Techn0
Techn0
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- Techn0
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I think I play Clown very well as most of my hours are in him.
After that I think I can manage myself pretty well on Legion, Plague and, Pig.
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If the map design gets even worse than it currently is and no improvements get made on the massive problem maps I guess, but I don't really play DBD as my "Main game" anymore because of the maps so any change won't frustrate me as much as it would have a few months ago.
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I wake up
I play Clown
I go to sleep
I wake up
I play Clown
etc;
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I think a good part of the cast have powers that work well in enough situations, but even though those powers are well designed and work in enough situations due to the general speed of the game I don't believe they are in a good spot. The killer powers outside of a select few are at a good point of balance, the actual killers that hold those powers? Not doing too hot due to the general killer mechanics.
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OoO on the survivor end, specially with the new stealth changes. I don't run it with meta perks and it makes the game much more action packed when I'm constantly at risk.
On the killer end I'd have to say KO, bonus points if paired with infectious. I like that KO doesn't hold my hand like some other killer perks. It rewards me as a player for capitalizing on it. A lot of perks in DBD just have instant potentially game changing effects and I don't really think it's fun because of the low interaction.
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I don't learn anything when I run perks that reward me for messing up. I play the game to get better. If my wins are handed to me and I'm being rewarded for my mistakes I'm not having fun.
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Op? Probably not.
Easily abused? Yes.
Really annoying? Yes
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1080872#Comment_1080872
Really? That’s an interesting view on it, I main Pig and Clown so Pig is pretty good for this but I find Clown is excellent when it comes to the higher floors where there are less pallets and more open space so you can slow down survivors and jog right up to them. Super useful with an anti-healing build too!
It's one part the map just being boring in my personal opinion and another part I feel like more than most of the maps the game really relies on what build you ran. When I'm running anti-heal or pallet breaker builds the map generally goes my way. However my main displeasure with the map generally comes from the fact that I run a build that works to "Get rid of the pallets and then get a four man slug off of one or two mistakes" The game makes that very hard as a map due to the large amount of pallets making dead zones harder to create and the maps really small size making KO, a core perk for my build virtually useless.
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Otz and Scottjund.
I think they're both funny and smart people that understand the game. That's all I really look for in DBD content creators.
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Absolutely hate this map as Clown.
Not a lot of the pallets are loopable and people are generally encouraged to just sit at the pallet, drop, run to the next one, repeat for the entire game. It sucks when people do this on the other maps but there's always the chance one or two of the survivors will try to loop. This map actively encourages you to play in such a way that's extremely boring and makes my power next to useless (outside of throwing it down the pipe so a survivor lands in the gas after that long drop. That's fun)
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Clown.
When I first started really caring about DBD it was at about 400-500 hours. I was in a little teaching server that was mainly about hag at the time. Clown was the first killer to release when I was really into the game and not a lot of people in that server liked him much at all but I loved his design. So I started playing clown religiously to get my own little niche in my circle of DBD friends. Even after I left the group I just kept going with Clown. 2700 hours now and I don't really play anybody else anymore.
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Father Campbell's is probably my favorite map in the game overall.
Disturbed ward is probably my least favorite map in the game overall
Edit: I commonly play the Crotus offering and scream "50/50 Heart of the cards" because the upcoming experience is either going to be fun or absolutely horrible.
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I think you should have added the first Doctor changes. Release doctor was such a mess and I really enjoy telling people new to the game about him because of all the killers he's by far changed the most from his original design.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078976#Comment_1078976
Which ones? All the M1 killers have ways to apply pressure. Trapper can instantly end chases with smartly placed traps.
Pig gets ruin built-in with the RBTs. Clown is a monster in the chases. Wraith can bounce targets and actually still get plenty of ruin value just pushing people off gens with sloppy butcher. Demo has his lunge and can also bounce between gens incredibly fast.
Legion/plague everyone is a 1 shot all game, effectively.
Ghostface/myers get free M1s all the time, or one shots if you know how to stalk.
And Oni is just straight up overpowered in his ability if he gets fed it early.
I stay in my lane when it comes to killer balance. However of the ones I play
Clowns "Monstrous chase" is countered by dropping pallets early. His map rotations are even worse than the standard killer because he wastes 5 seconds after every other chase moving slower than a walking survivor. Clown isn't even a killer with 0 pressure. The guy has negative pressure.
Pig traps are completely RNG, sure they could theoretically stall a game out so that she's able to apply pressure, but they could also be completely useless that game and do next to nothing for the pig player. I don't think it's fair to even mention RBT's as a pressure tool because of the radically different outcomes they can bring every game. The hambush is the real meat of the power.
