TheClownIsKing
TheClownIsKing
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I find them hell menacing
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2406744#Comment_2406744
I use the Blast when I try to find someone quick. If I am in chase then what's the point of using it except hitting someone with Madness?
And like I said, I don't consider Add-ons in this really, just basekit + 3 teachables. Add-ons change a Killer and certain Perks help in that regard.
But I also don't play him that much. I was just always thinking you use Static to find Survivors and Monitor reduces the range of your Static, making it worse.
The point is madness is one of best stall tools in the game. The risk of not hitting anybody with such a hefty cool down is too great. With M&A it means the blast has greater coverage during a chase (especially with Calm) increasing the chance of catching more than who you’re chasing by surprise. More madness every 60 seconds means more game stall
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@gilgamer said:
Most teachables don't synergize well with the killers they come with.
I disagree
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@Razorbeam said:
I'm tired of facing groups of veteran solo Q Navy Seals, they don't swarm hooks, they deny me snowballing, they respect exposed status, they value stealth, they play loops safely, never accidentally sandbag each other trying to get 3 guys on one 1 loop, they unhook safely and worst of all they are always working on the objective and leaving.
Remove solo Q and make the game swf only.
You’re upset at players playing in the spirit of an actual horror experience? Oh the nerve of them. How dare they see the killer as a threat that can kill them.
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@JPA said:
Tbh I don't know why you find Oni exceptional in this area. Why does Legion have Mad Grit, he gets no benefits from it compared to other Killers.
Why does Cannibal have Knock Out? A good Cannibal will be getting downs with his chainsaw, ideally.
Why does the Twins have a perk built around kicking generators, and lunging, both of which Victor cannot do, you'd think those perks could be built around debuffing survivors or something, as then Victor and Charlotte can use these perks.
I could probably find more examples of other Killers. If you look at the "meta" or most "optimal" builds, very rarely will Killers actually run their own teachables, unless they have a very powerful meta perk (e.g. Corrupt on The Plague).
I don't feel like Oni is exceptional in this area. With the newer Killers especially, I feel like the teachables are more designed around perks that will change the game and sometimes even work well on other Killers, as this is how the developers add longevity into the game, forcing you to have to grind perks on multiple different Killers.
Cannibal: I think it’s hubris to believe that even the best of the best of ANY killer never find themselves in situations where using M1 is more ideal than using their power. With LF it means Knockout & Franklin’s compensate him for circumstances he’s better off using the mallet rather than the chainsaw.
Twins: Charlotte isn’t always going to have access to Victor, or can be in situations where using Victor is appropriate. Coup De Grâce gives Charlotte a little something up her sleeve in these scenarios. Oppression is simple. If Charlotte gets a failed skill check notification, she knows exactly where to send Victor next.
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@Adeloo said:
Hmm yeah some perks doesn't make sense, kinda like M&A for Doctor, like why would you want to make your TR shorter ? (also wiki is saying it's getting increased and decrease while in chase ?)
I already explained how awesome M&A is on Doc. M&A only doesn’t make sense to players that gamble with Static Blast, using it willy nilly without being sure or not it will actually affect anyone.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2406755#Comment_2406755
Yeah but the fact the killer instinct reveals survivors in the lockers makes lockers less effective against Legion, and therefore I think good survivors are less likely to use lockers against him for this reason anyway. You can use a locker to juke Legion by jumping into it if you time it right and he is just about to run out of his power and misses the last frenzy hit, but I'd doubt tbh if BHVR had future locker jukes in mind when they added this perk.
Your second sentence here is key I think, Legions perks were created to address issues in the meta, they were not added to make sense with Legion, and I think that is the case for a lot of Killer perks.
Legion is about discouraging, punishing team work
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@[Deleted User] said:
Iron maiden and legion lol, it doesn't make sense both for power and concept
I mean... Killer Instinct reveals survivors in Lockers. The faster opening is a bonus.
Other than that, I think the core idea of Legions perks were to address some highly complained about issues killers had about survivor behaviour at the time
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@MrDardon said:
May I ask. What's the point of Monitor and Abuse on Doctor? Except nerfing yourself.
Really?! You don’t see it?!
M&A causes survivors HEAPS of confusion on Doc in conjunction with either Calm, Discipline, or both.
How is that nerfing himself?
Unless you’re referring to Static Blast, in which case I (and any pro Doc player in the right mind) will wait till I’m actually in a chase to use it so that I’m 100% guaranteed to tier up madness for at least 1 survivor, if not more, because of the sudden jump in TR which doesn’t give anyone else enough time to try and reach a locker.
In fact M&A and Calm add ons on Doc can cause enough confusion with the TR that it actually turns him into a stealth killer, whether survivors do or do not hear a TR.
