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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598173#Comment_1598173

    If not use with OoO, SS is really pointless.

    I mean SS only work if 2 dead so BBQ can not see u. Or 3 dead so Nurse calling can not see u while healing. Beside that, SS has no use.

    I’ve had occasions where SS saved my hide just at 1 token because a Myers or Wraith have used their aura reading add ons.

  • @ReSpEcTtHe4PeRcEnT said:

    Sole survivor imo.

    Sole Survivor is another one I like. Other than BBQ, if the killer is using any other aura reading, Sole Survivor is great.

    The only thing I hate is that it has no use at no tokens.

  • @KiloOfSalt said:

    Id say probably buckle up

    I like Buckle Up. I like to know if a slugged survivor isn’t bothering to recover so I know not to waste any of my time on them.

  • Just be standing right on top of it and spam the “close hatch” button. Usually the server gives killer priority rather than the survivor

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587745#Comment_1587745

    This. I'm not going to waste my time with a match like that. I don't play this game to just sit on gens for 4 minutes and escape.

    Then don’t just sit on gens.

    Find and cleanse totems. Sabotage hooks. Meme with the team.

  • @KingFrost said:

    Did you run Thrill of the hunt too, to see how many totems were being done?

    I've had games where NoED activates after doing FOUR totems. Because I simply couldn't find the fifth.

    Also, I don't think this really addresses the problem of games where survivors don't have time to do the totems. All this says is that if the killer is AFK, survivors probably won't bother with it.

    Most just don’t bother period.

    I’ll see teammates leave the area of a completed gen where a dull totem is right there pretty much in their face screaming “look at me”.

    I get into the same scenario as you. I’ll have done 4 totems just myself, NOED goes off and I’m not passed at the killer, I’m furious at the other survivors. I just refuse to believe that across the 3 other survivors that none of them happened to see this last dull totem during their travels during the trial.

    They’re just lazy. I give them the opportunity to freely farm points (other than chase), and they’re still lazy.

  • @sad_killer_main said:

    Title.

    Maybe temporarily banned from the forums?

    They’ve been put in the naughty corner.

  • @GoodBoyKaru said:

    Head On, Quick and Quiet, Decisive Strike, Inner Strength.

    Throw the game but it's a laugh.

    Also not a build but I've started using Hope in all my builds. It's actually surprisingly good.

    Hope can be a real life saver at end game.

  • Dance With Me, Fixated, Sprint Burst or Lightweight, and Red Herring.

    Prep Red Herring, walk to a locker, grab the killers attention and confuse them at the same time with Red Herring, burst out of the locker leaving no scratch marks, again grabbing the killers attention and confusing them when they check and see no one is in the locker.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596409#Comment_1596409

    You know that if I try to skip them (perks with orange backrounds) - they will just appear on next levels constantly until I finally upgrade them.

    But once you reach lv 50, 4 perks appear in the blood web (including the teachables). So you’ll easily be able to bypass them at lv 50 whilst still unlocking other perks.

    That said though I think Steve’s perks are better than what they’re given credit for. Camaraderie has saved my butt a couple of times, same as Second Wind. And on characters I don’t have BT I like using Babysitter to get the killer to chase me so that whoever is unhooked has a better chance taking advantage of the no blood/no Scratchmarks buff

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596160#Comment_1596160

    I've actually had a lot of survivors tell me that I saved them mid-chase and it's a really good perk whilst a lot of killers think I'm memeing.

    I hate the perk so damn much as killer.

  • Don’t even get me started...

    It’s my most hated survivor perk when I play killer. I’ve had truly awful experiences against 4 people SWF all running Head On, and taking turns interrupting every chase I’m in with one of their teammates.

  • Actually my regular survivor loadout is either:

    • Botany Knowledge, Buckle Up, Bond, and Leader. Or
    • Dead Hard, No Mither, Resilience, and Tenacity.

    I experiment with other perks and builds (having LOADS of fun with Red Herring atm), but the above 2 builds I regularly come back to.

  • @CalamityJane said:

    Head on is irritating because you can often get hit by it when you're intentionally dodging it, but I can't imagine caring enough to be 'toxic' because of it.

    I kinda can understand.

    I’ve personally experienced a few times 4 people SWF with 4x Head On, working in an impeccable coordinated manner where each and every single chase is interrupted by intentionally coordinating a chase past a locker.

