TheClownIsKing
TheClownIsKing
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@BeardedMenace said:
https://forum.deadbydaylight.com/en/discussion/comment/1589784#Comment_1589784
Hmm I thought no matter what it only gave you 50% heal status.
No. It’s a 50% conversion rate. So if while injured you heal 1 team mate, your own healing progress will be half way. If you subsequently heal another injured team mate while you’re still injured, that will heal your remaining healing progress.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1588602#Comment_1588602
Yes, you bring 1 perk on the offset to counter 1 perk. If I'm solo I rather run my meta build that is consistent detective's hunch doesn't help my survivability. If I were to say trade out DS for detective's hunch its gree range to be deleted in 2 seconds.
If you’re solo, then how does Detective’ Hunch NOT affect your survivability?
It’s not a situational perk. Gens will pop, and the perk provides a wealth of information required to work towards the objective of surviving.
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@BabyCameron10 said:
It would honestly be a very solid perk if it did, but I would keep the without a med-kit part. So the tiers would be 50/75/Fully. There are so many perks that with slight changes can be pretty good. I am honestly tired of the same perks seeing every game.
Why wasn’t Deja Vu reworked to Felix’s new perk? the one where it shows you the nearest gens. I doubt anybody would use this perk aside from new players.
It can though. 2 heals of teammates while injured heals you fully.
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It wouldn’t be so bad if the perk Left Behind still retained its old stat boosting properties in conjunction with it hatch aura reading.
That said I’ve done it since the changes with EGC. You just have to brave it out if there’s only one repair left when you’re the last alive and hope you finish before hatch closes.
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@dragobv said:
Insidious is all you need
And Territorial Imperative.
You wanna catch that sweet unsuspecting survivor going for the basement chest.
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@PassarinoT said:
Definitely her unbalanced feedback. She receives 2x the information, if not more, than survivors do. It's just way too easy to master bc you are given so much to work with and survivors aren't.
She receives 2x the information survivors do?!
She cannot see them, and blood isn’t visible if they’re injured.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1588133#Comment_1588133
Again, because people want to win - winning because you and your team put up a good fight feels good, so obviously you do gens if you're not being chased.so you work as a team, yea? No survivors win if nobody does gens, how is that so hard to understand? lmao
Exactly. So the “gens are boring” has no grounds. Survivors WANT to do gens as fast as possible, and do all they can to avoid being in a chase.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1588114#Comment_1588114
What? If a killer is chasing a survivor, why would you dive into that chase?
There is no stealth if the killer is AFK, there is no thrill if you know the killer is never coming for you, you know you're free to sit on a gen and finish it, and that is boring, nothing you say has made sense thus far, but carry on sis.
You just explicitly stated that most survivors find repairing gens the most boring part of the game, and that survivors want to interact with the killer by being chased.
I don’t recall anytime mid chase with someone else that I had the other three survivors figuratively going “pick me, pick me”, and i’d guess it’s likely that doesn’t happen to ANYONE playing killer.
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@MadLordJack said:
What do you think the problem with NOED is? As in, the reason it is so heavily complained about?
It's because doing totems is unreasonable at base to counter a perk that the other side might possibly have, and it is generally speaking extremely poor and RNG-based "counterplay" (it's not actually counterplay, counterplay would be finding and cleansing the lit totem after it activated) even assuming the aforementioned issue was even fair. There is no point to doing totems: You will get your team killers over it more than you will void a lazy killers NOED.
And its also because the killer does literally nothing to earn such a powerful effect, as you have proven. You have proven the opposite of what you intended: You did nothing and got free kills because of it. Congrats.
I equipped a perk that worked exactly as described. I “earned” the right to get its benefit by simply equipping it.
The same could be said for many survivor perks. Survivors don’t “earn” their decisive strike or unbreakable. Conditions are met that either let them use it, but they didn’t earn anything.
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@Seanzu said:
The fact that killers in here are like "They had all that time to do totems, why didn't they" Why should they? The majority of survivors would take a tunneling killer over an AFK one, there is nothing less enjoyable than a game where you just hold M1 and do 0 chases.
