Erk
Erk
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@Hazerino said:
honestly just watch this https://www.youtube.com/watch?v=9UeUsATwi3E
No, these are just in a whole another level. If I encounter one of these groups I'll probably stop playing the game.
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@Голубой said:
It does not need a nerf. You have no idea how many killers will tunnel you off hook. And sure, there are a small selection of survivors who will jump into lockers or sit on gens to get grabbed when you aren't tunneling. But these survivors are far fewer than the vast amount of killers who will tunnel the hell out of you off hook. It's a very frustrating experience when you come across these kinds of killers and I'd say at least 1 in every 4 games will have this type of killer (if not more frequent). The locker counterplay is so valid, too.
Let's say I hook a survivor and someone rescues them a while later. Then I down and hook the unhooker and I go to the nearest gen. The goddamn unhooked person is in front of my face doing a gen, what the hell do I need to do ? Leave them ?
Noone is complaining about its use as an anti-tunneling perk. We are complaining about its offensive a.k.a invincibility bubble use.
Just make the timer 30 secs and make it so that when you are in a chase, it doesn't go out and when you interact with something, it deactivates.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/175378/immersive-gameplay-is-boring-for-both-sides
Then you are playing the game wrong or the game is just not for you. I for one play both sides (more killer than survivor, but still). As survivor I play agrressive, less hiding, more running, saving, healing teammates. There's lots of action. As a killer, I play even more aggressive, giving up on chases quickly and go create pressure elsewhere, downing people and forcing their teammates to come to pick them up as I go chase someone else, always keeping eye which gens are being worked on and remmeber to return to them before they get done. It is total chaos around the map and it often lands me 4k because the survivors can't handle the constant pressure, never having time to sit on a gen. It's all about your playstyle. If I was patrolling gens 247, chasing 1 person 247, or searching an area for a hiding survivor till I find them, I would be quite bored out of my mind.
I 4K most of the time, I'm not complaining about losing. The game that led to this discussion, I had a 4k. That's not the point. I don't chase 1 person 24/7, I split the pressure with killers like Legion or Wraith but I focus on downing a person with killers like Deathslinger or Oni.
If I know that there is a survivor in an area and there is a gen there and he is hiding, what should I do ? Let him do the gen ?
Patrolling 24/7 and not getting involved in chases is boring.
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@slim0b said:
This has been an issue for a long time now and it still hasn't been fixed since his release.
The video below demonstrates what I mean if you haven't played with him before
https://www.youtube.com/watch?v=QS8v2ZsWRNw
Is this gonna be fixed anytime soon?
I play DS quite a lot and I didn't encounter this but if this would happen to me, I would just quit him.
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@TWiXT said:
I've said it before, I'll say it again: 5... Separate... Slowdowns... just for using his power.
No other killer has this many slowdowns, and the most any of them have is 3. All killers have the initial slowdown of missed or successful M1 strikes which is why I'm adding that to the total, so Nurse for example, has that + she Slows down when charging her power, Slows down for Fatigue which = a total of 3 slowdowns. Deathslinger however Slows down for: Striking, Aiming, Reeling, cooldown/stun, and reloading.
Successful reeling can take up to 5 seconds, otherwise it takes 1 second, Aiming is a large slowdown but over with in less than a second if you know how to quickscope, cooldown/stun takes 2-4 seconds depending on if you're on cooldown or stunned, reloading takes 2 seconds at base. So, Just to successfully injure 1 survivor with his power he can take upwards of 7 seconds, + 2 more to reload. Unsuccessful spear shots take 5 seconds to recover from and reload, but the worst is the successful spear shot that results in a stun which takes a max of 9 seconds to recover from and 2 seconds to reload again.
Deathslinger has too many slowdowns that give survivors too much time to do objectives all while he's just trying to knock down 1 survivor. Even In an Ideal situation where he manages to land 2 shots from his spear gun and knock a survivor down, the whole process can take 16 seconds. In contrast, Huntress only slows down for the windup with a max of 2 seconds, and the cooldown of 1 second, and holds still at a locker for 2 seconds when reloading but gets 5 shots every time, and she can knock a survivor from range in less than 6 seconds with 2 well aimed shots.
