Phasmamain
Phasmamain
About
- Username
- Phasmamain
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Comments
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All they need to do is add a global cooldown to all boons once one is snuffed. Maybe 60 seconds?
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704031#Comment_2704031
Oh crazy I'll definitely try it I've been missing some clown lately and wanted to play him again. I've been having a lot of fun with Billy recently surprisingly. Well except that time I got rpd with him.
I'm going to have to unlock that perk from the artist for that build tho first.
You know what would be great if you were ever up for it, creating a guide on how to use his yellow bottles because alot of clown players don't understand how to use it or flat out ignore it entirely. I myself feel giddy when I see the rare clown player use them and use them well
I have made a clown guide which covers it pretty well though I might make one focused on just the antidote. Here it is if you’re interested (some of it is outdated but most of it holds up)
https://forum.deadbydaylight.com/en/discussion/251266/definitive-clown-guide-updated#latest
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@Nemmy_Wemmy said:
Awesome post @Phasmamain! I'm curious has your clown build changed any? I know last time I remember it being gearhead, bbq, pop, and oppression right?
Yes it has actually. Pain resonance is a game changer and works brilliantly with surge. For the last slot I switch between Gearhead and STBFL but usually STBFL for the chase potential
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Sign up for the VHS beta if you haven’t already. Game looks very good and similar ish to DBD
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Having two ghostface’s is just accurate to the first scream film!
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My problem is that BHVR haven’t always done a good job translating licensed characters into dbd cough nemesis cough
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Wouldn’t say bad just pretty average
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Damn where my clown mains at :(
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But.. But fortnite bad /s
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@WesCravenFan said:
There is nothing I would love more in this game than to see the ability to run a Killer for 5 gens die a horrible, horrible death.
That only happens if the killer is either terrible or a really stacked map (which needs to be changed). But even then killers should know when to abandon chase
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@Akumakaji said:
Another upside of using the Cigarbox is that it forces you to use the Antidote, something that many peeps struggle with Clown at first, because its delayed and not an easy "plug and play" like the Tonic and its mechanically "weaker", being just a +10% speed boost, contra the - 15% speed from the Tonic.
Still, learning how to employ the Antidote effectively will also teach you how to essentially destroy and walz through normally safe loops and get a hit.
My Clown play fastly improved once I got this down, the basic technique is this: throw down a Tonic one side of the loop, an Antidote at the other, chase the survivor through the Tonic, then change direction, and get invigorated, while the survivor is intoxicated and ideally runs through the Tonic again.
It's a bit awkward to explain, but once you understand the concept it destroys so many loops.
Yeah. The game doesn’t really encourage you to use the antidote much so most people don’t. This is why I’ve always said it need it’s own separate ammo pool on a cooldown
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@Akumakaji said:
Very nice guide.
I think that the Cigarbox and Garish Makeup is a very good combo to learn Clown, as it allows you insight into what ways survivors take and how they play certain loops, if essentially cuts down mind games and gives you so much info.
The Redheads Pinkyfinger is indeed ultra strong, but you said it all: it teaches you nothing and you will mostly focus on getting direct hits. The only marginal counter play is running erratically, while Clown will inevitably catch up and get either a hit or a down.
But every once in a while its fun to run it, and if its just for its cathartic effect on a Clown players psyche. If you run it, use it in conjunction with the Gin Bottles and have 6 bottled death at your ready. Your survivors will love you for it and might call you a baby Clown who needs clutch items to get anything done, but that might just be its own reward.
Yeah I can agree with that. Knowing survivor pathing is essential to playing him well
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@Sonzaishinai said:
I argued about this to another clown main here but i think the fingerless gloves are underrated.
Sure you lose the ability to lob over certain loops but that doesn't always come up. Some maps aren't affected at all from this. Mostly the indoor ones.
What fingerless does give is make your bottles arrive at their destination faster and i find that pretty valuable.
Biggest problem is that it messes up muscle memory but if you get used to it there are times you can gas a survivor before they round corners that normal lobs just can't do
Either way it does use an add on slot for something more important you’d be better off just using something else 90% of the time
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@cantelope said:
I really like fingerless gloves. It's common enough I rarely have less than 20 and survivors never see it coming, but i agree if you haven't learned the base arc keep that turned off.
I usually use vhs and party bottle tho. Mostly because i think its funny. Bleach and corrosive when I'm sober....
I mean... playing serious.
Fair enough. I just don’t like the arc of fingerless parade gloves since I like to throw bottles over walls to throw survivors off
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702472#Comment_2702472
An offering a killer or survivor can put on which will prevent them going to a specific map through random selection. Can only be countered using a map offering
Ahh. Yeah I’d be okay with it but it might clutter up the bloodweb even more
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What?
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2701924#Comment_2701924
So what there was still attempts to be made it was still a lot of fun. Besides 80% of the time you could use common sense to figure out where she's gonna pop on you when you're injured
Yes but saying “I’m guessing she’s going to go around the pallet” and then realising you were wrong doesn’t sound very fun.
