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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • His stalk is perfectly fine as it is (minus the stak bugs atm).

    Here, a tactic I never see anyone using is exposing someone you have no intention of approaching right away to get them off of a gen for a while (works even better with Ruin active), and also to make others feel safer because they think they aren't targetted, when you secretly are doing just that. And also 99ing an injured survivor you have every intention of leaving alone for now - so when they heal they are oneshot regardless next time you find them.

    Also, stalking through gaps in the walls, like on Autohaven, Macmillan or Coldwind. That makes approaching survivors easier because they probably won't see you stalking them. Then pop around the corner and expose and down them

  • @HasterPhenix and would your Combat Stance itself works like Oni but without the function for maneuverability? So he is limited to a straight line?

  • @HasterPhenix So this would be similar to Oni's functionality, right?

    Would the Tentacles work the same way in my design or would they be linked to Combat Stance, infecting survivors that are within a certain distance of the sprint attack?

  • The tier list is a scam mentality. It isn't real. The tier list is simply "how well do the rest of the killers compare to Nurse?" "Low-tier" killers have great stuff going for them, just gotta play them the way their power/style encourages

  • @YukariTheAlpaca his power is a variation of Pig mixed with Plague; with the addition of Deep Wound and passive downing instead of a passive kill. This makes a survivor who is infected then injured by Combat Stance have a lot of slowdown to contend with. It is a slowdown mechanic that also has negatives to the whole team if left to take effect too, because instead of killing the survivor, it downs them and then spreads the infection to others and/or injures them too - allowing a snowball to take place if Nemesis takes advantage - I don't see this as useless. His Combat Stance is reusable whenever chosen to do it, so being an insta-down would be crazy. I'm not sure if is clear or not, while charging Combat Stance you'll be rooted to the spot or restricted to very very slow movement speed, making it so a survivor can peel away from a loop if read well - like vs Pig. However being hit by Nemsis in this way has more impact on the survivor because of Deep Wound too. Also, much like Pig, his T-Virus power is meant to be limited use especially because of the transfer aspect of it. If played well the team will be torn between priorities of gens, searching for a vaccine, picking teammates up and also having to loop and mindgame in chases very well.

  • Seriously??? So, people who say No Mither is fine as it is are always trolling? Assuming that they are is very defensive of you; trying to limit the validity of peoples opinions by throwing typical dbd shutdowns just because they see something differently to you?

    No Mither is fine the way it is. It gives very strong rewards for a very high risk. No blood at all times; 50% more quieter than everyone else who's injured; reusable Unbreakable, which means the killer cannot slug you. It combos very well with perks that can, both, punish killers for targeting you AND ignoring you. Can force a killer to eat DS, force a killer to go for you if you boldly do objectives faster than normal near to them, meaning other survivors can do as they want, and if the killer ignores you, you're left to get things done too. No Mither is a perk designed for these reasons, very high risk for very high reward. So yeah, it's fine as it is.

  • @YukariTheAlpaca that's not anymore helpful to me. You gonna be more specific as to what you'd improve?

  • @YukariTheAlpaca what in particular is weak?

  • @Tunnel_Me_Please Clown is one of the killer's that feels the most benefit from Surge; i'd recommend using that on him. My build is Discordance, Surge, Shadowborn and then BBQ as the 4th perk, because i'm a bp glutton lol

    Add-ons I use with this build are Sticky Soda Bottle and Starling Feather; they are both very handy to have when you come across an area that houses two strong loops back to back with easy rotation potential for the survivor, normally i'd recommend using 2 bottles in that area: one to stop the rotation to the other loop, and one to anti-loop/blur the survivor's vision to help you gain that first hit/down more swiftly, if they do stick around at the loop. But in general, 1 extra bottle saves you time, since reloading is put off for slightly longer. And decreased cooldown makes mindgaming vaults smoother; as well as being able to regain control of Clown sooner after throwing a bottle. The more younplay Clown after knowing how best to apply his power and toolkit to the game, the easier you'll adapt to your own preference of builds with him. I tend to use perks that make map rotation and chase pressure priority; I find great results like that.