Deathslinger isn't balanced at all... he's too weak! I hadn't even mentioned his slower than average 4.4m/s movement speed which only exaggerates the fact that Using his power gives survivors too much time, and In a game where the "Power Role" is constantly against racing the clock in order to succeed, Deathslinger comes in dead last. He would honestly do better, and be more efficient at downing survivors if he just stuck to M1'ing them... that's how bad his "power" is.
If you aim and move, that's just a stupid move. Don't do that. Aim and shoot. Reeling takes like a second, 3 at max unless you are shooting the survivor across the map (which is not a good move since they can just get behind a rock and there goes your power). The cooldown is 0.5 seconds (assuming you hit the survivor which you should). Let's say aiming and shooting takes 0.5 seconds, then you have AT MAX 4 seconds + 2.25 seconds of reload (you should use the Warden's Keys, its a no-brainer).
The correct way to play him (in my opinion) is to find a survivor, injure them and THEN use the Redeemer. If you use the Redeemer first, you won't achieve anything, really (other than one injure and 9 seconds of stun).
I am a rank 4 btw and in all of my games there is a rank 1. Always, no matter what.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1431595#Comment_1431595
I completely agree with Myers (dont know about Demo as I dont own ST chapter) he has a ton of ways to play, small TR stealth, massive TR EW3 Infectious, Jumpscare etc. Has an engaging power which also allow for a lot of ways to play with it instead of the latest "I get to the Survivor, use my power like Legion, Oni, DS and PH" trend, he is decent at chases, decent at pressuring people, decent at scaring people away with EW3, his only true weakness is lack of mobility which Survivors can exploit and you have to learn how to work around it (it can be done, trust me), you have to think how to play the map you are given, what to defend, where to herd people so they get rid of the pallets you want gone etc instead of pingpongballing around gens like others or spaming their powers non stop.
You screw with Myers you get punished, Survivors screw they get severely punished, he gets no second chances because he offers none.
Got myself from rank20 to rank1 with Myers all the way (a bit of Jigsaw on the side too), when I read those "Hillbilly most balanced Killer EVER" I always tought "what about Myers?".
Shape is kinda weak imo. If a team of genrushers goes against Shape and you can't put pressure onto 4 different gens at once (which you can't) you'll probably lose.
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He can have 4m TR but ok.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1431875#Comment_1431875
No. Hes a Deep Wounds killer, which makes him weak by default. Secondly, you really think reeling speed or lowering your TR while ADSing are good addons? They arent. The only ones worth using are chain durability and reload speed.
Being a Deep Wound killer is not bad, it wastes even more time for the survivors lol and believe me, if you use M&A with both of those addons you can get some cheeky hits and reeling speed gets you downs in some moments, believe me. These addons make the game fun too since they are not OP and they are not useless, they are fun !
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@DawnMad said:
Definitely not, in chases he has nearly no counter play in most cases and is fully based on guessing. Someone who mastered the Redeemer can end chases in a few seconds no matter the survivor or the map in most cases with some perk builds.
https://forum.deadbydaylight.com/en/discussion/170814/deathslinger-is-the-most-balanced-killer
Requiring a good aim means skill gap, has nothing to do with balance.
"Easy to play, hard to master" means skill gap, nothing to do with how good the killer itself actually is.
His addons doing something, you should have added he is also good without addons. This is pretty balanced, I agree and I like it.
Movement speed and TR are so easy to get right by the devs it shouldn't even be mentioned. Of course a killer with 16m attack range has 110% speed, of course a 110% speed killer has 16m TR.
Skill gap brings balance since if a killer was easy to learn and was as powerful as the Deathslinger (catching up to survivors fastly, Spirit) it wouldn't be very fun at all.
What ? Being easy to play and hard to master brings balance tho !
Yea. His addons are pretty good imo.
He has a 24m TR and maybe you are right.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/170814/deathslinger-is-the-most-balanced-killer
Incorrect. Most of his addons suck. His power is weak. Hes a bottom four killer.
His power is not weak, you can literally hurt survivors even if they you can't hit 'em and his addons are really good, he's a A-B tier killer.
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@CriminalMind_ITAA said:
Agree with everything except for point n. 2
He's not easy to play
At red ranks i find it not viable
He is easy to play but hard to do good with, that's what I meant with "master"
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@Deathslinger said:
still no.
bruh tell me who is then and say why
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@Faszparaszt said:
No
Who is then and why ?
