TheClownIsKing
TheClownIsKing
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1583561#Comment_1583561
Bruh I got rank 1 killer playing Clown with Clown and base perk only, also most game were either 4k or 3k hatch escape/door escape if they were far apart. I only got demolish by a 4swf with 16 meta perk abusing DS, DH, unbreakable etc.
I mean yeah Clown is great, but what does what you said have to do with @HamletEagle comment
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1583661#Comment_1583661
Well... you have two amazing perks on a clown. not to mention that with right addons clown is way better than some people think after his buff.
Clown was great before his “buff”. All it did was get more players curious to try him out, and now there’s more information out there on how to use Clown’s power to control the chase, players are actually realising how good he can actually be.
The self inflicted slow down was a non issue before, and only hindered those killers that didn’t know what they’re doing with Clown.
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@Aven_Fallen said:
Demos Shred is really strong. Let alone that it is possibly the best ability to use with STBFL.
No it’s bs
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@SoylentPixie said:
Sounds fairly reasonable. I will intermittently heal and crawl if im slugged as i have no intention of being where the killer left me. There is nothing worse than someone who's been down for long enough to recover nearly all the way and then you find out they aren't even halfway.
Worse are the people who try picking you up while they are being chased by the killer. I just spent a minute crawling away and recovering and now the killer knows EXACTLY where i am again.
So it seems like you have a sound policy about a downed player, pretty much the same way i look at it.
This is why I actually like Buckle Up. I can know who’s a complete waste of my time before I even get close to them.
“Nope, I’m not saving you if you’re not going to help save yourself”
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@Ryuhi said:
Its amazing how few survivors are willing to puposely lead the killer away from the hook rather than to it.
if they're "camping, proxy-camping" or whatever fun term we use now, you get spotted, and run to the opposite corner of the map. If they chase you? plenty of time for someone else to get the unhook, heal, and fully reset the killer's pressure. Even just by holding W away from the hook, you're removing pressure 90% of the time. If the killer doesn't fall for it and doubles back? you basically have their blessing to work on a gen. Hell, its usually the best time to work on "unsafe" ones, or work to prevent a 3 gen from happening.
Either way, if you actually adapt, you win. Problem is, everyone wants to be an urban evading claudette and go for a panic unsafe unhook when they get caught because they REALLY want that WGLF stack. Hell, getting hit immediately after the bad unhook gives them TWO stacks, further incentivizing awful play.
Of course, this exact scenario is yet another example of why Kindred is so powerful in solo queue (and in general,) but people still refuse to run it because "muh small pp build."
I run Kindred.
...with Open Handed...
...and survivors still make dumb plays while I’m on the hook despite clearly seeing the killer.
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@stoudbaker said:
What im saying is,ill come by and safely pick you up ,but if your not trying to recover imma pass you by and work on a gen or finish my gen i left and or if killer is in area or not,not gonna bother picking you up and risking both of us getting caught...ill take a hit forya if i get you up but im not gonna waste my time....also if killer starts chasing ill just run a diff area to clarify.....your thoughts?
Please only do this if they’re definitely not trying to crawl somewhere though.
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This is one of my huge pet peeves. Don’t lead the killer back to the hook. And DON’T lead the killer back to a slugged survivor that’s taken the time to crawl away and hide, and probably hasn’t recovered yet.
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@JordanMalicious said:
Can confirm this add-on is bullshit. Especially paired with bleach or other clown add-ons that can prolong the effects. So stupid. Clown runs up right behind you, throws bottle, insta down. No risk, no drawback.
There is a risk and a drawback. Clown needs to get close first. This means conservatively using bottles during the chase to get close in the first place AND still have bottles left in order to get effective use out of it.
Survivor stealth, and a 32m head start means there is plenty of opportunity for survivors to avoid being insta downed. It’s the survivors that don’t take Clown seriously that suffer from RHPF.
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I used to think Mindbreaker was a terrible perk until I experimented with exhaustion builds, and it’s actually not too bad when you consider it pauses any existing exhaustion timers on the survivor.