    Sure, they’re taking ages to do gens, but it didn’t matter because I simply couldn’t down anybody.

    It never led me to be toxic, but i was experiencing this strategy enough that it DID inspire me to regularly run Blood Echo, Solvent Jug, and Mindbreaker to 100% remove the possibility of this happening to me ever again, because it’s truly awful to deal with.

  • @Erk said:

    Why is this a thing ? People just put rules on them such as "If you do x, I will be toxic against you". I saw one rule that was Head On'ing ! How ? Why ?

    Lofty delusions.

    I see the same thing on PS4. If the player has a PSN name clearly and explicitly referencing DBD (toxicmegmain as a made up example), sure enough when checking their profile it’s littered with just DBD stuff, and a heap of cough cough “rules” 🤣🤣🤣

    They’re usually absurd “rules” too.

  • @PassarinoT said:

    Not to complain about slugging, I understand it can be needed sometimes as killer, but even as a killer main stuff like this is just so unnecessary and rude. I just played a round as survivor, didn't do anything toxic except be good at running away. No items brought into the round, no DS, no DH, nothing intense for perks. And then I'm the last survivor found and I get downed during EGC and slugged until I bleed out while the killer just stands on me the whole time. There were hooks nearby. There was no need to slug, I never teabagged or anything.

    I thought maybe a nice counter to something so toxic and rude would be a soul guard-like effect after you reach less than 25% of your bleedout timer.

    I understand slugging can be useful, but stuff like this just needs to stop.

    What would y'all think? After you reach 25% bleedout timer, you can fully recover and gain an endurance status for 8 seconds after recovering.

    Even as a diehard killer main, I don't see any issues with this because I never slug anybody past 75% bleedout.

    Yeah I had this BS happen with 3 wraiths last night.

    Just stood over me and let me bleed out, just because (I’m guessing) they didn’t see me once till late game.

    At high ranks regularly slugging as a strategy is absolutely essential for building pressure, because always carrying every down to a hook takes way too damn long.

    But nasty stuff like just watching people bleed out for no good reason other than to be spiteful needs to be removed from the game.

  • I hate her too.

    She is my most despised killer in the game.

    And Rusty Shackles can go die a horrible, miserable death thanks.

  • @Superyoshiegg said:

    Because it'd be even more of a trash tier perk than it is now if it only affected others.

    Trash?!?!

    Just because it isn’t meta doesn’t mean it’s trash!

    An extra 33% healing speed, and 33% extension to med kit charges is nothing to be laughed at.

    With Sloppy being as meta as it is, BK instantly counters that, and still provides healing speed bonus.

  • @Generator_Repairer said:

    Isn't Self-Care supposed to do that? Botany Knowledge is for healing others and Self-Care for self-healing

    Because BK affects any healing. The idea is you’re supposed to use BK with Self Care AND a med kit, so that you can always be healing others and yourself quickly, whilst extending the charges of the med kit.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595932#Comment_1595932

    I'm pretty sure it stops regressing even if skillcheck is failed. I should check it later.

    Ow, wait, sorry, yes you’re right. The killer would need to kick it again. My mistake.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595932#Comment_1595932

    Well today I had games where they tapped the gen in chase, and they stopped the regression. Idk if they hit the skillcheck or not.

    They had to have successfully succeeded the skillcheck mid chase then everytime.

    This has been a long running complaint about the perk. It needs to be changed so that they can’t just tap and do the skillcheck while running.

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595925#Comment_1595925

    Mindbreaker really needs some buffs to stand up by itself. To be effective it basically requires other killer perks or add ons in order to maintain any semblance of a useful exhaustion duration. Mindbreaker alone, even if you get a hit, will just delay the exhaustion perk in the chase by a matter of seconds that can be waited out. That would be fine, IF it didn't also stop once a gen's halfway. And at that point, it still only functions against survivors running exhaustion perks which definitely isn't all of them. It just has too many conditions and downsides to be worth committing 2 perk slots to exhaustion just to make one of them barely noticeable.

    I will say though that I wouldn’t mind if they got rid of the 1/2/3 seconds across the tiers, and instead changed it to 50/60/70% repaired.

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595925#Comment_1595925

    Mindbreaker really needs some buffs to stand up by itself. To be effective it basically requires other killer perks or add ons in order to maintain any semblance of a useful exhaustion duration. Mindbreaker alone, even if you get a hit, will just delay the exhaustion perk in the chase by a matter of seconds that can be waited out. That would be fine, IF it didn't also stop once a gen's halfway. And at that point, it still only functions against survivors running exhaustion perks which definitely isn't all of them. It just has too many conditions and downsides to be worth committing 2 perk slots to exhaustion just to make one of them barely noticeable.

