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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • @Milo because you don't need to hold Stalk to wallhack, allowing you to move at 4.6m/s, closing the gap/cutting them off quicker. Yeah, the aura reading is a downside, but perks can counter that as well as remove your terror radius too.

  • @Rey_512 you can hide your body after Tiering up and then pop out at them. You can also stalk through gaps in walls on certain maps. And even when going from Tier1 to Tier2, the lack of a red stain gives you that added boost and you also gain in movement speed too. I'm struggling to see why this would be a worthless Ultra-Rara.

  • @Rey_512 8 seconds of Undetectable every time you reach Tier2 & Tier3 is worthless, are you serious? Considering his TR has potential to be tiny in Tier2, you could get so much use out of it with multiple playstyles

  • I made a post about my thoughts on possible Myers add-on changes in 'Feedback & Suggestions' very recently. Check it out and see what I suggested how to change it.

  • Use Breakout and just follow the killer while they carry someone. You help ypur teammate if you can block and get them off while also fulfilling the challenge.

  • @Milo What's not to love? I pair it with Mirror Shard. It catches a lot of people out. Free hits galore. Obviously, like Scratched, gotta use perks that compliment it and allow you to get full jumpscare/down potential out of it. I find it very fun to use.

    The issue people have with it is they look at it and go "this add-on is stupid! How am I supposed to get a 4k with this if i'm slower?" Without considering that if you make a scary build around it, it balances it very well.

  • @HPhoenix the best place to do it is at Shack. But it works at any vault based loop which has a large LOS block.

    What you do is this: chase a survivor around the outside of the loop past the window, when they turn the corner, you quickly 180 but keep moonwalking following them, toss a bottle up into the air (so the shatter is as delayed as possible) then wait at the corner while hiding your red stain, the survivor will hear the grunt and most likely think you have vaulted, they'll then run back to the corner you're waiting at. You'll hear their footsteps approaching, then pop out and get a free hit/down.

    The only times this won't work is vs a swf team that have a second survivor following along close-by to give callouts. Or vs survivors who just hold W. This tactic hard shuts down loops vs players that actually want to loop you.

  • @Toybasher I don't think that would be healthy for him. The fact you haven't got to be going for the trophey in order to use it, would make Tombstone gameplay very broken.

  • @darklinger well, his Tombstone Piece definitely needs changing. The others maybe not so much, that was just me rolling with the flow once I got thinking.

    However, the reasons behind buffing the Jewelry and Jewelry Box was to make them work even better with Scratched Mirror or simple Tier1 gameplay.

  • @Milo aw no I love Vanity Mirror lol

    Yeah, I do agree, there is no need to touch his Ultra-Rares. I just wanted to think of a new add-on they could give him to add even more jumpscare play to his arsenal.

  • @Dead_by_Gadfly did you see my initial comment for this post? The two things that Freddy should have changed is the slowdown add-ons and the stackable Himderance effect from his Snares. Those are what makes him braindead, the fact that you can oppress a loop area so badly that it minimisez certain interactions between the survivor and killer. Accompanied with the fact certain perks are more or less abusable by him; eg PGTW add to this void of dullness he is in. If Freddy had no stackable Hinderance, his chases would be way more fun, take skill and they'd still be strong. That is what my point is, not "ugh I can't counter him" or "every killer should have a god level skill-cap".

  • @Dead_by_Gadfly wow lol you do realise i'm talking about his add-ons in the comment you quoted, right?

    But now that you mention it, the fact that a killer is ridiculously effortless to learn and vs isn't a fun experience as a gamer. "You're trying to outplay this tile? *snare x5* outplay that? Oh, you drop a pallet and peel away early?" Boring. you can obviously perform evasive jukes vs every killer, but the general gameplay of Freddy is this: -chase, snare, hook, project, POP, chase, snare, hook, POP...then you got slowdown add-ons and maybe other slowdown perks on top of that. Are really saying he is a healthy killer to vs?

  • The ones that aren't braindead. Which is kinda the whole reason people hate Freddy. Even old Freddy had braindead mechanics to him.

    Seems like the only people who like Freddy enjoy how ridiculously easy he is. Take that any way you want.