It honestly doesn't surprise me that people are trying to make out that there is some benefit to staying in an AFK killers game for longer because "they could get some totem points" lmao
This isn’t directed at you personally, but what nonsense.
This game is rife with gen rush. Sometimes there’ll be one survivor that’s never spotted because of how short the game is no matter how much you throw at the game as killer.
Many survivors claim that doing gens is boring, but the moment a killer takes the game seriously, “humping” gens to avoid the chase as much as possible is EXACTLY what most survivors do.
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1588079#Comment_1588079
You are oozing desperation.
If the killer's AFK, why should I waste my time looking for all five totems if I have no reason to believe the killer will even return, when I can just do the gens and leave to enter a real match.
And please don’t slander.
Forum rules are clear on that.
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1588079#Comment_1588079
You are oozing desperation.
If the killer's AFK, why should I waste my time looking for all five totems if I have no reason to believe the killer will even return, when I can just do the gens and leave to enter a real match.
An INDIVIDUAL shouldn’t be searching out all 5 totems. There’s just simply no need to ignore ANY dull totems all FOUR survivors come across while repairing the gens.
The thought that all four survivors do NOT spot 1 or 2 dull totems during their travels around the map is preposterous.
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Are the killers just using Lightborn?
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@Alphaphalt said:
This entire thread is cringe of the highest order.
Wow if the killer's standing still not doing anything survivors will generally do gens instead of all five totems who knew.
Help yourself, man.
They’re under zero pressure, and had the opportunity to “make the most of it” with the situation I presented by earning additional BP cleansing totems.
My point stands.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1588061#Comment_1588061
I usually prefer one or both stamp addons for greater scan area. Sure it can only show me gens then, but mostly I use it for getting the points and decision making which gens should get done next. I would use the killer belongings addon when I actually need to destroy totems (for challenge or Inner strength), but even then Detectives Hunch for totems and med kit for healing is usually better.
Btw, did the Jeff actually take the map into the trial? He could also just having found it in a chest.
He took it into the trial. It was a rainbow map.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1587229#Comment_1587229
A map in the same realm, like how the chapel is part of the asylum realm, would probably make sense.
That’s what I was thinking yeah.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1587767#Comment_1587767
Could the map track totems? If it was a green one without the killer belongings addon, the map wouldn't help him.
I mean if you’re gonna run a green map why wouldn’t you run red twine?
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1587896#Comment_1587896
You don't need to know every single totem spawn like the back of your hand. But knowing the notoriously well hidden ones really isn't asking that much.
For example on the game there is a spawn under the stairs leading to the vaultdrop. In the red barn there is one inside the hai, on the lab map there is a spawnspot hidden in the large testing area where you have to do some parkour to get to it. The large machines on the farm map also often have one. Hills also often have a spawnspot.
I thought of all of these on the spot and i play this game like 4 times a week.
The totemspots were changed because they litterally used to spawn on top of hills or right next to a gen in the open
Mapknowledge is a skill survivors have and it's what seperates mediocre ones from good ones.
If you don't want to do the effort there is no shame in staying a mediocre survivor and just dealing with the occasional noed that triggers but you can't complain about it then.
Also taking into account that there are four survivors. They only need to do one each, leaving one extra for somebody to find.
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@Artick said:
Your experiment is completely flawed and doesn't prove anything.
Of course they didn't do totems in that instance, you were afk for God sake.
It’s free points. There’s nothing flawed about the experiment at all. If they’re running in my face trying to get my attention, then they want points.
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@dugman said:
The main weakness to Iron Maiden is that once it happens they know you have the perk and will probably just avoid lockers from then on. And because the Exposed condition and the aura are so short it’s questionable whether you’ll have time to capitalize on it.
That being said I can see the point about synergizing a bit with BBQ and chili. (I don’t use that perk personally though, I don’t care about the out-of-game currency bonus from it and I like other perks better than the BBQ auras for most killers. I get that it’s popular though because of that combo of not too bad tracking and a big BP boost, I just don’t think the tracking on its own is worth it.)