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To win? No
I've been playing this game for so long though my friends and I are kinda just bound to it. Met so many wonderful people here that if I ever really fully quit the game I wouldn't be able to talk to all of them anymore. So I just try to have fun and spend most of my time arguing balance and theory crafting killer ideas and buffs/nerfs with friends. I guess I still go for r1 every season, but I don't really mind just stopping at 5 anymore whereas before I would get so upset if I was at rank 2 for even a day.
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Ruin was never good against a team of good survivors. I agree on that if killers were saying "Ruin is mandatory" they were most likely not good killers.
Ruin however was NOT a crutch perk. The amount of pressure an m1 killer can put out is extremely low outside of a select few characters. Running a perk as a bandaid fix to try and remedy the combination of map sizes and generator speeds is not something that should be seen as using a crutch.
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I think that if BHVR says "We will be working on _____" and the killer isn't Legion they generally do a decent job, specially with buffs like Doctor or Freddy. It's more so a matter of BHVR actually wanting to change a weak killer. We don't know what's next on the chopping block. They could be changing Bubba/Clown and really helping them out, or they could be changing Hillbilly's addons. I think it'll be good when they actually change the low tiers (Outside of Legion, they really can't get a handle on them) but who knows how long we'll have to wait for BHVR to actually want to touch them.
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If I wanted to I could do this for a pretty long time. (Ignore rank I haven't touched killer in a bit, just coming back after a decent break (Demo mid-chapter))
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1076677#Comment_1076677
They’re still pretty silly arguments.
I’m absolutely in support of Clown buffs but there are things Clown can do that other killers cannot, ESPECIALLY Doc or Freddy.
So many just “don’t get” Clown.
Oh I completely agree. So many people just gloss over the range of a bottle compared to a snare and the time a bottle can be applied compared to a shock.
Don't get me wrong I don't think Clown is good. I just think people don't experiment enough
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I feel like it would be easier to just say "Decisive strike will deactivate if another survivor is hooked" Still works as an anti-tunnel perk. Still has a long timer to ensure it works against tunneling, but you'll next to never have a situation where you didn't tunnel and still get DS'd for just running into them.
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My big problem with it is that if I'm using Surv/Ruin. My entire build has to revolve around it. If that totem gets found I'm practically down two perks.
-I now can't run surge reliably because it won't get much if any use with ruin up. It will only be good with ruin gone and I'd be stuck with 3 perks all game.
-Surveillance by itself is really not my cup of tea and on an m1 killer with low mobility it feels like too much of a time waster to be effective
-Gens are constantly regressing so brutal won't work unless ruin leaves.
I really don't like the combo because now it feels like I'm banking half of my build on a totem that could leave in 30 seconds and if I want to cover the fact that it could be a waste of two perk slots I have to run perks that might not even get play during the match. If I want the early information THAT badly, I'll just run discordance or something else that will work all game.
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Map Design is the big one.
My biggest personal problem however has been the gigantic power difference between a mid-tier killer and a low-tier killer. I feel like if I want to win at red ranks I get locked out of some character choices right off the bat and it's pretty frustrating. If I see a group of survivors that I recognize as good players I don't get to play my favorite killer (clown), I don't get to play Legion, I don't get to play Bubba, at least not if I want to win that game. These are characters that are fun to play but I know that actually enjoying them and winning with them at red ranks is a pipe dream due to just how far off they are from the rest of the cast.
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To be fair I've seen most of the Doc/Clown and Freddy/Clown arguments to be in favor of buffing clown over nerfing Doc or Freddy by a pretty wide margin.
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Best of prey now removes the heartbeat and red stain for 8/10/12 seconds after pressing the active ability button.
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Clown, units for life.
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@BloodyNights said:
@Techn0 said:
It's mainly just a combination of bad map design and outrageous gen speeds that makes killer extremely unfun against good survivors.- Any map with a big building generally has a long window loop where you have no chance of catching up unless the survivor is an idiot.
- Each generator takes 80 seconds solo without a toolbox. Chases take forever around those fun and interactive buildings. Add on how many pallets some of the maps have into the equation and you get people that play m1 killers having three gens pop after the first chase with no counter-play.
- All of the killer stall perks are absolute garbage bar sloppy butcher which is decent. Everything else is either situational (Pop goes the weasel), or has little to no real value (thanatophobia, Ruin)
- A lot of the maps are large making traversal a gigantic time waster for the killer.