  • No, I mean that when you get a gen that isn't near to where anyone else is Surge functions the way it is intended. Removes the time draining actions that a killer often need to do and allows them to keep pressuring active survivors on other gens elsewhere. Wanting Surge to be the kind of perk that gives massive regression to gens nearby being worked on is ridiculously boring. What it does now is refreshing and nice to have in a loadout, especially on basic movement killers. It's more than fine as it is

  • @LordGlint I know, hence why I said "no killer" meaning my argument isn't exclusive to him. I thought adding the comment about status effects would make that clear

  • The only two things i'd change about Freddy are:

    - Remove the stackable Hinderance effect of his Snares. Atm they are braindead to use.

    - Remove the slowdown add-ons altogether. No killer should have slowdowns as an add-on. Even status effects caused by add-ons are questionable too.

  • Well, I kinda disagree with the direction you want the perk to be taken in.

    The way I use Surge is to give myself area pressure that would normally consume my time by wandering over to it, kicking it and then going for the pick-up/next chase. It grants me that freedom to know that a gen is regressing and I needn't bother wasting time that could be spent actively pressuring survivors still pumping them out. I don't think it needs to be a massive slowdown perk. What it does now is great.

    But, what I do think would be a good QOL introduction to gens is to make them always have a skill-check appear when interacting with a regressing gen. The survivor must stay on it to hit the skill-check too, not how it currently is with Overcharge, where you can start to walk away with the skill-check still able to be hit on the move. That would mean Overcharge would most likely need adjusting. Maybe throw multiple skill-checks at them at the same time? Or something brand new or outside the box like that.

  • @DelsKibara I did consider that, but I had to combine them to be able to include the new add-on of giving him Undetectable lol

    How about if it required even more evil to hit Tier3? Because currently it amounts to 3 survivors max stalked and the 4th survivor just a tiny amount stalked. How about making it so that all survivors must be max stalk to hit Tier3 when using that add-on?

  • @CaulDrohn I play Clown a lot. It works every time, no one expects this. Not a silly excuse at all.

  • I love the way Pyramid Head (Executioner) is designed. Only issue I have is that he can spam his power even while it recharges. I think that allows him to be a little braindead in almost all loopable areas

  • @HPhoenix @CaulDrohn @Blue4Bane

    You wouldn't be asking for the vault audio to be removed if you knew how to use it to mindgame a survivor. Clown can shut down Shack and many other tiles simply by mindgaming his audio. Would it come as a suprise to you to know that his vault audio sounds just like his bottle toss audio?

  • @TheButcher your head is supposed to be on your shoulders, not up somewhere dark. Your sarcasm doesn't do anything to argue what I said. You don't specifically need to know if you were vsing a SWF or not to know what mistakes you made during the match. And feeling better about playing killer isn't even an issue with no UI; if people have the wrong attitudes about playing killer then they need to fix that themselves, not hope they get told what team they vs'd. The two are not directly linked.

  • 12 tokens? You've already won the game by then

  • Maybe analyse your own in-game errors, and the plays the survivors made vs you to learn how to improve for next time. The only thing people will do with a UI at the scoreboard is use it to brag that they "destroyed a 4-man". Streamers names pop into mind at the mere thought of this suggestion. So no, I hope this feature never gets put in. It isn't hard to get better by just being self-critical

  • The changes made are very cool! When Sprinkles is guarding a Gate, does he still have Attack Mode applied if a survivor enters his FOV? Or is he like a sentry that just defends that gate?

  • Yeah, objective intel is never overly strong for killers. Very useful, but by no means broken. Especially having thay map intel during a period where the killer is essentially purely only Basic Attack seems a fair balance. The power comes back fairly quick too at 90 seconds. That's also a good enough time to utilise the intel before regaining the passive pressure and slowdown that Sprinkles grants.

    I really enjoy the sounds of this chapter. Be very cool to see an AI involved in the online aspect of console and pc dbd for the first time too.

  • @OniWantsUrLocation well, look at it this way, with Rat Liver, it allows Demo to dominate tighter angles in loops and tiles. At base kit it requires Demo players to have slightly better knowledge of distance, positioning of the survivor and timing of when to begin charging the Shred. If there was a curve function to Demogorgon, that would eliminate the element of juke potential on the survivor side within their already small window, to anticipate the Shred. So, yeah it would make vsing Demo BS. Opinions and suggestions will always fall under practicallity when analysing the functions mentioned and specified.