  • Demogorgon. He(?) is ridiculously satisfying to play as. Having a very selective mindgame that only Hag shares with him, plus having insane chase power is so fun to play as and vs, also built-in intel is saucy.

  • I'm actually getting triggered by how braindead the community seems to be when it relates to specific killer strengths. Clown, in this example, is a very good killer, he is fun and strong at what his power offers the player. The playerbase just seems so ignorant to a blatantly obvious truth, Clown is good. Like @DudeDelicious says, Clown could use some minor touch ups, bug fixes etc but other than that, he's golden. Seriously people, learn how to play him and then come back and just try and say he sucks, you honestly won't be able to.

  • @nea_isnt_a_killer you're using a bugged add-on as a reason for an entire overhaul?

    He can make strong routes and loops weak by literally hindering speed/deterring them from being played in the first place. He can also mindgame LOS blocked loops with his audio. He can shut down weak loops very quickly, that guarentees him hits far quicker than any other basic attack killer would do in that loop. He's fine as he is

  • @6yXJI0 I dunno if I like that idea. Some pallets are realy safe, but that doesn't mean he hasn't got the tools or the playstyle to get them before the drop happens. Giving him even more stronger chase tools may make him seem bs to vs by a lot of players. I've heard the idea said before and I haven't been sold on it yet. Maybe you can sell me on the idea of this addition to Redeemer's functionality?

  • @TAG as in, the way they first phrased it made it seem like a survivor would only be applied Deep Wound and not be put into injured also

  • @6yXJI0 Ah ok, the way you phrased it said it only applied Deep Wound with no Injury. Makes you wonder what the point is then, really. You're giving the survivor a burst of speed from the Spear and also breaking the pallet with a stun, as opposed to no speed burst granted and a pallet break which is pretty much the same duration as the stun...

  • The way Deep Wound works, idea 2 is impossible. The mechanic relies on survivors to be injured for Deep Wound to function. Honestly, if people are gonna be braindead and drop pallets early, then you just gotta adapt to it. People do it vs Huntress and Clown, there are ways around it, other times the pallet must be broken; doesn't mean the killer should have a function that ignores that lazy style of play from survivors though.

  • @Tunnel_Me_Please that's not how add-ons are designed. They have to serve a function, that idea would be useless since it would obscure your own vision/LOS nor hinder or deter possible routing taken by the survivor.

    @nea_isnt_a_killer you want to see a killer that can hinder survivor's movement and anti-route be faster than 4.6? That's mad. And to answer your initial post, you're misinformed. Clown is fine at what he does. And he is viable at Red ranks, every killer is. Just learn how to play him efficiently and his unique techs too. I've posted responses on so many 'Buff Clown' posts. It's actually ridiculous at this point how many people struggle with him.

  • @6yXJI0 intel is never useless. At higher levels of play you start seeing more and more unredictable plays. Maybe a team who realise they're losing to a killer decide to give up on generator repairs for a little bit in order to regroup, heal, be more stealthy and regain momentum with out of the box plays. A killer that's got intel is in a position to dominate if they capitalise. No intel means making experienced guesses that may or may not be correct, or waiting for an opening that may not happen anytime soon but is needed soon or you'll lose. Demo's intel from portals is something that gives an edge when it matters.

  • @gatsby this is pretty much what happens now. Most matches there is like one actually good survivor, with spuds on their team. I love vsing swf now because I know that i'm gonna get a solid challenge and a fun match. Against solo's at this era of Red is pathetic. At least going back as far as 15 will put the weaker skill level of players where they should be for a while. Reds will get back to Red quickly, Purples will get back to Purple quickly. It isn't gonna be crazy problematic to the matchmaking. It used to be like that before. All it takes is one reset of 15 downwards and then next month onwards reset back to 10w/2pips from 1, like it was prior to the most recent change. That should fix things. As it is, skill level means nothing since low skill players are never gonna be at the Rank their exerience level equals.

