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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • I’ve got an idea. What if there was a way to stop the perk from even activating in the first place, or disabling it once it is active?

    Oh wait....

  • @AmericanBadass said:

    Buff and improve killer tier B-D.

    Err.. which means who exactly then?! You know there’s no official tier list, right? It’s subjective

  • No. Once upon a time it used to be possible for a totem or hex to spawn in basement, and there’s a very good reason why that was changed.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291525#Comment_2291525

    Bad idea. Killers are already lobby-dodging way too much when they look for the easiest game possible.

    Denying them to change their Items or Perks would just make those Killers who actually want to adapt (yes, it is a minority, most Killers like to chicken out) lobbydodge as well.

    Like, if a Team goes into the game with 4 Medkits, I might want to use better Add Ons or change my Perk Loadout, compared to a Team which goes into the game without Items. (But again, probably minority here, most Killers dont care if there are 4 Solos without Items, they still bring the strong stuff..)

    And for Survivors, it does not really matter, they are just Skins.

    This. And there may as well not be a lobby then.

  • I’m hoping we finally see something changed about Monstrous Shrine & This Is Not Happening.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291448#Comment_2291448

    Cowshed is not a licensed map with a likely very disgruntled licensor who saw assets being disabled just hours after release.

    Exactly. I’m sure the devs are dealing with this with utmost urgency, ready for the hotfix in a few days.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291524#Comment_2291524

    I don't know how they managed to bug him like that but wow. Sad. I quess I will have to wait for hot fix to play him then.

    It’s not him per say, it’s the hindered status that’s bugged.

  • He’s totally broken. Hindered doesn’t work.

    My poor, round, rolly polly boy!!!

  • What?! She looks exactly like RE2 remake Claire. Right down to the pouty lips too.

  • @GreyBigfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291245#Comment_2291245

    There is some evidence that his power may have been different in earlier development. The daily ritual for Nemesis is leveling to Tier 3 Mutation 4 times. That takes 4 games minimum, which means they may have intended for some kind of bigger power in tier 3 a la Myers.

    Or just that it resets, and there were access to way more Vaccines?

  • As either Survivor or Killer, I really love Midwich. It has great spooky atmosphere, and great visual details.

  • Can we all respect the fact that Capcom would have had a say in what Nemesis’ powers would have been?

    There’s very little wiggle room for what they COULD have done with Nemesis. What else was there is explore? Give him a rocket launcher? Just another Huntress then huh...

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290981#Comment_2290981

    That's not what false advertising is, I suggest you learn what it means. The map is in game, it was playable and played by people but is currently blocked pending further fixes. There's plenty of things to stomp on the devs for, it was however not false advertising.

    Exactly.

  • Oh the irony... 🤣

  • @Edgars_Raven said:

    What is the use case of this perk? It doesnt even feel niche, it feels like it could only ever work on accident. Is there something Im missing? What does it synergize with?

    As it stands the 30 seconds seems way to short to ever make use of on purpose

    It’s basically an anti heal perk. If survivors never heal, it counters the perk entirely, BUT now the killer is guaranteed short chases

  • @Grandpa_Crack_Pipe said:

    It's annoyed me for a while how thoroughly useless the Broken Key is.

    It does absolutely nothing without addons, it can't open the hatch, it has the exact same model as an actual key and it seems to take up a third of the chests I search-- you know, as the only item in the game that's completely useless on its own.

    All it's good for is tricking the killer into tunneling you the whole game while keeping your conscience clear.

    So let's fix that.

    • Swap aura reading time with the Skeleton Key. If all it's good for is Aura Reading, it should be the best at it-- 30 seconds for the Broken Key, 5 seconds for the Purple, and 10 for the Skeleton Key. Now the Broken Key has a legitimate use over the others: sacrificing the ability to open the hatch, a vastly superior ability, to better read auras and maintain a presence across the whole game.
    • Give it its own model. This shouldn't be hard, literally just shave the current model in half. This lets people use the Broken Key without painting a target onto the user's back.
    • Make it spawn with a random low-tier addon other than the Prayer Rope and Prayer Beads, with a small chance of getting a higher tier addon instead. Getting a Broken Key from a chest is literally worse than getting nothing if you're not using Ace in the Hole, so I think this is a decent concession to make aside from just giving it some kind of base aura reading.

    Thoughts?

    Even with such a change it might not stop tunnelling. The killer simply goes from “I don’t want them leaving via the hatch” to “I don’t want them reading my aura with Blood Amber”

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290091#Comment_2290091

    With BBQ and so many aura perks, bright maps, it's impossible to stealth. I've literally had a killer see me in a bush on the Deathslinger map.