  • You're really commiting to that opinion? Jeez, I mean, how in the hell is Demo underwhelming? His shred is very strong and a legit threat. His portals are also very useful. I mained Demo for a good, solid amount of months after his release, only really went back to Huntress a couple months ago. Demo is ridiculously strong, even without the crutch builds people slap onto him (STBFL, PGTW, Sloppy etc). He has very cool pallet mindgame capabilities, he has the element of suprise when his portals are used to sheppard survivors and deliberately waste their time while making his actions effiecient. So, giving him the ability to curve like Billy would make him insanely BS to vs, let alone look ridiculous. Then making him quieter isn't needed either. So what that he makes noise? He still gets the job done efficiently and in a very fun way when played at a good level.

    And as for the people who say Demo is possibly the worst killer in the game: Get a clue, switch your brains on and then look at Leatherface lol anyone who thinks any killer is weaker than LF is a moron.

  • The only thing wrong with Oni is the way his attacks look visually. So many times he will visually miss by almost 45-90degrees yet still get the hit/down. I was a huge fan of Oni post ptb release, more so than I am of him in his current state. But that being said, I don't see that as an issue because he is still counterable both outside of his power and inside it. The visual animation of his attacks is the issue with Oni. It can make timing pallet drops tiresome and also can feel frustating to see over and over again

  • @PigNRun is right. The fact that you gain Haste when in range is indication enough.

  • You should use Plaid Flannel to have visual confirmation of where your Blinks will land. The rest is all up to you really; mainly follow survivor routing until you see how they play vs you: going back on themselves, holding W etc that way your play isn't pure guesswork and is deadly accurate.

  • Yeah that clears up a lot about Sprinkles function. Maybe it could work smoother in these two possible alternate ways:

    My first idea is that Sprinkles start on the opposite side of the map to where you, The Child spawns (much like Corrupt Intervention). The second idea is that Sprinkles starts with you, but you have to manually press the Power Button to command Sprinkles to start his patrol starting with the gen, totem, chest you target (via aura reading or fov/los). That way it would be smoother and more in line with Sprinkles mechanics post dismantling, since he'd be with you until repaired, once repaired you would be able to manually command his patrol again using the same button prompt. What do you think of those alterations?

    My concern with Eternal Bond was that it would be a really swift and fleeting function in-game. You'd have Sprinkles deactivated, then automatically gain Eternal Bond, the ultra speed with no offensive presence. Then you cancel it when you get to an area you want to prioritise your focus, then gain Sprinkes cooldown. Maybe Eternal Bond could have an additonal function to it. Maybe to make it more useful, you could have it give the killer more intel during Sprinkles cooldown. Maybe, all the totems, chests and gens that were patrolled before he found and targetted a survivor are now revealed to The Child via a white aura. And, much like Legion and Wraith ultra-rare add-ons, The Child sees the progresss rate of those objectives highlighted during Sprinkles cooldown. That way, The Child still retains the map intel and pressure potenital she has while Sprinkles is in play, but not quite in the same way to keep her experience fresh. It would make the name 'Eternal Bond' be more apt too.

    Gimme, Gimme! I think wouldn't be one of those perks anyone vsing it could complain about. Since, they are visually told the killer is using it. And the simple counter to it would be to drop your item during the chase. So the function of Bloodlust being gained faster depending on item rarity would work fine. Maybe Common=2secs Uncommon=4secs Rare=6secs Very Rare=8secs Ultra Rare=10secs reduced time to gaining Bloodlust?

  • You mention perks in your complaints of swf, that's an issue with the perks, not the team using them. If there are mechanics that can be abused, then the perk needs adjusting. Eg OoO being that obnoxious with a swf calls for a perk adjustment, not a swf change.

    And if you're vsing a 4-man and are chasing one survivor for long, then you will lose, simply because being led around tiles and not winning mindgames, movement manipulations and not forcing areas to become unsafe etc then you will be punishment for your lack of pressure.