  • I'm a Demogorgon main, his potal traversing is completely fine. If players aren't using his portals they're playing a diluted version of him. It doesn't mean it needs tweaking, people just need to learn how to use them properly. Most of the time they are used as intel, and as distractions/brief slowdowns for the portals that you actually intend on using; also, having some closed and awaiting traversing to is a good strategy because it comes as a surprise to survivors who had no idea it was even there.

    The whole idea for his portals is that they offer quick navigation, strategy and intel. So place them wisely and with thought behind it. Don't just call a change to it because it is uncommon to see it used effieciently and well.

    @Blazelski lord knows what weak Demo's you're versing, he is not a killer you can walk all over when learned. He doesn't even need STBFL or slowdown perks, like most use on him, to be a threat; just intel and a tiny touch of stealth.

  • Yeah, on PS4 too. Should have mentioned that, but was loading into a new match lol

  • @Peanits deranked by one colour is killing the game. The matchmaking and player skill level just means nothing now. So many glorified Yellow rank Killers and Survivors at Red rank. Next month make every Red go back to 15, Purple to 16, Green to 17, yellow to 18 and Browns back by 1 level too - so 18-19, 19-20.

    Otherwise the player base will suffer and be in a terrible spot for a long time.

  • Or you could just suck it up, continue trying to get points and/or kills out of the game, accept the loss, take a breather then move onto the next game.

  • @thefallenloser yeah I think that's best lol

    I would still encourage you to explore different approaches to Clown matches, when you play as him (since that's the only time you are in control of the factors).

  • *in the process of including the add-ons + descriptions*

  • Yeah it is busted. I got broken out of Shroud by a survivor on the hook as I was walking away to track a bbq survivor through two sets of walls on Yamaoka (no gaps to see me). I entered Shroud when I was completely out of sight and still got broken out of it. Yet there are times when GF is in the open and the Reveal mechanic gets to 99% and then stops, restarts instantly and does the same thing again, even though nothing is changing, my camera is still and GF is motionless trying to stalk someone.

    I wouldn't even have a clue on what is causing this issue lol hopefully they fix it and all the other killer power bugs soon

  • @KingFrost I thought about the Hex relating to Nemesis never stopping his hunt of S.T.A.R.S members, no matter where they go; I figured it'd fit the role. Plus, it only effects the one who cleansed it; Retribution effects everyone. And with the locker thing, I figured why not give the Hex an edge over the others (Haunted Grounds & Retirubution) by giving it an additional function, considering it's a restricted version of both of them.

    I was going to go with that exact name for her perk lol and have it do this:

    Master of Unlocking - "you're skilled use with the lockpick excels above everyone elses."

    You may exit through the Hatch without the need of a key. When next to the Hatch, hold down the interaction button to start opening the Hatch. This process is accompanied by a series of Skill-Checks of Moderate/Considerable difficulty. Failing a skill-check reduces the progress bar by the normal amount.

  • @Cable2486 not hearing the terror radius ON THE EDGE of it is a bug. You'll be literally on the edge of the 32/40m and you can't hear it. I know this because I have versed Infectious Fright killers and screamed even though I couldn't hear the heartbeat. Plus I have used Stakeout and Diversion recently (not in the same build) and seen the perk activating even though I am not hearing any heartbeat.

  • @johnmwarner you're kidding, right?

    DS locker tech is not something a killer works around. You either eat a DS that will most likely cripple your momentum; leave them alone, which is basically accepting they get a free pass for 60 seconds; or waste time trying to bait them out the locker as to down them and slug them to stop them being an annoying pest.

    Infectious Fright has counterplay to it, yes, but like I said, it is abusable with certain mechanics. Plus, the way it works atm, you don't know the killer has it unless you scream or are very near to someone who screams. So, chances are, vs a killer in my list, you would scream, most likely go down, and then be a slug with the rest while the cheapest piece of play pans out. If you manage to recover from that (Unbreakable, picked-up etc) you will now know they have it and will be able to counter it. Also, there's a bug in the game where you're inside the terror radius but there is no audio of it at all (I hope this is a bug and not an intended function); so you may think you're countering it, but actually, NOPE!