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@Deathslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1420604#Comment_1420604
You also said “don't cry at the forums about how "killers/survivors are underpowered, its not fair" and how "you are going to quit the game and we should too".
Suggesting to instead not play the game if you cannot handle rage for your own mental health.
MY POST, was a response that you shouldn’t control or shut down a discussion because that’s how ‘you’ feel. Let them vent, maybe that ALSO would be good for their mental health.
I guess since you didn’t understand or comprehend what I was trying to say to you, next time I’ll just say “you didn’t read my post”.
I'm not controlling a discussion, I'm saying its stupid to have that kind of discussion since if you are going to quit, why do you tell us that ? If you have a problem about balance, you shouldn't open it up by saying "I'm quitting". Just have the argument, thats okay.
Edit : Just having a break would be much better for your skill since you would think about your mistakes (I'm talking from experience here) and it would be helpful for your mental health.
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@xEa said:
First of all, general increasing the time it takes to do a Generator is not the right idea. I think it is necessary to just ballance genspeed out between early and late game.
The problem:
- In earlygame, generators are getting doen to fast. The reason for that is obviously, that survivors are not under any pressure at first, all the pallets are avairable and the map is large at this point. Killer can not chase all of them at the same time / can not patrol all generators.
- In lategame, generators are getting done to slow. The low ammount of available generators gives the killer a more easy game. Also pallets are gone and the area the killer has to patrol is way smaller.
The solution:
Survivors have to "learn" how to do generators first before they can master them. I mean, if you repair a car, you dont start repairing with full speed, you first have to localize the problem and figure out how to fix it, right?
So in DbD, as a survivor you start with 50% repairspeed. Every second you work on a gen, you gain another 1% of repairspeed (you get better at repairing) up to 120%.
This would cause that the gens in the beginning of the game would not be done soo fast, but it would even it out at the end, where survivors can do them much quicker.
PS. Those numbers are not carved in stone, they are just there to illustrate the idea.
What do you think about that?
The early game problem can be solved with Corrupt Intervention and late game is actually harder if the survivors don't 3 gen themselves.
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What part of "If you think the game has a problem feel free to share that but don't pick the "I'm quiting" route, just tell your problem." didn't you understand, then ?
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@Deathslinger said:
So people like to vent and communicate with a community on a forum where we discuss every general idea/change/complaint about DbD. Sounds terrible, let’s just shut this place down, I don’t like seeing people share opinions, especially since this game is so old and obviously everyone started playing the same time I did so it’s all old discussions that have been talked to death~
You didn't read the post.
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@MysterTal said:
"Well, their Perks have coo--"
I'm not talking about Perks.
How about we add cooldowns to the Survivors' base kit? It's only fair, seeing as how BHVR is absolutely in love with slapping Killers with cooldowns to their base kits.
How about we make it so Survivors can only hold M1 on a gen for so long before becoming "Fatigued" and having to take a breather before they can keep repairing? Don't worry, it won't be long! Just 15-20 seconds, like Killer power cooldowns! Yeah! Survivors always complain that holding M1 at gens is boring, so here you go! Forced breaks!
Oooh! Let's make it a token-based system as well, since BHVR loves that too! You have 5 tokens (one for each gen) and once you start M1'ining a gen a token is spent. Once you run out of tokens, you can't work on gens at all until you replenish the tokens by wasting some time inside lockers or something.
Oooh, oooh, ooh! Let's also make it so that vaulting windows and dropping pallets is token-based and you get a cooldown! Dropping pallets makes you "Fatigued" and vaulting makes you "Out of Breath" and there's a 15 second cooldown before you can vault/drop pallets again.
Sounds absolutely insane and detached from any basic understanding of how Survivor works, how the game works, the relative strength of characters, how maps are designed and what fun is? That's a joke, right?
Yes it is, and that's exactly how Billy Mains feel :)
Very cool. So, how many killers have cooldowns again ?
Hillbilly, Nurse, Spirit, Ghostface and Legion. 5 killers (I don't count the killers who have other powers such as Demo's Shred since they still have a power).
No need to complain.
