DepressedClownMain
DepressedClownMain
About
- Username
- DepressedClownMain
- Joined
- Visits
- 406
- Last Active
Comments
-
Just chase anothe person or let them spend the ds. It is so easy to counter the perk
-
@RainbowPatooie said:
https://forum.deadbydaylight.com/en/discussion/comment/846194#Comment_846194
it's literally for sabotaging. if you don't sabo then don't use it.
A brown toolbox is better than a rare perk
-
@RainbowPatooie said:
Sabotuer does not need a buff. And this buff is OP.
Nah it just the most useless perk in game
-
@ItsBritneyBitch said:
Hi! You guys need to check myers addons such as: mirror, infinite this is just unfair to play against. Games cant take more than 3 minutes with this guy with those addons.
Please review them
They are pretty fine.
-
@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/773275#Comment_773275
Please don't take offense to this because it's not directed at you (there are lots of players who think like you do about NOED.) But it's just a second chance perk. Are survivors who run Self Care, Decisive Strike, Unbreakable, or Adrenaline bad survivors?
All of those perks exist for the same reason to undo mistakes. Calling killers bad for running NOED is unfair unless you judge everyone for using mistake eraser perks.
I mean, if a survivor runs self care he is bad
-
@Cintex said:
me and many others are getting sick and tired of ruin and BBQ and chilli in every freaking game....legit every game....it's all everyone uses none stop and its so damn BORING!!! no variety what so ever!! change them to add-ons or something or change how they work because it's killing my interest in the game dealing with same thing each game because it's so strong. no one wants to try different things and it's not fun to play against the same thing all day. make them add ons or something so people can't have it each game and make them have to change perks up.
Hit the red 4head
-
@Stray said:
I don't know how much this has or hasn't been brought up because I have just joined the forum.
But...
I was wondering if there could be a change to The Plague where you could cleanse yourself at a fountain before becoming fully diseased/broken without turning the fountain red. I think this would help open the way towards more constructive play when faced off with a plague as a killer. A survivor wouldn't be damned to just be sick once they touch something diseased just because another diseased survivor decided to give a helping hand. I feel there would be more meaning behind The Plague actually making sure people got fully diseased in the first place. Red fountains would still stop people from cleansing there, but maybe survivors wouldn't see the auras of fountains until they're fulling sick. I think this would also have the benefit of removing the idea that The Plague is a direct counter to all forms of healing. I think it would be fair that if you were to cleanse while hurt, but not fully diseased that then you would still stay hurt and could now make use of perks that were brought in just for healing.
I know everyone seems to have their one or few things about this game that they just roll their eyes at, but for me, facing off against The Plague just feels very one note boring whether its a win or a loss.
I mean, Plague is nice without getting devotion. I would just want to see plague being 4.6 base and only 4.4 or 4.3 while in Devotion
-
@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/842660#Comment_842660
No, you don't get what i'm talking about...
I'm talking about insta ruin, 3 gens 1 minute game and the forth coming right after :\ Where's the "hindered" in THIS kind of games? The one who has no premades will do his part as the others will do theirs. Plus in case he slows the pace of the prems or viceversa, now THAT would be a good thing, since THIS is the kind of things that MUST happen in an HORROR SURVIVAL GAME! Think about it, Not going for "real life stuff" but, as a solo there is a killer with a hooked person (E.G Bubba or Billy or X killer with noed) Why should you still get inside and try to save him if you have all the gates opened?? You are there to survive and that's clearly a bait made from the killer to have more sacrifices and since you are not cooperating with the others you are almost sure you are not gonna save him properly without trading your life or someones elses life for just one hooked survivor. Instead as a SWF you can share informations like: Where the totems were, how many totems still up, WHO must unhook and WHEN the others will have to bodyblock to save them both. Now this is BULLSHIT because even if you say "WOW! GREAT! WE WERE A SOLID TEAM AND WE BULLIED THE KILLER!! HOW COOL!!" you are not seeing things from the opposite side: "I'm alone playing versus 4 players, each having 4 perks, each having different gamestyles, each having possible items and add-ons" and so on!