It’s not a great perk by any means, but it’s actually ok when you catch survivors out that have already used their Sprint Burst previously that hasn’t even remotely recovered.
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@MadLordJack said:
Yeah... That's a lot of info even in solo que. And the downside is barely extant, too.
I’m solo and I’ll only ever run OoO with Sole Survivor. It’s a tough game in the beginning and I’ll do all I can to help teammates, but if I happen to be the last alive, then it’s pretty much a guaranteed escape knowing I don’t have to worry about the killer seeing me anymore.
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@GoodBoyKaru said:
survivor
Kindred, We'll Make It, Spine Chill, Resilience
So Spine Chill + Resilience is the Vault Build, and if we're trying to make a build let's go with something that works. Kindred is the best solo-q perk, hands down, and overall provides you and your team with so much information. We'll Make It is amazing for getting hooked teammates back into the game.
killer
Sloppy Butcher, Whispers, Deerstalker, Hex: Thrill of The Hunt
Sloppy just slows down healing. It's beautiful and stalls the game or makes people one-shot. Whispers I hate, but is the best tracking perk that we have available. Deerstalker helps because I'd have to be doing lots of slugging, and Hex: Thrill of The Hunt is there for a rather omega-brain play. Most people who use TOTH expect a NOED and so will cleanse all 5 totems, buying me time.
I have a burning hatred for NOED, which is why I don't use it and I refuse to at any given time.
Yeah I love ToTH just on it’s own to get survivors panicked that there will be NOED at end game (even though there won’t be)
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@OllieHellhunter said:
Survivor- Kindred,Resilience,Spine Chill,Lightweight
Killer- Spies,Iron Grasp,Sloppy,Whispers
Yeah the Spies + Whispers combo is underrated. Whispers to get the gist, Spies to pin point where they are if they’re reckless.
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@MrDardon said:
Once he reaches Tier 3, don't heal. Even if he has Thana, healing is a waste of Time.
I still see People heal against an Infinite Tier 3 Myers and then most People are like: "But I make Sounds when injured." Myers with Infinite Tier 3 will probably have Infectious Fright, so he'll know where you are anyway.
Making injured sounds isn't even that big of a Deal like some People think.
Now you got an M1 Killer with a bit faster vault Speed and a bit further Lunge vs. potential Dead Hards.
I see this a lot.
The advice that once exposed is active healing is pointless. This couldn’t be further from the truth.
Exposed or not, sometimes what saves your hide is not being heard. If healing is possible, it should be done if not running Iron Will.
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Also a rework to the BP offerings would be great. Get rid of the singular categories.
Brown - 25% bonus bp in all categories.
Yellow - 50% bonus bp in all categories.
Green - just keep BPS as is.
Purple - 150% bonus bp in all categories.
Purple - 125% bonus bp in all catagories to all players.
Iridescent - 200% bonus bp in all categories.
Iridescent - 150% bonus bp in all categories to all players.
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At the absolute LEAST, it would be nice if each character had all 3 uniques already at T3, so that those particular perks don’t need to be grind for on a character.
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Hag, by a HUGE margin.
She’s just vile, and I passionately despise her.
Games against Hag are always a miserable, pointless experience.
I’d rather have my teeth pulled than play against her.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1578568#Comment_1578568
4 "wasted" Unbreakables is 4 times you slugged and got zero pressure out of it. Aka the gens are done now.
It's like telling them to just eat 4 DS's and now they're "wasted". Aka 4 DS hits where you didn't get pressure from your time spent downing them means the gens are now done.
Against good survivors there isn't time to be wasted like that.
Although this is in fact what I do, I never thought of it this way, but your point makes sense.
I guess comparatively speaking it would be like if a survivor finally finished a repair of a gen only to find it resets itself to zero progress.
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Because sometimes we’ve had enough of Karen’s crap.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577824#Comment_1577824
And what's wrong with that? It's just a good end game perk, just like killers have. Did you forget about NOED and Blood Warden, which have very powerful effects only during end game?
But even those 2 can be circumvented.
Survivors can do something about those 2 perks. Killers can’t do anything about a survivor with DS crawling towards an open exit. They might be lucky to have a mori. But that’s it.