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@raulblideran said:
I'd say a better change would be for no mither to start the game fully healed and when you get a hit to get broken. This way the killer won't know that you have it from the beginning.
That's actually way better !
@[Deleted User] said:
I strongly disagree.
My argument is that a killer seeing a Broken status popping up can infer information based on his knowledge of the mechanics of the game, leading to an higher killer skill cap.
You brought up the Deliverance argument - and I'd argue that forcing the killer to blindly guess is bad game design, whereas rewarding the killer with important information as "there was no other survivor saving him" for knowing Deliverance mechanics is good game design. A less skilled killer might instead waste precious time looking for another survivor.
This is exactly why Spirit sucks - the survivor lacks the information to properly predict what the killer is doing.
Yea, I guess you're right
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@LordRegal said:
I'm relatively certain that if someone starts the trial injured I'd know they had No Mither, even without the broken symbol.
Deliverance...I have fewer opinions about, but I disagree that it's too much information - after all, a kobe doesn't break the survivor and yet it's still only one person at the hook.
Yea, I forgot about that but they could add other perks which make you start injured, that would be variety.
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It's your opinion but here's my opinion :
- Huntress is not S tier since she can be easily denied her power if you go to a lucky map and even if you go to a good map, unpredictable survivors can really make the game not fun so she's a B+
- Spirit is A+ imo so you are right but Nurse is clearly S tier too since she can basically not care about walls, pallets or anything basically.
- Shape (Micheal) is probably a mid B since killing people quickly hurts you since you can't stalk those people and to get to %99 EW3 you need to give up a gen.
- Ghostface is a high B since if a good survivor sees him and reveals him, he has nothing going for him, hes just a powerless M1 killer.
- Hag is a low A since if a good player plays Hag he can dominate survivors (even if they have flashlights).
- Executioner is a pretty good killer if played correctly, probably a B+.
- Plague is a mid B since she can either keep survivors broken or have (debatebly) the best power in the game.
Again, I respect your opinion but this is my opinion.
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Is this a joke or is it genuine ?
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@Canas said:
No matter what you do, you're getting verbally assaulted and harassed. You played well? They'll call you a tunneler, camper and other bad things. You scored a tie (2K) or even worse? You'll be ridiculed and insulted, too. And these things happen constantly, especially on higher ranks.
How can any sane person play killer and still endure hours of abuse like this? Experience like this only makes me realize how little survivors care about the community, the vast majority of them only seems to exist to torture the killer. Funny how quickly the tables turn within the Entity's realm.
I wish the devs would finally do something to make killers feel better, it's already bad enough that they're exposed to bullying due to the 1v4 setup. Now add the broken matchmaking and SWF groups to the mix and you've hit rockbottom. There's truly no break for killers.
Easy. Type "gg wp all, have a nice day and gl on your next trial" and just close the chat or leave.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1411663#Comment_1411663
No.
Look up how to mindgame with it. Yes technically you can still curve but the mindgame in order to do so gets removed.
I honestly can't find anything about what you are talking about. If you do, feel free to send it to me.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1411089#Comment_1411089
Look up chainsaw mindgames on hillbilly in order to curve, they eliminate that from his kit which is something that requires skill and encourage backrev instasaw. I dont need to think which i prefer to do myself and have way more fun facing.
What ? You can still curve, you know that right ?
BASE KIT CHANGES
Given that we’re already pretty happy with the way The Hillbilly performs, the changes to his base kit are minimal. We are not removing any of the options you have with his chainsaw (traversal, feathering, curving, etc.).
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@Aneurysm said:
How is lightborn a nerf??
Almost impossible to blind is becoming completely impossible to blind with added aura reading
misstype, gonna edit that
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@Endstille said:
I think you do not even understand why people are mad about the changes.
So why are they mad ?
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This is not a bad idea actually, thank you for putting an idea that makes sense in this forum !
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@bubbabrotha said:
I get so much flak for maining bubba, trapper, feng min and other easy characters. Almost every match I get messaged about how I play leatherface. Is that okay?
It's OK and also Trapper is not easy, he's easy to understand but hard to do good with
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@bm33 said:
Can I complain if I win?
i donno, ask the gods
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Your DS change is really good !
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He probably has surveillance. Its a bug with the perk
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Yes.
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So a nerf to killers and a buff to survivors ? Cool.
