TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2352102#Comment_2352102
I heavily disagree with the penalty. You are, in essence, punishing survivors for countering a killer, or rewarding a killer for being countered. KI is acceptable because it doesn't really do anything, but making Ghostface faster, or giving him some other kind of buff is like giving Trapper a buff when survivors disarm his traps (or just punishing survivors for disarming his traps).
Perhaps it could be an add on then? Trapper has Bloody Coil after all.
-
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2352102#Comment_2352102
I dont think he needs a reduced cool down either, but i like ideas for upping his base in other ways. Hes to 1 dimensional. I find him extremely boring to play as and for some reason he feels slow af
Really? He feels quite speedy to me due to his short height.
-
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2352066#Comment_2352066
Yeah if you ever go against a group that know how to knock you out quick its a miserable existence even with the double recovery
I don’t think a reduced cooldown is the answer to this though, as that isn’t going to deter a SWF having 1 dedicated expert looper follow you around to reveal you over and over again.
I think there needs to be a more severe penalty for taking him out of stealth TBH. Longer KI at base perhaps? Maybe an additional status effect is applied? What if it gives GF Haste when revealed? This would up the ante when weighing up risk vs reward when revealing him. They’re potentially making themselves an easy target when KI reveals them, or possibly screwing over another survivor that’s now dealing with a faster GF temporarily.
-
@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2351611#Comment_2351611
I knew I was right about you...cultured af.
🤣 I guess I’m taking this as a compliment
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2351611#Comment_2351611
If it was that easy to use, how come it isn't meta? I mean, wouldn't Pig, Wraith, Ghoshface, and Myers be OP as well? I don't think it's as simple as you make it appear, unfortunately, but I wish it was because that perk is so useless.
My guess is that it’s counterintuitive to many players to just stand still in many instances, and wait for survivors to come to them (except at hooks)
-
@SirCracken said:
And may I ask exactly where all of you were during the launch of his re-work? Because very few people seemed to be complaining at the time.
But regardless, the general survivor consensus is that Freddy is no longer fun to verse. I, however, see little reason to support this claim. For example;
Stuff that you have to keep track of against Freddy
- Your sleep timer
One of the most important things to keep track of. As long as you're awake Freddy has effectively no power. This makes him completely unique in that his potential is determined by the survivor's decisions.
- Dream snares/pallets
With snares, it's more about trying to get into the Freddy's head and predict where he's going to place them. Since the threat of snares often shuts down a loop, this means that survivors have to plan where they are going during a chase way ahead in advance.
And with pallets it's just another thing to memorize in the map, like pallet locations and loops.
- Freddy's position
Another obvious but still important factor. Since Freddy can teleport and falling asleep means losing the ability to tell how close he his, survivors have to actually use their eyes and tell where he is coming from. This also encourages learning the layout of maps and generator spawns.
So tell me, people who find Freddy boring, how exactly is keeping track of 3x the factors than a normal killer would offer somehow make Freddy brain dead to play?
Because I can certainly tell you that when I play Freddy "just spamming snares and teleports" isn't a viable way to play him.
EDIT: Since this thread was necro'ed for what ever reason I think I should explain my revised my stance on Freddy. Compared to how he was before his rework, I can now absolutely understand why people find him boring. Even if his previous incarnation was weaker his mechanics were utterly like anything dbd has done before or since, which made going against him more interesting than how Freddy is now.
In hindsight, I really wish they just buffed him and not got rid of only the only things that made him unique.
Old Freddy was just way more compelling and offered something WAY different for the survivors to deal with, and a legitimate, critical reason to wake up as often as possible.
-
@MadLordJack said:
Here's a better idea: completely rework Knockout and Third Seal so they don't exist purely to mass slug solo's, then remove it's basic attack requirement.
No thank you.
If I see a squad running a map and a key, I want to use my Third Seal thanks.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2351619#Comment_2351619
Except you don't, because SWF & microphones.
Even people who 'are only joking around' and 'never tryhard' will tell their buds where they are knocked down.
It's yet more glaring proof the devs never meant for Survivors to have mics.