    The devs have removed absolutely all stealth from the game, but give survivors nothing to work with to defend against the killer.

    Yes, stealth is difficult, but not entirely impossible. I manage to stealth with noisy No Mither often, without being useless by doing nothing either.

  • @Phasmamain said:

    Honestly just make it something else. The whole risk of the add on was sacrificing 1 slot for it but now that wraith isn’t add on reliant it has become too powerful.

    It’s not even like distortion or sole survivor work against it. Off the record can but that’s very limited in time

    These add ons are the only reason I regularly rotate Sole Survivor into my builds. It sucks when a team mate is eliminated, but it’s a relief to have 1 token and completely eliminate the power of BS add ons like this.

  • @danielmaster87 said:

    This perk is for beginners and indoor maps. It even has a cooldown for some stupid reason. I guess they thought it would be OP without it.

    @GreyBigfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290147#Comment_2290147

    Because they needed a secondary ability to make 3 tiers for the perk, the added a cooldown. It's dumb and hampers some creative perk ideas. that's a discussion for a different post though.

    I personally don’t find the cool down much of a problem TBH. I think the point of it is to stop running from gen to gen immediately, and allow time for a heal or totem cleanse.

  • @imabot said:

    Thanks guys, I thought I was the only one going crazy here. This game and its latest designs are total [BAD EFFING WORD].

    PreDropping palets on maps that have 8 palets and huge dead zones isn't a smart idea either. It is becoming rush the gens and escape if your teammates have a brain, other than that, it is pretty much hopeless.

    That’s why you need to avoid getting into a chase in the first place against either of these killers. Accept that a chase will eventually end at a vault or pallet because of what their powers can do, so up your stealth game beforehand.

  • You want a 16bit pixelated mess?

  • And you could still just try Slippery Meat with your strongest luck offering.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289964#Comment_2289964

    I don’t have Ace’s teachables sadly, he’s one of the few I’ve never levelled

    Do it. Open Handed is one of the best team helping perks for solos in the game.

  • @Sr_Peregrine said:

    I understand you, sometimes I can only play if I have deja vu, especially on closed maps, I will definitely level up Felix to catch visionary.

    It’s an underrated aura reading perk. As I said it’s not just for finding gens easily, it’s great in chases too so I don’t accidentally screw someone over trying to get a repair finished.

  • @WexlerWendigo said:

    I even have decisive on right now, but it doesn’t really help when you’re constantly dying on your first hook

    Time for Up The Ante + Slippery Meat + Salty Lips, and then you can DS these jerks.

  • Camping yeah, and I hope they fix that. But slugging? That’s entirely dependent on the survivors. If they’re grouped up, and more than one manages to get slugged, they’ve kinda allowed that to happen considering how easy the counter play is, counter play which is entirely intentional.

    The ease of the crush mechanic is meant to discourage attempts at mass slugging after the first failed attempt. Victor is much better used as a time wasting tool (latching on to healthy survivors), or as a sentry (except when it’s near a hook. Not because it doesn’t work, but because it’s dirty. The devs need to fix this).

  • @ccactus623 said:

    If you suspect it walk sideways at them spine chill is fine

    Sure thing. Myers and GF can just use Stalk out of their ears then.

  • I wouldn’t call Eruption a better Surge, or a replacement for other gen perks. It just offers a pay off (and location info if survivors scream) for the work put in kicking gens, something you’d normally do anyway.

  • @skiodid7345 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286977#Comment_2286977

    Yeah sure the survivors can get rid of plague's infected... and give the Plague the best ranged ability in the game

    That’s really irrelevant to the point of the topic at hand.

  • I’ve changed my tune. I hated the chapter upon release. Now I love Twins. They’re very well designed.

  • @itsPina said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287251#Comment_2287251

    having to play as lvl 1 killers is not ######### fun

    the game is meant to be fun, grinding for hours so you can get a perk to have a chance at winning as killer is not fun

    The problem here though is thinking that winning or losing is dependent on a perk. They compliment a strategy. They SOMETIMES decide a win, not the majority of the time.

  • @FrostySeal said:

    Even if Trapper had no limit to how much traps he can hold I don't think he would be an amazing Killer, but it would be a pretty great buff to him. I always see everyone say that he should be able to hold 2 traps minimum base kit and I agree but I think that letting him be able to hold all his traps should be base kit.

