Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
I couldn't get over the bad walking animation.
-
It shifts over time. Currently, I main Trapper, but the Killers I've played most are Hillbilly, Oni, Dredge and Executioner.
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636090#Comment_3636090
Yeah i've read Alan lore for dbd and i also know how the lore for DBD functions with time working differently in the realm.
The article i was given by one of the other users on this thread did point to a page that said it can be canon in both universes, so yeah that is neat.
Also i'm pretty sure every crossover with DBD is canon to it's universe, however as far as i know, only Ringu & now Alan Wake are considered canon within those two IP's universes.
and yes, Alan Wake is very meta, if anything you could say all appearances he makes in other places are canon and can justify it as taking place during those 13 years absence between Alan Wake 1 & 2.
Also kinda interesting that the reason they chose Huntress for Alan Wake's spotlight and trailer is because she's pretty much similar to that of a nightingale or taken that throws hatchets, maybe at some point we can get a Nightingale skin for her.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636018#Comment_3636018
So far he has escaped the dark place, he has escaped the loop in Fortnite, he has escaped Geoff Keighley at the game awards and eventually he will escape the fog, all of which just resulting in him ending up back in the dark place again.
Guy can't catch a break.
A Huntress "Taken" outfit would be amazing if they could! I'd love to see Scratch make an appearance also, maybe as a Paragraph Killer at some point in the future. Afterall, if Scratch is a part of Alan, then it would make sense he may appear there at some point.
Also, you're right about everything in DBD being canon for its own multiverse. It's more that some licenses carried across are characters from a different reality to their core games. So Leon and Jill in DBD are not the same Leon and Jill in the games RE design - they come from an Earth where the Entity appears to snatch them during the Raccoon City crisis, whilst in the RE games we see them as continuing their story against Umbrella.
It's all pretty fun and especially with Fortnite some may think Alan Wake in there wouldn't fit in his escape attempts, but then again he spent a whole chapter witnessing a musical of his life, complete with dancing, so silliness isn't unknown in the Dark Place.
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635747#Comment_3635747
Did Sam Lake ever explicitly state it was canon though?
I know both Lake & Cote on the Alan Wake page on bhvr's site talk about both games as well as the lore being extremely compatible with one another, but i haven't seen any of them explicity state or just mention that it actually was canon to the Alan Wake lore continuity itself.
I was the same too and questioned whether Alan Wake in DBD was canon, but apparently Sam Lake has said that this was one of the attempts Alan Wake made to escape the Dark Place. A bit like "American Nightmare" where he ended up in a strange desert location. There's a manuscript note which mentions he finds himself in a place "shrouded with fog" whilst looking for an escape.
Time passes differently in The Entity's realm, so within those 13 years trapped in the Dark Place, he could have spent what seemed like decades in the trials. However, he gets out, which I believe many years back during early DBD we were told we are playing a infintesimally tiny portion of the Survivors and Killers within the Trials who ultimately leave. Obviously canon can change, but it does make some sense.
Mind you, if this is the case, I'd almost be willing to accept Cheryl Mason and "Silent Hill" may also be canon in both universes, if she escaped (to be clear, there is zero evidence that is true :D)
Alan Wake is very meta though. Heck, his appearance in "Fortnite" may also be an attempt! Either way, I like that Sam Lake is so open to it.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635758#Comment_3635758
To be honest, I don't think there was anything over-dramatic about the response.
People were respectful, they didn't insult the developers or did anything unreasonable, they were just caught off-guard by a sudden change that no one asked for. These things hurt particularly deep when they happen to your favorite killer, I'd know.
Thankfully the feedback was heard, acknowledged and there will be changes happening to her.
I'd disagree that some comments I read online - not just on this forum, but places like YouTube - were overdramatic and some again going along the lines of "The devs clearly don't care" and such.
Certainly, feedback was needed (and there was some really good feedback given) but some comments were laughably ott. Those are the comments I'm aiming at, not the ones which were along the lines of "This is a bad idea, because...". It's not my intention to group everyone who was against it into the same soup pot.