If everybody will keep thinking for their own fun, this game will die soon, cause it's true that there are 4 survivors and 1 killer in every game, but sooner or later there will be no more killers going for fairness and they will all just play "Dirty" just as personal satisfaction.
It has been 3 years since the game is going to die if devs dont nerf this or that. Quite a long lasting dying state
-
@Milo said:
Imma just chime this in to those suggestions:
1) I don't think having a debuff for playing with friends should exist. (also would that still apply to 2, 3 swf? If so those randoms would be hurt)
2) Nerfing Moris is hard because they can be either too good or too bad (aka after 2 hooks)
3) But maybe this could work for points aspect, but like give more for going for diffrent people
I agree with 1 and 3. Moris will never be bad. They ignore body blocking, flash lights, DS, pallets and more. Yesterday my friend (SWF) and 2 randoms body blocked me on last hook and we all escape, something that would be denied by a moris.
-
@hamerto said:
First time DC must give a 10 minutes delayed penalty before you can enter a game again (before entering a lobby)
Second time DC must give a 20 minute penalty before you can enter a game again
Third time DC must give a 30 minute penalty.
Fourth time DC a 1 hour time penalty.
This resets everyday.
Its really not hard to program and I think it is very effective.
I disagree. I made a post about this yesterday, and this game is in no condition to punish dcs. I have stable connection, a good pc and run the game without many background apps. I still get disconnected from the servers quite often, so while it is true People Ragequit, a lot of times people lose connection/frames/resolution or the game down right CRASHES.
-
@Metamatmem said:
Simple, 5% Speed increase to wiggle.
Better luck when trying to escape the hook on your own.
5% increase when cleansing totems.
And The ability to track HEX totems should be added to Ultra Rare Maps.
Just small tiny nerfs to at'least give survivors a better chance. Especially bad players like myself. This to me is fair. I win like 90% of games while being a killer lol. And at times i just use them for daily, not even having 3 perks. Like what ?
I get that killers should be Op. But come on man... Not everyone is as good as NOoB3 and such. Some of us suck at the game. And this is really just a small nerf that might win us 2 in every 5 games not like 1 in every 5. You know what i'm saying ?
And killers who come here to cry, please don't. This is for survivors ONLY!! And don't Pretend you are a true survivor mean while you play killer. 5% is nothing but at the same time its just to keep morale. Same as other suggestions. Small but really its something.
BTW we all know the chances of the devs even giving this post even a glare is just not going to happen. Just thought I would voice my feelings/opinion on the matter. As i'm about to just call it a day and move on to minecraft :D "or rather back"
Also I know devs.. very rarely do they listen. They will probably do the opposite of what i said - just cause.
So just saying devs ;) I will not be surprised if you make killers even stronger and survivors weaker. I just wont play the game :)
But I will remain optimistic as always.
God, you are the reason survivors are treated like ######### in these forums and it makes me angry. The game is CLEARLY survivor sided, and you want buff? Want do you want next? Every 50 seconds a gen pops even without people working on it?
-
I think some are very easy, while others are very hard
-
@Umbrae_pk said:
I honestly think he’s one of the best killers for his ability to cut off loops very effortlessly. Just because he can’t teleport to a gen across the map, phase walk at the speed of lighting, or dig a hole to end up on an adjacent side of the map doesn’t make him weak.
Just ask Ghost Face how well he performs and HE can move SLOWER because of his crouch speed.
What I’m trying to say is, not every killer should have the power to walking the entire map in 40 seconds.
@Umbrae_pk said:
I honestly think he’s one of the best killers for his ability to cut off loops very effortlessly. Just because he can’t teleport to a gen across the map, phase walk at the speed of lighting, or dig a hole to end up on an adjacent side of the map doesn’t make him weak.
Just ask Ghost Face how well he performs and HE can move SLOWER because of his crouch speed.
What I’m trying to say is, not every killer should have the power to walking the entire map in 40 seconds.
Clown is very bad, and cutting loops with him is not effortless
-
@Bloodflames said:
Here is the easiest and simplist way of reworking/buffing clown.
- Remove reload slowdown
- Change smelly inner souls and VHS porn to increase clowns movements speed when he walks through his own poison cloud.
Job done
But he still would not be able to cancel loops properly
-
He could have killed you 3 times
-
@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/843983#Comment_843983
Well if the killers right near you obviously he/she is going to go to the other side...
