Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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While i prefer the old UI the new one really isn't that bad.
Just the community doing what the community does best.
Making mountains out of anthills
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As a general rule of thumb. Using it to get around the map faster is almost pointless.
The real power comes when you are under the effects of the yellow gas while survivors are slowed down.
You catch them almost 3 times faster in that scenario.
Too many people say how purple gas is better but don't seem to realise how fast you catch up if you use them both.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1933494#Comment_1933494
It seems like we are not playing the same game... Yellow gas is not as fast as wraith, its slower, what are you talking about ...
Give a try to new clown then come back to the forums. I mean, more than one or two games...
Or maybe youre still trolling me....
Wraith with yellow addon: 5.61 m/s
Minus thr survivor movement speed of 4m/s = 1.61m/s
Clown with yellow gas : 5.06 m/s
Minus the survivor slowed down movement speed of 3.4m/s= 1.66 m/s
If the survivor is 10 meters away (which is roughly the distance you get after the killer breaks a pallet) running away from you the wraith catches up in (10/1.61) 6.2 seconds
Clown catches up in (10/1.66) 6 seconds and can attack immidiatly
I'm not trolling. I'm just decent at math and understand how the game works
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@onemind said:
Literally what I said in my day 1 conclusions of this update
Clowns new bottles are negligible a 10%increase to movement speed after 2.5s in Scots video talking about 110vs 115 killers that movement was a .8s difference in about 12s so if we take that difference and double it you are saving about 10 m in all four bottels (10 is an estament because the time it lasts )then you have to reload so you lose all that distance you just put all 4 bottels into
facepalm
Scott's video was about traversing the map. In chases the clown normally catches up at 0.6m/s. With the 10% movement speed boost he catches up at 1.06 m/s
That's almost twice as fast.
I feel sorry for Scott. He's a smart guy but the way his fans talk about his video's make him seem like an idiot
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1933322#Comment_1933322
it literary the same gameplay as vs doctor, once you see the clown setting up the speed boost gas you leave right away and run into open areas where you can dodge the slow tonic so its a win-win scenario for survivor every time, unless you have already used every pallet in the game except for the one youre at...
and you are most likely not gonna get hit with just 2 bottles if survivors plays correctly, meaning you have to use most or all your bottles for one hit and then you loose time realoading while they sprint burt away
with old clown and ether addons i could down survivor with all my tonics and i usually did
No it's not the same
Doctor isn't chasing after you with 5,06m/s movement speed and if the clown is smart and throws his gas ahead of the survivor you can't dodge it. Unless you just decide to not go to the safe zone but then you're screwed also.
I know 10% extra movement speed doesn't seem much but you catch up almost twice as fast as doctor would.
Running away from a loop is suicide in all bit the strongest parts of the maps.
Also something you and op don't seem to grasp is that clown isn't freddy. You don't choose which gas you use in the beginning of the match you have them both.
Yes purple gas on it's own is more usefull then yellow gas but combined you are closing the distance like a wraith with a yellow windstorm would without the need to uncloak
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1932785#Comment_1932785
but you didnt mention the most important part and that is you just wasted 2 tonics, if survivor gets to a pallet or a window you just lost whole 2 tonics for nothing and have to reload sooner which again slows you down and you loose all the distance you gained
slow tonic is still much better to use
They are leaving a loop while you are moving at 5.06 m/s for 5 seconds and you still have 2/4 bottles left.
The only time leaving a loop works is if the clown somehow didn't notice and good luck on that happening against the better killers
If you have any idea how zoning works they won't make it to another pallet or window.
And the gas expanding slower just means you have to be slightly more accurate. But it's nowhere near deathslinger accurate. You shouldn't be even throwing the bottles at the survivor but ahead of them so they are in gas for longer.
I'm sorry but saying the yellow gas is useless is just straight up wrong.
Many killers have already shown how it completly destroys otherwise strong loops like shack. And it's been out for a day
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1933001#Comment_1933001
Youre just a troll and dont play clown at all I get it now 😉 or maybe you are facing only bad survivors and you are a lobby dodgers haha
It is kinda ironic that you are trying to tell me I'm bad while you are here struggling with put speedy gas on my side put slowy gas on their side in green ranks
I hope for your sake you are the one trolling. Cause if you are serious it's just kinda sad.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932891#Comment_1932891
But thats the point dude, Nurse is unplayable 😂 why do you think she is the killer with the least kill rate ? (stats from the devs)
Maybe you dont know how to loop if a clown can kill you idk.