That in itself can still be a great benefit of the perk. If survivors stop hiding in lockers, it speeds up searches when you know a survivor is in the area because you’ll know searching lockers is pointless.
Even when a perk isn’t activate doesn’t mean it’s lost value.
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1587774#Comment_1587774
They are proving the idea that they are supposed AFK and still all that time. No one cleared bones at all proving the need for NOED changed in debate is otherwise the wrong point. Instead, it's proven by his experience that Survivors dont take the time to do bones at all but cry for NOED to be changed.
This ^
Thank you.
I’m tired of “nErF nOeD!!” threads when currently even if the killer deliberately or inadvertently gives the survivors all the time they need to find and cleanse totems, they still don’t anyway.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/187586/question-about-the-legion-pin-add-on
Not sure what the other person is talking about, I use this add on all the time, its my favorite add on. The first person you hit will not be broken as they are not highlighted by killer instinct, every subsequent person you hit while in FF will become broken. The issues youre referring to Ive never experienced, it has always worked and I play ALOT of Legion. My guess is youre experiencing some kind of bug? Try recording it not working.
This ^
It doesn’t work on the first survivor you hit with FF, but every subsequent survivor you hit that is highlighted by Killer Instinct
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1587752#Comment_1587752
This. I've done this myself as Clown, either when I want to depip, or I'm bored. I fondly remember one match, where a Dweet finally comes down into the basement (I guard the box), and spend a gens worth of time blinding me and teabagging. He died first. It was beautiful.
Clown was exactly who I did this with
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@_Demogorgon_ said:
The problem with this post and what it desires is it lack uhm... well proof, we must take your word basically that what you say happened, happened... i must say your case is not very strong for such a hot take.
By all means try it yourself. I even had a match with a Jeff that had a map. Still NOED activated.
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@ShrimpTwiggs said:
As much as I agree that survivors should do more totems, I don't blame them for trying to rush out of a boring match.
If they’re running around in my face, spamming vaults, they’re not rushing.
And some didn’t get out. If they were close when the last gen popped, they were downed.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1587567#Comment_1587567
I say he is cheater because he use not in game program(voice chat)to gain advantage.
How is that cheating?
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They’re not cheating.
It might be an obnoxious way to escape, but don’t slander people for using a legitimate item for a legitimate mechanic.
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The jokes keep flying, but Clown is the only killer I can consistently dominate at red ranks with over any other killer in the roster.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/187562/no-one-left-behind-needs-a-buff-rework
All it needs is to be activated when the final gen is completed.
This will make it on par with Hope and Adrenaline.
This is how I feel too. Just change it so it’s active once the gates are powered, not open.
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Huh?
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@BigBrainMegMain said:
Because PS4 survivors were experiencing high wait times before the implementation. PC killers as well.
Cross play was the obvious solution to this.
It makes me angry though. I’ve decided I don’t want cross play on anymore, but if I turn it off then I can’t play the game at all.
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It would be challenging to make it distinct compared to Lery’s that already looks prison like in some spots.
Unless they made a prison that’s also part of Lery’s Memorial Institute.
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@Ramxenoc445 said:
He has been one of my killer mains for a long time but i've gotta say the games where i do play him are pretty easy as well as when i go against him he just has more to help carry him than most other killers. From what i observe every killer is either good at anti loop or gen pressure or they're good in chases. Freddy has gen pressure with his teleportation and he has anti loop with his fake pallets and blood puddles. He also has the sleep mechanic which adds free thanatophobia if you use the right add on which will stack with more survivors being asleep and you can stack with the slow perks which forces you to run to the other side of the map to wake up if you don't want to alert him of your location to wake up or just start being put to sleep right away again. To top it all off his power combos really well with perks like thrilling tremors and surveillance . I really feel he was overbuffed. I think he really would've been fine with just the sleep timer and gen teleportation but he really didn't need blood puddles and fake pallets.
I don't really expect him to get nerfed or have any of these removed from him but i just wanted to know if any other people felt the same way.
He’s simply more accessible. Strong, but accessible. In some very small ways he was nerfed in some places. I really LOVED his old ways of stalling the game, and constantly keeping track of survivors to know who is a priority and who isn’t.