- Most killers can only pressure one survivor at a time leaving the other survivors to do gens with no punishment whatsoever.
Killer right now is unfun and unrewarding unless you play meta because the game gets done before you even get to play on the majority of the killers. Looping is unfun to a lot of people so they scream that it's the issue but to me that really doesn't make sense since we have clown who hard counters looping but is only an eh killer due to his horrible pressure and weakness to gen speeds. Our top tier killers are all ones that can both get around quickly and down fast because those are the only killers that can deal with gen speeds by saving themselves time with a quicker map traversal and quicker downs at the same time.
Unrewarding unless you play meta? Does that mean BBQ and Chili? That perk alone makes playing killer rewarding, I swear I get 50-60k blood points almost every match with that on. It's a little absurd to be honest. With survivor it feels like I need 3-5 games to get the same amount as playing killer once. Though I've never gotten we are gonna live forever on anyone for farming.
Meta killers mainly but BBQ certainly helps. I use it on my clown but not on my wraith or hag. That perk is great though and helps a lot with that traversal problem by giving the killer a clear cut location on where to go next.
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It's mainly just a combination of bad map design and outrageous gen speeds that makes killer extremely unfun against good survivors.
- Any map with a big building generally has a long window loop where you have no chance of catching up unless the survivor is an idiot.
- Each generator takes 80 seconds solo without a toolbox. Chases take forever around those fun and interactive buildings. Add on how many pallets some of the maps have into the equation and you get people that play m1 killers having three gens pop after the first chase with no counter-play.
- All of the killer stall perks are absolute garbage bar sloppy butcher which is decent. Everything else is either situational (Pop goes the weasel), or has little to no real value (thanatophobia, Ruin)
- A lot of the maps are large making traversal a gigantic time waster for the killer.
- Most killers can only pressure one survivor at a time leaving the other survivors to do gens with no punishment whatsoever.
Killer right now is unfun and unrewarding unless you play meta because the game gets done before you even get to play on the majority of the killers. Looping is unfun to a lot of people so they scream that it's the issue but to me that really doesn't make sense since we have clown who hard counters looping but is only an eh killer due to his horrible pressure and weakness to gen speeds. Our top tier killers are all ones that can both get around quickly and down fast because those are the only killers that can deal with gen speeds by saving themselves time with a quicker map traversal and quicker downs at the same time.
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Got lots of pretty easy survivors tonight as wraithy. Then I got a coldwind map and quit for the night because see through jungle gyms are fair and balanced /s.
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Yes, lets just remove what makes her power viable in chases. Sounds like a good idea.
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@Esheon said:
Techn0 said:Black inspector gadget
This is now and forever my nickname for this survivor.
Go Go Gadget Rock! Pegs killer in the face
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I ######### adore him. His perks are all amazing in my eyes.
Decisive rock Diversion is my new favorite perk in the game. It's hilarious and useful if you know when to use it.
Deliverance is situational but when it works it really does its job.
Autodidact starts weak but ends up giving an entire 60 percent healing per skill check.Black inspector gadget is my favorite survivor.
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@Delfador said:
Clown is not the fastest killer in the game. A lot of killers' base movement speed is same which is 115. He is good at shutting down pallets. Aside from that, he has terrible pressure, no slugging ability, no 1 shot if you don't use that addon, no way to slow down the game.Somebody that actually understands that clown has issues and having a chase power alone doesn't make a killer top tier. Marry me.
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I LIKE!
(i'd still prefer my beautiful p3-50 to stay there though) -
Unpopular opinion coming from a killer main: The game as a map is horribly designed. Half of the killers get free wins on the map and the other half get free losses. A lot of the pallets have no mindgame or loop potential so survivors just sit at them making for the most boring chases in the game. I dislike playing on the map even though the killers I play are generally favored on the map (exception being clown, the really safe pallets make him a solid 50/50)
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I feel like balancing around kills is a bad idea. For example currently the game is balanced around two kills and, in my eyes this is a flawed system as the killer can simply facecamp the first person he catches and then strike somebody else down with NOED which will give them two kills. I believe it would be much better to balance around hooks. Right now every killer can get two kills but against good survivors they will be forced to camp and tunnel for those kills which is unfun for both sides but meets the two kill ratio still so the stats show no issue to the devs. In a balanced game two people should be dying if both parties are of equal skill but, the killer should not be required to camp and tunnel for those kills. So maybe a 6-8 hook balance.
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There are multiple servers that teach people the different killers through kyf games, I own the clown server if you would like an invite.
https://discord.gg/dKxQ93d -
@MattRiles said:
@Aari_Piggy66 said:
Sure but Wraith and Freddy first.