That's why you keep distance from the killer by throwing the pallets in chase, theres like 30 pallets on Hawkins.
Yeah but even if you throw the pallets you lose distance, so you should just run until he catches up
-
@Hag.is.Dtier said:
You throw them to create distance not to loop.
But on that map the loops are small, so when you drop them the killer just goes around
-
@[Deleted User] said:
You won't be punished for DCs unless you do it excessively. They don't care about why you DC whether intentional or not. They only care about how often you do it.
As far as crashes go, I think they are the exception to the rule, because I believe they can detect a disconnection from a game crash.
To that end, if you're game is crashing that much, maybe you should validate the game's files. That sounds like an exceptionally high amount of crashing.
They started when dedicated got implemented. I will be so happy if I get banned from the game for playing the game lol
-
@WickedMilk03 said:
Pretty sure they are realizing that they can just dc a bunch and killers will be nerfed. This dc bullshit needs to have punishment NOW bc I have noticed a huge increase in disconnects recently and it's annoying when I just want to play a normal match.
I dont know why this has taken so long. Maybe since survivors keep acting up, all the killers should go play civilization SO THEY CANT EVEN PLAY! All jokes but damn guys.
You are being extremely stupid when you adress disconnects to survivors. Every role dcs in this game, just because you play killer and go against a swf that does something, or have 2 people dc while playing doesnt mean you can write something this general
-
@mrgarisson said:
I'll start off by saying I mained killer till rank 6 and then mained survivor till rank 6. I switched because I grew tired of being played with and sweating so hard to have any chance. You have to play like a complete tool and I dont enjoy camping, tunneling and just playing dirty. Dont even get me started on how ruin is 100% needed. Played without it recently for fun after rank reset and I found someone nearly immediately after hitting them once super quick 2 gens popped, 20 seconds later another one popped. You shouldnt be able to do that even if I made a mistake! Plus making a single mistake as killer is a near game over where as survivor I could literally ######### the bed and win as survivor. I'm so bored of playing as a clown and I'm tired of making killers look like a clown. It should be horror not a goofy montage clip of killer. My easy fix would be permanent ruin.
You are partially right. Some killers really are bad, but we have about 7 killers that are pretty balanced and only require time with them to get 4ks. Otzdarva made a video with good builds for every killer without ruin, and he played with them (if you are interested to learn/or think the builds are bad). Also, I feel offended when you say killers look like Clowns
-
@TheLegendDyl4n1 said:
i find that using WGLF is sometimes hard to get the tokens because you have to save people to get them and for one you could not save 4 people safely or the killer might not hook 4 people in order for you to get it, and BBQ gives tokens as you hook survivors which is way easier to get than WGLF tokens. Maybe to make it easier, for WGLF we could make it to where whenever you complete a generator, cleanse a (lit) hex totem, and open an exit gate, along with the current ways to which i believe are saving a teammate from a hook and receiving the safe unhook BP bonus and taking a hit for a survivor whether it be near by or on the killers shoulder. i also feel WGLF should have an ability like BBQ does, maybe make it to where whenever you earn a token, You see the killers aura for a few sec, or because there are a few killer seeing aura perks already then we could make it to whenever you earn a token you get a 7% haste for 30-60 seconds which is how much hope gives you when the exit gates are powered. idk post your suggestions in the comments or agree with mine but i feel as a survivor i have to go out of my play style to earn tokens, unlike the killer who just can play normal and get everyone or 3 every game.
I hear a lot of people saying this about Were Gonna Live Forever, but I constantly use it and I get 4 tokens every time. In my experience, it is not hard to get at least 3 unhooks, and BT always garantees they are safe ones. I would advise you to use BT, and try to unhook and tank a hit, so you get 2 tokens directly (3 if you go down near the injured person.)
-
@CrowFoxy said:
Survivors were still stronger than add on less nurse before her nerf. That's what's funny.
I play 50/50, r1 every season both basically and have always believed Nurse was fair. Survivors ARE the power role and killers typically get the short end. Insta heals were a refreshing change though.
You'll notice the only nerf survivors get is broken things, things that are genuinely extremely unfair.