    No. I used to think the same as you. Mindbreaker’s value doesn’t come from the 3 second exhaustion that is inflicted on survivors that aren’t exhausted. It’s value comes from pausing OTHER exhaustion timers when a survivor already suffering exhaustion starts working on a gen less than 50% repaired. This can be bad news for survivors that heavily rely on their exhaustion perks.

    Eg. Killer finds Meg with Sprint Burst on a gen first in the match. She’s not fussed about the 3 second exhaustion because she can just walk those 3 seconds off, and then she Sprint Bursts away. Killer for some reason decides to break chase. Meg now has a 40 second exhaustion timer. She walks some of that off and starts working a fresh gen. Her exhaustion timer that got down to 30 seconds is now PAUSED. Unlucky for Meg the killer comes toward her gen and she hasn’t managed to get repairs past 50%. She is now without her Sprint Burst, in a chase with a 30 second exhaustion timer still, and that won’t go away until she is no longer running again.

    Another scenario I’ve noticed is how it can actually stall the game if they’re heavily reliant on their exhaustion perks. They’ll wait by gens UNTIL their timer has expired. That’s 40 seconds of wasted repair time each and every time the use their exhaustion perk.

  • I don’t know what the others are talking about.

    If they tap the gen, the Overcharge skill check will pop up, even if the survivor is immediately running away. They have to succeed the skill check in order to not blow the gen, and stop the generator from regressing further (normal regression after the initial instant 15% regression for failing Overcharge).

    So if the skill check is failed it’s an instant 15% regression. The gen will continue to regress as normal afterward unless the gen is tapped again, or worked on.

  • Cruel Limits definitely needs changes. Mindbreaker though I have renewed respect for. Like everyone else I thought it was trash, but it’s actually more effective than I expected. Especially with Blood Echo.

  • @Camophlo said:

    I've seen so many survivors try to Sprint Burst last second to try and make the killer miss an attack, which in the end only results in them not making it to a loop or actually hit last second b4 SB happens.

    Why are you all like this. If you SB early you can gain distance and either make the killer lose interest in that chase or have to catch up. Then some make it obvious by walking, looking back at the killer til they are within 3 meters then use SB. I've seen people do this as both a survivor and as the killer. This is never the play imo.

    Because they’re deluded.

  • Only with survivors working on gens.

    If they’re not, and gens are already regressing, Surge doesn’t pop those.

  • My current survivor build is Buckle Up, Botany Knowledge, Leader, Bond.

    • I can easily find survivors if I need healing, or if they need healing.
    • Healing is always quick.
    • Buckle Up let’s me know whether or not to bother wasting time running over to a slugged survivor.
  • @Kilmeran said:

    Unfortunately, they've tried it several times and each time it hasn't worked. I've given up on hoping.

    They have been steadily improving hiding spots with newer maps and map reworks. Sometimes finding a hex on Dead Dawg Saloon is headache inducing.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595365#Comment_1595365

    Maximum healing speed is capped at 200%, no medkits, no perks can increase it further.

    Not to mention that in practice it won't be possible to get 10 tokens during the match.

    And what about maximum unhooking speed?

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595365#Comment_1595365

    Maximum healing speed is capped at 200%, no medkits, no perks can increase it further.

    Not to mention that in practice it won't be possible to get 10 tokens during the match.

    You could get 2 tokens just from an unhook while taking a hit

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595415#Comment_1595415

    To start, BBQs range conditions are also helpful, if you can't see them you know they're near you.And the locker thing is just standard counterplay, its not built in by the devs. That wasn't necessarily my point either, BBQ has downsides sure, but its still a great perk. BK and We'll make it might make a good combo but they both ignore the downside here. You can be a heal demon but your stuffed if you gotta do gens or even a totem. Reducing the percent is a great change, since you'll be helped far more than you hurt.

    Yeah I’m not stubbornly stuck on 5% debuff. The number can be lower. It doesn’t even need to be a action speed debuff. But there has to be a downside due to it increasing both healing and unhooking speeds.

    Theoretical scenario: 2 NOLB tokens, Desperate Measures with one injured survivor, plus one hooked survivor, killer running DL and I’m the Obsession.

