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  • That would be pretty damn cool ngl. 👍️

  • I disagree on the "fun to play against" part.

    So many GF's just run the same old same old Sloppy, Nurses, BBQ, and Thana.

    For balance? Maybe, but his reveal mechanic is suppppper clunky.

  • I got some perks for a stealthy/trickster survivor :)

    Path Maker:

    Press the active ability button while running to activate Path Maker for 8 seconds.

    While Path Maker is active, Your scratch marks will not fade away and all other survivors can see them.

    Scratch Marks retained by Path Maker will immediately fade away after reactivation of Path Maker.

    Path Maker has a cool-down of 240/230/220 seconds.

    Hold Your Breath:

    While standing or crouching still for 3 seconds, Hold Your Breath activates. Hold Your Breath can also activate while in a Locker.

    You make no breathing sounds or grunts of pain.

    Hold Your Breath's effect persists for 1/2/3 seconds after moving again.

    Long gone:

    While within the Killer's Terror Radius and not in a chase, Long Gone activates.

    While activated, loud noise notifications caused by your actions will appear 5/10/15 seconds later than normal.


    Just some ideas I made up on the spot so some numbers could be off.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248319#Comment_1248319

    Looks like 6, might need to make one of your buffs a buff to your buff count

    I was too small brain to think of that 😓

  • For Clown

    • Remove slow-down after bottle toss.
    • Thick Cork Stopper basekit.
    • Increase the range at which Clown can toss his bottle and allow bottles to damage gens.
    • Increased jiggle physics.

    For Legion

    • Make his power recharge while he is fatigued.
    • Increase FF movement speed from 130% to 140% or change Friendship Bracelet, Never-sleep Pills, and Susie's Mixtape to do what they did originally. ( Those add-ons were fun; not sure why they were changed)
    • Reduce his fatigue from 4 second to 3 seconds and then change Cold Dirt, Joey's Mixtape, and Julie's Mixtape to do something else.
  • Green/Purple med-kit with Gel Dressings and Gauze Roll

    perks: Streetwise, Botany Knowledge, Self-Care, We'll Make It/Resilence.

    Mega heals :)

  • I hate Spirit because of the lack of reliable counter-play she has.

    It's fine if the Killer requires a lot of skill to preform well like Nurse, but Spirit is just too easy.

    I don't hate Freddy, but he is a little boring to play as and against.

  • I enjoy these kinds of threads so I will give you my opinion on some of the ideas.

    • Buckle Up: It would still be useless, but a little better.
    • Camaraderie: Pausing the hook timer is useless. You could make this perk pause the hook timer for 10 minutes and it would still be garbage. This perk needs reworked entirely instead.
    • Deja Vu: Cool idea, but those numbers need to be reduced. Then it could be a decent perk.
    • Distortion: This perk is fine as is and all it needs is more tokens base. Having free aura immunity 24/7 would be kinda insane.
    • No Mither: This perk would be absolutely busted. I would make some requirement to be met before you can pick yourself up like a protection hit or a safe unhook.
    • No One Left Behind: This is how the perk should actually work. I'm surprised it doesn't work like this yet.
    • Second Wind: This would also be completely busted. It would be similar old MoM but with the requirement of healing 2 times, but im sure you already know this as others have pointed it out.
    • Sole Survivor: Yes.
    • This Is Not Happening: You have to be careful when making a perk that could finish generators faster, and it's best to just not mess with those sort of things. I'd like to see this perk completely remove Good Skill Check zones and massively increase Great Skill Check zones while injured along with a bp bonus for hitting great skill checks.
    • Babysitter: I like this. In addition to these changes, I would like to see Babysitter mute grunts of pain from the unhooked Survivor.
    • Lightweight: This perk is actually really good and is extremely underrated, but a small buff wouldn't hurt. I like this.
    • Technician: I like where you went with this one, but the aura immunity feels kinda cheap. Something else would be nice.
    • Wake Up!: This is fine. I don't see a problem with this.
    • We're Gonna Live Forever: I like this idea, but you shouldn't benefit from the Haste status effect alongside the unhooked person. The Killer needs somebody to go for, and this would be like old BT but to an extremely minor degree. Still would be annoying though.
    • Cruel Limits: Very cool idea. Those numbers still need to be increased though. Something like 20/22/24 would be nice.
    • Dead Mans Switch: This is good. I don't see a problem with this.
    • Monstrous Shrine: Really boring imo. I'd like to see Monstrous Shrine do something else.
    • Tinkerer: I like this.
    • Beast of Prey: Free instant BL 1 is too strong even with a cd. I'd like to see Beast of Prey (and Furtive Chase) do something to the chase music instead.
  • The update is going to be amazing!