I get wrecked by good teams still sometimes with new Freddy.
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@thesuicidefox said:
They should not touch anything about Huntress base kit. She is totally fine. Perfect with no add-ons.
Just rework Iri Head and adjust her add-ons so she matches the norm. Here's what I would do...
- Amanita Toxin effect increased to 45 seconds.
- Deerskin Gloves shows locker auras within 20m and considerably reduces reload time (-30% from -20%).
- Rusty Head reveals the aura of the survivor hit when healing within 20m and increases the volume of cries of pain by 50%.
- Begrimed Head inflicts Mangled until healed.
- Pungent Faile, Iridescent Head, and Shiny Pin reworked.
- Pungent Fiale show hatchet trajectory during wind-up (IE. it gives you a crosshair). Reduces max hatchets by 2.
- Iridescent Head silences all hatchet sounds for survivors. Hitting a survivor with a hatchet silences the lullaby for 20 seconds. Increases terror radius by 8m.
- Shiny Pin rarity changed to Ultra Rare. Shiny Pin makes Huntress instantly gain Bloodlust 1 when entering a chase. Reduces max hatchets by 2. Normal bloodlust rules apply.
I love the iridescent head idea
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@[Deleted User] said:
Her add-ons are outdated. How come she has a brown add-on that causes exhaustion for 30 seconds while Demogorgon's is a purple one and only causes it for 5 seconds?
I hope they don't mess with her basekit. Imagine if her arm would overheat while holding a hatchet?
The Demo one is only 5 seconds if they AREN’T already exhausted. If they’ve recently used their exhaustion perk, and start to work on a portal before their exhaustion is recovered, it pauses their recovery timer.
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@EvilJoshy said:
Title. I've heard the devs are looking at her add ons. WE ALL KNOW what that means lol. What do you think? 10 second cd between throwing hatchets? Can only reload every min? :P
I can’t see her getting a cool down. She already has a “cool down” of sorts. She has to travel to a locker to reload.
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@Cutiaddu said:
Are some of the addons descriptions bugged? For example the mew's guts one says slightly increases shred missed attack recovery speed,but it decreases it,or for example the dead butterfly for pyramid head says slightly increases the recharge rate of rites of judgements... I mean some addons descriptions are like this... Why?
The butterfly DOES increase the recharge of rites of judgement. I.e. the power bar refills faster when not in use.
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Maybe Swamp Thing could fit in DBD?
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right now on Clown it’s Blood Echo, Mindbreaker, Coulrophobia, and Bloodhound.
Add in Solvent Jug and the survivors are hardly ever getting use of of their exhaustion perks.
Plus I know when the survivors have exhaustion perks because the game gets stalled quite a bit. I’d have to guess that happens because they wait till their exhaustion timers expire before touching gens, and do everything they can to get healed before the next hook occurs.
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I had my suspicions that Blight & Felix were not intended for release till Chapter 18 too.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1585166#Comment_1585166
You have to be being sarcastic. Legion's FF is extremely disorienting to use. If a Survivor can juke even somewhat well after vaulting, they can lose a Legion 9/10.
Now, you may be saying, "Well, you should only use FF when you have a clear LoS on the Survivor, and they aren't going to vault anything." That'd be true, except for the fact that it is literally better to M1 them, if they have nothing nearby.
Legion's power kind of sucks, it needs buffs, but I do agree that it probably doesn't need scratchmarks.
@SirCracken You will find Legion has many of these oxymoronic things. My favorite is the fact that for simply using his power, he eats a longer stun than Nurse does.
I didn’t say Legion can’t be juked. I’m simply saying with how fast they’re moving, thus all the motion occurring on the screen, it makes sense to remove all of the other tracking indicators and just have KI only, so that the screen isn’t cluttered with information overload.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585166#Comment_1585166
Miss a hit in power - lose remaining + cooldown
Hit an injured survivor in power - no dying state
Hit a survivor out of your power, lose half of it.
Why is a nonlethal ability so restricted? Nobody seems to know why.
