Phasmamain
Phasmamain
About
- Username
- Phasmamain
- Joined
- Visits
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Comments
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Honestly make him be able to do 720 degree flicks and we’re cool
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Don’t usually agree with tru3 but I can get behind this
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Wouldn’t say best designed but she’s definitely fair. I just find her a bit boring to play around loops with
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No way. Clown already has a pretty strong chase and this would make playing any loop against him near impossible
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Legacy is for veterans and it should stay that way
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Grades aren’t used for matchmaking. In saying that ######### MMR
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She would probably still be really strong but she needs a complete rework imo
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@Mirthful said:
https://forum.deadbydaylight.com/en/discussion/comment/2724886#Comment_2724886
Yeah i know, thats why i saved up iridescent shards... so do you think soon?
Probably. They are pretty consistent with rift cosmetic releases so we should see it soon enough
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Feng min and clown’s community cosmetics came back awhile ago. They are only available with shards though so you can’t actually buy them for money
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To call him useless is a stretch. We can start by reverting his TR to 24m and giving him a 30m lullaby like trickster.
also give him some better add ons
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2724871#Comment_2724871
I’ve barely gone against Clowns that use it and honestly I just don’t play Clown much to know how to utilize the antidote. It still feels situational and isn’t strong enough to warrant survivors also getting a benefit from it.
I feel like survivors need to get a benefit to make sure the clown gets punished for using it wrong. Otherwise playing loops with him would be even more brain dead than it already is.
That’s not to say I wouldn’t change it. It should be in its own ammo reserve where it recharges every 10 seconds. Currently most clown’s feel like throwing them is a bad idea since it eats into your tonic supply
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Don’t worry gann I’m doing just fine. Still enjoying the best killer in the game :). And tbh the antidote is a great chase tool many underestimate
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You do realise faking the red stain is essential to many of the mindgames in dbd which is widely considered one of the most fun parts of the game right?
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Oni has trash perks but is very fun to play as
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Enough to make looping significantly harder but not enough to make holding W less effective. Terrible idea
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2724595#Comment_2724595
It’s a dilemma.
Good Perks bad Killer
Bad Perks good Killer
Yeah pretty much. I’m biased though because clown is the best killer in the game
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Clown’s perks are better and is more fun imo. Spirit is a lot more consistent though
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Is it just me or is every cheater a Dwight?
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Actually it also increases your move speed to 100% while charging a tentacle
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Just delete RPD and I’ll be happy
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Favourite thing: Probably the clown tome
Least favourite: Tie between all kill and resident evil
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2724086#Comment_2724086
Me playing default Nurse with her Halloween head to trick the survivors into vastly underestimating me
Me cleansing all 5 totems in anticipation but realising all my teammates are already slugged
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Frosty eyes are the only metric I need
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Fair enough. See you later
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For builds slowdown is your go to. Pop or ruin synergies well with his teleport and bbq so you can find high gen to go to
His add ons are all trash don bother with them
He’s pretty basic in terms of strategy. One neat thing to try is to teleport mid chase to cut a survivor off. Very rare but satisfying when it works
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Probably because the add on is bugged to death so they just disable it and fix it for 2 weeks when it’s available
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Pain resonance has become a main stay on any build and helps low mobility killers like clown massively
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2723186#Comment_2723186
This has nothing to do with Huntress, it's a latency issue.
No it does involve her somewhat. We have a visual of her hitbox and it is abnormally big especially compared to slinger and trickster
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Sadly considering huntress has been through her add on pass it’s probably going to stay the same
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If anything survivors should have to build them for an extra chase tool. Maybe giving toolboxes another use?
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Is MMR really a sign of improvement?
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The Jeff face would become rarer than the fog whisperer charm. But if it means bearded bubba then yes
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Because the devs realised how much of a mistake nurse was so they have swept her under the rug
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@RakimSockem said:
They nerfed that jerk? Finally.