    Vaulting isn't a death trap anymore!!!

  • Games just don't feel the same after playing against the Oni 😥

    It's a shame you don't get him very often because hes, in my opinion, the most fun to play against.

  • @notsonew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227268#Comment_1227268

    because she counters your op loops, dead hard being useless? she catches you after you used DS? she actually counter all your bullshit op builds,

    no wonder why you hate her, she say ######### you to your perks

    I personally don't run any meta perks. I hate Spirit because she sucks the fun out of chases and that's my personal opinion.

  • Next week on tuesday most likely.

  • With Clown you basically NEED either Flask of Bleach or Starling Feather to make up for his bottles being pointless. Clown also needs either Thick Cork Stopper or Fingerless Parade Gloves to be playable.

    So basically I feel like I have no add-on slots when I play Clown.

  • @KayK99 said:

    So yeah, when is matchmaking gonna be fixed? Before 2077 maybe? It can't be that I as a rank 9 killer have to play against these Toxic SWF that aren't even playing but just want to make DbD a bully simulator. No wonder I always find a lobby as killer right away and wait as survivor for god knows how long, because nobody wants to deal with that toxic #########. Have the Devs play their own game, but that's probably what they're scared of, or they only play KYF.

    How about you make it so that each rank can only play with the same and one above? There are literally rank 20 killers getting harassed by these bully squads.

    So red with red and purple, purple with purple and green, green with green and yellow, and so on.

    Alright, I'm done crying about it. Guess I'll just have to play Bubba, do some basement camping with an ebony mori in hand.

    Enjoy your day, lads :)

    https://us.v-cdn.net/6030815/uploads/191/MSO4L6NRXNZN.jpg

    I agree with you but please don't basement camp with Bubba. I would like to play the game and toxicity only breeds more toxicity.

  • No idea why it is a thing. It shouldn't be a thing either.

    it's like saying Freddy should slow down by 15% whenever a Survivor steps into one of his pools. It would make the ability completely useless, and that's exactly what it does to Clown's power.

  • If they do a rework for Clown then I hope they don't change him too much. The Afterpiece Tonic is fine and the only real problem with it is the Slowdown after a bottle toss making his bottles nearly useless.

    If they do want to give Clown some sort of map pressure then it better not be just another teleport. We don't need Freddy v2.

    @freddyisdeadagain said:

    Why focus on the Clown, and not any other killer right now? From various player feedback about playing as and against this killer, the Clown is one killer who seems to suffer the most from sluggishness in how he feels to play, and a lack of pressure around the map. These changes that I have made are intended to reduce or outright remove the sluggish feeling, and allow the Clown more strategy with his bottles in the form of better aiming, and an entirely new tonic to play with.

    Base Changes

    Reloading

    Reloading will take 1 second per empty bottle you have. Each second of reloading will give you back one bottle. While reloading your movement speed is reduced to 100% movement speed, or 4 m/s.

    Throwing

    Throwing either Tonic will keep the Clown at 115% movement speed, or 4.6 m/s, but give him a short cooldown of 0.5 seconds where he is unable to hit survivors. He can however still ready and throw another bottle, vault, break pallets, or any other interaction that isn’t a basic attack.