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I don't agree.
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@RakimSockem said:
So the new mechanic where all survivors die if everyone is hooked and no one can get off was implemented to "not waste time" or whatever. Cool.
So when are we going to address killers slugging people and waiting 2-3 minutes for them to bleed out. And not just slugging for the 4k. I'm talking about being the only one left, hatch closed, and the killer just sitting there watching me bleed out because....??
That wastes a lot more time than the 30 seconds of struggle points survivors used to get. There should really be an in game mechanic to bleed out faster after being on the ground longer than like 30 seconds. Since we're so interested in saving time all of a sudden XD
#SmallComplaints #FirstWorldProblems
Who are these slugging-until-death people ? I never see them.
If you encounter these people frequently, then your idea is good.
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@DBD_Pinhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1399347#Comment_1399347
So then ######### is up with all the random ranks being thrown together? Last I heard, they were doing away with ranks with this MMR crap. If that's true, that's exactly what my games are looking like.
It's not out yet. The MMR system is not out yet.
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@immortalls96 said:
Because in reality it's not an outplay and just lucky something was there to break the chain..plus he is a 110 with no pallet punish so if he had to reel you in every single hit hed be the worst killer in dbd..so that pretty much sums it up
Yea, I guess that makes sense
Thanks !
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@SweetTerror said:
He's not really bad, he just takes a lot of practice. The downside about any killer that can throw projectiles is that there's no reticule letting you know where the object is going or where it's going to end up. And unlike deathslinger and the huntress, the clown's bottles are thrown in an arc which makes it harder to determine where it's going to land.
I wish there were bots in custom matches because it would be a great way to test out Killers without being expected to compete and needing other people to be online in your party. It would certainly encourage a lot more people to try out killers. Personally I want to try out Ghostface but given the rank that I'm at I would be going up against purple and red rank survivors, and I really don't want to do that with a killer that I've never played with before.
Just making custom games by yourself would be cool too imo. You could try out new maps, look for good trap and portal placements and try new killers !
I agree with all of what you said btw.
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Or maybe BHVR could add a new perk (with a new killer or just a new perk) that makes the chase last longer when you abandon the survivor... I donno.
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@tactic said:
What I mean is: Clown currently has 4 bottles and a 5 second reload time.
-However, no matter how many bottles you are reloading you still have to wait the whole 5 seconds.
-Usually, you don't need all of your bottles to finish a chase, but are forced to reload all of them once regardless.
these 2 facts make Clown feel very clunky, especially during a chase. So instead my proposed change is that Clown gains 1 bottle every 1.25 seconds while reloading, so if they only need 1 or 2 bottles they can reload for 1.25-2.5 seconds instead of waiting the full 5 seconds.
This is an intended buff and a way to make clown more fluid, as he suffers from both clunkiness & being weak.
ⁱ'ᵐ ˢᵒʳʳʸ ⁱ'ᵐ ᵇᵃᵈ ᵃᵗ ʷʳⁱᵗⁱⁿᵍ ᵗʰʳᵉᵃᵈ ᵖᵒˢᵗˢ
Honestly, cool idea
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@LudvigVonBastard said:
...game was great at first, maybe 10 first hours or so. Me as noobish survivor playing against some noobis Hunter or Trapper most of the times on best level in game - Silent Hill. Great experience. So i bought game. And after another 30 hours i regret buying it. It is stunning how convoluted in bulls..t this whole experience is, and now when i understand more why something is happening (most of the times, 50% of times...) it is stunning how badly designed some of the parts are.
First of all it would be nice to know there is a interactive Tutorial. I discovered it now, after 40 hours. GJ for letting player know how to play.
Hud is to small, dosent explain anything, basically bunch of small icons telling player nothing usefull. You have to know, and even if you know, you have to look at them and be avare of them. Often i dont even know when im Oblivious or something. Game is really bad at giving player any feedback.
This whole blood net and blood points, devs could cut out all this colossal waste of time and nobody would notice. I beat nobody would be missing it too. What is the point of unlocking the same skills, over and over again to, basically, different skin. Because thats what survivors are - every single one of them is just different skill. Just grind those bloodpoints to unlock skill you want for other survivors/killers and voila, everyone are the same. I dont understand why unlocking skills for other is even an option. Or more to the point, why do i need grind so much - if everyone can have anything, not only everyone is the same, but there is no point to unlocking anything.