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@glitchboi said:
I think Rookie Spirit is a solid and underrated perk for the same reasons @TheClownIsKing mentioned.
Correct me if I'm wrong, but if 3 skill checks are done, you'll always see gens that regress, right? For example, 3 skill checks get done, a regressing generator's aura appears, and a killer damages another one, would that one show? If so, then it's definitely a great perk.
Correct.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2406479#Comment_2406479
Really. When I was watching gameplay of it it seemed lack luster.
And doesn't other perks do those things better like Alert and Visionary?
Alert won’t tell you about the killers interactions with survivors on gens when Ruin is active, and Visionary isn’t map wide.
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Huh?
Rookie Spirit is a great info perk, especially for solo.
- it can potentially tell you the killers movements.
- find a gen if having difficulty finding one, and it’s also telling you those gens should have priority.
- It tells you when teammates are leaving gens when Ruin is active.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2406268#Comment_2406268
Iron Will and Calm Spirit combine together to make one larger perk like Prove Thyself and Leader, but Saboteur is unaffected by either of them. I find Bite The Bullet, Pharmacy, or Distortion fits the third slot better.
I think you’ve misunderstood what I mean. Although Calm Spirit & Iron Will have no direct synergy with Saboteur, it means that even if Jake is injured he can more safely approach (or hide) close to a hook the killers is carrying someone to.
I.e. a hook sabotage and save is likely to be much more successful if the killer didn’t even know Jake was around until those last few seconds when Jake is actually engaging in the sabotage action.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2406250#Comment_2406250
I would honestly say just tiering up at all isn't always appropriate, it's very nice to do and get the advantages of but I've had countless 4ks where just playing the m1 killer destroyed a game and not using my whip at bad times secured it. I think a lot of it comes down to maps really but the fast down always trump's the tier up.
Although true, T2 mutation makes chases very dangerous for survivors because of just how quickly Nemesis can then clear pallets and breakable walls at safe loops.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2406262#Comment_2406262
Botany Knowledge is definitely the perk that links the other two together, but Self-Care and Empathy don't directly benefit each other like Dwight's 3 perks do. But gameplay-wise, it does make more sense than say David's perks lol
Actually David’s are probably the most cleverly designed. Although No Mither is designed as Hard Mode first and fore most, it’s also actually the first anti-tunnel perk.
The idea is that David can take more risks being bold around the killer to take risky hook saves against camping killers, or take the heat off a tunnelled survivor. I.e. take one for the team. DH gives him the extra health state NM takes away, WGLF encourages altruism.
The idea is if David intentionally goes down for a teammate, because the killer gets a very clear indicator from the broken status that David is running No Mither, it forces the killer to pick you up straight away so that whoever was unhooked or tunnelled gets a good chunk of time to get away and get a breather.
If the killer isn’t paying attention and leaves David downed, then David can more safely crawl away before trying to revive because of the no blood and quieter grunting In the dying state, heavily punishing the killer once they realise their mistake and return for David.
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@Apollos said:
DBD has pretty bad synergy with perks. I was thinking of survivors with perks that all make sense together, and the only one that came to mind was Dwight.
Jake, even injured, is supposed to be Undetectable enough to reliably get heaps of mileage out of a toolbox for hook sabotage saves.
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@C3Tooth said:
Is it me or Aura reading of Nemesis perk is useless? Stunned for 3sec, Aura show 4sec, which mean you have 1sec to check where they go.
With some flashlight blinds you won’t even recover in time to see an aura. The aura reading definitely needs to be buffed for a longer time frame.
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@Apollos said:
DBD has pretty bad synergy with perks. I was thinking of survivors with perks that all make sense together, and the only one that came to mind was Dwight.
Claudette’s make sense too. Her ability to reliably help heal others using empathy depends on her remaining in the healthy state wherever possible. Thus Self Care & Botany Knowledge synergise and give her HEAPS of mileage out of medkits whether she uses them on herself or anybody else.
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@onemind said:
Ok so most of us agree that nemissis is a high c low b teir killer around there .
And honestly there's only a few things stopping him from being great
The biggest one being the zombies ai pathing logic is garbage like they dont even change a random direction if theirs a wall they get stuck on
The second issue is his addons most of them are useless he has the trapper syndrome but atleast his base is good he has only like 4or 5 good addons example utlrarare gives 12s of exposed. Too op:)
And finally this teir 3 power up is almost unnoticeable. What could be changed it it's harder to get to t3 but the range is increased by like 3m
I honestly believe too many players put too much emphasis on levelling up to tier 3 mutation. Tier 2 is his REAL power. The 1m extension in T3 is really just a bonus imo.