    Audio Cues

    While the characteristic of the Clown huffing when he vaults is fun, it reduces his ability to mindgame at certain loops. Notably at the shack. Thus, the Clown will not make an audible cue when vaulting if the survivor is Intoxicated, or Hungover. I want to keep this fun characteristic, while giving it a way to be hidden with the Clown's power.

    Power

    Tap, or press and hold the power button to toss a bottle of the current tonic you are holding. On contact, the bottle will break, emitting a gas cloud with different effects depending on which tonic the Clown has in his hand. A direct hit with either tonic’s bottle will cause a survivor to be unable to perform interactions for 2.5 seconds. Press and hold the active ability button to reload your current tonic. Tap the power button while holding the active ability button to switch your current Tonic.

    The Afterpiece Tonic- Start with 4 bottles of the Afterpiece Tonic. When thrown, the bottle will explode in a large cloud of purple gas (~8 meters) for a short duration. (10 seconds) Causes survivors to scream when they enter the gas cloud, and become intoxicated. Intoxicated survivors will suffer from blurred vision, and suffer from the Hindered status effect. This effect will persist for a short duration after leaving the cloud. (2 seconds)

    The Hangover Tonic- Start with 6 bottles of the Hangover Tonic. When thrown, the bottle will explode in a small cloud of yellow gas (~6 meters) for a long duration. (35 seconds) The Hangover Tonic will reveal survivors with a Killer Instinct effect after they remain in the cloud for more than 3 seconds. Additionally while in the cloud survivors will suffer from the Oblivious and Blindness status effects, cough frequently, and have blurred vision. These effects will persist for a long duration (20 seconds) after leaving the Hangover Tonic’s cloud, with the exception of the blurred vision, which will persist for a short duration. (2 seconds)

    New Stuff Notes

    The Afterpice Tonic itself is essentially unchanged, other than a “Bottle Toss” making the survivors unable to vault pallets and windows. This will allow the Clown to still have the ability to get hits on certain loops, if his aim is good enough.

    The Hangover Tonic is meant for tracking key points on the map, like certain generators or totems. It will also help to mask your approach. It will essentially allow the Clown to become a stealth killer, without giving him the Undetectable status effect.

    Functionally the Hangover Tonic is like place-able active Demogorgon portals that you could place near important objective like Plague's Vile Purge, allowing you to know where survivors are while they will be unable to hear your own approach. This is fair in my eyes because the Clown has no ability to cover ground fast unlike the Nurse, the Nightmare, and the Spirit.

    The inclusion of the Blindness effect was to counter any perks that could detect the killer while the survivor is Hungover, making them truly unaware of when the killer would be coming by any means other than Spine Chill and Premonition. Again, this essentially makes the Clown Undetectable, without giving him the status effect for it.

    New Score Events

    HUNGOVER- Hit a survivor that was under the effects of the Hangover Tonic.

    HEADACHE- Down a survivor that was under the effects of the Hangover Tonic.

    Addons!

    Common

    Smelly Inner Soles- Slightly increases Reloading Movement speed. (+4.5%)

    Robin Feather- Slightly decreases cool-down time between Bottle throws. (-.15 seconds)

    Fingerless Parade Gloves- Slightly decreases Reload time. (-0.25 seconds per bottle)

    Ether 5 Vol%- Slightly increases Intoxicated Effect duration. (+0.33 seconds) Slightly increases Hungover Effect duration. (+5 seconds)

    Uncommon

    Thick Cork Stopper- Moderately decreases Reload time. (-0.5 seconds per bottle)

    Sticky Soda Bottle- Start with 1 extra Bottle of each Tonic. Increases Bottle Carrying capacity by 1 for each Tonic.

    Starling Feather- Moderately decreases cool-down time between Bottle throws. (-.25 seconds)

    Solvent Jug- Intoxicated targets suffer from the Oblivious Status Effect for 30 seconds.