Skills should not be shared or everything should be unlocked from start to not waste player time. IMO best if not shared and unlocked. Why i cant just play the game? Why this artificial progress even exist? What is the point? To waste player time?
Thats another example of bad design. Because if every survivor can have any skill, they are all the same. And also the killers. Its even worse, because while playing Legion for example, i can expect he could have this closet skill to reveal my location. But everyone can have that... So basically i never know against who im fighting and why they know where im. It just... Stupid.
And tapping, OMG, gameplay mechanic invented in 80s, because back then people had only one buttton and 4 diretions to control the whole game. Tapping a button? Seriously? In 2020? Now i just giving up most of the times after secound time on hook and i after playing more with players on higher levels i see more and more of them doing the same. It is not fun, challenging or exciting. It is boring, tiring and tidious. Especially in 10-15 minutes gameplay loop like this.
Uh... I ramble enough, i guess.
Devs, you have really good game here. Its just convoluted in F2P economy (disgusting), archaic game design (tapping in 2020, lol), lack of balance in gameplay (some of the killers are just bulls.t, or maybe some skills) etc. You should pay more attention to gameplay experience, because all those killer/survivors skins you are making now (to milk more money), yeh, its not enough to keep new player like me.
Ps. One of the worst events i seen for a while. Why do i have play to unlock anything? Just give players +100% and free crown skin. Jesus, its not that hard to make good event, just look at Minion Masters or something. Its not celebration when i have to work to earn it. And it feels like it - work to celebrate with this usless disadvantageous crown looking like a golden turd (im sorry, but design of this crow is so ugly, and its look like a turd).
So you want everything from the start or you don't want teachables ? Everyone will play Laurie and about the "I don't know the killers' perks" part, that's the point. If you know all of his/her perks then you have really important knowledge.
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@Onyx_Blue said:
You're wrong, your perspective about how his power plays in-chase is off by a mile. The gas doesn't need to intoxicate the survivor, re-routing them is often all it takes to get the hit. Plus, the reload speed is fine, it's a fair punishment for those who waste their bottles, and not much of an agonising time drainer for players that reload at the appropriate moments. If you're getting w-keyed against and using that as a reason why Clown sucks, then you're most likely pointing out a delusional analysis of your own bad play. Every killer can be w-keyed against, the very mobile killers can catch up faster, but that doesn't overlook the fact that they can still be 'outplayed' by holding W. You don't aimlessly track a w-key-gamer as killer. That point does nothing to serve your argument. Your argument to make him more mobile is so bizzare, since a faster/more mobile Clown would dumpster everyone with minimal effort. He already f's people up in chases.
The intoxicstion is to help you get the hit, both hinderancweand blurred vision help achieve the hit. The effect of Hinderance does still slow movement after the hit if the intoxication duration lasts longer than the speed boost.
The changes you want for Clown will make him an arseache to vs; he's already in an intimidating state. The changes you want would overkill him and make him braindead like Doc, Freddy and Spirit.
The only opinion i'd say you're right about and that I agree with is Leatherface being the worst killer in the game.
- The only time that redirecting a survivor would get you a hit is if you threw your bottle PERFECTLY so that it covers both sides and you are at just behind the lunge range.
- If you hook a survivor and you have 0 bottles and you know that a gen is going to finish, you can't waste that time by reloading since it makes you slower than a walking survivor and are you saying that I shouldn't use my power ? Do I just throw one bottle and hope the survivor goes through it ? If the survivor goes around the bottle then still, unless if you are at the lunge range you cannot get to them before they drop the pallet. Reloading at appropriate moments ? So when ? During chases ? And if so, how do you get the distance back between you and the survivor with %40 SPEED ?
- Holding W isn't too powerful unless you are in an indoor map. That's just a stupid argument to make. If a survivor gets to a pallet, Billy can mindgame the survivor with his chainsaw, Nurse can blink through, Huntress can throw hatchets etc. etc. and what can Clown do ? Literally nothing. Other killers have their power centered around stealth such as Ghostface and Shape so a survivor wouldn't run to a pallet since they wouldn't see a good Ghostface. Shape can just stare at them and gain power. Clown can do nothing against loops, do you see the problem now ?
