TheClownIsKing
TheClownIsKing
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@bibibib8 said:
Stridor was only use on spirit now the perk is useless. They legit say lets remove a killer perk from the game and they decide to remove stridor.
Stridor isn’t useless. Far from it.
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@GannTM said:
I’m not happy with the change. Iron Will needs a nerf just as much as Spirit does but they nerf one and buff the other. People should really stop saying the devs are killer sided.
I will agree that Iron Will needs to be looked at. Perhaps it needs a timer?
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@Freddy96 said:
How do you accidentaly kill someone when the game tells you in multiple ways that you're chasing or you downed the obsession?
Because the perk switches Obsession, and sometimes I’m thinking “oh, I don’t have 4 tokens yet” and I only hooked that particular survivor once but forgot that they went to struggle phase.
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@gendoss said:
I agree that furtive chase should be buffed but why are you using furtive chase lol
I do kinda like the way it allows a bit of bait n switch mid chase at 4 tokens. It’s kinda like a reverse M&A. If someone is a bit of a pain to down, I can sometimes get the drop on someone else mid chase that isn’t expecting me to be as close as I am.
Is it amazing? No. Does it offer a different way to play when I’m bored? Yes.
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@Tsulan said:
Why only survivor endgame perks? Most endgame perks need a buff. Survivors and killers.
I never said killer ones didn’t. I just wanted to focus on these 3 Survivor perks in this post.
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@MrDardon said:
It should be like Dying Light where the Perk just deactivates but keeps the Tokens.
I think you’re getting confused with STBFL. Dying Light deactivates upon the Obsession dying.
Or do you mean if the perk reactivates from DS or Nemesis?
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@humanbeing1704 said:
Remove the damn basic attack hit requirement
This, and also revert it to 6 tokens, at 5 seconds each.
Change it so that it ONLY procs upon the 5th gen popping so it doesn’t screw over the last survivor upon hatch closed, AND remove the immunity the Obsession gets from the effect.
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@thrawn3054 said:
Wake Up and Hope definitely need buffs. 25% would Wake Up decent. An idea for Hope I like is every time a gen is completed you get haste for 10 seconds.
That would have awesome synergy with poised.
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@humanbeing1704 said:
Funny enough no one left behind actually used to work when the final gen was done but they changed that for some unknown reason know it's extremely situational
I could see No Way Out becoming somewhat popular once the changes go live, making No One Left Behind in its current state completely redundant.
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@Lord_Tony said:
many games are dropping out of their support for last gen.
If you think about it last gen is actually holding back current gen.
BHVR keeps updating the game and providing graphical updates and new content but it's coming at a cost with last gen performance and working on last gen consoles is actually slowing down current gen progress.
I don't know what will happen to last gen players maybe they'll move onto next gen but I don't foresee devs working on last gen any longer
I’m sure they planned to. But then the new console shortages happened, limiting the pace of transition.
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It gives a 100% guarantee that no matter what Hex totem survivors cleanse first, it will always be Undying. That’s pretty useful.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2338851#Comment_2338851
Exactly you can nerf her all you want but if she can go through walls and hit you then she’ll be the best killer in the game simple as
Best they can do imo is just do a Freddy on her and give her a new power
Oh my...
That’ll cause a riot won’t it...
Extra popcorn needed.
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@GoodBoyKaru said:
The reason why people want her nerfed is because she doesn't play DBD, she plays The Nurse. Every mechanic in this game is bypassed by her existing and while I don't personally have a problem with it, a lot of people want to play the game they paid for
Pretty much.
I echo the thoughts/feelings of others whereby I believe a killer like Nurse (or Hag) wouldn’t have been put in the game today if they didn’t exist back then.
I think it’s important to note too that so much survivor detection perks and gen slow down perks have been added since the inception of Nurse, things that didn’t need considering when designing her power and how to balance it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2338499#Comment_2338499
She was 115% before but it was changed quickly because her power is so absurd. Even being slower than survivors isn’t enough for her to be weak
Which only points to the fact of how broken her power is sometimes.