A good Nurse could chew a swf rank 1, so no.
-
@DevourOfSalt said:
She is sooooo unfun, unfar, constantly only get one blink because u forget to hold it 1 sec longer utter fking trash cant do map pressure if you miss one fking blink survivors get more then halfway across the map before u can even bloody blink again.
This nerf to her basekit is utter fking trash unbelievable how unfun she is.
I play on (console) where she was already hard now shes worse CHANGE HER BASEKIT BACK!!!!
I know this post is all rage but bloody hell it has been tough. Can a dev please respond if there any chance of her basekit going back to normal.
Lol I would argue with you but "constantly only get one blink" proves you are bad, not the killer.
-
@douggie123 said:
This game is absolutely pathetically survivor sided it's that survivor sided it's unfreaking believable. Killers have absolutely no power against survivors.
- Constant loops
- Hex smashers
- Flashlight spammers
- Brand new parts etc
- Dead hard
This is beyond a freaking joke and the best thing is that the developers are still messing about with killers. Destroying the only powers they have against survivors. Shock horror because survivors say so. Why can't the Devs just give us a game which is fun for both sides and more realistic i.e. making the killers the power role not survivors
While the game is survivor sided, none of the issues here are real
-
@2Khours said:
Behavior has no idea when to stop with the nerfs, it takes them 1 month for a nerf but 2 years for a buff,
And when they buff it's something really small, but when they nerf it's massive, every single time, first it was legion, then it was nurse, and now it's spirit,
Collission removal, ok, fine!
Vault animation, PAIN IN THE ASS!!!! but fair i guess since every other killer has one, but still a pain in the ass.
Activation add-on, just being a pain in the ass, why nerf these? just why?
The Yakuyoke Amulet, freaking why? 3.5 seconds extra for loosing 15% speed? that's an overkill nerf, what the hell are you thinking? it could have been 3 commons in 1 instead of 2 uncommons, why the overkill?
The and the , why nerf the tsuba? yea sure the wakizashi needed one i agree, but not the tsuba.
you need to stop doing overkill nerfs, look at the nurse now, for sure it doesn't affect the spirit base kit that much, but some changes are really annoying when they weren't an issue.
I really start to feel like you only want we hate you, why you do so much to make us hate you behavior? you don't seem to know how to balance your own game, you take so much and give so little, maybe play more than 5 hours a month to your game and maybe you could balance it better.
"Overkill" the killer is still perfectly viable and balanced, can teleport and is invisible while doing so.
-
@Rin_is_my_waifu said:
I don't mind that she doesn't have collision now since I don't rely on it but why not vaulting animation? I only use this for the shack loop but still it is very helpful.
Please devs, don't add this
Also I'm so relieved that they didn't gut her. I can stll destroy SWF teams ?
Why should she get no vault animation when killers like clown literally scream when they vault?
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/835747#Comment_835747
I don't know Peanits, it started with Nurse, then Spirit, and maybe I got myself missunderstood, I don't mean that there's people who wanna nerf every killer, but every time you guys nerf something they see the chance and ask for more and more, I really hope no other killer gets nerfed, more like reworks or buffs for unloved and practically unseen killers at purple and red ranks.
I do get that you guys call the shots, but I really don't wanna see any change to Freddy, this post is merely for fun
It started with nurse and spirit at the same time. Nurse was just a much bigger issue. Now both problems are solved
-
@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/834943#Comment_834943
So it's the entitled survivor mentality then.
More like the mentality of the person who played when brand new part was a whole gen and tries to understand why people dc when you use a "simple" offering.
-
@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/834048#Comment_834048
The first time I ever used a Mori offering literally every player in the match dc'd as soon as the kill animation started. How petty that someone would rather forfeit bloodpoints and depip than let a killer use a Mori.
To make the killer lose the same time they lost when they joined an a lobby they couldn't win
-
@ProfessorDunwich said:
Rank reset. Just played killer and ran into some incredibly toxic SWF. Going to admit, they got to me. I don't blame killers for dodging if they suspect that garbage.
And if a survivors dcs after a moris, they are toxic
-
@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/832479#Comment_832479
Dont even understand that analogy for 1,
It's a game not a sport and it's a game where perks that are equipped and could be replaced with perks that could win games.
