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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638700#Comment_1638700

    I'm hesitant to let the BHVR butchers at my favorite killer. As it stands, she is just insanely fun to play - intuitive, but a surprisingly high skill ceiling.

    She is strong, doesn't have many weak maps and adds a bit of unpredictability and suspense without being Spirit. She also has several effective counterplays that weirdly, not even high level players seem to use (especially the simple act of crouching over traps).

    She doesn’t need to be butchered. Tweaked, so she’s not so awful, and for Hag players not he awful to go against flashlights.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/193745/people-complain-about-spirit-and-deathslinger

    I don't think Hag is that bad. A single diligent survivor with a flashlight can make my life a misery and if two get them, I'm almost certainly going to get skunked.

    The trick to beating her, aside from flashlights is to stealth as much as possible. So few teams seem to realize that you can just buttscoot over her traps - and the ones that do tend to crush me.

    She's high tier, but compared to some of the things Nurse or Spirit can do, she isn't a monster.

    That all said, the upper tier killers feel okay right now. I don't think anyone needs a nerf. Even Spirit and Nurse have some pretty solid counterplays, watching videos of the better killer players.

    https://forum.deadbydaylight.com/en/discussion/comment/1638638#Comment_1638638

    Hag main here. She is just fun. One of the few killers that feels like she can actually surprise or scare survivors.

    This is why I think Hag needs a review.

    She’s completely miserable to go against without Urban or a flashlight, but I’ll also agree that flashlights are far too strong a counter for her.

    She swings to 1 one of either 2 polar opposites. Impossible and miserable, or completely neutered.

  • @Zaitsev said:

    Hon, have you heard of Hag?

    Hags been the queen of camping and tunnelling since her release.

    Sure if you prepare a build to counter her, with a flashlight and Urban Evasion, its easy.

    If you dont have one or two of those things, every game against Hag is boring and unfun.

    At least Spirit and Deathslinger offer an interactive chase.

    I hate Hag so much. I hate her more than any other killer when I play survivor.

  • @adsads123123123123 said:

    @TheClownIsKing serious question, what tier do you think Clown is and what killers are better?

    I don’t really subscribe to the whole tier list thing. Most of those are born from who they’ve spent the most time playing as, to the least. Which also coincides with their understanding (or lack there of) of those killers.

    What Clown does, Clown does extremely well...PROVIDED the player knows exactly what they’re doing with Clown, and are excellent at tracking/finding survivors quickly. Clown ends chases so fast that this naturally stalls gens due to how frequently any number of survivors are “indisposed”.

  • @MusicNerd_TC said:

    Also, not only is this perk extremely overpowered on its own (playing against it on midwich is basically unwinnable), but in a survive with friends: mindgames, blindness, trapper, hag etc are all useless.

    Unless the killer blinds the OoO

  • @Thatgurl_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638140#Comment_1638140

    Bruh not if you dont understand the whole thing. I'm not the one whos lookin dumb here

    @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636419#Comment_1636419

    I can judge a dumb idea to be dumb all I want. K thx bye

    Can you both stop?

    It’s a discussion, not a battlefield.

  • Other than cosmetics, not much I’m afraid. Perhaps maybe another map from a key location from silent hill?

  • This started happening to me as killer in the past day too. I’ll hit a survivor while running outside of the shack, and suddenly I’m now in the middle of the shack. Things like this.

  • One of my current recurring builds is Open Handed, Bond, Visionary, and WoO. It gives me all of the information I need to work effectively, cooperatively, and in a coordinated manner while I still play solo. It even tells me what the killer is doing (most of the time).

    And if someone is hooked with Kindred? 24m killer aura reading. Nice.

  • @dugman said:

    In principle I'm ok with the idea of an add-on that makes you play at a handicap in exchange for getting a higher score in the endgame screen. That's fine when you assume the intention is the endgame score is "victory points" in the match, or at least a tiebreaker if the game is close.

    The issue with things like Placebo Effect and Speed Limiter, etc, is they're capped by the 8k per category limit. So if you play well the bonus give you very little to no benefit since you would have hit the cap anyway, and if you play really badly you'll get very little benefit from double a really low score. It only kicks in as a bonus if you are in that middle ground of around 4k points without the add-on.

    Personally I think they should consider allowing these add-ons to exceed the 8k per category ceiling and potentially allow you to exceed the 32k max score on the endgame screen. That might be enough of a benefit to consider using them, at least for players who consider the scores to be a reasonable measure or partial measure of victory. (If all you care about is kills then you still wouldn't use them obviously.)