-
Currently, I'm also playing Stardew Valley (on occasion) and We Happy Few. Just finished the latter, so may go onto something else soon
-
It's mainly because of the nerf from the PTB, which many didn't expect because they thought it gave her a better chance in the Trials. Some get very over-dramatic in response (embarrassingly so), but nevertheless there is a change which makes her less viable. I'd still say she'll be getting over 50% kills on her average, but depends on where it all lands.
Anyway, regardless of all the hot air, one of the mods on here has already confirmed that, although she will be going live in this state, they will be modifying her due to the outcry, so expect some changes in minor updates in the following weeks.
-
It'll be changed soon anyway. The devs are already saying they will monitor this and - although for a few weeks it may be a problem, they'll probably change either of the perks or make them non-combatable.
I wouldn't worry about it, but in the meantime I'd say the best counter is actually the fact the Killer has practically put all their eggs in a gen slowdown build. Ultimate Weapon can be dealt with, but Ultimate Weapon finding Survivors is one thing; knocking them down is another. I don't see much in the way of a Perk helping with this, and if the Killer isn't good enough, then no amount of Perks is going to help anyway.
-
I will be purchasing him, especially since Sam Lake has said his adventures of the Entities realm are canom to the Alan Wake universe (apparently, an escape attempt from the dark place that went wrong, like "American Nightmare").
As for his perks, Champion of Light is great, Boon: Illumination is nowhere near as bad as people make out, and Deadline is a bit crap (may work with others, but seems a bit of a dud).
His character likeness is decent and his voice acting is absolutely brilliant and - as someone else said - he sounds like someone who is experiencing the horror fully.
A good addition to the roster.
-
I will be, considering I'm a fan of the series. Champion of Light is a good flashlight perk and Illumination may make a difference for newer players and Solo players for planning where to go (Illumination may be a sleeper like Lightweight is still) - not a useful addition for a swf though. Deadline is still terrible though.
The main thing is though it appears Alan Wake in DBD not only is canon to DBD, but even DBD is perhaps going to be canon in the world of Alan Wake, which is quite exciting if that's the case.
-
There could be very small percentages in granting aspects other than just hook escapes, including:
1. Items found in chests.
2. An extra second speed boost when hit.
3. Increasing aura reading randomly.
4. Exit Gate or Hatch spawns.
Little extras throughout the trial, all with small chances of happening, but may turn the tide in a pinch.
-
@HamsterEnjoyer said:
Oh this is fun! I'll put my mains down!
Ada Mesmer - (Psychologist)
Perk 1 - Off The Record (Fits the concept of her stress shield)
Perk 2 - Solidarity (Fits the concept of her trading health states, just in reverse)
Perk 3 - Blood Pact (Fits the concept of her and Emil running for each other when someone else is playing him)
Perk 4 - Bite The Bullet (Fits her being a cvnty psychologist who's able to keep other people calm with her methods)
Interesting build to try! Glad you like this idea too, because it's nice to come up with ideas that may give people a new perspective to try out.
-
As a licensed Chapter, I'm still holding out for "The Evil Within"
For original Chapters we've had a few entries inspired by sci-fi, so I'd love to see some fantasy brought into the mix: Wizards, Lizard-men, Dark Elves, Trolls, Spriggans, Demons, Orcs, Werewolves and so on - or at least inspired by these.
-
PERK. Shadowborn - I'd add an increase in speed when destroying pallets and walls (by 20%) and increased recovery of missed attacks (by 25%) during the period of time it's effective. Not sure the haste effect is good enough on its own, so I'd add a couple of extras to play into the "anger of being blinded".
PERK. Boon: Illumination - Add the auras of the Exit Gates to the list of auras you can already see.
PERK. Deadline - This is incredibly weak on its own. So, to follow Alan's abilities and strengthen when he "meets" the deadline, I'd add that if the Survivor using this Perk completes a gen, any Killer within 16m and has that gen in its sights is blinded. Give it something to make it more worthwhile.
ADD-ONS. Hillbilly - They're all good. I just miss one or two of the add-ons whereby, if you're stunned, you gain an speed boostin getting into Overdrive. That's a really minor quibble though, and it's just more a selfish want than whether it would be good or not. Great job overall.