And if you see spirit Just get better lul, see how that works? I mean if you see prayer beads spirit just player better right?
I didn't ask for their tounges to be cut off, I asked for them to be balanced, they have multiple perks built in just because. Imagine if killers had perks built in, pop, ruin, bbq or any other top tier perk just built in because of how they qued.
Play better lol
Git gud lol baby player gg eazy I play spirit because im gud
-
@jakesotto said:
I had this random idea and I wanted to just hear the communities opinion and to be open minded to each others points of view on it.
What if we limited SWF to 2 players per group and left SWFs with 4 players to a kill your friends. It seems to me that a lot of balance problems with the game revolve around 4 top tier survivors going against a single killer because survivors have such a high skill cap, aswell as the amount of communication survivors have with one another.
For example, if in a 4 man survive with friends one person is using object of obsession and communicates where the killer is at all times then its 4 people constantly knowing where they are while the killer can only see one of them. This level of communication gives a big edge.
In my own personal experience as queueing in a SWF with just me and one of my friends who are decent players at the game I've felt like the games were more fun and balanced. (We also don't communicate with mics). We are both red ranks. I could tell the killers had more fun playing against a balanced team and we all got an equal amount of points.
To conclude I also think if this change were made it would make sense to balance other aspects aswell to adapt to this dynamic, considering it essentially puts a skill cap on a survivor team.
I dont feel insanely biased about this being implemented I was just curious how other people feel and wanted to put my personal experience out there.
Awful idea, from start to finish
-
@Austin said:
I don't want to seem mean at all, but this has been requested since 2016. They've stated many times they'd look into it, and that's all I've seen stated.
Like everything else in the game lol?
-
@ProfessorDunwich said:
Rank reset. Just played killer and ran into some incredibly toxic SWF. Going to admit, they got to me. I don't blame killers for dodging if they suspect that garbage.
And if a survivors dcs after a moris, they are toxic
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/826461#Comment_826461
Hey, I’m definitely ok with buffs for Clown. I’m just pointing out that it’s already possible to deny vaults and pallet drops with the right timing.
I understand your point, but his direct toss is very situational because it doesnt last long
-
@Umbrae_pk said:
I honestly think he’s one of the best killers for his ability to cut off loops very effortlessly. Just because he can’t teleport to a gen across the map, phase walk at the speed of lighting, or dig a hole to end up on an adjacent side of the map doesn’t make him weak.
Just ask Ghost Face how well he performs and HE can move SLOWER because of his crouch speed.
What I’m trying to say is, not every killer should have the power to walking the entire map in 40 seconds.
Clown is definitely bad, and his chase power is very weak. Nothing about playing clown with sucess is effortless
-
@se05239 said:
Since this is a buff Clown thread (in a sense) I might as well drop a list of suggestions from an old Clown thread I made here;
- Minor exhaustion debuff part of base gas. Would require survivors to "take a breather", aka stop running away (thus letting the Clown close in faster) if they want exhaustion gone.
- Intoxication duration increases based upon time spent in the gas.
- Remove the grunting he makes when he vaults a window. It'd allow him so more freedom when it comes to playing mind-games.
- Reduced reload duration.
- Release clouds of gas while reloading.
- No slowdown while throwing.
- Increased intoxication duration (Eether 10 or 15 by default).
- Increased slow effect (Flask of Bleach by default).
- Generators inside gas automatically start regressing if there's no survivor working on them.
- More bottles, more fun.
- Exposure effect on survivors hit by a bottle (Redhead's Pinky Finger add-on by default)
- Extra potent effect for hitting a survivor directly, like stronger slow than normal or bigger gas area of effect.
- Survivors hit directly with a bottle get doused in the Tonic, making them leave a trail of gas for a few seconds.
- Survivors who're intoxicated cannot see the Red Stain.
All of them are awesome, thanks
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/826450#Comment_826450
That can still be enough to get a hit in before they reattempt the vault or pallet drop if close enough and well timed, especially with either Starling Feather or Robin Feather (or both).