Stop pretending that EVERY lobby is SWF though.
-
Think of it this way. There are situations where using your chainsaw is a bad idea. Knockout tied to your basic attack means you at least get a little something extra using your mallet.
-
You can hide near gens that you’re confident survivors will quickly return to. You can confuse survivors mid chase at loops with LoS blockers by just stopping. You can ambush survivors at the main building when survivors go for the gen there.
-
Insidious is fine. The problem is how many players lack imagination to use Insidious beyond hook camping.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2343797#Comment_2343797
Spirit is probably the reason it got nerfed. Stridor Spirit is bullshit.
It probably has nothing to do with Spirit at all, and more to do with fixing the way Stridor shouldn’t be interacting/altering the effects of Bite The Bullet & Self Preservation.
-
@GHERBEARRULES said:
https://forum.deadbydaylight.com/en/discussion/comment/2343729#Comment_2343729
Dear lord, god no, absolutely not. Iron will is fine.
No it isn’t.
-
@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2350365#Comment_2350365
but zanshin tactics is already a survivor perk lookalike and doesn't need it
That makes no sense.
-
@gendoss said:
Lightweight has always been an interesting perk for me and there are some people who swear by it but this perk is laughed at by most survivors. Do you guys think it's any good and is it worth running at all?
I personally like it. It won’t help in the heat of a chase, but when being smart about getting out of dodge early when hearing the TR/spotting the killer, and using LoS blockers smartly, Lightweight can totally throw the killer off and trick them into thinking you’ve doubled back.
-
@Bwsted said:
Waste of a perk slot. Just like Left Behind, unless you have a key.
I'd have nothing against this perk being made except that it would just add to the pile of useless perks.
@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2350235#Comment_2350235
That is really interesting, it just needs a closer look and to be tested in practice and rework it a bit. I like it :D
Again, I don’t think it needs to be an extra perk. Make it an additional feature of Zanshin Tactics.
-
@megaweenieman said:
So it can be a legit race for finding hatch vs those running left behind
Just make it a feature of Zanshin Tactics. Once the hatch is open, Zanshin reveals it’s aura within the range of the current tier of the perk.
-
I main 3 killers. Clown, Twins, and Doc. You couldn’t get anymore different.
I also do a little bit of Ghostface, PH, and Demo here and there. Play who you want.
-
@tippy2k2 said:
https://us.v-cdn.net/6030815/uploads/T2JCQKLYL6PJ/cake-21.jpg
NOM NOM NOM NOM NOM!!!!!!!!!
So much cake for my killer! It's crazy!!!!!!
It is kind of insane though how much more cake I get playing killer than it is survivor. I know survivors have other event items that also get put in the web but I feel like I'm lucky when I get two event items period in the survivor bloodweb (so not just cakes but the other stuff) where my boy Nemesis here has FOUR cakes in one web :D
I promise I'll share with you survivors and as long as you're not a jerk who BMs me, I probably won't kill you!
AND a Game offering, and TWO mirrors. Bloodweb lottery.
-
@[Deleted User] said:
The most powerful thing you can do as micheal is get really close to a survivor in chase, pop tier 3 and instadown them. If stalk regenerated this could keep happening, that wouldn't be fun.
Also i personally think the tombstone piece removing "stalk points" essentially is also fine because getting killed as soon as you see the killer is very oppressive and that kind of play should not be rewarded.
And don't forget that his character information states he is a hard difficulty killer. I know his power seems simple but you still have to consider thats what the people who made him think.
Exactly.
-
@TheMidnightRidr said:
It’s an outdated mechanic. They should just remove the stalk caps on survivor
It’s not outdated at all. It’s to prevent Michael from getting his power from just 1 survivor over and over again.
-
@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2349228#Comment_2349228
Somebody gets it👍
It took me awhile. I hated Twins at first, thinking they were the absolute worst designed killers in the game. Now I’m amazed at how deep they actually are.
-
Could the game struggle even more though?
at the moment, on top of everything else the game is handling, it’s also processing 20 modifiers (5 x 4 perks), and who is/isn’t also affected by these modifiers.