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Agreed.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/270892/why-is-ds-even-a-skill-check-still
I guess the Devs just couldn't be bothered making it automatic. Or maybe they thought that it'd somehow be OP if it were automatic? I dunno.
It absolutely should not be automatic. DS should not be a free escape. There are many instances where a killer simply has no choice but go after the person who was unhooked because they simply cannot see where any other survivors went. Killers are just playing the game just like survivors are just playing the game. A survivor with DS should EARN that stun.
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@bjorksnas said:
Those perks are actually kinda good as a set on oni tho if you think about it
Zanshin tactics gives you information on resources so you know who and where to commit to for early game chases, and what tiles you are approaching in power from the outside and start thinking how to play around them
Blood echo punishes the survivors for not healing against you still letting you snowball in your power since all injured survivors now don't have their deadhards which makes them much easier to hit in power
Nemesis throws some confusion into the mix and works like a mini im all ears, so using the aura you can get some tracking to help you get an injury in your first chase or leave that person behind and jump back on them later while they are still affected by oblivious and they get less time to react
So his perks help with, first hits, and power usage, which means the perks make a decent complement to his kit but still definitely outshined by other perks on oni
As I pointed out though, where it can be helped, survivors aren’t going to stay injured against Oni. Why give him an unlimited source of blood orbs if it can be avoided. This is where I find Blood Echo doesn’t make sense. On most other killers it’s going to a shock/surprise for those running exhaustion that THEN motivates them to heal wherever possible.
But with the way Oni’s power already works, that motivation to heal ASAP is already there. Very rarely in the times I’ve messed around with Oni have I had multiple survivors remaining in the injured state upon hooking because they’re not stupid enough to stay that way, even if they’re running Iron Will. Meaning Oni gets little mileage from Blood Echo.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2406185#Comment_2406185
eh still not useful honestly
Huntress can exert considerable pressure on the basement once she gets a hook down there and using TI. It’s almost as bad as Trapper & Hag, again, because she doesn’t necessarily need to be anywhere near the basement because of her hatchets.
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@humanbeing1704 said:
One example I can think of is territorial imperative why would you want that on a 110 speed killer
Because Huntress has the best ranged ability in the game. When she’s warned about another survivor going for a basement save, it doesn’t necessarily matter if she gets back there in time or not. Using shack as an example, TI gives her the notification, she can ready up a hatchet at the most expected exit she thinks one of those survivors will take upon leaving the basement.
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@Phasmamain said:
I found clown to be the same way.
Bamboozle is a perk to help window loops which is something a good clown will never have an issue with
Coulrophobia is a perk that helps killers snowball which is something clown already struggles at
Pop is a perk best utilised by high mobilty killers which doesn’t include clown.
A good set of teachables but they don’t synegise with clown himself
On the contrary, blocking a window with bamboozle at a loop, then placing a tonic between a survivor and the next vault or pallet is extremely precarious for survivors.
Clown shines when survivors remain injured, and Coulrophobia is a fantastic slugging perk that can help Clown snowball when teammates try to get others back up on their feet.
Pop compensates Clown for focusing so much attention on the chase rather than gens.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/2406131#Comment_2406131
Alot of the perks theyve gone back to rework were pretty god awful. Surveillance was basically in the running with monstrous shrine for worst perk and was basically useless until they reworked it. Can only hope they keep doin those reworks/tweeks.
Apologies. I didn’t meant to imply buffs aren’t warranted for many perks. They’re just not “awful” in their current states.
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@Phasmamain said:
Buffing the 75% of perks that are bad. I get the devs do change them but they don’t do it nearly often enough
Not a popular opinion of mine, but I think most perks are nowhere near as bad as most perceive them to be. My guess is many players don’t have the patience to experiment and learn, and additionally lack imagination.
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@ukenicky said:
I really like Dark Devotion the way it is. If anything I'd increase its duration from 30 to 45 seconds.
30 seconds is just never enough time for me to get somewhere else and try evil shenanigans lol
I respectfully disagree. I’m always getting free hits, or sometimes grabs, within those 30 seconds.
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@Jago said:
Dodgers should get a dc penalty.
No, because a match isn’t yet committed to. May as well not have a lobby then. Just search match and instantly load into a game once it’s found enough players.
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@WaveyTrey said:
Personally I like chasing, and bullying the obsession. As killer I often tunnel/camp them too. Don’t hate me haha. My mentality is if survivors can get 2-3 gens done in 2 minutes someone should be DEAD in 2 minutes. Simple.
Now, to the actual discussion. BUFF OBSESSION PERKS.
Furtive Chase: Each time you hook the obsession gain a token. While in a chase with a survivor your TR is reduced by 25% for all survivors not in a chase with you. (If you’re chasing someone with max tokens the players around can’t hear that you’re close).