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@SCP_FOR_DBD said:
Its so god damn annoying. I hate reading a debate or being in a debate and hearing "Well you can't complain about ----- when you have Moris/Keys!" or "Well how else am I supposed to counter Keys/Moris?" No, just no. Both aren't balanced, everyone knows this.
Amen
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Seriously though at least a “stop” gesture would be an absolute huge thing to have.
Like you said it’s frustrating solo trying to get others to stop doing something that you know is bad and will screw everyone.
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- finger guns
- fart
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577810#Comment_1577810
Oh no survivors have a chance to make trades in end game! this is so bad guys!
It’s certainly not nice to deal with. The perk is designed to ensure you’re PUNISHED as killer at endgame for NOT having tunnelled at all during the trial before endgame.
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577794#Comment_1577794
The game is not held hostage the slug is dying and i continue to run after the other survivor so i can kill all of them and if the slug is the last one and i still refuse to hook him the game is still progressing.
If you still think this is holding the game hostage then every time a survivor t bag at the exit gate or on the hatch then the are holding the game hostage too and this happen more often at least for me
I’m not talking about holding the game hostage by definition of the game.
I’m talking about YOU PERSONALLY holding that INDIVIDUAL PLAYER hostage.
They’re over it, and just want to get into a fresh game. So they’re giving you free points and a free hook, you know... the very thing you’re meant to be doing as killer? Hook survivors!!!
But instead you decide to be nasty by prolonging that player remaining in the match for no real good reason other than to be nasty.
Why make them wait?
For what purpose other than to be awful?
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@TWiXT said:
Honestly, the only nerf to DS that makes sense is to have it so that if the gates are powered... DS cannot activate. One of the biggest problems DS presents is the "No win Scenario" to killers:
Gates are powered/opened and the Survivor with DS is unhooked and downed within 30 meters of a gate. This only allows the Killer 2 choices:
- Let the survivor crawl out.
- Pick up the survivor, and suffer a 5 second stun while the survivor escapes.
Unless the killer brings in a Mori... this is entirely unfair. TBH, this can also apply to Hatch escapes, but those instances are rare.
Overall, DS's greatest and most infuriating problem is when it completely rewards survivors in the endgame, and there's nothing the killer can do about it. Otherwise, It's actually a pretty balanced perk with (albeit frustrating) counter-play.
This.
Its actually why I choose to tunnel early and mid game. I want that damn perk eliminated from everyone ASAP.
Inversely (and oddly), if there is no Obsession icon, then I don’t tunnel at all.
DS very possible presence actually encourages me personally to tunnel to avoid that exact situation at endgame occurring.
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@batax90 said:
I slug the survivor who gave up and look at the end game chat just to see him rage after me
This is a very crappy thing to do. You’re holding them hostage. They simply want to get into a new game because they’re sick to death of whatever is happening in the current game.
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I get really pissed when I’m a survivor that’s clearly over it, and just want to go to a different game, only to have the killer either slug me and not hook me, or ignore me entirely.
Its very frustrating. Just hook me and get it over with.
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@Mtom912 said:
don't even spin, a survivor can run in a straight line and there's a chance aim dressing will come in to save the day
Yeah that crap too. They can turn and run into me, I strike but instead I’m now looking at a wall for some reason.
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I try all the known tricks, but with the FPS the survivors are able to momentarily disappear, and get enough distance to start the whole bs dance again
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@Babyyy_Boyy said:
Killers who first hook mori with an ebony are bad because they can’t 4K a decent team without it. Change my mind.
The game is full of flaws that make it close to impossible to 4K decent teams on comms, especially for some killers.
So you’re not really antagonising or putting anyone down here. It’s simply smart to mori first hook in a game that makes it far too frustrating to play by the survivor rule book.
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@TheWarNung said:
Despite what cranky survivor mains will tell you, it's not a surefire strat unless you perfectly time every shock for several loops in order to catch up - which takes a lot of time. A better strat is to shock just a bit too late so that they can drop the pallet, but then get stuck on one side of it. Predict which side they're going to drop from, shock from that side to trap them against the pallet, then smack 'em good and hard.