ADD-ONS. Compound Thirty-Three - Reduce the turn rate. Not sure how much by. Maybe 20m per rush more than 4m? Either way, it's too strong.
ADD-ONS. Iri Blight Tag - Cancel the ability if either stunned or missed a hit. I feel the cooldown is fine, but not averse to a reduction to 15 seconds. However, I feel the cooldown fine as is.
PERK. Quick Gambit - When in chase and seeing the auras of generators, you can also see how progressed they are, judging by the strength of the aura. Keep speed boost repair as is.
PERK. STBFL - Keep the reduction of 4% per stack, but make it so stacks are lost on basic hits only. Keep the perk in a more up close and personal state.
-
@irishbutcher said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632273#Comment_3632273
exactly! would love to see the new maps receive the original look.
although idk why the new grass bothers me so much. imo the old grass made maps feel less flat.
The newer grass feels too sparse, like there's a few inches between each blade. It doesn't look so much like grass, moreover strands of hair. The older grass was more substantial and at least helped ambush Killers and trap-based Killers with a few more options.
-
I very recently moved to the Xbox S (in the past week or so) when my Xbox One finally packed in.
It is noticeable the difference, especially with load times and smoothness, but it was only the last month or so that I noticed the performance dipping, but I couldn't be sure of that was the gen or the machine on its last legs.
The concern is that, as the game advances, it will be adding more and to a point - as much as I felt their optimization for older gen was decent - it will become more difficult to keep the performance.
-
I miss the aesthetics of the older maps and some of the more unpredictable chaos, but not a great deal else. What's made it more problematic isn't the older version of the game, but the attitude of the playerbase in general.
There are many decent people out there pkaying this, but it's become a game whereby being a twat, insulting others and generally streaming like a toxic prick has become increasingly more common, and that's really sad to see. Not to say it hasn't happened in the past, but it's more prominent nowadays.
I feel the gold standard was from around Ghost Face and Stranger Things to Silent Hill. That era was good, but before that it was worse and compared to now the game feels a lot better compared to then. At least for me personally.
-
I wouldn't go so far as to say it's the most disappointing Killer, because Killers such as Skull Merchant and Freddy are a thing.
However, it did feel a little underwhelming, especially for a Chapter that should have been huge.
The good thing is we got Ellen Ripley with some fun Perks and a new status effect to use against Killers, but when a Survivor outclasses the Killer there is a bit of an issue.
I still find it fun to face the Xenomorph, and there are worse Killers, but yeah in the grand scheme of things this monster was a little let down.
-
Atmospherically, the earlier maps were streets ahead. The new maps may look better aesthetically and have dealt with some of the big issues (such as infinite loops), but lost an integral part of their individuality and horror factor.
I'd personally prefer the old graphics and aesthetics, with the improvements modern day versions made towards balancing.
-
5 seconds and becomes inactive once the gates are powered. Nice and simple.
-
Fully onboard with this idea. Make it happen!
-
I agree with this. As a randomizer (every single Trial I go in with randomized setups) I can attest that Perks can do a lot of good, but can only get someone so far. I've gone in as both roles with some bad combinations, yet still beaten many people who go in with the full meta. Likewise, some of those lesser Perks have actually been proven very useful, where if I had bought in something dofferent the result could have been much worse.
I would be happy to have maybe some mini-special challenges which offer some great rewards, whereby to enter you have to go in with no Perks, Items, Add-ons or Offerings. Maybe challenges could require a specific Killer, which could be used for that challenge only (so if you don't have the Killer, it's like a basekit Trial).
Of course, it would be an optional extra, so people don't have to take it. However, this could be dubbed a Primal Trial, where the rewards are worth trying. It may also encourage people to buy a Killer they originally had never planned on doing so, finding they actually enjoy it, so it may help a little with sales and experimentation.
-
I feel this would lead to slugging as a way to counteract, which is a fairly unenjoyable experience if the Survivor hasn't brought a Perk such as Unbreakable or Soul Guard. Regardless, the Killer can still hit some heavy pressure.