    This was what I meant by changing it to post game bonus.

  • @CalamityJane said:

    Funny considering your profile pic and name. Just whack on Redhead's Pinky and a green mori.

    Yeah I finally got it. I was taking the challenge too literally at first. I thought it HAD to be done by the DH stacks, and if it’s cleansed I thought it screws the challenge.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636234#Comment_1636234

    Even with pallets down jungle gyms and looping gyms destroy Clown.

    What?!

    Lol, they’re not a problem. Like any loop, Clown just needs to think about the survivors pathing, and make sure gas is in their way. That’s it. It just requires some thought about where bottles are thrown within and around the loop, and not directly at the survivor. And as for jungle gyms, bottles go over walls ya know...

  • @xQueenlyMajesty said:

    Does anyone know when they will patch the hook and the The Plague bugs? I can’t play as killer anymore :’(

    I’ve mained Plague since her release. She’ll never be fixed. It’s why I play her less and less now.

    I.e. every chapter, patch, update brings new bugs to Plague. They fix those, but they’re quickly replaced with new bugs. She’s regularly a total mess.

  • @Sonzaishinai said:

    Humanity will always seek out conflict and with how we dominate this world the only meaningfull conflict we have left is with other humans

    https://forum.deadbydaylight.com/en/discussion/comment/1636387#Comment_1636387

    How would you best use it? I've been having trouble getting use out of it.

    It shines best on killers able to get hits in in between tiles. Survivors are either damned if they don’t realise it’s activated and loop any nearby loops with a pallet, or they’re damned trying to run to a further tile out because they’re still likely to be hit before they can get that far.

    It’s also AMAZING on The Game when hitting downstairs, but they run upstairs for those safe pallets on the left. It’s just an all around great perk on Gideon. Hit them in the bathroom? That hallway with the two god pallets becomes a death sentence.

  • @Tricks said:

    So when killer addons are broken (Filthy / Nasty blades) your banned for using them as they are considered an 'exploit' but when Survivor scratch marks and blood stains are broken it's perfectly fine and not an exploit at all. Double standards much. lol. just lol.

    Hmm... I’ll support you in how crap this issue is, but what you’re comparing is not the same thing.

    Willingly equipping an add on after an announcement has been made that users will be banned until a fix is in place for a bug/exploit is totally different to the scratch marks issue.

    What are you expecting?

    Survivors are banned from running until it’s fixed?

    Thats not reasonable.

  • @RepostRiposte said:

    I think they made them clip under certain textures like Ormond snow/Red Forest gravel.

    No, it’s more than that. This has been an issue since the implementation of dedicated servers. There can be a significant delay in Scratchmarks (and blood) appearing when a survivor is running, or there will be large “blank” gaps like the survivor stopped running, but they in fact have not stopped running.

    And usually by the time they DO appear, they’re already starting to fade.

    Its an ongoing frustrating bug.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636677#Comment_1636677

    Like I said, any killer, with NOED/Haunted/Devour, and a mori. Easy challenge.

    Lol, mori?!

    ”Match cancelled due to a player disconnecting.”

  • @SloppyKnockout said:

    Dude.

    Run Myers and a Mori. Or any killer with a full one hit down (MYC, NOED, Haunted, Devour) build and a mori.

    You only need devour EQUIPPED, it doesn't actually need to be used.

    @SacrilegeGG said:

    You only need to run Devour Hope as a perk, you don't need to exclusively rely on its effects.

    Use Myers or Ghost Face to trigger exposed status on survivors for the instadowns. Bring a mori to get the kills.

    I don’t have Devour Hope on those killers

  • I’d just like to see the perk have more utility than extra unhook attempts, and boosting the chance of self freeing from bear traps.

  • @magicmaster2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636374#Comment_1636374

    And that's another thing I've I've realised is that a lot people know answers or know what they're talking about, but are drown out by all the nonsense spawn by the more vocal.

    I’ve repeatedly explained how Blood Favour is fair and balanced as a hex perk and also having a cooldown, with additional stalling benefits BECAUSE it is a hex, but 100% killer mains don’t want to hear it.

    Their main insinuation is unless it blocks all pallets, all the time, so that survivors can NEVER use a pallet, then it’s an unbalanced perk.

  • We exist. We’re just either few in number, or avoid those horribly biased posts altogether.