I know you can get a hit but most of times the survivors just vaults before, so the idea is to buff the cooldown.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/825862#Comment_825862
You absolutely CAN stop a survivor from initiating a vault with a perfectly timed direct hit, and cannot immediately try to do the action again whilst their arms are flailing. I think it’s like 1 to 2 seconds. I’ve done this many times.
It really is just a couple frames, you can compare it to doctor's shock that lasts about 2.25 seconds and you will see it isnt half of it
-
@Blueberry said:
It feels like more than just addons, I think his power just isn't enough.
But like, making addons base would improve him a lot because you can still use them again. Imagine having a Sticky Soda be default, then use another one.
-
@[Deleted User] said:
“-After taking a direct bottle hit, survivors can't vault or drop pallets for 2.5 seconds. This would ensure a well timed bottle can turn into a hit, and would greatly improve The Afterpiece Tonic's chase time reduction. Also, he would counter loops like the Coal Tower's infinite, The Rancid Abattoir's window and others.”
This already possible though. Direct hits do interrupt actions and deny survivors the ability to re-engage in the action for a very short period.
It is just a couple of frames, and sometimes they still vault or drop
-
@Aven_Fallen said:
Clown has two problems in my opinion, and he is not even that weak from his Basekit:
First thing is, he got powercreeped by Freddy. There is no reason to play Clown when you can play Freddy. His Snares are compareable to the Gas, they are unlimited, he does not slow down while using them, he can have Add Ons which are not only related to his Snares (like Slowdown) AND he can teleport full Map away.
Second thing: The Maps. It is not really Clown, the Maps are the problem. Clown has a Chase-Ability, but it is not enough to play him without Perks which help in a Chase like Enduring(+Spirit Fury) or Brutal Strength. Really strong Killers do not need Perks which help in a Chase, like Spirit, shle can totally focus on Tracking and Slowdown-Perks, this is not possible for Clown. And even with his Chase Potential, the Survivor can drop the Pallet early, which forces the Pallet break and results into distance for the Survivor.
But on Hawkins and new Badham, Clown is not that bad. I think when all Maps would be reworked like this (which will probably happen, eventually, but long way to go), he can be quite solid (with some Tweaks to his Basekit).
I mean, some tweaks are exactly the purpose of my discussion.
-
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/825615#Comment_825615
Slowdown after a bottle throw needs to be removed. That's the start.
Yeah but the starling feather base buff would pretty much result in this
-
@CrowFoxy said:
Clown SHOULDN'T slow down after throwing a bottle. What a horrible design. He straight up counters himself at loops without feathers. Such an arbitrary on a killer like Clown is funny lmao.
I mean he is badly designed but do you have any ideas? I really did not understand what you were trying to point out here, im sorry.
-
@HatCreature said:
I personally don't think his add-ons are the problem, I feel his power just isn't enough like they just didn't give him enough when he threw him out the door. I made my own rework for him here https://forum.deadbydaylight.com/en/discussion/102851/clown-buff-for-fun#latest
Stopping Survivors from vaulting a pallet completely for 2 seconds is stronger than what Doctor can do, Doctor can shock you and stop you from Vaulting but it's less than 2 seconds, just enough time to switch modes and smack em. Now if you get someone in your cloud and hit them, I might be wrong but 2 seconds might be long enough to hit them again if they stay to try and Vault, that's their fault of course but the point is the time might be too long.
Everyone says that the Flask of Bleach is his best add-on and I agree, the extra slowdown is incredibly helpful is the difference between getting a hit and just barely missing the tip. Having that in base would be helpful but it wouldn't be enough to cause map pressure. Clown is good in chases but he lacks a presence on the map itself, unless you're just that good please give me tips.
I don't use the Feather add-ons, I don't see the purpose in throwing bottles faster since in my case it would mean I would miss my bottles sooner than later lol I've been using the reloading while moving add-ons because I'm low on the normal reload speed glove and cork, I'm low on Bleach so I'm using the 5% vol
Ok, after 47 years I finished reading both the rework and the comment. The first thing I would like to point out is that Doctor's Shock Stun lasts a little over 2 seconds, but since it is easier to get it I figured make it last a little less on Clown. I certainly am not the best Clown out there, but I would consider myself "that good" player (I only really play him). I didn't really say any addons had issues, so I'm a little confused about the first thing you said. Also, The Flask of Bleach is a nice addon, but I haven't really used it a lot since I hit a lot of direct bottle tosses and the extra hindrance is almost nothing.