I'd propose something like extending the Borrowed Time effect to 30 seconds, but either have that effect cancel if the Survivor does a conspicuous action, or remove the Survivor's ability to do any conspicuous action at all for the duration of 30 seconds. This would mean the Killer would be wasting even more timein a chase, give the Survival ample time to get to safety, yet also make sure the Survivor cannot get straight back into the fight so the Killer doesn't become too overwhelmed.
You can only deter a Killer from tunnelling so much until the balance is too oppressive. Likewise, Survivors need to learn to not unhook under the Killer's nose , unless as a last resort.
-
This idea is partially borrowed by @Seraphor in an exchange on another thread, so want to credit where it's due. However, I've made some changes to other parts.
The bit they said which I though was good was that the escape attempts should not affect the timer on the first hook. They'd still have a limited number of escapes, but those won't infringe on the timer.
What I'd add is the escape attempts can be done at any time throughout this stage. On the second stage I would remove Skill Checks. In my opinion, now the only thing which should quicken time on the hook is Monstrous Shrine.
Overall, if someone is so desperate to leave a Trial then they can take the disconnect (gives them time to cooldown, instead of jump into another and have the exact same thing) or risk a report for unsportsmanlike behaviour by either going afk or running to the Killer for a quick death. Even this though would give more time for other Survivors to get stuff done and reduce stress for all except those who don't care about the stress or impact they put on others.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631401#Comment_3631401
Sometimes the winning side is just better. But I like how Sava pretty much re-emphasized that certain (I guess ‘B or lower’) killers are only viable if survivors are really bad. Didn’t the best team in the world lose to a Skull Merchant though? 🤔
I think they won with minutes to spare. That was a rare occasion where a Killer was so horrendously badly designed that such a scenario was possible in the first place.
I'd argue the segment about B tier or lower Killers only viable if Survivors are really bad. That could be seen as insulting to those who play those Killers well, claiming they only win because Survivors were crap, when that's unsubstantiated.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631408#Comment_3631408
I'm not sure what the difference is between taking your chances on first hook, and missing your skillchecks on 2nd stage. Both are almost always intentional and neither are reportable.
I actually think it should be the first hook stage that should be changed. In addition to straight up ragequitters, sone people simply take their chances because they're impatient and assume that no one is going to or going to be able to rescue them. This has happened to me before, I got hooked, saw all 3 auras on the opposite side of the map teabagging, so after a few seconds I decided I was dobe and took my chances. Well a survivor came over and made it to the hook in good time, and if I hadn't taken my chances I would have still been on first stage. Sometimes survivors just need a moment to breath and not act out of desperation/frustration. And I think the following could help for that.
Change self unhook attempts.
- Unhook attempts are not immediately available as soon as you've been hooked. Instead they unlock at intervals of the anti-facecamp gauge. At 25%, 50% and 75%. This adds further depth to the gauge and some additional minor threat to the killer for part camping/proxy camping. Attempts are still a 4% success chance, with a full gauge still giving you the 100% chance.
- Unhook attempts no longer deplete your hook timer. Because they have an activation prerequisite in the AFC gauge, they become an 'earned' mechanic Instead of a 'cost' mechanic. Because they don't deplete the gauge, they don't cut your hook time down. So your first hook stage will always be 60 seconds.
- Second stage remains the same. You miss 2 consecutive skill checks and you're dead.
Those who just want to quit the game, will still find this to be the quickest route. 60s on first hook, then the same time to miss 2 skillchecks on the second, so still better than bleeding out or eating a 5 min DC timer. But this is much longer than currently, about 75s instead of 25s. This gives other survivors a chance to; rescue the survivor and demonstrate they're not abandoning them, or progress objectives while the killer is camping. Or it will give the hooked survivor the breathing time to cool down and not ragequit once they realise the game probably isn't the lost cause it seemed at the moment they got hooked.
This also makes unhook attempts a valid mechanic instead of just an 'I quit' option.
The difference - albeit a slimmer reason - is that in some cases towards the end there have been just two Survivors left. Say either of the 2 haven't been hooked yet and one is then hooked, and the other is in chase, then unhooking may be the only way out, slim as the chance may be.
Take that option away at the end and it removes the final thing that Survivor may be able to do, despite the very limited chances. There are other occasions, but that first hook still has some genuine use. Your alternative does have good merit, but having to wait for when to unhook is too restrictive. I agree that maybe you get your usual attempts but do not lose any regression on the timer.