  • I mostly play Clown, and his only pressure comes from the chase. Which means it’s extremely important for Clown to be quickly moving from chase to chase. So I’ve had to force myself to be extra attentive to environmental cues in order to quickly find survivors. Here’s my tips.

    • there’s no shame in using tracking perks. Bloodhound is still a regular favourite of mine in anti heal builds (and it’s a god send in finding slugs with the current sound bugs). Don’t discount Whispers, Spies, or anything else that could help you find survivors faster. Survivors can’t rush gens if you’re always quickly finding them and quickly ending chases.
    • Always keep an eye on the horizon as you’re searching. Be extra watchful for crow activity in the distance. Also realise that in any areas YOU are disturbing crows means that those are areas survivors have NOT recently been in.
    • Listen for their breathing. Stridor is NOT just for Spirit if you have trouble with this. Survivors can hide in shrubs and grass all they like, it doesn’t stop them giving off sound cues.
    • If you’re certain survivors are in an area, slow down. Where would YOU hide if you were playing survivor. It doesn’t become all that difficult to spot survivors in shrubs, grass, bamboo, or corners once you realise how predictable these hiding spots are. Crows suddenly return to a perch near a rock or shrub? Check it.
  • I play Clown and how I usually deal with this god awful bus is...

    • if the window is in the middle between the 2 buses, I’ll allow us to do 1 lap in the “wrong” direction to force medium vaults, while I use 2 bottles to gas the pathing in one bus, and on the pathing back to the vault. 99.99% of the time I hit them before they can vault a 2nd time.
    • if the window is at the opposite end of one of the buses, again I allow a lap using 2 bottles gassing the pathing in each bus. When they’re running through the gas in the bus with the vault at the end, I circle round the bus to catch them after they have vaulted. 99.99% of survivors will not be looking behind themselves before the vault because they’re usually too panicked about the blurred vision and slow down, and are suspecting I’m attempting to hit them before they vault.
  • @SadLegion said:

    Usually i just abandon survivors running around it but sometimes there are situations when i need to commit to a chase. Today i realised how tilting this structure is for me. Maybe i dont know something and there is a way to shorten this unholy loop if i play correctly. But as i see it there is no mindgame possible and i need to follow survivor through the vault three times right?

    Which killer?

  • @MadLordJack said:

    I don't think that is ever going to happen. It would completely destroy the games economy and make absolutely certain that you only ever play with the killers best addons for that tier.

    This^

    Plus very few add ons are actually useless. Hang on, Hang on, don’t angry. Yes, SOME add ons are useless. But they’re smaller in number than most proclaim.

    A lot of what is claimed as useless is usually because players don’t think deeply enough about how to take advantage of them.

  • @Kumnut768 said:

    how do people have fun playing clown the counterplay is run to pallet throw down pallet early

    I’ve played Clown for so long that this rarely helps the survivor that much.

    If they continue to try and loop that same tile with the dropped pallet, it’s not hard to identify where in the loop to gas it so the survivor is slowed enough to be hit before they can vault the pallet.

    And if it’s too safe for that, then pallets will be cleared from the map very quickly.

    Does going against a Clown with pretty much every useful pallet gone sound great to you?

  • @zoozoom6 said:

    blight has mobility and better ability to get hits in-between loops

    As I said, I get hits in fine in between tiles as Clown. I can set up tiles with gas in the right spots, whilst leaving 1 or 2 bottles in reserve so that the survivor is either damned if they loop it, or they’re damned if they attempt running to the next tile because I WILL slow them enough to get a hit in before they reach it.

  • @azame said:

    It's like every perk you run as a survivor is considered a crutch. Whatnso you want me to do put on dark sense? I mean if you wanna call survivor perks crutches so are killers. Arent crutches just anything that helps you?

    Either stop calling every good survivor perm a crutch or admit technically every perk I ls a crutch killer or survivor.

    No perk is a crutch.

    I also believe all perks are viable.

  • @stufoot99 said:

    Now that there are the offerings to spawn the hatch or basement in the killer shack or main building, where exactly is the “main building” on maps like Lery’s, the game, Hawkins, and Midwich, since these maps do not have a shack? Is the main building just one of the rooms or do these offerings not work at all on these maps?

    Not every map has a main building, hence why the offerings state “if that realm has a main building”

  • @TheRockstarKnight said:

    The only reasonable thing I can think of is that it's meant more as a 'hard mode' type of thing rather than a way to easily farm BPs. Kinda like No Mither.