Thanks. That’s great advice
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@InnCognito said:
I Watched another streamer playing THIS GAME on twitch, get knocked off due to a haxor and having to face the disconnect penalty for no reason. Fix your {extremely bad word} game!! You donkey!!
EXHIBIT A
https://us.v-cdn.net/6030815/uploads/G456VFL02M9C/images.jpg
(MEME PHOTO).
If you don't like people that DC issue, go form a 4-man team, if you are a killer and players DC. Guess what, you still get the points. If you lose a pip or two. Its no big deal. Play the next game! Please FFS remove the penalty BHVR. Anyone here, i recommend to act like an adult, suck it up and get use to ONLINE GAMES. Been around playing online games since they first started and we just GOT OVER IT.
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The person in the photo is Gordon Ramsay, he makes millions of dollars berating and belittling people for not using common sense, both in the Kitchen and in business. A successful person no less. Why? Because he makes more money than the rest of us!
That’s not the fault of the devs. That’s the fault of hackers being complete trolls.
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@GingerBeard said:
Clown is my most played killer, and my problem with him is his power is way too simple. The only way to play him just boils down to throwing a bottle ahead of survivors to force them to go around or take the slowdown. Not that other killers don't have simple powers, but this is about Clown.
I like what the devs have been doing with recent killers. They've been giving them powers which have multiple variables which I highly prefer. It makes playing those killers more interesting and spices up survivor gameplay to a greater degree. To be fair, the tonic does have other things besides the slowdown, it impairs vision and can be used to detect survivors. Problem is, the vision impairment does nothing most of the time (based off of my experience playing as and against), and using the bottles for detection is a horrible waste of bottles 99% of the time.
Now what would I add to clown? I have no real idea, just a few concepts that I have hardly thought through, below is one of them.
A single/multiple Jack-In-the-box that the clown starts the trial with. He can throw it on the ground wherever he pleases, and once on the ground would become activated. Once activated, it has a (x) meter radius that that does (thing), and can be deactivated by a survivor similar to disarming bear traps. However, the survivor is given a single difficult skill check that upon failing, would still deactivate the box, but which would then explode causing (thing) to happen.
The reason his power is simple is so that the player can focus purely on controlling the chase. Otherwise that would be too difficult to focus on if his power were complicated and loaded with superfluous abilities.
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@bjorksnas said:
just make 2 changes
- gas cloud starts dissipating after reaching the ground not upon the bottle breaking
- direct hits give additional slowdown to incentivise good bottle throws
Good ideas but still adjust it to...
1 he removes the cork, thus a trail of gas is left in its wake during the throw before the bottle explodes when hitting something.
2 extra hindered on direct might be too strong (especially with flask of bleach), but I’d DEFINITELY be in support of increasing the severity of blurred vision more than what is currently afflicted upon direct hits.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1575289#Comment_1575289
Uh... Why the confrontation? Should I put my hands up?
Did you even read what I wrote, or did you skim it?
Also, apologies.
I didnt mean to get uppity.
Its because I’d already explained this about No Mither twice already.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1575289#Comment_1575289
Uh... Why the confrontation? Should I put my hands up?
Did you even read what I wrote, or did you skim it?
I read it. It just seemed dismissive when we’re talking about a perk that reduces grunts of pain in the dying state.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1575241#Comment_1575241
Sound has been a big issue in DBD for a long time - for example, downed survivors quite often make no sound at all, something that was supposedly patched out but most definitely wasn't.
For the last time... No Mither reduces grunts in the dying state, not just in the regular injured/broken state. A No Mither user in the dying state crawling away is much harder to hear.
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@Kellie said:
Or maybe you can just grow ears to track the downed survivor?
No Mither reduces grunts in the dying state. Makes it more challenging for the killer to hear where they’ve crawled to.
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@Auron471 said:
This really only works if you are vsing a nurse, a clown (maybe), or a killer on an indoor map.
So basically, tenacity lets you crawl away super fast, but no mither causes you to leave no blood, so the killer will be like WHERE DID HE GO.