    That’s already a 71% increase to unhooking and healing alone. And if the hooked survivor has Leader....


    Yeah, this is an outlier scenario. I’m just keeping in mind where some absurd numbers for altruism actions come into play, that there needs to be a trade off.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595365#Comment_1595365

    Then lower the BP gains, the perk shouldn't become unviable just cause of bloodpoints. BBQ is so popular because its a good perk along with BP gains.

    But even BBQ has its downsides.

    • conditions on the range
    • auras that CANNOT be seen may be either due to lockers, or survivors close by (or both), and there’s no way to determine either.

    All I’m saying is that even a perk like BBQ has “trade offs”.

    NOLB would be too strong paired with BK or We’ll Make It (throw in medkits) if it was active from the beginning of the match in its current iteration (or my proposed changes). It would need to have a downside. Perhaps a much smaller debuff? 2%? 1%?

  • @SCP_FOR_DBD said:

    Don't like the debuffs, makes the perk useless at higher levels.

    Well what compromises should it have for greater BP gains, and potentially stupidly high unhook and heal speeds if used with other healing perks?

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595335#Comment_1595335

    But yet theres a unnecessary micro sleep in his kit. So even if I do wake up, I'll go back to sleep in 60 seconds for no reason. And not only that, the clock that allows me to wake up will be across the map.

    It’s not unnecessary at all, and that’s the risk/reward compromise you as the player need to make.

    • reduce his power for a minute any time you’re able.
    • Or keep Freddy strong for as long as possible.

    Or or we could go back to Freddy manually putting survivors to sleep again. Meaning he’s 100% invisible to awake Survivors, can see the auras of sleeping ones, and sleeping Survivors suffer 50% debuff at base. (I’d actually be RIDICULOUSLY happy if I could use old Freddy again. He was my favourite).

  • @SnakeSound222 said:

    We need more Exhaustion add-ons. Demo’s needs a buff. Huntress and Clown’s are fine. Doctor needs his back.

    The devs say that Doc’s Exhaustion add-ons (Obedience - “Carter’s Notes” and the Iridescent King version of it) were removed because it was just the least interesting of his afflictions. I’m sorry, but I just don’t believe that (at least as the main reason). I think that the devs saw an opportunity to remove an effect that hurt bad Survivors and they took it.

    If that’s not the case, then why couldn’t they just leave it as an Iridescent King exclusive effect? It only activated at Madness tier 3, so the Survivor wouldn’t be Exhausted the entire game. It was so satisfying to see a Survivor make a mistake or start looking behind them only for their perk to not activate and go down. Unfortunately, those same Survivors are the ones who likely went online and complained how it was OP or “oppressive” and needed to be removed.

    If you’re upset that you can’t make a mistake and then have something like Dead Hard or Lithe fix it for you, then you need to get good or stop trying to get clips for montages. It’s clear you’re relying too much on a perk. Also, who the hell cares about clips for montages? You aren’t getting paid for them lol. They definitely shouldn’t be anywhere near the main reason for a balance decision.

    Clown’s Solvent Jug is the strongest exhaustion add on for a reason. Dead Hard, Sprint Burst, Lithe (potentially BL), can “hurt” him like no other killer because of how they mitigate the very thing his power is meant to do: quickly get close to a survivor.

    Without getting close quickly, he’s effectively neutered.

  • @WoopinAngel said:

    Before I start, I just want to say that I'm fine with how Exhaustion functions currently. For those of you who are newer to the game, a long time ago, Exhaustion could recover while you're running. Because of this, it allowed the perk combo Spring Burst + Vigil to be the meta that almost everyone ran because of how good it was. It basically gave you a Sprint Burst every 32 seconds.

    Because of how powerful survivor Exhaustion perks were, some add-ons had to compensate for this. The only two killers with Exhaustion add-ons at the time were Clown and Huntress. The Huntress has her Venomous Concoction, which causes Exhaustion for 90 seconds if a Survivor gets hit by a hatchet, and the Clown has his Solvent Jug, which causes Exhaustion for 30 seconds if a survivor runs into the gas.