    All traps would be broken. He could set up a 3 gen around basement right at the start, never bothering to chase anybody until the survivors have 1 gen left to repair, and lock down basement to a ridiculous degree every time he hooks everyone down there.

  • @DoritoHead said:

    Yes, it does.

    However, it does not work on people in lockers.

    This is why The Game and Midwich are his best maps

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286644#Comment_2286644

    The coughing? Really? That's the big benefit for the infection? Ok. Tell you what, let's go with that because I actually have the numbers for this too. Did a custom game with a friend to test the effectiveness of Plague's sickness vs Nemesis' contamination and this is what I found. At base level infection for Plague, meaning you're not broken yet and your infection meter is yellow, and you're not injured yet, you let out a cough roughly every 1-1.5 seconds. For the sake of giving some leeway, we can round up and say roughly every 1-2 seconds infected survivors let out a cough. For Nemesis, again at base level, meaning just one tentacle slap and the survivor being at full health, the survivor lets out a cough roughly every 16-18 seconds on average. Again, we can round the numbers and say 15-20 seconds. So yeah...even this little "useful bit of his power" is still very weak and basically a non-factor, especially when compared to another killer with a similar infection mechanic. 1-2 seconds vs 15-20 seconds isn't even close. Also, this is just a side note but apparently if you emote spam as a survivor you can mitigate the coughing sounds. Friend was pointing spamming on survivor and the coughs were either interrupted or she was completely quiet while emoting. I didn't bother doing this on Nemesis, because again the coughs are just so sporadic for his infection, but I assume the same can be done to mitigate the coughs.

    But yes, do go on about about how these sporadic coughs are such a massive gift for the Nemesis and just how dangerous it is for the poor poor survivors...every 15-20 seconds.

    Survivors can get rid of Plagues tracking whenever they please, and don’t have Zombies to worry about. After vaccines are gone survivors can’t do anything about contamination, even when at full health. This is why it isn’t as severe as Plague.

    People only see numbers. Nobody seems to look at the big picture when it comes to match dynamics

  • @ThatOneNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283469#Comment_2283469

    That's the worst take ever. Killers being toxic doesn't mean you should dc. Report them and move on. If everyone just dc-ed whenever they wanted, there would be no matches left to even play.

    Which is exactly the way to used to be. It used to be infuriating getting 5 to 10 games in a row where (as killer) all survivors would DC within 60 seconds into the gane, so just in this long, continuous cycle of search for match, wait in lobby, start match, wait for loading to finish, do it all again shortly after match starts.

  • @SnakeSound222 said:

    The patch is tearing last gen consoles apart. It's bringing some people's consoles to the brink of death. The only platforms that seem to be handling it well are PS5, Xbox Series X, and high-end PCs, and even they're having some issues. I'm hoping we get a crap ton of compensation for how horribly optimized this update is.

    Yeah I feel extremely lucky. Except for the bugs others are also experiencing (expected when a chapter drops), thankfully PS5 is still running as smooth as butter.

    I feel terrible for everybody that can’t enjoy the new content the same way I’m able to enjoy the new content, and I can understand how the performance issues are colouring people’s opinions of the new content.

  • After playing him for a few days I’ve decided he’s not for me. I find some things inconsistent with him. I’d say he needs tweaks, not all out buffs. But even then he’s just not my type of killer. I’ll unlock his teachables, and then probably stick with Clown (when he’s fixed), Doc, Plague, and Twins.

  • @Marik13 said:

    Nemesis is definitely broken. His initial tentacle slap that infects is supposed to apply hindered but you'd never know because of two things. The first is the speed boost that survivors get from the infection hit, automatically negates the hindered effect flat out. So ok, take away the speed boost and he'll be fine right? Nope, wrong again. The reason for that is because 1) when Nemesis lands a hit with his tentacle he still has a cool down animation of 2 seconds. The next, and honestly this is probably the biggest glaring issue, is because of this:

    https://us.v-cdn.net/6030815/uploads/16827LL2UJV5/screenshot-20210617-154708-chrome.jpg

    The hindered effect only lasts for 0.25 seconds after it's applied... So yeah, there is no actual way for the player to take advantage of the status effect because of how the mechanics are set in the game. His power is literally broken, and that's not even touching how useless and non-threatening actually being infected is for survivors.

    “and that's not even touching how useless and non-threatening actually being infected is for survivors.”

    You mean the part where it doesn’t matter if you’re at full health, and either Nemesis or Zombies will always hear where you are? I.e. a good tracking tool?

    Yeah, not useful at all......