Why only clown and nurse? Bc they are the only killers that i can think of, that would be visually impaired when the down you, allowing you to sneak away.
Why indoor maps? If you get downed near a generator, and near a doorway, you can tenacity away when the killer kicks the gen.
Doesnt work often, but god damn is it amazing when it does.
No Mither also reduces grunts in the dying state too, so it’s difficult for the killer to hear where you’ve crawled to.
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@LetsPlayTogether said:
Yeah had this issue now several times. Sitting on a gen and getting randomly tormented or walking around with nothing on the ground, not even Grass, and getting tormented suddenly.
Yeah it’s very similar to some bugs that plague had in the past of random objects and random survivors just suddenly becoming infected.
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@Respectfulnancymain said:
And this is why survivors use ds...
Interestingly if I don’t see an Obsession icon, I don’t tunnel and feel I can relax a bit. If I DO see the Obsession icon, I presume EVERYONE has DS, then I DO semi tunnel to try and rid everybody’s DS as quickly as possible.
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Doc- Lullaby, Distressing, Unnerving Presence, Coulrophobia, Discipline & Order.
The global anti heal, anti gen, anti snap out of it HELL for survivors.
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@Inji said:
I wasnt absolutely sure if it already did that so I went into a match to make sure. Babysitter does pop up in the bottom right when you get unhooked.
https://us.v-cdn.net/6030815/uploads/WBSYZHH29OGL/screenshoadt-24.png
Correct. It’s done this quite a few patches ago.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/1574563#Comment_1574563
Do you think itd be just as powerful a tracking ability if it were as I described and not the perk lighting up? Cuz to my knowledge the perk lighting up is what makes it so precise and powerful. The entity noises are not as precise, it would just give you a rough idea of where survivors are. But I don't use whispers much, so if you think it'd still be too powerful I'd take your word on it.
Most experienced players using Whispers use the noise to triangulate.
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No.
Whispers is way too powerful when used properly to be a base kit ability.
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It’s HUGE fun with Rancor at endgame. Hook the Obsession, and then have the survivors take turns trading the exposed status.
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@Freesham said:
It pretty much goes like this.
- Find obsession/create obsession with Nemesis and hook them.
- Survivor unhooks obsession, they become the new obsession and also oblivious from Nemesis, and you see their aura for 4 seconds after they unhook.
- Rinse and repeat.
Which killer would use this best?
It’s HUGE fun with Rancor at end game by hooking the Obsession, and having survivors trade insta downs each time you hook them.
Worried about DS on one of the rescuers? Mori them.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1574407#Comment_1574407
1 Ds can ruin an entire match, literally just one, because of how fast gens go
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1574407#Comment_1574407
1 Ds can ruin an entire match, literally just one, because of how fast gens go
Fine. Choose to believe that while those of us here trying to assist you are actually not having many problems with DS or Unbreakable at all.
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@GoodBoyKaru said:
There are four survivors in each match. It wouldn't kill you to chase another.
Survivors have unbreakable? Cool, make them waste it.
Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.
It's really not that hard, chief. The only time it's an issue is endgame.
This.
Just don’t let survivors have either of these perks late or endgame. Don’t be afraid of DS or unbreakable early or mid game.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1574351#Comment_1574351
Chase down eat DS and chase again for that entire time would work if the match was 1 hour long. Literally.
Tunneling the guy with DS, especially with a killer who isn't nurse or spirit is an enormous waste of time, it's game changing to the point where apart from the rescuer 2 Survivors fully stay on gens without ever needing to go for a save, never. The rescuer even heals himself and pushes gens again.
Btw just to know what rank are you?
Oh, and to clarify, and I should say I don’t waste endless minutes on end chasing the same survivor just to eat the DS. Just that I’ll return to the hook once the notification goes off in the hope I can quickly down them again.
Bonus if someone bum rushed the hook, or the unhooked were cocky and jump into a locker loudly.
But the the most important takeaway is that early game if you come across someone recently unhooked, it’s sensible to turn attention on them to see if they have DS by intentionally attempting to eat the stun.