    At the time, these add-ons were fine. The Huntress's hatchets require precision, so she should get rewarded if she does hit a survivor. The add-on basically denied Dead Hard, but survivors could still pull a Lithe, Balanced Landing, or Sprint Burst before they got hit. And the Clown's gas is a lot easier to land, but it could potentially deny almost every Exhaustion perk except Sprint Burst, if the survivors don't avoid the gas. But the add-ons weren't overbearing. In 30 seconds, you could have you Exhaustion perk up again against a Clown, 25 if you were running Vigil. And the Huntress's requirement being to land a hatchet hit seems more than fair considering how hard they are to hit sometimes.

    However, in 2.1.0, they changed Exhaustion so that you can't recover from it while you're running, but add-ons from Clown and Huntress weren't changed along with the Exhaustion nerf. 90 seconds now seems a bit excessive to put on a survivor, and 30 seconds of Exhaustion from something as easy to land as his gas is a lot. I personally think that these numbers should be reduced significantly to keep up with the current mechanics of Exhaustion.

    For example, look at the Demogorgon's add-on "Lifeguard Whistle" . It causes Exhaustion for 5 seconds if someone touches one of the Demo's portals. During a chase, survivors probably won't run into a portal unless the Demo places them in common looping spots, but even then, Demo only has 6 portals it can place. The only feasible way to get some use out of that add-on, is if you sneak up on survivors while they're destroying a portal. Even then, all a survivor has to do to recover from the Exhaustion is just pallet stun the killer and then walk away while they break it.

    Even though Demo's Exhaustion add-on is harder to get use out of than the Clown's Exhaustion add-on, its effect is significantly less than the Clown's add-on with 5 seconds versus 30 seconds, and it has a higher rarity, being a very rare add-on while the Clown's is an uncommon one.

    Personally, I think the devs need to come back and rework the Exhaustion add-ons for Huntress and Clown mostly. The effect is ridiculously long and was created to combat a mechanic that got heavily nerfed. It would also be nice to see a buff for the Demo's Exhaustion add-on, although that may be asking for too much.

    People like to use Lifeguard whistle as some barometer on why Clown and Huntresses exhaustion add ons should be nerfed.

    Nobody takes into account that Lifeguard whistle causes ANY already existing exhaustion timers to PAUSE while cleansing or near a portal. This is why it ONLY causes 5 seconds of exhaustion if NOT already exhausted.

    Clown & Huntress don’t pause exhaustion timers with their add ons. That exhaustion can immediately recover any time the survivor stops running.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595327#Comment_1595327

    Nah, GF addons are ######### except CD addons and maybe ultra rare tape

    Personally I think they’re all useful.

  • @Tactless_Ninja said:

    Survivors need some of the invulnerability they used to have against him. Waking up seems pointless now.

    Waking up avoids

    • snares
    • pallets
    • any slow down add ons he’s equipped
    • faster teleport recharge.

    There’s ALWAYS a reason to wake up.

  • @Rhe2veja said:

    I have the feeling that is going to be ghostface

    ???!!!

    But GF is fine though, including his add ons.

  • @GoshJosh said:

    Giving oneself a decreased speed to repairing, cleansing, and sabotaging for simply helping others. Hilarious. As if this perk wasn't already garbage enough.

    I’m just thinking of some sort of trade off for the increasing altruism buffs, and earning 100% extra altruism BP throughout the entire match, PLUS additional bonus altruism BP after the match.

  • I’d prefer for them to focus on add ons for a killer, rather than a full on rework, and for them to focus more on a MASSIVE pass on perks that desperately need updating, buffing, or reworked entirely.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594278#Comment_1594278

    These killers and Clown don't need "just" an addon pass. They need a full rework.

    Clown is fine. He just needs some minor tweaks, and for players to learn how to use him properly.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594219#Comment_1594219

    https://us.v-cdn.net/6030815/uploads/PU1PNE1DO2EE/screenshot-20200903-161948-discord.jpg

    @Peanits still said that noone should tell it anyone.

    Of course they already knew some players will spread it anyway, thats they reason they may added that text. -.-

    It’s seriously not working for me

  • It’s not working for me 😥

  • It means you have the action speed buff for the entire trial.

    No Mither users will usually run Resilience with Prove Thyself for fast gen repairs.

  • @Kikki said:

    I mean I used it too a while ago but yet, I learned to play without and I don't miss it. I mean okay you can heal yourself but it takes much more time. I don't want to dictate what should you play and what not but instead of SC why not using bond for heal's?.

    Because many teams are very unreliable. They’ll refuse to heal you when they come across you.

  • Personally I’ve noticed a significant improvement. Can’t recall a single case of lag since the tick rate was improved.

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