Add in a 5th slot and that’s 25 modifiers.
-
@Neamy said:
Surprised that they didn't make it more like mend wound, Victor downs you after a minute of being unchased
It’s totally unnecessary. As long as Charlotte ignores the Kidnapper, they’re creating pressure on the other survivors. And Charlotte can always keep tabs on where they are anyway, to either recall Victor whenever he’s critically needed, or to spot if the Kidnapper might accidentally cross Charlottes path for a sneaky down. But I’m most cases it’s best to just let them keep Victor, and ignore them.
-
@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/2348362#Comment_2348362
You know there is 4 survivors? One holding Victor, 1 looping Charlotte and 2 doing gens. What a great way to apply pressure and playing m1 killer without power. Even when you catch that one looping survivor, those 2 other survivors had atleast 2 gens or more done. Then you need to find next one while that hooked survivor is already unhooked and there is still 2 survivors doing gens.
Only if the Charlotte is dumb enough to be lead on a chase that long. Most killers realise at the back of their mind who’s free of pressure, and who isn’t, and will regularly re-apply pressure on those humping gens.
Seriously (and I cannot emphasise this enough) on the Oceanic servers (I’m in Australia) there are extreme sweat squads. And I do genuinely, legitimately mean hardcore survivor teams. Despite this I’m yet to have a game where a kidnapper hasn’t turned the game into easy mode for me, DESPITE how good at chases the remaining 3 survivors are.
I genuinely HOPE in my Twins games that at 5 gens at the beginning that the first survivor I latch Victor onto will be idiotic enough to take themselves out of the game.
-
@Pepsidot said:
I'm still not convinced. Admittedly I'm not a Twins main or even face her that often, but I'm going to last a lot longer against an m1 killer rather than facing Victor. The killer will suddenly find it a lot harder to snowball seeing as though getting downs are more difficult against good loopers or just from survivor holding W.
Survivors can find time to heal up before Victor procs again and/or do gens. If Charlotte chases the person with Victor, she's literally just an M1 killer. If she chases a healthy survivor, she has to get 2 M1's as an m1 killer or eventually get the 2nd hit when Victor is recalled.
So I'm not convinced. People crushing Victor instantly give the killer another hit/down for free, and quickly. People holding Victor give others a much easier time in a chase and for the rest of the survivors, respite.
I can tell you from my own personal experience that even though chases are a little more difficult without a power, kidnappers turn the game into easy mode, especially when they accidentally give away the location of teammates that are out of position, and give me a free hit before they reach a loop in time. Pretty much the second I get another down with Charlotte and start chasing anybody else I see that was stupid enough to remain close by once the down occurred, the kidnapper gives up because at that point (if 4 survivors are still in the game), without unbreakable, only ONE survivor remains to BOTH do gens AND help the slug back up if the kidnapper DOESN’T get rid of Victor.
-
@PsychoTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2348716#Comment_2348716
I haven't played Twins yet, and I have played against her only a handful of times. But the wiki clearly states.
- Recall timer: 30 seconds
- This refers to how long Victor has to be attached to a Survivor before Charlotte can recall him at will.
Charlotte can't recall Victor whenever she wants if a survivor is holding onto Victor. Only after 30 sec. she can.
Also Charlotte can't camp the hook:
- It is impossible to voluntarily switch between the Killers or for Charlotte to release Victor when either of them is standing within a specific radius of the following Props:
- within 16 metres of a Hook
AFAIK based on this thread, the only viable tactic to hold onto Victor latched onto you is when your other teammates are all injured, and gives them time to hopefully heal.
Provided the kidnapper already knows where the rest of the team is and stays as far away as possible so they don’t reveal their locations to Charlotte.
- Recall timer: 30 seconds
-
@Neamy said:
You can't hold him the whole game, after a minute or so, you can recall him
A smart Twins player won’t though. I don’t. I want the kidnapper to realise (and regret) the big mistake they’ve made by putting MORE pressure on the others in the team because (for all intents and purposes) the kidnapper may as well be self caring in a corner indefinitely.