Or more likely that you just aren't that good at the game. You even said you don't play that much.
What i said stems from basic math and playing the clown himself. And i have no trouble putting the yellow gas to use and I'm not a professional streamer and it seems most people that responded to you feeĺ the same.
It really isn't rocket science. Hell the bottles aren't even out for a day and you said yourself you don't play much.
How long did you try before running to the forums? A game? 2 games?
Have you even put any effort at all?
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932785#Comment_1932785
I think you didnt read my other posts.
Loops as deathtraps only works on brainless survivors. Good survivors will just ran away and you lost 2 bottles for nothing.
I watched Dowsey video, and other streamers video, sorry if im not a streamer who play 7hours a day and sorry if im not on Dowsey level of play....
The fact is a professional can make every bad things good. But not every players, but it doesnt mean its good.
If they run away you are still invigorated and you still have 2/4 slowndown bottles left. They won't reach another safe spot.
You don't need to be a professional to make these bottles good. You do need atleast some effort though.
saying these bottles are bad is like saying nurse is bad cause if you don't play her professionally she sucks
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932671#Comment_1932671
Is this a troll ? Try new clown then speak. The speed is so long to activate for a small speed boost... pink gas still better.
https://forum.deadbydaylight.com/en/discussion/comment/1932673#Comment_1932673
Did I say Im a pro player Clown ? Im green rank at killers. Im a survivor main. Clown was the only killer I had fun with, now I feel like I have half a useful power and half a strange useless bottle.. and they took the only addons that making Clown good. He is a weak killer compare to other killers. I was playing him cause he was FUN !
No not a troll, just someone who knows what they are talking about. let's do some math
Clown movement speed in 4,6 m/s ( meters per second), survivors is 4 m/s so you gain distance at 0,6 m/s
Survivors hit by purple gas are slowed to 3.4 m/s so you gain distance at 1.2 m/s . That's twice as fast
Clown invigorated increases his movement speed 10% so it increases to 5,06 m/s meaning you gain distance 1.06 m/s.
Now comes the part that you don't seem to understand. If you throw a yellow bottle at a survivor in the distance, then throw a purple bottle at them while you pass through the yellow cloud. They distance gained jumps to 1,66 m/s.
That's almost 3 times faster then normal. A lot of loops that were completly safe vs clown have become deathtraps. It isn't a case of purple is better then yellow. You have to use them both.
Sorry but this is you not understanding the tonic rather then the tonic being bad.
Watch Dowseys video's of new clown. He shows a couple of times how powerfull this really is
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I don't understand how people can think the yellow gas is useless.
Yellow gas alone let's you catch up almost twice as fast
If you get invigorated and you can slow down the survivor you catch up almost 3 times as fast
Killer shack is unsafe vs clown now. If you don't insta throw the pallet and clown knows what he's doing he'll always get a hit.
Yellow gas is actually bonkers. I can see post in a month complaining about how clown is boring now and you can't do anything against him in chase
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Yeah the whole no heal meta only works if all survivors can run the killer atleast decently while injured.
Most survivors didn't get that memo though. And so mediocre survivors trying expert tactics is giving a lot of us killers free games
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Still downloading the update, but it is a bit sad seeing so much negativity.
Was actually really looking forward to it.
That said the forum is the place for feedback so it's not that weird that people come here to complain as it is kinda the purpose of this place
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I miss him too. What a legend that guy is
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Doing totems is the correct response.
Problem is that unless all survivors do it it doesn't work. And most survivors seem to be content with being mediocre.
For solo i recommend cleansing 1 or 2 totems near the exit gates and remembering the location of the rest you see.
Cleansing one totem and spotting 2 is already a 50% chance to find noed for a mere 16 seconds of work and assuming the rest of your team doesn't do anything.
If I would make a change to Noed i would give it an ability that helps the killer but also notifies the survivors that it's in play.
Something like screaming when you touch a dull totem or something.
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They all are pretty satisfying.