    Kerosene Can- Intoxicated targets suffer from the Blindness Status Effect for 120 seconds.

    Rare

    VHS Porn- Moderately increases Reloading Movement speed. (+5.5%)

    Sulfuric Acid Vial- Intoxicated or Hungover targets suffer from the Mangled Status Effect for 120 seconds.

    Flask of Bleach- Intoxicated target suffers moderately from an extra Hindered penalty. Hungover target suffers from the Oblivious and Blindness status effects for an extra 10 seconds after leaving the cloud.

    Ether 10 Vol%- Moderately increases Intoxicated Effect duration. (+0.66 seconds) Moderately increases Hungover Effect duration. (+10 seconds)

    Bottle Of Chloroform- Moderately expands Tonic Gas Area of Effect. (+6 meters)

    Very Rare

    Garish Make-up Kit- Moderately expands The Gas Area of Effect. (+6 meters) Tonic Gas duration lasts Moderately longer. (+5 seconds)

    Ether 15 Vol%- Considerably increases Intoxicated Effect duration. (+1 second) Considerably increases Hungover Effect duration. (+15 seconds)

    Cigar Box- Slightly expands Tonic Gas Area. (+4 meters) Slightly increases Blurred Vision effect duration. (+2 seconds)

    Cheap Gin Bottle- Start with 2 extra Bottles of each Tonic. Increases Bottle Carrying capacity by 2 for each Tonic.

    Ultra Rare

    Tattoo's Middle Finger- The Auras of Hungover Survivors are revealed to you, and they will continue to be revealed for 6 seconds after the survivor leaves the Hangover Tonic's Gas Area.

    Redhead's Pinky Finger- After staying in the Gas Area for the Afterpiece Tonic for 30 total seconds, Survivors will scream, become Marked, and suffer from the Exposed Status Effect for 20 seconds. All progress towards a Marked survivor will be reset after they are hit.

    Perks!

    The Clown's perks need tweaks rather than overhauls, so that's what I've provided here. Each change is to address a common complaint about each perk. Bamboozle's lack of benefit at lower tiers, Coulrophobia's situational usage, and PGTW's awful feeling of having a charge ready, but walking to the generator to find it already done.

    Bamboozle- Your vault speed is 5/10/15% faster. Performing a vault action calls on the Entity to silently block that location for 20 seconds. Only 1 vault location may be blocked in this way at any time. This location is only blocked for survivors. Vaulted pallets are not blocked.

    Coulrophobia- Survivors within your terror radius have a 50% penalty to healing speed. This effect persists for 5/10/15 seconds after the survivor exits your terror radius.

    Pop Goes the Weasel - Hooking a survivor will give you a token, up to a maximum of 2/3/4 tokens. While holding a token, breaking a generator will regress its total progression by 25% and consume a token. Normal regression will continue afterwards.

    This is all the result of feedback from various players. Some who play survivor, some who play killer, and some who play both! Any feedback here on the forums will be appreciated!

    I like the idea in this thread that gives The Clown pressure via a secondary bottle that lingers for a very long time and alerts the Killer if they are inside of it.

  • Clown and Legion.

    Both are really fun Killers but I just wish they were better :(

  • It's a really good patch. Probably the best in a very long time and I am extremely hyped. It's about time god windows were dealt with. It will probably come out at around the end of the month.

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218481#Comment_1218481

    I tried to buff it, not departing from its main idea, although it turned out still a little different from what I planned. It’s hard to think of how to buff a perk so that it is very good, without departing from its idea and not take into the feature to increase the wiggling speed which a Breakout has.

    What would you suggest to make this perk at least B tier? I'm just curious

    I'd like to see Boil Over have an effect while you are not downed and being carried to a hook. That is the only way I think Boil Over could be made viable without feeling unfair for both sides. I made a thread on how I would change Kate's perks to be more viable. Here is the idea:

    You are a battler and do everything to escape a foe.