  • @thefallenloser yeah, misphrased it. Slowdown as in Hinderance.

    I'd say no, the majority of Clown players don't play him well at all. They waste bottles by spamming them in one chase, as opposed to how you should play it, use a bottle when you want to deter a specific pathing route and gain a necessary advantage in the loop. I typically use 1 bottle per chase, 2 at max in a safe zone. They also aim at the survivor instead of the route, as well as gassing a survivor when close enough to just get a normal hit regardless. Wasted Bottles hurt the Clown more than anything else.

    You're right, that is a Bubba tech I overlooked. -- A Clown tech I use is manipulating his audio cues when chasing a survivor in a LOS blocked loop, as to fall them into thinking a vault just happened. Unique to Clown and an invaluable technique that can remove the need for tolerating an aggrevating/unnecessarily long chase.

    Clown can end chases very quickly, as well as juggle highly efficiently too. Not only can he end chases quickly via forcing unsafe movement and gaining free hits/downs, but he can turn safe areas into a deadzone quickly too. Not many killer's can do that. So, played well, Clown has all the capabilities for the necessary pressure in a 4v1 game.

  • It's an uninteractive style of play, and is not a successful strategy to do. People say "just do gens", but when a lot of killers suck at the game and choose to tunnel and camp, it isn't gonna be fun to have majority of your matches in that session of gaming just dedicated to gens or being stuck on the hook all game. There should be a punishment for tunneling the same person over and over, as well as camping. Make it so emblem points are lost way faster than they currently are, as well as bp being depleted too. You don't gain brutality, hunting, deviousness or sacrifice points for targeting recently unhooked survivors (unless BT is in play) so quickly after they got off the hook. So many matches i've seen rubbish players get 20k+ all because a team decided to try and help the poor tunneled and camped survivor to no avail. Since "just do gens" is a stupid response and boring as hell to be forced to do; all because a boosted killer cannot get kills by playing properly. "Pressure? What's that?"

    I agree, mate. Tunneling and camping does need a negative to it.

  • @TAG Then the Devs clearly are out of touch with this power. If a function can be literally blocked by a killer to bring about a full stop to particular survivor's matches isn't considered hostage holding then they need to open their eyes. It's like downing the last survivor and having hooks right next to you to use but insist on slugging them for the full bleedout timer (when DS isn't in play or active) It's trolling and time wasting. Yeah they'll die eventually, but it wastes their time, ergo holding hostage! Just like old forever Doc was. And countless other examples.

    And if the Pig aspect of basement stairs wasn't one of the reasons for the widening of them, then why did they name that as a reason in the livestream back when it happened?

    The difference between gen defence and blocking a Box is that survivors can get gens done if they outplay the killer in that situation. You cannot outplay a killer defending a box since you are on a ever-decreasing timer and there is only the one box left to search, she doesn't need to rotate the 3 of them strategically.

    It seems we're never gonna agree on anything in this thread, so i'm ending my part in this conversation

  • Have you thought about what Valak's power would be?

    She'd be really creepy to go against. Especially in a darkened Church map. Like in The Nun (film), narrow hallways; dormatories; courtyard areas with overlooking balconies on the upper floor of the map; secret chambers; the misty boweles of the building. It would be very creepy and very aesthetically satisfying to navigate in the gameplay of chases and evading a killer, espcially Valek and Myers.

  • It isn't OP, but I do agree it should have a cooldown. A perk should never be able to be abusable with certain mechanics. Points you towards Tier3 Myers, Hillbilly and Oni.

    Nothing should be abusable in the game. Sadly there are a few currently in it that still are.

    100% agree it could use a cooldown for it; 30-45 seconds should be fair for what the perk allows the killer to do.