Now, about your rework. While I do appreciate the ideas, I am not fond of time based mechanics like the Anesthesia one. It is hard to master, and a simple direct power boost would be better in my opinion.
-
@DocOnLoose said:
You clearly never played as Doctor. Shock Therapy applies 2.5 seconds stun after hit. But it was inconsistant before, now it is even more insconsistant with dedicated servers, not to mention stance dance and huge slowdown during charge.
If Clown will have 15% slowdown AND 2 seconds vault/drop denial, you will not be able to run away ever. Cause Clown has much bigger range on throws, he can drop cloud even before you reach pallet/window and get 100% unavoidable hit. He slowed down after throw a little, but it is not even close to Doc's slowdown during 1.1 seconds charge, when he runs 1 m/s slower than survivor. Plus 1 second delay after Shock release, etc, etc.
Imagine you chase survivor around shack, you throw bottle inside while survivor goes counterclockwise, no matter at which distance you were you will hit him, cause he slowed, he cant vault or drop pallet.
You approach pallet in gym, you just throw bottle ahead of survivor, he enters gas before pallet, cant drop, slowed down - guaranteed hit.
You dont even imagine how much ######### will be thrown on fan here on forums by survivors.
You are right, the way I said intoxicated made it seem like anytime the survivor entered the gas cloud he would get the delay. I had something like a direct/very close hit delay in mind.
-
@justarandy said:
Idk what triggered this but today I versed many killers who used a slugbuild with knockdown and since I play solo Q most of the time it was really boring and annoying to deal with and I was wondering if this perk is bad by design since solo and swf are handling this perk different. Once I played swf with this perk it was no big deal, the killer could not apply much pressure, we picked us up all the time and the killer got stomped with ez. But I'm solo Q it's a whole different story. No matter what you do (searching the slug OR ignoring the slug and do gens) it's always a lose lose. What's your thought about that perk? Does it need a rework? Is it fine? You don't care?
It is Knockout
-
@Acesthetiic said:
https://us.v-cdn.net/6030815/uploads/718/CK3VXTZB0SOC.png
Just a few notes for each tier starting from S: (REMINDER!! This is an opinion! This is based off RED RANKS)
S: Spirit is now crowned the best killer in the game. Hag is so close... and might even be better than Spirit ?. Nurse is still a god tier killer, but has dropped two spots due to lowered pressure overall which is now less than Spirit and Hag (not by a whole lot.)
A+: Billy and Huntress have the ability to destroy many teams. They can be ran around in some circumstances however, hence the potential tier.
A: Freddy is close to that “god tier potential”. Just doesn’t have that snowball effect as the others above. Ghostface has so much flexibility.
B+: Myers struggles early on in a lot of cases, but does have many strong builds and decent snowball effect in SOME cases. Don’t see him quite on the Great scale that Freddy and Ghostface are on.
B: Plague is now in her rightful place unlike last time (D tier). Demogorgon spot could change come next chapter, but I’m comfortable with this for now.
C+: I feel like this is too low for pig, but it’s so difficult to rank her!
C: I love these two with a passion!
D+: Please rework them!
D: Ugh. Kind of a chore to play these killers at times. Especially Leatherface (sorry LF mains) and Clown.
F: None.
Critique as you may!
I highly disagree with the placements. Nurse is still the best killer in terms of potential, she just requires a lot more of skill now. Freddy definitely is better than huntress, since you have maps like coldwind, hawkins and the game
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/825415#Comment_825415
..what? How am I being toxic? I'm asking if he thinks he deserves a reward for what he admitted to be basically doing nothing but hiding. The reward is a pip, which he also discussed.
Yeah, you truly said it in a very friendly manner
-
@YamiTheFurry said:
Im just curious to the general consensus out there. Im not going to state my personal opinion on the matter. But what do you guys think?
First of all, a poll would have offeres a more decisive answer no?
In my opinion, keys are unfair. They allow survivors to escape, avoiding killer strategies like 3 gens, endgame perks and others. Overall, they offer a lot of impact with almost zero requirements