When a new killer comes out i'm more excitted for the weapon clean animation then for the mori
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The funny thing is, despite feeling quite weak in a vaccuum. Deep Wounds is one of the strongest status effects in the game
Blindness: on vanilla survivors only boost slugging a little. get's better the more survivors bring aura perks ofcourse but they usually don't
Broken: Ussually last longer then Deep wounds but also doesn't impair the survivor in any way. they can still progress the game just fine. You need to be there to capitalize on it. A broken survivor in a strong spot can still run you around for quite a while and will instantly jump on a gen if you leave them. with Deep wounds they atleast have to spend 12 seconds mending
Exhausted: the better status effect but killers are slowly losing their way of applying it. after the addon passes only a handfull of perks will apply it and the survivor needs to have an exhaustion perk for it to be usefull. Unlike deep wounds that always works
Exposed: same as Broken. you need to be able to capitilize on it. and if you didn't it might as well not been applied at all.
Haemorrhage: Is honestly kinda a joke. you might get vallue out of this with tracking but it usually doesn't make a difference
Hindered: pretty good but not a lot of ways to apply it. Usually doesn't last too long either. outside of dreamsnares and clown's tonic it's not that usefull
Mangled: adds a 20% penalty to healing. that translates to 4 extra seconds. That can be ignored to finish gens instead. Deep Wounds adds 12/8 seconds and they have to deal with it or go down after 20 seconds. Deep wounds kicks mangled out of the park
Oblivious: can be strong but as with broken and exposed you need to be able to capitilize on it. while catching someone ofguard can be gamechanging. If they see or hear you coming or you don't find them it might as well have not been aplied at all. Also with current OoO you are sawnoff shotgunning yourself in the foot if you apply it
So from the above exhausted, broken, exposed and oblivious seem to be the only ones that can be argued stronger and they all are situational. exhausted needs the survivor to actually run an exhausted perk and broken, exposed and oblivious need you to capitilize on it
Deep wounds will always do what it needs to do and it's apply and forget it. everytime you apply it that's atleast 15% of a gen you're saving cause that the survivor had to mend instead of working on it. 17% if another survivor mends them.
Not to say that it's amazing and gamebreaking or anything. Just that most status effects in this game aren't really that threatening
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1925114#Comment_1925114
not sure why any one person's opinion is more valid than others' TBH
after 50 hours the game's mechanics are not rocket science for either side.. someone with 10k hours can come to same conclusions as someone with 60
You would be surprised how many 1000+ hours don't know how the game works mechanics wise.
Look at how many people think thanataphobia got nerfed.
Or people who think 5% movement speed isn't a big deal
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1926078#Comment_1926078
Deliverance is the most reliable (but not the only) way to self unhook.
DS triggers currently on self unhooks.
Proposed nerfs to DS will stop survivors from doing risky plays because of DS.
Self unhooking is a risky play currently protected by DS.
Ergo, DS should not trigger on self unhooks.
That is the basis of what I am discussing about Deliverance and their interaction as a whole. And no, Deliverance is not hard to trigger at all, especially if you run BT and just play a bit safe at the start.
I'm not saying Deliverance is hard to trigger.
But the posibility does exist that if you get caught first it's useless. If all 4 survivors bring it it's a dead perk for at least one of them
Deliverance + DS was never a problem in the past I don't see why it would be a problem now.
If anything it's a good thing. I would like seeing perks like Diliverance more instead of every match being the same perk setup.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1926059#Comment_1926059
Yet another person who focused on the fact I mentioned "exit gates". Deliverance is not super hard to trigger, I've been playing the last few hours as survivor running Kindred, BT, DS and Deliverance. All super strong perks that have helped me stop the pressure the killer is putting out.
This combo is NOT hard to trigger, if I get to use it at end game its a bonus, not the objective.
And if you are unlucky to get hooked first it does nothing.
That it's strong doesn't mean it's broken. You have to jump through atleast some hoops so you deserve a somewhat powerfull effect
I don't even see how the DS changes affect this. You could do this right now right?
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That seems to be an extremly specific situation to be in that needs 2-3 perks.
You need BT to ensure you get the safe unhook cause if the killer decides to just slap down the unhooked one you are screwed or you need to get an safe unhook earlier in the game
You need to not have been hooked once before the exit gates are open so your team needs to be on a whole better then the killer seeing how you will never take aggro
and nothing is stopping the killer to just smack you down so you need to be close enough to be able to crawl out before 60 seconds have passed.
After jumping through all these hoops they deserve their escape tbh
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1925922#Comment_1925922
Wait why wouldn't that still be tunneling though? I'm all for the DS changes because of the way it's being used at the moment, but if you run the killer around for more than 60 seconds, and the killer is still going after you as a recently unhooked survivor I don't see why that wouldn't classify as tunneling? Is the competence of the survivor here the deciding factor whether or not going after a recently unhooked survivor is considered tunneling?