  • @TAG A legit answer, yes, but used in response to a question making a point about the crappy style of play that is available; it's invalid.

    Juggling is a skill, but the style of juggling that this Pig play involves is not skillful; it feeds into the next point I am going to make:

    Stopping one/multiple people use an interaction that will result in their death IS holding them hostage. You are wasting their time, as well as trolling them. This was exactly the thing that caused the Basement Stairs to be widened and no longer a body blocking spot. Gameplay Abuse/Trolling is a reportable offense. Just because it's been in the game for so long does not mean it is fine. It has been overlooked by the Devs, clearly. This Pig mechanic is ridiculous and needs an adjustment. Maybe removing auras isn't the sole answer; but it is one that would help improve Pig's QOL.

    Contradictory? No. The add-on is useless to run because what it offers uses up a loadout slot better used for something way better like Combat Straps, Tampered Timer etc. Making it basekit, however, wouldn't be an issue since it would no longer require using a slot and also make everything I said that shouldn't be a thing, not be as possible as it is currently.

    You're literally saying that a killer needs to locate RBT survivor's because they aren't scared of the timer? Even though, if they're working on a gen while wearing a Trap, you would and should be able to patrol and find them. Therefore making your point moot.

    Extending the search time via add-ons is to make it more tense and difficult for survivor's to get the RBT off; meaning more slowdonw. Not intentionally to make it easier for Pig to tunnel and focus secondary-importance targets.

    But Nurse's+SB+Thanat isn't a mechanic that's abusable. It's 3 perk slots taken up and relies on survivor's feeding your strategy which they can counter by not healing (or heal in unimportant areas of the map). Pig being able to abuse intel that a survivor NEEDS to do vs her isn't even remotely comparable to that. It is like I said, ABUSABLE. Pig is capable of stopping survivor(s) play properly against her if she chooses to do so.

    What considerable harm would it do to Pig that i'm overlooking with this idea?

  • @TAG that end part of my previous response was a rhetorical, sarcastic question that was mocking the current mentality of most Pig players in this current period of DBD. And talking about 'bad strategies', these can work very well; if multiple people have active/inactive RBT's on their head, then stopping the Pig strategise about which boxes to patrol and block just so they can be a cheap troll is the point of this whole thread. And no, it doesn't take skill to juggle someone who isn't a threat to the current objectives whilst preventing other people do them, it's obnoxious, because as I said previously, most Boxes spawn nearby to gen areas, a Pig knowing this is going be extra cheap in their defence of the gen/Box. Calling it strategy is just masking what is actually abusive game hostaging.

    My Plague comparison was to point out, if she knows where a survivor needs to go to Cleanse, then if they're in that area, she will have intel on where they most likely will be. Atm Plague loses a survivor and does not know what they are most likely doing, but if she did see her Pools she would have a very strong idea as to where this injured target may have gone off to. This is the same with Pig, a Pig knows the survivor is desperate to get the RBT off, and thus starts casually patrolling the Boxes in hopes of stumbling onto them to 'skillfully' delay them on their search. It isn't skill, mate, and deluding yourself that it is just tells me you may enjoy the cheaper part of Pig's current gameplay.

    The add-on is indeed a crap one, and changing it is good. However, making it basekit would not hurt good Pig players. In what world would a GOOD Pig ever need to bother finding RBT survivors. There are perks that give you solid intel, use them. If you find it annoying tracking or predicting survivor's with just game knowledge alone, then use perks to aid this; not an overlooked, cheap mechanic of the killer's power.

  • @TAG you can predict them even if you couldn't see the Jigsaw Box aura. But there's a difference between stumbling across them and downing/grabbing them for a hook while they search it, and then actively including the Boxes in your patrols. The whole reason why I say the Box aura should be removed, to stop Pigs going for the cheap strategies. Almost compares to Plague being able to see Uncorrupted Fountains so they can gain intel on where someone may go to if they want to cleanse, it's cheap and unneeded for the killer's gameplay; so Pig seeing her Boxes makes minimal sense, and ultimately encourages and allows for the obnoxious style of Pig play. 'Why chase fresh survivors when you can eliminate easy RBT survivor's?' "Accidently" finding a survivor with a RBT isn't skillful or fun.