    That said, there's no reason the rewards couldn't be better than double in-game Deviousness scoring, or absolutely nothing (for No Mither), without being too much.

    Placebo Tablet is beyond “hard mode”. It’s “why bother? mode”.

  • @Psychobeastz said:

    As the title suggests I am the one who needs some help. Now to get this out of the way I have watched videos on youtube on blight of course. I have played him for 3 hours yet still have a rough time which is alright that is part of the fun. Although my problem is the maneuverability he has between a keyboard player and a controller player (yes I am a controller player btw).

    This is not some rant or adjustments that need to be made for the killer itself. I am at fault if I am not learning fast enough and properly. So here on this discussion I would like some feedback on how to play around this issue more efficiently if possible. Or you can just recommend me some youtube or twitch channel of someone who knows.

    I play Blight on PS4 and my tips are to just keep a cool head during a slam, and take time to turn, move, and look to where you want to slam to next, rather than just spamming the power button in a panic so you don’t end the rush chain.

    The add ons Pustula Dust or Rose Tonic that increase Slam duration are excellent “training wheels” for this. You get more time to choose where to rush to next, helping you relax and focus. Once you feel more confident and faster with choosing your next rush location those add ons can be ditched for the more interesting add ons.

  • @ZCerebrate said:

    One of the many issues that DCs cause - having a husk of a survivor sitting there when they dc so they can be hooked, mori'd etc would solve many of the issues and has been suggested repeatedly before. Never addressed as far as I know

    I can recall when the devs said this was being worked on.

    What happened? Why isn’t it in the game yet?

  • @FaceCampBubbaMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634437#Comment_1634437

    Ah yes well you see a new objective would spice up gameplay with not holding m1 constantly and would boost players numbers due to something that isnt hold m1 to do

    Greater player interest doesn’t just magically fix core gameplay issues. An additional objective doesn’t fix the things I’ve stated.

  • @Corikstarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634180#Comment_1634180

    I think they mean have the meter maintain meter progress between hooks. So it's no longer three and done, but a need to empty the meter over whatever necessary number of hooks.

    And I’ve already addressed how that would cause MORE problems playing as killer.

    There needs to be a solution that’s fair for BOTH sides.

  • @Corikstarr said:

    How about stop or slow hook progression when the killer is within a certain range of the hook? Could even make that range expand when the hooked survivor reaches stage 2.

    How does that also address some of the problems killers face surrounding the current hooking system?

  • @FaceCampBubbaMain said:

    A new objective would fix this- like say repairing a fuse box where the fuses are scattered around in chests

    I really do not see how that would address any of the issues I listed for either killer or survivors.

  • @dugman said:

    For better or worse Hooks are a thoroughly ingrained part of the game, removing them entirely would be like trying to build things from the ground up at this point. Imagine all the perks and add-ons for instance that would have to be changed.

    That being said I do agree that Hooks are an underlying cause so some of the more common complaints. I do sometimes think that in some ways the game would be a bit better if when you downed survivors they simply swapped the hook timer for the bleed out timer. So the first time you're downed you have one minute until you go to stage two, then another minute until you die, and at any point before you die anybody can come and revive you. The advantage would be that since you're not on a hook you'd at least have the freedom to crawl around if you want, for instance which would be a bit more interesting for the survivors. Also it would mitigate the minor issue with the endgame where sometimes you have a third survivor downed but want to look for the fourth by shortening the bleed out timer and making it so if you are downed three times total you are out.

    Like I said at the top, though, even that would take a huge development effort and a lot of rebalancing, it would never happen even if the devs actually thought it was a good idea. And, to be fair to the hooks, they do possibly open up a small additional game space in which to put in some perks like Agitation and Mad Grit and Hangman's Trick, etc, that specifically work during the carrying or hook stage. (I'm pretty sure those particular perks aren't that great honestly, but I admit that Agitation is growing on me a bit since I frequently face survivors who love to try and block me or blind me on the way to the hook.)

    There have been many instances where perks have been reworked. Hook perks could easily be changed to proc on downs. Perhaps hooks don’t need to go at all. Perhaps survivors are spawned to a random hook upon a down and the aura is NOT shown to killer anymore.

    Of course PH would need a partial rework so that Torment does something else entirely.

  • @GoofyGooberRock said:

    I don't know guys what do you think?

    How about more effort to address frustration so that fewer players feel compelled to DC/hook suicide?