-
@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2349137#Comment_2349137
I mean, one is a freaking trap for you, what if the killer is hiding next to it and ended up getting downed cause of it?
True. I’m naughty and do this. But also the killers Undetectable status needs to be removed either way.
-
I remember the blue auras during the summer BBQ event, and the orange auras during the blighted pustula events too.
-
@Zokenay said:
I wish, kinda tired of confusing Blast Mine with Trial or Torment
Is it though. Both are telling you that the gen needs attention ASAP.
-
David is the only one I really dislike, which irks me a great deal because David was my first true survivor main.
Where is the roughness?
Where is the toughness?
Was he wrapped in bubble wrap for every single rugby game and bar fight he was in?!
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2347983#Comment_2347983
OMG what in the hills have eyes is that???? 😳
Well.... it is a horror game...
-
@Johnny_XMan said:
Edit
Look at these for example:
https://i.redd.it/p3rpmw1kesf51.jpg
To me this is an upgrade. While still keeping some of their signature characteristics.
Geez, that David looks like Pillow Lips (Tom Hardy) 🔥🔥🔥
-
I genuinely love No Mither. Seriously. One of my favourite survivor perks.
-
@SilentPill said:
Did they fix clown next chapter? It didn’t even look like it. All I saw was visual effects on steve and pinky finger changes.
I’ve been too afraid to try so I spare myself the heartache in advance
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2347083#Comment_2347083
yes, which is actually incredibly expensive (shocker, i know) and royalties need to be paid annually to continue using the IP.
Bingo
-
@DuraLexTeia said:
https://forum.deadbydaylight.com/en/discussion/comment/2347364#Comment_2347364
There is no reason, But here is the reason.
https://us.v-cdn.net/6030815/uploads/B6I9EBCZRPD5/banned-2.png
Banned for Abusing Bug or Errors? WTH? I'm a streamer, While not a Big Streamer, you can watch my videos on youtube to prove I'm legit and doesn't use anything on my advantage. Sometimes I even lose the game, But how did I even get banned when the last killer I played yesterday was the Twins before I call it a Night? I already sent a report on my case. But How did I got banned for playing The Twins when first, Camping is not a Bannable Offense, Second given Victor can camp near the Hook, and Third that I play all Killers and not even a Twins main.
Oh... because it’s impossible that someone can also play while they’re not streaming?
And band like this aren’t given out lightly. There would have been repeated breaches before they threw the ban hammer.
-
@Superyoshiegg said:
Why are you assuming that would be the reason you got banned?
What reason did they give, if any?
Exactly. There’s always more to the story.
-
@Phasmamain said:
Both
...on Wraith for maximum absurdity
-
@TwitchyMike said:
Which one is better? I think fire up is good at higher ranks. If I can win before last generator than I know I am looking at a decent 16% bonus to everything. But the consistent 20% is nice too throughout the match.
Fire Up is more subtle until late game, but allows you to do things you otherwise wouldn’t.
For example. Didn’t spit that flashlight user before doing a pick up around mid game? Because your pick up animation is faster, you can get out of animation lock faster to look away and avoid the blind.
-
@NomiNomad said:
Ah, yes. The perk that lasts less than 10 seconds at the beginning of the game then does NOTHING for the remainder of it. Good target for a nerf.
I get how they feel though. I don’t have a direct problem with Lethal Pursuers function. What’s irritating is how rife the game currently is with first hook camping. It’s frustrating spawning in, and within seconds spotted, downed, hooked, and camped out of the game.
Yeah... this is why I queued up...