  • @TAG just because you wouldn't see the aura of the Jigsaw Box doesn't mean you won't know where they are. You'll still see them on the map as you patrol/chase. And if you're using BBQ, you'll see the survivor performing the search animation for it. Plus, if you see a RBT survivor on BBQ running with a determined direction, why would you target them and not the people within your range or on the gens you see others repairing from BBQ? If you don't intend on tunneling a survivor with a RBT on their head, why do you need to include the Box in your patrol route? You'd hear the beeping/click-clack noise of it if they are near you anyway. Most Jigsaw Boxes spawn near gens anyway. And the ones that don't are typically in dead-zones (thinking Backwater Swamp), where you don't ideally want to waste your time rotating towards.

  • Why would she need to patrol them? The survivor's getting them off are of no concern to her. Unless you mean for the meme endgame plays? In which case, that's a meme, why would you want to let the game go that far on purpose?

    And Crouch wise, her stealth ability is nice when you get a grab, but that isn't strictly what it's for. It's mainly used for Ambushes. If you buff her speed just so you can be quicker crouching around the map, imagine how fast she'll be in a loop.

  • @thefallenloser His bottles are designed to be slow down tools, and route deterrence. Bottles are supposed to be saved and used in areas that a survivor cannot do much to out maneuver in as well as shutting down the stronger peel away routes. To say Clown has terrible chase pressure just tells me you don't how to play him.

    Being able to use bottles to regress gens shouldn't be a thing, no killer should have that ability.

    Having a function that relies on you hitting someone directly with a bottle twice in order to mess up their movement isn't needed either; a) trying to hit direct tosses is a waste of time b) err, there isn't a 'b' because the 'a' was so great.

    Clown isn't the weakest killer in dbd, he has very strong chase capability, and has tools at his disposal to be able to pull off some very neat techs. I'd say Bubba is the weakest, so far - since no one has discovered techs with his power yet. It limits his playstyle and skill-cap.

  • @KingFrost Why does she need to see auras of Jigsaw Boxes?

    And giving her a speed buff in Crouch would make her Ambush Attack broken as F. She already has to mindgame her movement very slightly to get a dash hit, having faster Crouch would just make it stupid how stong that dash would be.

    Yeah they could make it a multi key Box search thing to get it off.

  • @Yung_Slug a few people have been speculating that is what we're seeing in the Blight animatics. Paulie Esther did a good video theorising that, should go check it out, it's pretty cool.

  • @PigMainClaudette I don't really like comparisons in dbd; every killer has stuff going for them that's unique.

    Her Letter is one of those add-ons that boosts her Ambush and Crouch power. But atm, it inadvertantly boosts the obnoxious Box patrol style of play. If they were to remove auras of Boxes for the Pig, then it would be a sole chase add-on, and a very strong one at that.

    Her Secret is the one that hides the auras of Boxes from her, but gives her a notification when it starts being searched instead, and then shows the survivor's aura post removal of the RBT. So atm, it's kinda pointless, because it gives you intel you don't need as Pig. I don't want explosions appearing on random parts of the map possibly distracting from chases or gen patrols. And then who cares about seeing their aura after it's off, because all they're gonna do is heal or go to a gen, with either of those it means they're off gens or are about to be found again anyway.

    I adore Pig, and just want her, and indeed all killers to have the best QOL.

  • @PigMainClaudette yeah I meant decrease charge time. I said it was a change for Amanda's Secret, not Letter.

    I said Pig is really good in 'most' loops, her Ambush makes short work of them if they stick around, you can also fake it out to push them away from it etc etc (I'm sure I don't need to list all the plays that make her loop game strong to a Pig main, right?)