    After being hit by the Killer, Boil Over activates for 20 seconds.

    While Boil Over is activated your vault speed is increased by 100%, and your struggling effects on the Killer are increased by 75%. Boil Over obscures the auras of hooks within 20 meters. Boil Over deactivates and goes on cool-down after vaulting 1/2/3 time(s).

    Boil Over has a cool-down of 120 seconds.

    I tried to not drift to far away from the perks core purpose, but I also tried to make it somewhat good.

  • I'd like to see Boil Over reworked rather than buffed. Boil Over would need to be buffed massively to be viable in its current state and at that point it would become another annoying second chance perk like DS.

  • No please no no no no nooooooooooo :((((((

  • I'd like to see a true mobile area-control Killer. Hag and Trapper are area-control Killers but they feel soooo sluggish to play. Clown is supposed to be this but hes complete garbage and his power is nearly useless.

    Maybe give Clown a molotov? Just something to think about 🤔

  • Why though? Hook vacuum doesn't offer as much benefit as pallet vacuum did.

  • @Jholla31 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218060#Comment_1218060

    Did OP mention something about how it would affect survivors enjoying the game? Because I didn't. Survivors have far less to think about during the course of the game as opposed to killers. Should killers get a notification with a survivor's perk loadout every time they see them? Should the killer automatically know who has Dead Hard or Sprint Burst or Borrowed Time or DS or Adrenaline or anything else? Because survivors are notified about perks that can change the outcome of a game, so why shouldn't killers get the same benefit? Killers already run a risk by running hex perks, considering they can be completely removed from the match. That risk grows exponentially when survivors get a prompt that screams "HEY LOOK AT THIS THING HERE!"

    And before you try to complain about me being a salty killer main, I have over 2k hours and play both sides fairly evenly, but I've actually been playing more survivor recently.

    Bro I wasn't being sarcastic. I genuinely think that if we didn't get the notification shoved down our throat the game would be much more enjoyable for both sides actually.

  • @Jholla31 said:

    I have a better idea. Stop giving survivors a glaring, "HEY YOU ARE BEING AFFECTED BY THIS" notification for everything. If a killer starts one shotting people, he has Devour Hope. If your healing takes longer, Sloppy Butcher. If your skillchecks seem faster, Lullaby. If a gen starts regressing when you leave it, Ruin. Make survivors use half their brain to understand the killer's loadout instead of just straight up telling them.

    Yes. This would make the game so much more enjoyable for Survivors. I can't remember the last time I had to actually think for myself as Survivor.

  • Freddy had that same bug so hopefully they will know how to fix it :)

  • How could you NOT main him???

  • Will you continue to change the maps to be more balanced even after the mid-chapter patch or is this a one and done thing?

  • No. Best just to slam the gens.

  • Vigil

    Leader

    Prove Thyself

    Streetwise

    I have the buffs.

  • So say it's me and one other person alive. I have been hooked and the Killer is going to pick up the other Survivor. I try to escape because it's my first hook and after 3 attempts I don't escape. I then kill myself on hook because the other Survivor isn't on their first hook and will have no means of escape. Do I deserve the -25k bps?

    Obviously this is just a concept for a punishment for people that suicide on first hook, but I does seem like it would have many problems. Maybe have a sort of EGC collapse effect at the beginning and if someone dies in that time (2 minutes?) then they get the punishment? Just throwing out some ideas.

  • @White_Owl said:

    1) He provides an audio cue when he is going over windows (why was this ever a thing?)

    In a recent match against a Clown I noticed his grunts cover the sound made by Bamboozle when blocking a window. Maybe it's intentional?

    I never really thought about that. I always thought the grunts were to be used as a sort of fake out by tossing a bottle and not actually vaulting the window. That’s a cool find and I may use bamboozle on my Clown now.