Its the sign of a good killer, regardless of their chosen killer, that can compensate for the characters weaknesses/downsides whilst managing to maximise utilising the characters strengths.
In the case of Nurse, because she bypasses every single mainstay of survivor gameplay, it really doesn’t matter how severe her drawbacks/compensations for a player that’s learned to manage them.
As survivor all you can hope for is to never be spotted by Nurse in the first place. That’s it. Against a good Nurse that’s your only defence.
Spotted? Game over.
Yeah... I know... break LoS. That works sometimes... if you’re extremely lucky.
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I feel bad for you because you’re just opening yourself up to a lot of ridicule.
Yes, Nurse is hard.
Yes, Nurse is buggy.
Yes, as you learn her you’re going to have some awful losses that will make you feel crappy.
And I know how crappy it feels to have bad matches.
But mark the words of others that have already said this before me: a master Nurse is a scary, hopeless killer to go against. It’s quite literally impossible to deal with a good Nurse, let alone a great Nurse, as a solo survivor. The only reason I don’t complain about Nurse the way I complain about Hag is because there is actually things a survivor can try to do in a chase against Nurse to try and avoid a hit (despite the low chance of success in juking a good Nurse).
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Lol.
I was going to say the exact same thing, structured the exact same way.
I despise her.
Notable mention to some spirits depending on how they play.
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@CornHub said:
It's clear people just had a bad sense of direction & if the map isn't a wide open field people claim its too complicated to navigate and/or loop. People forget that indoor maps are going to have entirely different structures & they did well crafting a map based entirely off a different game. I'm glad people can finally appreciate something different for once.
They won’t. You’re likely to continue coming across lots of resistance.
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Babysitter. Once I figured WHAT it’s actually for, instead of the mistake of comparing it to BT, I now LOVE knowing whether it’s safe to heal at the hook, or try to be a distraction to lead the killer away from who I unhooked.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2336119#Comment_2336119
I'm still not convinced that Chris's arms in RE5 aren't some sort of T-Virus mutation. 😋
“Totally Hot” Virus
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@Phasmamain said:
If I’m using my autodidact solidarity build it fits in nicely but otherwise I prefer bond
Yeah, now that open handed was buffed, I think Bond outshines empathy now. I know that’s 2 perk slots but I get a LOT of info from it, and can always find help even if everyone is in the healthy state (a drawback of empathy)
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2335582#Comment_2335582
Luckily I have a friend who is a huge RE fan and already claimed a spot to play with me then. 😁
Is this the only RE game with Co-op?
Yes. Just prepare yourself though. After having played RE2 remake & RE3 remake, I found going back to RE6, RE5, and RE4 rather clunky.
But yeah. Chris is 🔥🔥🔥. I just want to be squeezed in a tight vice bearhug with those massive arms and boulder shoulders.
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@dspaceman20 said:
They could add special and unique emotes for survivors and certain killers in the tome rewards. It could be a good incentive to have people play more to get the emote they want
I just think we need more than just “point” and “come over here” from a practical stand point.
Why we still don’t yet have a “stop” emote is beyond my understanding.
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Not sure about David yet.
But then again they’re not finished or finalised.
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@BingBongMan said:
The map was designed for resident evil gameplay, not DBD gameplay.
That should be the only thing that has to be said.
Which for the most part, because you’re having to conserve ammo, you’re mostly hiding from, and dodging enemies. Not so unlike DBD.
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No
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2335345#Comment_2335345
Telling people to play a whole other (unrelated) game to learn a map is really a terrible argument
Not really. It’s easy to see why BHVR chose RCPD. Resident Evil is one of the most popular franchises of all time. It’s natural that BHVR would presume many DBD players would already be familiar with the layout of RCPD.
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@Zokenay said:
Its a freaking labyrinth in there, i constantly get lost and run in circles...
I appreciate how faithful it is to the RE version but my god, this map is terrible gameplay wise
Its great. Maybe should have played re2 or 3 first to learn the layout.
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Terminator could fit with the whole 80’s slasher theme the game has. First film is technically also horror.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/263642/carl-the-cashier-for-survivor
How about this… we get Sidney Prescott and Carl can be a legendary skin.