  • @ephellon said:

    https://forum.deadbydaylight.com/en/discussion/193177/a-core-game-mechanic-hooks-is-the-primary-source-of-most-of-this-games-complaints

    I like the idea. The only problem is that BHVR is over DbD. The "base mechanic" of the game got changed without anyone testing it, and hooks are broken, again. I doubt anyone at BHVR would be able to fix anything, let alone, tweak anything without causing major problems.

    I understand the old folks going, "but it apart of the game, go play Last Year," sure, change is scary, kill off Pyramid Head I guess. But on the other hand, something simpler than hooks is available, and could be a saving grace for this game.

    Go ahead, @ me, I'm a Killer main that plays survivor only in SWF because randoms are useless. I just think more alternatives should be looked into, like Dorito-boy.

    They’re not over DBD at all. They have projected to support it well into next gen. The only issue is their stubbornness in holding onto some of the core game mechanics in the way that they are.

  • @AxonPhantom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634180#Comment_1634180

    Well in theory its simple. They have a meter mechanic, which is effectively a timer, so instead of skipping stages between hooks we could have a reduction to the meter (time till you die) instead of just switching phases (hanging > struggle > Dead)

    Apologies, but I hate that idea. That sounds like it would possibly give survivors MORE than 2 extra chances, making the game MORE miserable for killers, and encourage MORE hook camping.

    Unless I misunderstood what you meant?

  • @MrLimonka said:

    You can dodge a lobby with a key. You can't dodge a lobby with a mori.

    And no, just because someone escaped by hatch (with or withou tthe key) does not mean you get "bullied". That means you would've won the match anyway, and the real downside is just you losing some bloodpoints.

    BWAHAHA.

    ”You can’t dodge a lobby with a mori.”

    Really?! Why do so many killers that throw on a mori see the “match cancelled” notification after the prematch loading screen then?

  • @AxonPhantom said:

    It's actually a lot simpler to balance this out with hooks that no one suggests. Instead of doing the usual "rule of three", you could just change hooks to a meter burn mechanic so when someone gets ripped off for bloodpoints/grief/naivity instead of going to straight struggle it burns a percentage of the meter instead. They also have all the capabilities to implement it, and would make monstrous shrine actually viable.

    There would be obvious changes to how certain perks work, but nothing too drastic and it shouldn't affect killer game play too much if we tied it to bleeding state perhaps. Idk I'm just a player so the devs would have to figure out the balancing part.

    I’m not quite understanding what you’re suggesting.

  • @MrLimonka said:

    Empathy only shows injured survivors' auras, it doesn't affect survivors in the dying state in any way. Knockout is working as intended

    This was not always the case. Dying IS an injured state. Bond, Empathy, Aftercare, and Kindred did counteract Knockout in the past.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/193211/new-to-the-thread

    Tunneling is when you purposely attack only one survivor and no one else.

    @mee said:

    First off, this is pretty awesome.

    Second, not to sound like a noob, but what is tunneling? I'm not use to the lingo here 😆 been offline for about 2 years.

    It’s a term stemmed from “Tunnel Vision”. So Tunnelling is singling out one survivor and ignoring everyone else to eliminate them from the match.

  • @dugman said:

    I only play Killer so I’ll just answer that.

    Deerstalker is probably my favorite less popular killer perk. It’s just so handy for keeping track of someone you downed while you chase someone else. Did they crawl away into deep grass somewhere and you can’t hear them because of low sound volume on their groans or Calm Spirit? No problem? Did you chase the other survivor 30 meters away and aren’t quite sure where you originally downed the first one? Piece of cake! Slugging the third person while looking for the last survivor for a bit? It’s got you covered. On average it saves you at least 5-15 seconds or sometimes more in situations where you downed someone and they crawled away. Plus it also helps you keep an eye on where they are to watch for another survivor running in for a heal.

    I use this perk pretty frequently as a “looking for a fourth perk to round things out”. Especially if I find I’ve been slugging a bit more often or am using a slugging style build or killer, this perk is just really convenient.

    Yeah Deerstalker is great. Particularly with the current sound bugs.

  • @xerav said:

    Empathy beats Knockout (atleast this was how it worked in the past). Did the Killer maybe use some short term blind effect (something i like to do in combination with knockout).

    I didn’t have aura blindness. This was during the whole match. No matter who was downed, if I was outside of Knockout’s ranges, Empathy was not showing the aura of dying survivors.

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