual endgame hook camp pays off big time.

    I’d presume many in that instance would have not given chase to the second survivor upon last gen popping, and would have instead carried who they grabbed into the basement, and camped.

    Which isn’t bad or wrong. Just would have guaranteed 99 progress on both gates, and potential highly coordinated BT save and tonnes of body blocking.