  • @HealsBadMan said:

    If we could pick and choose that would mean less Bloodweb usage, as well as a sharp increase in some addons and decrease in others. EX: Pigs buying tons of Last Wills, Combat Straps, Crate of Gears, Tampered Timers, etc; Never using Interlocking Razors, Rule Set No. 2, Amanda's Secret, etc.

    Those add-ons are never used anyway. It would just mean we would be able to play what we want and when we want it. I absolutely hate the blood web because it forces me to buy stuff I don't want like mori's and keys.

  • annnnnd... I called it. The loop is still and infinite and the door is useless.

  • The fence wasn't an infinite unless the pallet in the school hallway is down. The loop is too big and the Killer can make up the distance lost because of the window.

    EDIT: the fence was shortened though.

  • I would use Thick Cork Stopper and Starling Feather or Flask of Bleach every single game. These add-ons actually make clown not F tier as a Killer.

  • I would like to see these changes to Legion! Legion is so much fun to play, but he unfortunately doesn't do so well at red ranks. :(

  • There was an infinite on badham???

  • Spirit. Billy has reliable counter-play while Spirit is a guessing game.

    You only ever get sawed by a Billy if you make a mistake.

  • image.png

    From favorite to least favorite.

    Clown is the only Killer that I can reliably 4K with at red ranks (I still think he sucks though). Legion, Pig, and Wraith are also cool too.

  • @Sluzzy said:

    Use his addons, they're surprisingly good.

    His add-ons are good, but they only give Clown what he should already have. Reloading takes too long in general and Thick Cork Stopper should be base. Starling Feather is also required because Clown for no reason slows himself when he throws a bottle. Flask of Bleach is another required add-on because his bottles never seem to slow the Survivors enough.

    Clown is one of those Killers I feel like I need 4-5 add-on slots to make up for the lackluster power.

  • I have high hopes for a Clown rework. Clown has so much potential in his bottles.

  • The map changes are definitely noticeable and are very good too. Thompson House has a new window at the top that offers a secondary way of getting down which is AMAZING!

    Interactions between the Killer and Survivor are much more intense and exciting with the removal of god loops. I no longer feel invincible, and I feel like conservation of pallets is necessary. Vaulting is 100000% smoother and I was actually fast vaulting FOR FUN because it was just so smooth compared to live.

  • 1) BPS offerings buffed. The BP grind is too much, and buffing the offerings would be a start to fixing the horrible grind.

    Brown - 100% bonus bps in a specific category

    Yellow - 200% bonus bps in a specific category

    Green - 300% bonus bps in a specific category

    2) Remove Spirit Change Spirit.

    3) Buff weaker perks (variety would be nice for a change)

    4) Keys and Mori's changed to be fair in some way.

    5) Buff weaker perks.

    6) More Killer reworks (Clown and Legion mostly)

    7) Buff weaker perks.

    8) Add-on Reworks for Pig, GF, Clown, Demo, Hillbilly, Freddy, Deathslinger. (add-ons need to ADD ON to a power, and not just buff them)

    9) Buff weaker perks.

  • Better Together is a good perk in its current state and doesn't need much changes in my opinion.

    "If the Killer downs a Survivor, everyone see each other's auras for 8/9/10 seconds."

    I do like this recommendation though, and this with the current version of Better Together it would be pretty good.

    It would look something like this:

    The aura of the generator you are working on is revealed to all other Survivors within a radius of 32 meters. If the Killer downs a Survivor while you are working on a generator, all Survivors see each others aura for 8/9/10 seconds.

  • For Clown they need to remove the slow you get after throwing a bottle, and reduce his base reload time. If they change these things, then Clown will easily be an A-B tier Killer.

  • As a Clown/Legion main im really excited. I also think Survivor will be much more fun with intense chases instead of boring looping.

  • Prove Thyself isn't getting that much of a buff. The Prove Thyself buff was only made to compensate for the co-op gen speed reduction.

    Stake Out was never good and will stay that way.

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