Even if you guessed right it was just “cool I got lucky”
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2701921#Comment_2701921
Picking up on patterns, attempts to misdirection, trying to mindgame. Kinda like playing chess. I don't just sit at a pallet all match and think oh no which way is she going to come from.
But if you were injured without iron will it wasn’t a mindgame. The spirit had info and you didn’t
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2701873#Comment_2701873
I mean I guess this is the way most smooth brain survivors thought of her. I had lots of fun going against spirit
How else did you play against her when you were given no feedback to what she was doing?
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So you liked have to toss a coin every time spirit phased?
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I still have 97 sacrificial cakes on Jane right now
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An Irish folklore killer would be cool. Probably a banshee
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Flashlights are fine. They are literally the second weakest item in the game and can be detrimental if used wrong
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Big maps.
Yes I’m a clown main how could you tell?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2701401#Comment_2701401
CoH makes me very happy on Legion.
Not very happy on anyone else though.
Well at least plague is amazing right now :)
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Sure but to be balanced bring back old mori’s see how fun it is then
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Jeffs always live
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Meh she’s alright. Now different from a PH or any other anti loop tbh
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During the day: Instant survivor and 5-6 mins killer
During evening/night: Instant killer and 5-6 min survivor
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2700579#Comment_2700579
Ah man, I've been toying around with the both scourge hooks on clown and it's been a blast. Especially with party bottles.
Yeah pain resonance is a game changer for him imo. I’ve been running surge, STBFL, BBQ and pain resonance to great effect
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Is it really that bad? Honestly I’m having tons of fun playing clown atm and getting pretty consistent 2-3k’s without camping or tunnelling.
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Nobody has ever said killer is the reason solo is weak. It’s lack of communication in a team based game that’s the issue
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I’d imagine it’s due to bugs. Those add ons probably don’t even work after each update so they disable them. It’s easy to have them work for 2 weeks as opposed to 12 months
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Because they probably realised 1 year into testing it didn’t work but we’re too stubborn to stop testing it
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Decent but mobility killers kinda ruin the strat. Against non mobility killers it’s very strong though
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Yeah I usually don’t have an issue with Noed but if the killer is camping and gets a second kill because of it it feels undeserved
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2698781#Comment_2698781
You can still use it. Yes I will acknowledge that it may be a lot harder to use it on RPD but honestly, RPD just is not the worst map in DBD I think. It also depends on the player's main. If you main Billy I personally would rather get RPD 600 times before Lery's. Same with a killer like Bubba or Blight. Even more. Huntress can actually make some ok shots like in the main hall or some of the longer straight halls. It's overhated by a lot.
I forgot to mention other issues
- The stupid window in the room right of the lobby going in
- The stupid totem spot in the top floor library that makes boons completely busted
- The pallets that are literally free hits for the killer
- Audio occlusion making tracking gens a nightmare
- It’s way too big and hard to traverse for a lot of killers
The map is definitely a 10/10 on visuals but it just isn’t a fun map to play on for either side
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699040#Comment_2699040
in DBD, tier 1 is useless and a total waste of time. Tier 2 is normal killer with half TR with half bamboozle vault speed with no other redeeming qualities. tier 3 is less intimating than a nurse. as OP in post states, most licensed killers are laughable in DBD, so when trailer came out saying another licensed killer was coming out. it was like sigh. Another 6 months until a possible killer with threat comes out. Hope perks do something I guess.
I’d rather a licensed killer be accurate to the film/game and give fans of that character a chance to play them then them to be a licensed skin of anti loop killer number 93
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Clock tower
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2699084#Comment_2699084
Sluzzy's great nemesis more like
Nah sluzzy is fine with nurse. Every other killer is a big no
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Long in the night early in the day. Same as always
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Myers is actually very accurate to the film
Tier 1 is the first act. He plays passive and stalks his prey
Tier 2 is the second act. Plays a bit more aggressive but still sticks to the shadows
Tier 3 is act three. Brute force and no stealth.
Pretty accurate if you ask me
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2698983#Comment_2698983
The kill rate speaks for itself. She deserves buffs.
So pig needs a nerf then as well? Fair enough I guess
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If you genuinely think nurse needs a buff then I don’t know what to tell you
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Honestly the killer could be F tier for all I care so long as their power thematically fits and is fun to use
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Any ideas how to nerf them without punishing people for playing with their friends?
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Obviously it wasn’t entirely but the point is the layout is the same and that layout doesn’t work in the context of dbd.
For example let’s say I get billy on RPD. How do I use my power?
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Look as a Jeff main I understand your pain but artist hasn’t even been out a month. She has also just got her green skins through prime gaming.
As for spirit nothing is stopping you from playing her and she has like the most cosmetics of any killer barring legion but they are an exception due to there being 4 of them.
Your waifu’s will be fine
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2698659#Comment_2698659
How?
Please explain why it shouldnt work for ,,DbD gameplay"
Because it was ported 1:1 from a different game. It’s like putting a mario kart course into forza
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This happens in any team based game. It’s never your fault an always your team’s