    I played a Clown match the other day vs a 4-man swf. It was the most fun i've had in a long time. We both made amazing plays and it was very close match. I lost ultimately, but mainly because I made a mistake with 1 gen left by assuming a gen that i hadn't been near in about 30 seconds was the focus and it wasn't, meaning I wasted time. Nothing about that team of really good loopers and organised teamplay felt unbeatable. If anything, I felt like I had a chance, right up until the end when I messed up. But that's what swf most commonly is - good players being highly interactive with the killer. What's not fun about that? There are certain mechanics which can feel dull to vs. But those mechanics are fine when used by solo players. Swf isn't the issue. The function of a mechanic that has broken aspects to it when used a certain way is. I sent all of them a gg complimenting the gameplay and got responses praising my play as well as thanking me for a great match. They even said that I kept up with them really well too. I mean, that's what dbd can be if the dull and obnoxious functions aren't abused like they can be. Also, to add, they had Unbreakable, DS and the likes. They did at one point abuse the ds locker function, but they did it in a way that completely outplayed me (I was chasing Claudette, and in order to slow my momentum and pressure of downing her where she was, Dwight fast entered a locker while LOS was blocked and I assumed it was a misplay by Claudette only to eat DS and lose my pressure instantly. That was an incredible play, but it did abuse a bad function of DS.) However, it didn't rob the fun away from me. Interaction between the two roles is the most fun thing in dbd. The boring thing to vs is the lazy builds and lazy chases. Eg PGTW, Sloppy, OoO, camping, tunneling, slugging, DS abusing by getting off hook and instantly jumping in a locker near to a gen that is almost done forcing the stun and momentum loss etc thay sort of negative gameplay. Why complain about a challenge vs good survivors, when you could be complaining about the lack of effort and interaction certain perks and playstyles offer to the gameplay? Immersion on the survivor side and slugging & camping on the killer side is the real issue with dbd. And the perks that add to those issues need to be addressed too.

  • I'd say it's a cool concept, but the power seems kinda weak/counterproductive in it's current state, to my understanding of it. So I have questions about it. Sprinkles is AI controlled? And how would his patrol function with routing; movement speed; his AI intelligence when it comes to spotting survivors?

    Also, the fact that Sprinkles follows a survivor around once the focus is locked onto them, makes me curious as to how his targetting works. As the killer, would you be notified that Sprinkles is locked-onto someone? How long would it take to dismantle Sprinkles?

    Saying this, the parts that seem counterproductive is the cooldown and fatigue aspect of the power. For a power that is a passive tracking/pressure one, the fact that the range of effect is so short, makes me wonder if there wouldn't be a point to that survivor dismantlinb Sprinkles; they could simply just be the bait that makes you waste time on them. And when they do dismantle him, that's that part of the power gone, replaced with, essentially a cloaked wraith with Windstorm+++++. Cannot attack, meaning zero threat. And then when the killer wants to attack, they endure a Legion style fatigue, and then has to wait 3 minutes to get their power back. Reducing them to Basic Attack only. I'll have proper feedback after hearing your vision of the killer's power functions.

    Perk-wise:

    Gimme Gimme is very unique, however, not a lot of survivors find or bring in Rare+ items too often. When I play as killer and survivors, majority of items (medkits and flashlights are yellow with stacked add-ons). My suggestion would be to reduce the item criteria down to Uncommon from Rare.

    Tantrum is almost in a good state with it's current function. But, since it is very easy to end a chase, break LOS for a brief amount of time (it can even end during certain loops if the killer tries moonwalking too often). The range restricts it to be very situational, eg vs altruistic teammates that want flashlight saves etc as opposed to allowing the killer to feel as though they can gain intel to help aid with pressuring others when going up against strong runners. Maybe make it 24/32/40m and have a cooldown of 90 seconds? Could make it so that it allows killers to have accurate intel as to whom they may want to switch focus to and pressure elsewhere.

    Suppertime would be better if it was reusable. For what it does, it's limited to criteria outside off Killer control (other survivors staying injured) you could combine it with other perks to help get that result, but, it would be one of those perks that is heavily synergised for usage. Maybe make it so that it's restricted to 4 times (possible of 4 individual obsessions in a game due to DS, Nemesis, Furtive Chase) with a cooldown of 60 seconds to match the survivors aura supression effect, making it so when it's reusable, the killer knows the survivor(s) aura can now be seen again?

    Safeguard sounds really solid. However, there is a lot of numbers attached to it. Maybe make it work with more user control. A survivor on their Final Hook has their aura revealed to you. Heal the survivor at 50/75/100% increased speed. While healing the survivor, both you and the injured survivor have the killers aura revealed to you. Has a cooldown of 60 seconds.

    Hit and Run seems perfect the way it is. I love the idea! I'd use it often lol

    Guiding Hands is too strong. It gives the grasp rescued survivor Sprint Burst without exhaustion. So, not only is a killer punished for misplaying a pick-up/carry, but they also have to just give up on that survivor, since they'd have to play catch-up which is never a good decision. A balanced way of doing it could be: your aura is revealed to an injured survivor that is being chased. During their chase, while in the terror radius, your movement speed is increased by 5/6/7%. Performing a killer grasp rescue causes the rescued survivor to gain the 5/6/7% movement increase for 5 seconds. You are afflicted with the Blindess status effect for 30 seconds?