-
@TheDarkTyrant said:
A couple of things have come up with licenses I have noticed that are kind of disappointing and make no sense. The most recent is the Quentin face rework. Yes its undeniable he looks better but the actor was clearly open to letting his face be in the game they just didn't go for it. I don't understand. I can understand Jamie and Danny not having their faces in it because they are probably expensive as hell and hard to get a hold of but the Quentin actor? Why just not quickly get him? Even if its a license people don't care for like the Nightmare on Elm Street reboot just do it if even the actor is open to it. And another recent example of them just not wanting to make something accurate in any way is over half of the content in the Resident Evil chapter. The only accurate things are Leon's face and his Resident Evil 2 Remake and Resident Evil 4 costume. Jill's face isn't accurate but her costumes are. Claire's costume is accurate enough with some small problems but her face is made by demons. Chris is the Resident Evil 5 Chris but everything looks off. He looked better in the trailer. Well everyone did. The RPD has these weird Resident Evil mutation things for some reason even though NO other map has them and it just makes things look ugly sometimes. And Nemesis... Every single thing about Nemesis was messed up. His looks, power, and animations are all very odd. His skin color for some reason is pink like in Marvel VS Capcom Infinite. His face and entire head has many small issues that stack up. His mori is ridiculous and just plain bad. And this is the biggest example of inaccuracy in anything licensed... His power. The problem with Nemesis for anyone who doesn't know RE all that well is that they tried to bring in the feeling of Resident Evil as a franchise instead of the spirit of the actual character. I was always told that DBD isn't RE when I talked about this and that's my point when I have always said Nemesis isn't Nemesis. They went in the direction of the entire RE feeling which is what you don't wanna do when the games are completely different. Accuracy with licenses are important to me. Even licenses are don't care for. Of course I know there are certain boundaries but they could easily have made Nemesis feel like Nemesis or Quentin look like Quentin. I mean they did it before with Bill and Leon.
Nothing in this game is represented in any way that isn’t approved by the legal holder of the IP that grants the license.
Chill.
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2343675#Comment_2343675
https://forum.deadbydaylight.com/en/discussion/comment/2343784#Comment_2343784
If you're playing with that perk it's up to you to keep track of hooks stages and such. When i did ew3 and all adept it wasnt that hard to keep track of such things unless there were 4 survivors with the exact same skin
Blah blah blah. None of Myers perks or add ons have Obsession switching.
-
Sometimes this happens. They serve themselves up on a platter like idiots, and then it’s YOUR fault for not playing in a way that lets them get their pallet save or flashlight save.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2344417#Comment_2344417
His eyebrows used to be thicker too, idk why they softened his face tbh.
just seems like a rushed job imo.
He’s too generic and pretty now. Doesn’t at all look like someone with a history playing rough sports and getting into bar fights.
-
I really dislike new David. He’s lost his rough tough look.
-
Hmm....
I’d had still liked for him to look somewhat sleep deprived still, just for thematic reasons.
-
@KSzerker said:
I've actually being using Stridor on my other killers recently with good results because of how common Iron Will seems to be. Bummer they're nerfing it. Was good for drastically reducing time to find survivors who used IW and stealth well. Definitely happy my stealth builds are even stronger now, though, since I've been running IW since before Spirit existed to great effect. If the point was to indirectly nerf Spirit, I think it's a terrible change, if the point is to make in more in line with what people expect the IW+Stridor interaction to be I think it's kind of meh. Not sure IW having no counter is a good thing.
Blood Hound is a counter to Iron Will.
-
@kyogul said:
People really need to stop making this about Spirit.
It's now another useless perk that no one's going to use. Instead of reworking Stridour to have some other useful effect (even if it doesn't synergise with Spirit anymore), they made it useless across the board.
On top of that, they now made a survivor meta perk that's ran almost every game even stronger. Iron Will basically grants invisibility to all killers when injured. And considering how broken sounds are in this game--like the many inconsistent times you can't hear foot steps or silent slugs--you now just gave survivors the ability to be invisible and killers have no counter. Not even Freddy who has add ons for it. This effects more than just Spirit.
People want to ######### about Stridour Spirit but act like survivors getting invisibility for being injured is a good thing? Them getting a reward for getting hit in chase, something that is not a goal to happen? And killers getting yet again punished for performing well in chase?
Weird.
There’s nothing useless about Stridor at all. Survivors don’t expect it. So when they try to hide right next to you, they get a Fright when hit because they weren’t expecting how easily you can hear them.