That still seems like a weak argument, that scratches should be removed. There is no reason, and sensory overload is not a reason. Nobody only plays legion because of that.
What exactly are you missing out on by scratch marks removed?!
they immediately come back once frenzy ends.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585130#Comment_1585130
But Legions is nonlethal. Why should a nonlethal ability be as punishing as it is?
Billy doesn't remove scratches, Nurse doesn't remove scratches, Demo doesn't remove scratches when he portals... I don't see how a faster movement speed needs scratches to be removed.
I don’t understand. How are you being punished? You want to be confused by other superfluous things on screen like scratch marks, blood, and auras while trying to hone in on the KI indicators?
It doesn’t matter if it’s a non lethal ability. Legion can’t stall the game if they can’t regularly inflict DW because they can’t hit anyone because of too much happening on the screen.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585110#Comment_1585110
But PH and GF gets them too with scratch marks. This argument makes little sense.
It makes perfect sense.
GF & PH don’t move at the speed that Legion does, and the KI is persistent during the entire FF.
Thus the devs ensured that during such high movement speed the player won’t get accidentally distracted by other gameplay indicators. They’re just visually focused on the KI indicators to ensure they don’t lose track of survivors.
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@SirCracken said:
It's just one of the many oxymoronic mechanics that Legion has.
Spirit can see scratch marks and her power lets her down survivors.
Legion's power can only be used to injure survivors and can't down, but he also can't see scratch marks.
It makes no sense.
It makes perfect sense. It’s so there aren’t any other distractions while Killer Instinct is active.
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@Anara said:
I'm a survivor main still learning to play killer, and I was wondering... Why Spirit can see scrachmarks while phasing but Legion can't while Frenzy.
In a role play point of view, it's absurd, but in a gameplay view I don't understand, Legion is weaker than Spirit and have less clue for scratchmarks during a chase.
Maybe I'm missing something but I don't understand why..
It’s so you’re not distracted by too many other on screen indicators, andcan focus solely on the Killer Instinct notification.
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I miss old Freddy too. I was really good with him too. I knew how to stall the game and get survivors to continually waste time. He was excellent. I was very sad when they announced the rework.
He’s good now. I just wish I could still play old Freddy.
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@whispersenthusiast said:
I'm running into a lot of OoO users right now, possibly because of the obsession challenge in the tome. As a Trapper main, this is really annoying, and I was wondering how to deal with Object users?
Should I go for more offensive trap placements at loops during chases to force survivors out of position rather than prepping an area? Is there a way to bait the object user (given there's only one) to keep disarming my traps and not staying on gens? Although that may be a networth to the survivors anyway since Trapper without traps is just a basic m1 killer lol.
Or do I just gg go next?
I guess this goes for any killer that requires setting up too.
Hex: The Third Seal & Thrill of The Hunt, and trap both Hexes.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/187276/survivors-taking-game-hostage-to-exploit-hatch
How is that taking the game hostage? It's clearly a strategy for Survivors, just like camping, tunneling and slugging are strategies for Killers.
Taking you two hours to finish a game just means you're bad at Killer, no offense.
No. It’s taking the game hostage. Games are not expected to take that long. The killer has no way of ending the game if the survivors can’t be found, even though the killer is engaging in “normal gameplay” trying to find them.
The survivors are refusing to work on their objective: the gens, thus preventing the game from ending. They’re taking the game hostage, or trying to force the killer to DC.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1582836#Comment_1582836
Not really entirely on topic but it is a demo perk after all.
What killer and build do you run when you run with mindbreaker cause ive never been able to make use of it.
Clown with Mindbreaker, Blood Echo, Coulrophobia, and either Sloppy or Forced Penance, with Solvent Jug.
Basically for any survivor that relies on their exhaustion perks this is a nightmare. They’re either without their exhaustion perk anytime they’re on a gen under 50%, or they contribute to game stall by waiting till their exhaustion is recovered before jumping on a gen less than 50%.
I started using this build mostly because of how much I hate the way coordinated SWF constantly use Head On to interrupt the chase of a teammate to help them get away. Oh and the obnoxious “wait till the last second then use my Sprint Burst” nonsense.