    I like the concept for this chapter, the perks are really creative and fit both characters personalities well :)

  • @ReaperTech thanks a lot :) what would you say would be an appropriate adjustment to the Shadow Realm? I always enjoy the criticism and responses to help me fine-tune the ideas.

  • @SpaceCoconut lol just because that's what it translates to in your eyes, doesn't make it true.

    Hag is boring to vs, imo (gotta add that in case you go translating everything with those warped specs of yours ;), for the simple reason that almost every match vs her is hook trade simulator. And when they aren't hook trading, general gameplay is simply just rearache; if she ain't on you, it's a case of traversing the map, triggering her traps to remove them from play, and possibly baiting her to you, if you're lucky. Otherwise get ready to just play unhook simulator. Her chases are boring since she typically doesn't need to commit for longer than 7 seconds a piece. Again, put those specs away, it's not a case of "she can't be looped like the rest"; it's a case of 'what fun is there to have vs a killer that has the tiniest amount of interaction with survivors?' Like I said, only good part is baiting her to you to actively force that interaction from her. Even then most don't even go for it anyway because reasons ^

  • You guys always meme stuff. "Apply pressure" isn't a meme, it's a truth of the game. It really isn't hard to pressure survivors, especially now with the shrinking and touch-ups to big maps. If killer players genuinely struggle to apply pressure, build momentum, outplay the survivors, then they genuinely and sincerely aren't as good as they think they probably are. There are skillful ways to juggle; pressure and patrol the survivors; gens and hooks, that actually increases interactivity between both sides as well as not losing or winning in 5mins or less. If you seriously have loads of very short games, take a look at how you play and be your own critic. Learn to play better. Seriously. (And that doesn't mean slap on slowdown perks to compensate)

  • Hag's the most boring killer to vs. Thankfully she isn't a popular selection among killers.

  • The way to fix Haddonfield is this:

    - Remove the gaps in the Bungalow stairs.

    - Make it so there is never a vault on a long street side picket fence.

    - Never have rng where a hedge/fence has no vaults or holes in it. (Badham also still suffers from this too).

    - Only have 2 windows open in Myers hous but add a dropdown hole in the floor to the room on the right of the stairs (not on basement side obviously).

    - Add gen interactive doors. Eg the garages could have a gen that spawns on them sometimes to open them up, like on Gas Heaven. (But have them be open if the gen didn't spawn there.

    - Reduce the deadzone in the corner back garden area that occasionally spawns in.

    Am I missing anything?

    I don't think Exit Gates spawning far away is an issue. If anything, Gates spawning too close together is a far bigger issue.

  • @KingFrost has it right; the only thing that could (or should) change is the amount of traps carried by default. 2 is a good number to start a trial with. Anymore than that breaks the add-ons and would also lean towards making Trapper even more of a dull killer to vs. He would be able to set up in one area from the start and just proximity camp that area throughout, every match.

    If he has stronger traps then he will be so boring and ridiculous to vs. Getting downed from injured simply by stepping in a trap and freeing yourself, at base, is crazy strong. If that happened then you would have to limit how many traps he can ever have in a game to a very small amount.

    There is no need to give killers duel powers that currently don't. Trapper needs only his Traps. If anything, the devs could look into fine-tuning his add-ons to make him have a little more variety, otherwise he'll stagnate in this void of dullness.

  • Well, like you said, you're vsing a 4-man swf. Not really the best match to go for it on; let alone stalking mid-chase.

    Plus, if you don't like the daily you're given, re-roll it.

  • Why are you lean stalking during a chase anyway? You can easily get this ritual by Marking someone that's unaware via leaning and exposing them, then move onto someone else and expose them from an angle they wouldn't expect and catch them out while they're off thinking someone else is being targetted. You also haven't got to get it in one match either.

  • @Milo @BeHasU

    It makes an almost identical sound to his bottle toss grunt. When you get into a loop area where a vault has LOS blocked, you can manipulate the noise Clown makes while tossing the bottle to make a survivor think that you vaulted the window. I do this all the time at the loops it is playable at and it works every single time.