    And i'm aware that as Pig you should prioritise non trapped survivor's, since I spoke about how the current function of her Jigsaw Box aura ability is commonly abused by obnoxious players. This was a QOL change, not a buff nor a nerf. I'm seeing loads of ideas on here on how to push her in a stronger direction, but no one is addressing the annoying mechanics of one of the most fun killers in DBD. The fact she can hold the game hostage for players in specific situations is ridiculous. The Devs already changed something like this once by making the stairs to basement wider, since Pig was able to hostage people down there until their timer expired.

  • I really hate seeing these posts. It isn't hard to have pressure as killer. I'm a Demogorgon main that uses BBQ, M&A, Unrelenting, Ruin (yep, now that Ruin is different, and actually requires a killer to pressure a survivor off of the gen, I use it, on certain killers. Before, I avoided it like a disease).

    It doesn't matter what killer you play as, if you play well; with a strategy etc; you will not be having 5min matches often. If you don't juggle pressure, and don't make the right decisions, you will lose gens quickly, because what else is a survivor to do if they've cleansed the totem and searched a chest in that area already? It's a 4v1 afterall. Obviously ignoring the matches where toolboxes are spammed by most survivors in the lobby. 'M1 killers' don't struggle as much as people say they do with pressure.

  • @not_Queen you should ask yourself what kind of players most commonly use NOED. Answer is, the players that have zero pressure in the game. They don't go into it with a great endgame strategy; they openly ignore generators; they pray NOED is still up by the end because otherwise it would mean actually learning how to play the game. And because of the current killer ranking system, these boosted individuals somehow make it up to Purple, sometimes even Red. Now, is that what you want from your game? To be in a position where ranks are thrown out of whack because of outliers and in a situation where people have very boring, uninteractive matches vs low skill players who don't belong higher than Brown/Yellow. These gamers don't care about the fact they're playing with 3 perks until endgame, since, these gamers have zero strategy going into the match. I posted an idea into making NOED have a token system that gains per hook, up to 4 tokens for activation at endgame. That way NOED gamers have to learn how to win chases and have pressure in the game. It's simple really. Because, all that reads from your response is that you're happy with the affect NOED has on the game as a whole, since you openly stated a killer who struggles to get hooks is hoping for an endgame boost - so you just backed this point up without even realising it. I hope the Devs see how stupid NOED is in the game as it is currently.

  • I actually really dislike this idea. All you've done to make a killer whom you think is "boring to play as and against" have the exact same ability you find boring, but also made him insanely fast, as to have better map pressure. I am one of the people who finds it to be that Clown has a fine time already with map pressure.

    Map pressure is more than just being able to be everywhere. Map pressure is the ability of the killer being played to be able to have an impact on multiple survivors at once. Clown can achieve this very easily. He has great chase mechanics, thus allowing him to get hooks quickly as well as hits in strong loop areas. Making it so he can get rid of time wasting areas early and rotate his gen patrols and chases to fit in with these dead zones. Forcing survivors off gens and into areas they are vulnerable in. Survivors who think they can hang with Clown will attempt to play the remaining safe areas but most likely won't last too long if the Clown knows what he's doing.

    If you do insist on a secondary function, how about making it something skilled Clowns won't be able to dominate even more with, but instead, make it something every Clown player can have just as strategy/defensive measure:

    Interlude Tonic:

    When near a generator, use your Active Ability button to place your special tonic inside a cylinder of the generator. Once a survivor repairs this gen to 50% the Interlude Tonic stashed inside it will explode, releasing a poisonous yellow cloud instantly into the environment. The gas cloud lingers for 12 seconds. Any survivor repairing the gen, and within the clouds radius, at the time of the explosion will suffer heavy vision blur and have their auras revealed for 8 seconds. Any survivor attempting to continue to repair the generator will have skill-checks occuring every 2 seconds of repair while the cloud remains in the environment.

    Up to 3 bottles may be held, but can never be reloaded. Start with 2, but an add-on can be changed to give you 1 more of the Interlude Tonic.

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