Of all the killer terror radiuses, his made the least amount of sense. How you gonna have a ranged killer with normal movement speed and have a terror radius that's practically non existent until he's in range to shoot you. Hated him since launch so whatever nerf he got, he deserved it
”I hate it so he needs to be nerfed”
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2722357#Comment_2722357
Would that stack with PGTW?
Probably not. Pop is already good as is so it doesn’t really need a buff.
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I’d say 5% would be good. Maybe have a bigger overcharge skill check base kit to stop gen tapping being so effective
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Yes it was too much but he did need changes
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2721760#Comment_2721760
By powerful. You mean useless. No thanks
It’s pretty easy to pull off that setup when playing him tbh. Obviously in normal circumstances you shouldn’t but iri’s are supposed to change a killers playstyle
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When it comes to how powerful they are with it compared to not then I’d say pinky finger. Having exposed on demand as clown for 1 add on slot is ridiculous
Id Change it to expose survivors for 30 seconds if they cure their intoxication with an antidote. Changes his playstyle in a fun way but remains somewhat powerful
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721700#Comment_2721700
Being active is a part of your job, it still influences the gens passively.
Yes but one did it through Rng (bad design) and the other does it by rewarding your normal gameplay(good design) pretty simple
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721686#Comment_2721686
Fact: It still gives passive value and still takes no actual input from the killer. You have to keep them off gens in general
Fact: It's still oppressive
Fact: They started off by saying that it's used in 80% of games and that new players find it hard to play against.
They do not care about veteran players, they do not care if what they did was correct.
What I meant was old ruin just slowed down gen progression so long as survivors couldn’t hit greats. New ruin on,y slows gens if the killer is active by forcing survivors off of them.
It’s only oppressive on specific killers such as blight or nurse. Otherwise it isn’t
What they did was correct though. They reworked a badly designed perk into a better more healthy one
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721680#Comment_2721680
Can we stop pretending that the devs have any other reason for nerfing it other than "new players find it annoying" and "It's used too much"
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
"Its punishment of new players or those who can't hit Great Skill Checks."
"The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer." < This never got changed it's still little effort and passive
"Its inconsistency due to the random nature of the appearance interval of skill checks." < Valid but not the actual reason they changed it
"Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. " < It's used too much is their reason
Their reason for nerfing it was pretty simple. It gave passive value that the killer had no control over and it relied on skill checks which are completely random. The perks was oppressive as hell against new players while being terrible against good ones to a point where some just didn’t bother cleansing it. It’s a better perk for both sides now
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Dead hard wasn’t meant to be buffed. It was fixed which subsequently buffed it due to the validation system being horrible
Also COH isn’t “uncounterable”. You can find the totem or run add ons/perks that give broken or even perks like coulophobia
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Trickster needs a complete rework. I don’t think anything can fix his current power because it’s either too weak or too strong
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Honestly they are both pretty bad but Ghostface gets the edge over Myers imo
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Huntress (barring hitboxes) and base kit blight
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2720488#Comment_2720488
That's what I got from you saying he needs 10 seconds before rushing again. What happens when he misses with his power? What happens when the survivors actually avoid his power. He's got that many seconds before he can even try it again, and at that point the chase has been too long and 2 gens are popping. Alchemist's Ring puts him in a spot where he maybe can compete with a top team, because it lets him potentially get multiple downs quicker. Base Blight isn't that impressive if you ask me, so saying that one of his few good add-ons (which is purple btw, justifying its strength) should be nerfed is basically saying he's strong enough as is, when he's not.
Base blight is the second best killer in the game and has all the tools needed to take on most teams. It’s like if huntress had an add on that refunded 1 hatchet after a hit. That sounds op no?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719928#Comment_2719928
So killers being weaker is them being balanced?
When did I say that?
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Probably not. Staying as a totem or gen would be a monumental waste of time if survivors are on different ones
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Autodidact, solidarity, empathy(or aftercare) and BT. Enjoy playing Russian roulette dbd edition