    How you do it is like this:

    You get yourself into a position in the chase where the survivor is just close enough that they cannot make a mistake with movenent. Then you chase them around the corner until they can no longer see you, you then 180 while still moving towards the corner of the wall and toss a bottle up into the sky. The survivor hears the grunt, doesn't hear the subsequent bottle smash immediately (because of how high you threw it), you then wait at the corner, hiding your red stain, the survivor will run back into you, or close enough so that when you pop out, they are within hitting distance granting you a free hit/down at a loop that could potentially waste quite a few more seconds of chase time. At shack, you can do this and shut it down instantly. I've had chases at shack that last 8 seconds against a healthy survivor.

  • I use this perk all the time. However, giving aura reading of a dropped pallet within the range makes it seem like it treads on the toes of Windows Of Oppertunity a bit. I would love the score event for resetting a pallet, but I don't think it needs the aura aspect.

  • @Jordan_131201

    Well, Trapper, Hag and Huntress would see immediate use to it what with them typically using their power right off hooking someone.

    And the other killers that have basic movement would definitely benefit from stealth for that amount of time as well

  • @CookieBaws @Jordan_131201

    I don't really see how this would be restricted to a limited amount of killers. It would give basic movement killers free reign to their area of focus without worry of tr or red stain giving their location away. Not to mention, it counters Kindred too. I see many killers getting use out of this in my head.

  • @Devil_hit11 what are you on about? That point was neither here nor there in our conversation.

    Yeah, gotta wait and see what changes they make. Currently, I personally don't feel much negatives in my matches from the cooldown and slower movement after throwing. If I toss a bottle and it's mis-aimed etc then that's on me and my mistake. If I make a good throw and place it in an area that it is best to be in, I get something out of the chase; a hit/down; same for when I manipulate the audio cues, always get a hit/down out of it. I never feel like i'm having an uphill battle playing as Clown. But like I said, pretty much no one plays Clown well, hence the illinformed complaints and buff requests that are so frequent and common on here.

  • @Devil_hit11 you just backed up my argument in your point about pickrate.

    I also think you misread my statement about 'Basic Play'. You seem to think I was talking about him being a Basic Attack killer. I was talking about how your argument leaned towards stating that being god with Clown means god with everyone else makes it seem you see Clown as having nothing but simply knowing killer basics to play him well.

    To narrow pickrate to generally usually meaning this killer character is good is misled too. Nurse is a prime example. Hardly anyone plays as her, but once learned she is the strongest killer in the game to play as.

    And no, videos of domination do nothing to prove a point. So i'll just let that little dig attempt slide.

    You're just adding fuel to the fire by reitterating that you think Clown is bad..."like everyone else". You're in that bracket of my first response comment - knowing nothing of how to be a God Clown and thus assumes weakness and in need of buffs or changes. Typical of the dbd playerbase, really.

  • @Devil_hit11 you think people have mastered Clown? Almost every player plays Clown wrong. Hardly anyone even knows how to manipulate his audio cues, for starters!

    The mentality that 'being Godly with Clown makes you an ultra god with every other killer' is mislead. You're making it sound like knowing Clown is basic play alone. His power has a lot to it that almost every player does not even consider. My point in my post is that of annoyance at the playerbase that constantly asks for stuff when they have zero idea as to what they want would mean for the QOL for that killer character. With the devs mentioning that Clown is on the adjustments list, that makes me wince. It further backs me up that the playerbase know nothing about Clown. They mentioned kill rate and usage rate as being low. Point proven! Almost all who play Clown suck. Then they sheep that 'it's hard to get kills with Clown' out to everyone else so then that makes people think they shouldn't waste their time playing as him either. The Devs really dropped the ball by giving into the complaints. There have been Devs post stuff about Clown on here before, and they've specifically mentioned that Clown is underrated because there are aspects to his power that are overlooked.

    People can say that Freddy is a better version of him all they want. Freddy Snares are braindead, Clown Tonic takes skill. Snares shouldn't exist. If any killer needs looking at it's that aspect of Freddy. Not touching up my fat-man and possibly changing him so the lazy comparison exists. But yeah, i'm curious to see what they intend on changing about Clown.

  • Yet again more people showcasing that they suck at playing Clown. You people have no idea what you're wishing for. A good Clown player is a massive threat. Buffing him or giving him mobility mechanics would make everyone hate him. You all need to learn what Clown can really do at the highest skill-cap and then you'll realise you're all lucky that hardly anyone knows how to play Clown at a God level.

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