  • I’m deeply sorry, and I’m not attacking you personally, but also being a Twins main myself, I disagree with almost 100% of these suggestions.

    Twins are already incredibly strong. Most of these proposed ideas would reintroduce some problems, whilst creating entirely new ones.

    Sorry for the harsh criticisms, but a killer of this potential and strength NEEDS to have the very high drawbacks that they currently have.

    The only fair thing is for Victor to be destroyed if already idle within a certain radius upon hooking a survivor, in order to curb the current scummy trend of getting around the existing anti camp by planting Victor before hooking.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285864#Comment_2285864

    And then everyone will depip because the killer refuses to interact with anyone other then the person he is camping.

    OH NO!! NOT A PIP!!

    A PIIIIIIPPPPPPP!!

    Life can’t go on I guess....

  • @DrCrow said:

    Is it intentional that Legions Feral Frenzy does not work on oblivious survivors (oblivious survivors do not trigger killer instinct)

    That makes sense.

    Killer Instinct only triggers on survivors within your TR. Oblivious stops a survivor perceiving the TR, and therefore ins’t affected by things related to the TR.

  • @gendoss said:

    I hate the new ruin with a burning passion and there's a reason like half of the killers use it especially with undying. I want to be able to go back to a time where I can actually let go of a generator to unhook someone and not have it regress back to 0%. All it took was getting good at great skill checks and then it wasn't that big of a deal. The rework was definitely a buff and I would trade having to get only great skill checks for multiple gens regressing in my face any day.

    Undying has only exacerbated the issue and just made 2 buffed ruin totems.

    Return to old Hex: Ruin!!!

    I’ve felt exactly the same for a long time. Someone goes down and gets hooked. Staying on the gen is the wrong decision. Getting off of the gen to rescue is also the wrong decision. I hate current Ruin.

  • I like that it can act like map wide Better Together.

  • @darkcloudlink said:

    I tend to see that good killers are able to work around Spine Chill, or just don't care. As a survivor, it's nice for situational awareness, but it's not like the perk does all the work for you. It doesn't show auras and it doesn't tell you which direction the killer is coming from. It only tells you the killer is facing your direction within a certain distance, so while it does give you an advantage against stealth killers, it doesn't absolutely destroy them. I think killers have a harder time working around perks like Adrenaline and Sprint Burst more than Spine Chill to be honest.

    As either Myers or GF Spine Chill literally means they cannot use their power. They can’t NOT look at survivors.

    Slippery meat was updated because of how unfairly it singled out countering Trappers traps, and affected no other power in the game. It’s about time Spine Chill was looked at so that there isn’t this massive disparity between killers it doesn’t affect too much, to those it’s far too strong against.

  • @[Deleted User] said:

    The only problem with pallet looping is that the huge hitbox killers have is a disadvantage in general because killers who are supposed to be 10 or 15% faster are artificially slower due to the fact they can't take turns as well as survivors can. I don't think a perk could mitigate that. In fact I don't even think it's a problem that needs to be fixed ASAP, you shouldn't be getting looped 4~6 times in a single pallet.

    This can happen with some loops, against survivors with good spacing that also keep their cool.

  • @CoalTower said:

    The entity blocker might as well not even exist. Idk if you've heard of shift tech, but I used it on Shack, and it became an infinite. I never got in chase, so I never got blocked.

    Also, I don't think that that would be fair. You could just create deadzones, even with a cool down. Use a perk like that in a three gen and they have no chance.

    Fine, just give it 3 tokens, and that’s it. Loop giving you a real problem, spend one token to break the pallet. Can only do it 2 more times.

  • @Maperson said:

    The perk actually shows the problems with the game, survivor spawns.

    Yeah I was saying this the other day. It’s frustrating going down within 20 seconds of the match starting because I’ve spawned in one of the many dead zones some realms have.

    Spawn in and the killer is already on top of me, with nothing usable nearby.

  • it has potential synergy. They’ll be Oblivious for the duration Victor is latched, and then for any remaining time Hysteria is active.

    Unless they kidnap Victor, in which case they’re Oblivious that whole time anyway.

  • @brokedownpalace said:

    And how's the reception in the Entity's realm? Why doesn't he call in Brad with a chopper and an RPG?

    His hot Grindr hookup.

    “Not right now. I’m busy. Can we meet tonight?”

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283051#Comment_2283051

    Don't fall for the fallacy that centrism is the same as being unbiased, though.

    True. I’m not going to pretend I don’t have my bias. Just like my thoughts on Hag.

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