- I'm not talking about being mobile, I am talking about being mobile OR being lethal. Ghostface is lethal but not mobile so a good Ghostface can down survivors quickly to make up for his lack of mobility. Wraith is mobile but not lethal so a good Wraith can injure survivors quickly to waste their time and spread the pain. Now, tell me, what can Clown do ? Nothing mobile or nothing lethal since you can't spread the pain or down survivors quickly. You have nothing.
- I don't want all of the changes I mentioned about Clown. 2 of them would be just fine. I especially like the one about rewarding players for landing direct hits (other than an add-on).
- That's the problem tho ! The intoxication doesn't help you end chases, it just gives you a hit. You know what should get you a hit ? Mindgames, not powers (unless you are a very mobile killer like Wraith).
- I am not talking about a faster movement speed Clown. I am talking about an efficient Clown who can actually do something.
- He is not at an intimidating state. When I see a Clown, I don't go "We should try to play seriously since if he catches us in a bad spot he can get us." I go "an easy win".
You sound like a salty survivor who is annoyed at Clown because of the blurry vision or a very good DbD player who can win with every killer. In either case, this is not suited for you.
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@ShrekTheThird69 said:
https://forum.deadbydaylight.com/en/discussion/165598/why-clown-sucks
Clowns anti loop is quite good but not as good as huntress or deathslinger. he is more of a low risk low reward ranged killer
Not a ranged killer. Throwing bottles doesn't injure people. His anti loop is not that good if its a safe pallet, meanwhile Huntress can disable basically any pallet loop.
@lucid4444 said:
What if the clown had a sub-machine gun? Maybe an MP5? He could pick off targets at a range and be lethal at close-mid range.
Cool.
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I don't think Trapper and Deathslinger are bad killers, they are actually good if you know what you are doing
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Thanks for making me laugh (no irony) !
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@xxDeathwishDW said:
https://forum.deadbydaylight.com/en/discussion/comment/1363184#Comment_1363184
JOKE?JOKE? IS THIS LIKE A JOKE? You are like the ones who say "go play nurse, u bad, git gud" Same as always.
It doesn't look serious as you clearly don't know how to mindgame or how to loop tiles. You should watch Scott's video on running tiles. Until then, every chase will take 10 decades.
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This is a joke, right ?
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1348653#Comment_1348653
I tried to give you something comprehensive referring to stats and units of metric. In response some of your points were lukewarm, if were being honest.
You skipped over things like pallet nerfs and state "I'm not sure', which then makes it hard to take most of what else you said seriously.
I mean the question over infinites is fine but it COMPLETELY ignores the context which is that it was a nerf to survivors so therefore benefited killers.
And your argument about end game timer is probably the best example of your bias, Its literally one select example that may play out: I mean what if, as a survivor, you have adjacent doors, with a high mobility killer during end game? There's absolutely no point to try for those doors, youre better off farming totems/hooks till timer ends if hatch is closed. But once again, its side point, the main one being 'survivor harder, killer easier'.
So I'll just defer to my first post in this thread.
If you don't take any of what I said seriously then that's on you.
If the survivor comes to an Endgame Collapse, its their fault that they are at that stage.
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@ich_häng_mal_rum said:
Playing killer is more stressful than playing survivor, that’s for sure. Just because you are 1 player who is the whole match in action, defend gens, prepare traps, go for chases... a survivor has moments when he can relaxing by doing gens.
But I don’t understand the big problem around swfs. They have advantages with communication, but if a solo surv use kindred, empathy or alert, he can get important informations too. A lot of swfs kill themself cause they are very altruistic and go for risky unhooks or they all get injured by taking hits... a killer often benefits of this playstyle. It’s very rare that all 4 survivors have the same good skill level. And if a killer runs against a very good and well coordinated swf then he gets maybe only 1 kill, but that’s balance, some matches with 4k, some with 3k or 2k and matches with 0k or only 1k.
Don‘t forget: the killer decides the kind of match, by using a special killer with his addons, tunnel, camp, 3gen, slugging...
And @Erk
Don‘t place traps (hag or trapper) near a hooked survivor. Hook a survivor in a area where you have placed traps before ;)
I already do that