At the end of the day, if someone wants to kill themselves then they will. If they get hooked early and somehow hop off, they'll just either wait there or find the Killer and be killed. At least make them realise they can either play on or take the risk of not getting reported for unsportsmanlike behaviour.
-
I'm not sold on the first hook phase bit, but absolutely agree Skill Checks for the second phase should go.
The second phase is the bit people get frustrated with when people off themselves by failing Skill Checks, but are protected by BHVR as it cannot be 100% proved it wasn't incompetency in the eyes of those making the decisions. Eliminate this skill check element and you eliminate the one contentious element people can get away with.
Once this is removed, it will erase this area of contention. It won't stop quitters, but it will make it easier to report someone who throws.
-
I'd rather keep the 4% as it has resulted in me escaping a Trial twice when all seemed lost near the end.
However, I'm happy for the struggle skill checks to go in the second stage. They serve no purpose whatsoever other than for killing themselves.
This is the big problem BHVR aren't tackling. It's the one way someone can get out of a game without a dc penalty, or being reported for unsportsmanlike conduct. They get rid of that struggle phase and everything becomes so much clearer.
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631104#Comment_3631104
The killers being differentiated by skill level and strength is fine. But you would have to live under a rock to not know blight is around twice as strong as trapper base kit wise.
All killers are only viable when survivors are bad enough to allow you to play them effectively.
That was never in question, nor in debate. Blight is a better Killer than Trapper but doesn't deter from the point.
Also, it's not always about how bad a Survivor is that determines a viable Killer; it's skill in general on both sides, alongside rng and many other factors that determines a game. The losing side isn't always bad.
-
@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628082#Comment_3628082
I never fully understood why they stopped. Probably because too many people used it for too many different meanings.
Some used it as "careful, killer is camping" and other goofes for "killer is gone save me".
There was no universal consent for it's meaning.
Guess I gave myself the answer for, why
This surprised me too. Hook gymnastics was an ideal way of letting others know what the situation was, at least on a first hook. Yet even when discussions were put down, people didn't seem to want to agree (and yes, this is a very tiny portion of the playerbase, but still).
If a small guide was put in the game tutorial, that may have helped. Personally, I thought doing quick, short movements meant the Killer was near (simulating panic and shouting at others to stay away), and longer movements mimicked trying to unhook yourself, meaning it was safe to do so.
-
There are a lot of factors put into the strengths of each Killer, but one that's overlooked is the skill of the player. I've seen some arguments where someone will complain how bad a Killer is and become defensive when it's pointed out how decent the Killer actually is.
In the end, I think all Killers have an average of over 50% kill rate (or nearly all), which makes me feel they are all viable. Sure, there will be Trials where a Killer won't stand a chance, but that's as much to do with the abilities of the opponent as it is the power of the Killer. I've beaten strong 4 man swfs as Trapper and also been hammered by even stronger teams, but it's all subjective at the end of the day.
I do believe a Killer can be called "weak" compared with other Killers though - hence Tier lists. That's not a bad thing in my eyes though. It feels like a difficulty Tier.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630864#Comment_3630864
There is some food for thought here. I wonder what the perk's effect would be.
"When a Survivor is hooked, Scourge: Recover is activated. Upon rescue, the Survivor GAINS a hook state. This hook breaks permanently upon rescue."
I can't see how anyone would object to something so wonderfully balanced! :D
-
Alpha gameplay of the first ever Scourge Hook Perk for Survivors?
Mind you, that's not a bad idea...
-
I would deal with this situation as an opportunity to learn, in order to improve future Trials with such teams.
Also, there would be a certain amount of slugging. The bleedout timer never replenishes, so as long as they're down they are eating into it. If they're not doing gens, I'd just continue that.
Unfortunately, this could take time regardless. However, at the end of the day it's all down to what makes you feel better. Even if that means disconnecting, do what you feel would help you out most. It's not like you'd be ruining the game for anyone else.
-
An underrated work of art!
-
Albert Wesker as the bodyguard. His instincts are sharp, reactions ridiculous and a clever individual. He is even dressed for the occasion!