I’m almost certain that the way BHVR acquired the Ghostface license would have left a sour taste in New Line Cinema’s mouth. So we’ll probably never see official Scream characters.
Just a guess. I could be wrong.
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@MrDardon said:
Chris is cute.
He is 🔥🔥🔥
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@Lx_malice said:
What is a tip or piece of advice you have for your killer that may not be common knowledge?
I know there are tons of people who have hundreds and sometimes even thousands of hours stacked into one killer, and it's possible that with all that time they've learned something that we may not know. I want to see those people who have devoted all that time into their main give their best and possibly most obscure tips and/or advice they have for said characters. It's always fun to learn something I may not have known that I can use or think about the next time I play that killer.
So let's hear em!
Clown players shouldn’t mindlessly throw Tonics always directly at the survivor they’re chasing. They are better used to attempt to herd a survivor into a favourable position for Clown so that Clown is in a win win situation whether the survivor DOES go exactly where Clown wants them to go, or whether the survivor still stupidly runs through the Tonic Cloud(s).
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@Boss said:
What's the most recent Perk that you can't see yourself seriously use?
If it's not from the Resident Evil Chapter, then ya' gotta go back to the All-Kill Chapter, otherwise to the Binding of Kin Chapter, etc. etc.
Mine's Lethal Pursuer, i simply don't want a Perk for only 9 seconds.
I don’t use Hoarder on any other killer except Twins because they seem to be the only ones to get real value out of it.
I also think power struggle is stupid.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2333560#Comment_2333560
OK maybe not gen rushed due to the dream world slowdown but definitely looped to oblivion
That didn’t matter. Play the match right by creating enough stall and Freddy gets rid of all the pallets by mid game.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2333178#Comment_2333178
Me too. As one of the elusive switch players I only got to play him in December last year so I couldn't play the old one. But from what I could gather he was m1 knife glove man that could be looped and gen rushed to hell and back. So yeah I'd rather take his current iteration over his weak and "unique" old version
No way. The only Freddy’s that got gen rushed were the ones not using Freddy properly.
An (old) Freddy that knew what they were doing would make it almost impossible to get gens finished. He had the greatest stalling powers in the entire game, and nothing has come close since.
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@Zokenay said:
So was facing a Freedy in Ormond.
He chased first guy for quite a bit to get one 1 done, he finds me, and gives a short chase which he leaves, big mistake since i found his Devour right after, (didnt knew at the time but he had "Make your Choice" so he left me to go after the rescuer), starts chasing that guy long enough for 2 gens to pop at the same time and soon a third one from my part, which would have left only 1 gen to go.
The guy simply quits, i do feel a bit sad about him, we did destroyed him quite badly.
It’s not really looked upon kindly here to gloat about making another player rage quit
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2332861#Comment_2332861
Sometimes, even being right beside the survivor would result on a free hit. It was up to you to take an unpredictable approach, though.
Yeah it’s be fun to frighten the survivor by being next to them when they start to transition, then double back and have them wonder where the hell you went before advancing on them again before the transition ends.
There were lots of fun ways to make them panic.
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@shanny_boi said:
The build I have in mind is Brutal Strength, Bamboozle, Ruin, and Undying. I'm guessing it will give me good chase potential. I can block windows and shut down some loops and break pallets fast. Ruin and undying are for slowing down gens when i chase survivors. What are your thoughts on my build?
Do you have any build ideas of your own?
I love, love, LOVE Coulrophobia, Deathbound, Forced Penance, and Sloppy Butcher on Clown.
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@DelsKibara said:
Honestly the only thing that made Old Freddy weak was the fact that he couldn't do anything when survivors are going to sleep.
Keep the teleportation Freddy has right now and bring back old Freddy.
That was still a failing on the Freddy player: being too close when using Dream Demon.
The 7 seconds, for all intents and purposes, was like a 32m TR. I.e. if a survivor ran straight away, 7 seconds (roughly) is how long it took to close distance on the survivor from (roughly) over a 32m distance. As long as the Freddy didn’t travel in a predictable straight line, this could result in LOTS of free hits on survivors caught off guard from Freddy appearing where they least expected.