Depends on how you view tunneling i guess.
I view it as getting downed instantly after an unhook before you had a fighting chance.
I don't see how getting chased for 60 seconds is a problem? Long chases are the good games as survivors right? Why is it a problem?
So yeah i guess it still classifies as a kind of tunneling. just not the problematic kind.
Also if you get chased by a killer for 60 seconds while injured and none of your teammates attempted to take aggro even once then you can only blame your team. Tunneling can be stopped quite easilly if survivors would just remember it's a 4v1 from time to time. a single well timed bodyblock pretty much assures you can make it to a safe spot again if the killer still goes after you
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If you are running the killer around for 60seconds then you are not being tunneled anymore.
The reason people don't like getting tunneled is cause they can't play the game.
If you can run the killer around for 60 seconds you are playing the game. That's the purpose of DS. To make sure you can reach a defence when getting unhooked.
Seriously why are you playing the game if you don't like to get chased. I would be proud of hell of myself if i kept a killer busy for an entire ds timer
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Have you ever lived with a cat?
I'm not DCing out of rage, I'm DCing to safe my house from complete annihilation
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If i'm not mistaken you get bloodpoints per charge you do.
So doing actions slower with thanaphobia for example will slower the rate at wich you get bloodpoints.
While letting a gen regress with ruin and then start fixing it again will give you more bp
Not sure so don't quote me on it but i suspect that's how it works
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The DS change is fair. But tbh for me the only difference will be that if i get hit by a 59 second ds i can comfort myself that survivor didn't do anything for a minute.
I don't think I'll be able to unlearn the play around ds playstyle though.
I am pretty happy they were able to look at a perk. Find the problem and fix the problem while still leaving the perk strenght intact
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I wonder how strong it would be if no mither gave you 4 hook states before you die
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Ehh i can kinda understand noed on plague tbh.
The moment all gens are done is the best moment to start cleaning as the game won't last long enough anymore for plague to make use of all those fountains. and Noed is a nice counter to that strategy.
Not the best counter and not the best strategy but there is some logic to it
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@Tsulan said:
They asked for a civil discussion on the forum. This is happening. Not more, not less.
I like the idea that we as customers are included in the development process. That they hear us and more importantly understand us.
If you don´t like the steamers that make fun of this whole situation, then don´t watch them. No one is forcing you.
I don't watch those channels. The video's were being recommended by youtube.
It were just channels with a pretty large following so i did want to express my concerns. Mostly to see if this was how most people felt it.
Happy to see that most people do see it as something positive.
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I just hope survivors actually use this information. Too many times survivors sit at a safe distance to shake their fist at the killer instead of actually doing something.
Bodyblocks + taking aggro makes it really hard to tunnel someone. Hell i would bodyblock while injured if I haven't been hooked yet and someone on deathhook is getting tunneled
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1919001#Comment_1919001
Legit go to dbd twitter rn and you'll see people whining everywhere lol survivors are crying all over the place. And don't get me started on metal perks because when they changed undying survivors were making fun of killers
Lol okay i don't have twitter so i would miss those.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1918972#Comment_1918972
Thats actually a good point. Does mending count as the same action as healing or does it keep DS active still
In theory it does not count as healing.
Madness 3 doesn't stop it and nurses doesn't spot it. Kinda like recovering on the ground doesn't proc those things either.
It does seem like a simple thing to oversee though so we should check that out when the ds change hits a ptb
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I have not seen a single person complaining about it.
Hell I've seen more people complaining about people being upset then actual people being upset.
Kinda puts killers to shame with how they act when a meta perk of them gets changed
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I have not seen a single person against this change. Even the survivors are chill with it.
OoO also seems to be a much stronger perk outside of swf if those are the actual changes to it.
Actually really surprised. The survivor side has really shown it's maturnity compared to how when a killer perk gets changed the whole forum turns into a whine storm
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It's bassicly like madness tier 3. All the actions that state prevents are the actions that DS will deactivate on.
You can still get healed. You just can't do it yourself. With the exception of mending probably.
Someone with we'll make it can heal you under hook and then you still have DS when you get instasawwed by a billy or bubba 30 seconds later
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I'm seeing a lot of accusations and not a lot of evidence.
Not necessarily saying you're wrong but it's hard to believe you with zero evidence.