Party friend would be Cheryl. She's definitely the type of person I'd be hanging out with.
-
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596932#Comment_3596932
chucky had michaels knife i think he would want it back to k1ll his sister with
Kitchen knives are plentoful. I'm sure he'll find another pretty easily.
-
Once, I faced a Hillbilly who sent everyone to The Game and tried chainsaw only.
I think he got one kill, but that was probably the most respect I have ever had for an opponent. Absolute G.O.A.T.
-
I do feel that sort of behaviour should be reportable, but sadly I do not believe the devs consider this an offence under the act of slugging.
This is quite funny - to consider slugging not a bannable offence, yet still include it in the tickets as a punishable offence. I can see why some get confused as this does not help. I have sent that concern to their feedback.
I do feel they need to look at certain actions which are clearly bm'ing and also the very specific scenarios they can be associated with (as an example, teabagging to distract a Killer into chasing a Survivor should not be punishable).
-
Considering Chucky isn't really a scary being and more comedy for me, I'm impressed with how well he has integrated into the game.
He's strong and his lunge attacks are fun to face. It may be worth increasing the cooldown on missed lunge attacks though, since he's not really punished for that much.
The scamper ability is strong, but I like a Killer that subverts what is normally expected.
Finally, his footsteps seem prominent enough when going round loops to face him, but maybe they could be a bit more visible, since most other Killers you can see where they are on many loops, but Chucky is a little more conspicuous. That may be me being picky though.
Overall, a great addition which shows ambition in Killer design.
-
This is a thing of beauty! Such a cool idea and well executed. I can see these making guest appearances on various DnD campaigns.
-
I'd imagine he'd take it seriously as he's a great actor and goofing about would just feel off, as he would be making himself react to the horrors. I could imagine him making a quip or two, but ultimately I would guess he'd play it mostly straight.
-
I prefer the brutes, but I have absolutely no problem with the spooky-looking Killers and would love some more too.
The imposing Killers just feel more full of character.
-
She seems to be one of the Killers most closely associated with skill, due to learning her hatchets. She's also a favourite with cosplays, artwork and such. Alongside Trapper, she's one of the very few who are reliant purely on her human abilities and no enhancements. I'm gonna say Anna.
-
The only way for me. It would be too dull for me to be playing mainly one side.
-
Most have appeal, but I'm going to go with a real horror icon from the 1980s.
-
Although - as you've stated - Jack the Ripper is a real individual, a few decades earlier in the 1830s there was a supposed supernatural entity called Spring Heeled Jack. This was a being which preyed on women mainly, but also coaches and some men. In particular, his name comes from his agility and being able tp jump l9ng distances.
The hysteria was so great at the time, I believe it was even discussed in parliament as to who or what Jack was and whether anything could be done. Nobody truely knows the truth behind Jack, but it could be a mixture of superstition and some real-life attacks, where people may have been so scared they thought the attacker was somehow supernatural.
Either way, he would be a better option of an urban legend from England - a notorious one at that!
-
Perhaps NOED? Although it can be problematic in the endgame, for most of the Trial a Killer is working with one Perk down. Even when the final gen is done there's no guarantee they'll get use from it.
Same could also be said with Adrenaline. Again, the Survivor is a Perk down for most of the game, with no guarantee they'll ever get any use from it.
-
The above answers have mentioned the main way to deal with this. Also, this dkes have other benefits besides free slowdown: often those Survivors get frustrated and ultimately may come to find you, whereby they are more prone to make mistakes because they're annoyed.
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628385#Comment_3628385
Realistically it would make sense for an experienced user of bear traps to have mastered the art of... stepping over the trap. It makes no sense for random survivors to be more able to walk around bear traps than the guy who placed them to begin with.
Makes alot more sense than the idea that Clown is immune to anesthesia.
I dunno, I mean Evan has been tortured badly by the Entity, so his senses could be numb, amd in the heat of a chase even the experienced can overlook things.
Clown doesn't have to think about his concoctions as his body should naturally adapt. Besides, if the Entity changed his horse and also favours the Clown, it may have made a point of improving his resistance to the chems.