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He was wonderful, and my all time favourite killer to play as. I miss him.
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@dspaceman20 said:
Im not asking for a nerf I just wanna know what people think of these two addons. Do you think they should be changed. Why or why not? ( please be respectful)
All Seeing Blood needs a nerf or rework.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2330388#Comment_2330388
It's a huge problem, actually. It completely destroys The Twins. It's not that big of an issue now that Behavior added a way for Charlotte to recall Victor, but on release when that wasn't a thing The Twins sucked.
I respectfully disagree.
I did a huge Twins post explaining why.
Sure, you’re going M1 for a period, but play your cards right and, just like non cleansing against Plague, they eventually realise the massive mistake they’ve made and return Victor to you.
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@IlliterateGenocide said:
i honeslty think he should give them a little boiled over effect so kidnapping has its downsides
It already has a downside. They’re idiotically leaving the other survivors to do gens and be harassed by Charlotte. It’s basically like if they suicided on the hook.
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@Evilhorst said:
Is anyone else really concerned about this?
I usually am more of the side of not nerfing killer related things. Noed always has been one of the things i think should be reworked. I disagree with the "just do bones" argument as it simply consumes too much time on higher level play. It might be a different story with counterforce in the game, we will see. I still am really worried about this though. It seems really really powerful.
You mean the part where survivors have much more time to find NOED?
Yeah...
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It’s reached its highest player count ever just on steam alone, and was in the steam top 10 games despite being 5 years old. The game has things that need fixing, that’s it. Other than that this game has never been in a better spot than it is now.
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@Aven_Fallen said:
Seems like Survivors got fed up with the constant Nerfs.
??? Ah... hmmm.... huh? Not attacking, just surprised to read this coming from you. Or is this sarcasm?
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@indieeden7 said:
Because no joke, every time I get hit with it, my game will freeze for practically 5 seconds, it's essentially a free, instant down against console players.
Isn’t it a global issue with status effects?
Like, if I remember correctly from my PS4 days, this lag would occur no matter how Mangled was applied.
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@Hex_Ignored said:
Killer using a build that works really well with his power? The nerve of these damn killers!
It’s not that we shouldn’t expect to see killers putting themselves in an advantageous position. It’s a logical thing for a player to do.
The problem is how lopsided this build is on Blight. When playing solo it is borderline impossible to get ANYTHING done unless being fortunate enough to spawn on top of the Hexes in very visible spots.
He’s on you the moment Tinkerer procs.
He’s on you the moment BBQ procs If unfortunate enough to reach a locker in time.
He’s immediately back at the hook once a save happens.
Gens are always regressing because of how little we know of what each other survivor is doing.
Its just an incredibly lopsided build on Blight against solo.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2330395#Comment_2330395
I ran red herring before. But discarded it as a perk to troll other survivors. But now with blast mine...
I love blast mine!
I love it too.
Now that the novelty part has worn off, I see the practical side now.
There have been heaps of times now where I’ve been chased off a nearly completed gen, and knowing the killer will kick it first (because of how panicked they are), Blast Mine is given me a hell of a head start in a chase.
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@SirCracken said:
They're mostly just "meh".
Secondwind is easily the most useful out of all of them. The time saved after being unhooked is great if the killer is nearby and decides to tunnel. Even if getting a full heal before getting hooked is a bit uncommon.
Babysitter is very situational. It requires the killer to not be undetectable, (as it stops the aura reading), and to not be too close to the hook, and for the survivor you saved to start running away instead of being healed. Not too useful most of the time from my experience.
Camaraderie is completely useless unless your team mates don't know how to unhook. It only shines if you're in a game where people loop around the hook and don't lure the killer away.
Overall, I think they need some buffs.
Still though, there’s few things as satisfying than a killer thinking they’ve secured a kill because I’m seconds away from being sacrificed, but instead Camaraderie managed to activate, I get unhooked, and 20 seconds later I’m back to full health. Feels good.
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@SirCracken said:
I'm out of the loop. What are the changes to Hex: Crowd Control?
They’re increasing the length of time vaults are blocked in the upcoming mid chapter