Bubba can be buffed along with Amanda after those two.Please... The only Buff that Amanda needs is faster base crouch and a combat straps nerf to coincide with it. If you think Amanda needs anymore then I do not agree with your opinion.
100% agree with this. Ambushing at a loop feels clunky without them but other than that Amanda can be really good.
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Actually clown only needs one bottle for the shack. Just take control of it and toss a bottle at the ceiling right next to the hole. The higher the bottle breaks the larger the spread so you can cover the entire shack with one toss.S0ckenSchuss said:clown needs 3 bottles to make a shack raelly ugly for survs. every entrance to middle 1 bottle and wait which exit they will choose. xD
https://youtu.be/wzOLobfzG3A
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Getting the Identity V killer based off of Hastur would be a dream come true.
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The two are very different beasts but I would much rather face a good clown than a good huntress because of their individual weaknesses.
For Clown we have to look at his big issues and that is simply his snowball. A Clown player must be very constant in all of his chases or else he can not generate enough pressure to pull survivors away from the generators. The Clown is a victim to the generator speeds more than the majority of the cast and this is a very bad trait to have. On the upside I would argue that his chase is one of the best in the game and that he can remedy a lot of his issues with perks. He also has the advantage of not being overly reliant on his power. The biggest advantage in my eyes is that the Clown is map based but not map dependent. Every map as clown is practically the same with some minor exceptions like Pale rose or Haddonfield. He just has to play differently on maps like Lerys or the game which can be amazing for him if played correctly.
On the huntress side of things her biggest issue is the maps. A lot of LOS blockers are being added to discourage looping as well as a lot of maps having long window loops like cowshed which absolutely ruin huntress. Huntress is map based and a fairly large number of maps will put her at a disadvantage. At the same time Huntress has the ability to actually damage survivors with her power instead of her power setting up a hit like clowns. This allows Huntress to go out and end chases quicker at the cost of some speed. Her power is better but at the cost of a lot of tracking potential and movement speed.
With all of this said I would much rather face a clown because you can beat him by simply disrupting his chases. With huntress you need to completely gen-rush her or get a bad huntress map. Disrupting a clowns momentum will kill his game and that is much easier to do than deal with a snowballing huntress.
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I'd honestly stop playing. A lot of killers fail to realize that having a chase based game is much better than a game where people just sit in corners with their thumbs in their ass all day. I just want the game speed adjusted. (I never camp, I just think that a game of loops is more fun than a game of immersion.)
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The game speed. Give the survivors a new objective or make the endgame longer than 16 seconds (nerf end game perks accordingly)
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After three loops around a pallet he slumps over and takes a breather.
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Needed evil. Would want it removed if the gen speeds were ever balanced out. Until then the gens get done so fast that I don't have a problem with it.
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New original killer, B tier, One stall killer perk, Niche survivor perks, Female killer.
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Only if Clown gets one of those jumbo sized ones.
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I made this to accurately describe the patch for me. A feast for a king.

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HE WON!
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@feffrey said:
If you want easy wins play these killers for a easy winDoctor
Freddy
Wraith
Hill billy
Leatherface
Clown
These killers here take zero skill to use
Most players that use them just hold spam their ability- Doctor- Countered by lockers and looping
- Freddy- Countered by literally everything in the game but stealth
- Wraith- Loop him
- Hillbilly- Loop him
- Leatherface- Loop him
- Clown- Stealth him, learn pallet placements.
Git Guddith
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@BLUE_APE said:
If killers are so weak and camping is okay?How come I see killers higher ranked who aren't campers? Last I checked this game is skilled based, any body can sit and wait for someone to die on a hook. but it takes a real killer to kill everyone without sitting. Camping is such a touchy subject for killers and most believe its fine, whatever I can't stop you, but I don't see you advancing in ranks.
And if killers are as weak as you say they are, why play them? why not try survivor or play another game you can win at (if thats all you want)I don't care at this point but I'm just saying its a bit counter productive if you want to win at something you know you suck at.
I know killers are weak, I've played killer before, but even so why play them if all your going to do is not have fun?
- If a killer isn't camping and they are playing a low tier killer or a mid tier killer the survivors they are playing against are generally bad. I don't believe Billy/Nurse has a reason to camp if gates are not powered.
- If killers left the game due to the poor balance it would die. I love this game even if it gets me frustrated often, I would never want to see it die out, all of us killer and survivor just want the game to succeed and killing the player counts counteracts that.