The running speeds are fixed in this game. It's not hard to believe someone with 1000 upon 1000 of hours can count down how far someone can get to a trap they laid
And a lot of players run on autopilot so predicting where they are is not that groundbreaking for someone with a lot of hours. Same for totem spots. Their are only so many fixed locations it's not that hard to learn them all.
Now i'm not a hacker so i don't precisely know how it works. But wouldn't a streamer be caught instantly if they wallhacked seeing how they are, you know, streaming their footage?
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Nurse is only the best killer in the game for the 5 people who sacrificed their life to pledge eternal allegiance to her.
For most mortals she's high B low A tier at best and they can use the extra time to learn her.
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Great change. Fixed the issue while keeping the power relativelly in tact. Same with object tbh
The one thing i am noticing though is that there is barrely an outcry, especially compared to when killer perks get nerfed.
Every one seems to like these changes
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Changing the hatch requirement to only spawn when either all gens or done or one survivor is left is still the best and easiest solution i have ever seen.
The only annoying part of keys is that matches end prematurelly. Adding an opening animation won't stop that
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@Trashmaster said:
I think DS deactivating on healing is a bit rough, considering that healing is the action that generally comes after the unhook
Note it deactivates on the heal action. Not actually healing.
Healing another survivor and medkit/self care are actions and will deacticate DS
Getting healed by another survivor or second wind/inner strengt are not action and will not disable DS
A survivor with we'll make it can still heal you in 8 seconds and you will have 50ish seconds left on DS
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Lockers are fine. They are not progressing the game. Just don't chase people off hook. they either didn't do anything to safe their DS or they are sitting ducks next time you find them.
So many people don't seem to understand what actions are. DS doesn't deactivates on getting healed. it deactivates on performing a heal action. such as self healing or healing others
A survivor can heal you ofhook and then you'll still have DS for 40ish seconds
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1. Ds is not a good anti tunnel perk.
The stun is not to give you a free escape, it's to give you a chance to get to a defensive position. Which unless are recourses are depleted it always does. It's anti tunnel cause it gives you a fighting chance when you are tunneled. Doesn't mean you don't have to do anything though
2. Healing deactivates DS?
The action of healing deactivates DS. not healing itself. Bassicly think of madness tier 3. all the actions it disables are the actions DS will deactivate on.
3. Chases and the timer.
If your chase lasted for more then 60 seconds then there was plenty of time another survivor could have come and bodyblocked. If your team does nothing to save you the faults lies with them and not the killer
4. Effects on solo.
It should bassicly not change. Solo's use DS as an anti tunnel perk and if you are being tunneled you couldn't do any of the actions anyway. It solely focusses on the people who use this shield as a weapon. You will probably want to run second wind or inner strengt (cleanse the totem before you are hooked) to ensure you are healed when DS fades. The only scary part that was added is that you are defenseless if your healing gets interupted in an unsafe spot
5. The locker issue.
I think the locker thing is fair. you are not progressing the game in a locker. so it's not really an issue
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Yes.
Got rid of all/most issues while keeping the power intact
Great change
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@Starr43 said:
I’m just curious if inner strength will deactivate DS since lockers won’t but healing will... wondering how that scenario will play out.
The action of healing disables it. not healing itself per se
You could probably heal with second wind while keeping DS
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I think people need to understand that it will always favour one side. no matter what
You cannot perfectly balance a asymetricall game with a ton of variables like this one.
And that's okay. It doesn't need perfect balance
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@JPA said:
I can't wait to see how many people still run this perk after the changes
I mean everyone?
It's still an anti tunnel perk. You just can't use your shield as a weapon anymore.
It will still stop you from being rehooked 5 seconds after being unhooked
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@Ink_Eyes said:
I purchased the character just for that 1 perk, I fell like I should be compensated somehow.
Funny, you agreed that changes to perks were okay when you bought the game
So i feel you won't be compensated somehow
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Knowing the killer is at the hook and knowing which direction the killer is going after a hook are two very different things.
I run Kindred almost purelly to know where the killer goes after a hook
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You know you already could do this by just not hitting the skillcheck right?
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Well yeah keys don't get used much on hatch cause 90% of killers dodges when they see a key.
Mori's were more powerfull then keys. That's true
But that's not the point. It's still the same issue of your game suddenly ending halfway through.
A game with a key is never a good game.
Either you stomp them and the key didn't do anything but you just played a stompfest
Or they stomp you and the key didn't matter but you just played way out of your league
Or you have the same skill level and the game ends just as it starts to get good. So a key game is always a bad game.