Dead Man’s Switch: Whenever you hook the obsession DMS activates. For the next 45 seconds if any survivor were to stop working on a generator the entity will block that generator for the next 45 seconds. It’s aura will be highlighted in white.
Rancor: Stays the same. However, for each generator completed increases the speed of the killer by 1% while in a chase with the obsession. When all gens are completed Killer Instinct reveals the the location of the obsession.
Dark Devotion: Hitting the obsession causes them to hear your TR for the next 30 seconds. Remove the “Undetectable” effect! This is so that you basically have two TRs up for 30 seconds. You can combine DD with TR perks like Coulrophobia, Unnerving Presence, etc. That way if you leave the obsession alone they still suffer from various penalties even though you aren’t chasing them anymore (You’re devoted to tormenting them).
I dislike the DD idea. I like using The Obsession as a toy by either injuring them, or slugging them, while I go off and try and find someone to gen grab, and the Obsession disrupts the other survivors while they’re running around. This suggested change removes the clever stealth play aspect of DD.
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@Kira4Evr said:
Okay so basically. We all know what Bond does. It let you see your teammates up to 36 meters. But what if, your teammates could see you too?
I think that would be interesting, but I'm not sure if that would make it a bit too strong or if it would just be unnecessary. I actually think it would make more sense maybe. Because a "Bond" is the connection between 2 people right? And right now, the perk is more like "you are connected with others" and not "You and others are connected with each other".
What do you think? :)
I don’t like this idea sorry. Sometimes I like to use Bond to stay AWAY from teammates because they’re either potato’s or trolls. Then being able to see me as well if they’re not running their own aura reading would annoy me, and make it impossible to keep distance from them.
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@Kebek said:
Yeah it has it's use. Pity that's very inconsistent and quite RNG dependant use still.
Inconsistent? When does it NOT show gate auras once they’re powered, and NOT open gates 15% faster when they’re powered?
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@glitchboi said:
IMO the one that increases your movement speed while reloading (Smelly Inner Soles) is my favorite after Clown got buffed. It was terrible pre-buff, but with his 3 second reload speed you can actually use it to help you reload during a chase a lot more easily. Picture it like Deathslinger reloading.
Add in cork stopper, and survivors face a relentless Clown that seemingly never runs out of bottles.
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@Dwight_Fairfield said:
As a survivor its more than one Meg in the lobby. I'm sorry to any competent Meg players here, I don't mean to offend, but in my experience the majority of Meg players are total potatoes.
As a killer it would be keys. I really don't feel like equipping Franklins and then having to babysit the key to make sure they don't snatch it back.
I find megs usually have a flashlight and do NOTHING BUT run behind every single chase that occurs. “Could you please do some gens please Meg, ya idiot”
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One survivor with a map, and another with a key. Sure, there MIGHT be a possibility it’s just a green map, and a broken key using aura add ons. But we all know more often than not it’s a SWF using Rainbow Map with a range add on and Crystal Bead, and the other survivor is using either a purple or iridescent key, so they can coordinate a hatch escape.
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@kaeru said:
I tried that build on Plague that @TheClownIsKing advised. It's Hysteria, Blood Echo, Thanatophobia, Dying Light.
But I replaced Dying Light with BBQ.
This build is very strong on smaller maps, but on Ormond and Coldwind I couldn't make more than 2 kills.
This build always makes survivors want to cleanse without exceptions. But on big maps all my fountains often were inconviniently far away from me. Survivors often smart enough to not give me fountains that easy to reach. And sometimes my spray control is absolute garbage and I can't down survivor in the dead zone.
But I had several good games.
I’d like to add that unless you want the extra bp from bbq, then plague really doesn’t need that tracking.
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@kaeru said:
I tried that build on Plague that @TheClownIsKing advised. It's Hysteria, Blood Echo, Thanatophobia, Dying Light.
But I replaced Dying Light with BBQ.
This build is very strong on smaller maps, but on Ormond and Coldwind I couldn't make more than 2 kills.
This build always makes survivors want to cleanse without exceptions. But on big maps all my fountains often were inconviniently far away from me. Survivors often smart enough to not give me fountains that easy to reach. And sometimes my spray control is absolute garbage and I can't down survivor in the dead zone.
But I had several good games.
When all the available corrupted fountains are in inconvenient, far off locations, and the survivors are now realising it’s dangerous to stay broken, then the goal should be to yet again get everyone infected ASAP, and THEN control the area of gens where remaining pools of devotion remain. This becomes a very dangerous situation for the remaining survivors. Wait for one to make the mistake of being too reckless trying to use a fountain while you’re close by, or if someone is silly enough to lead a chase relatively close to one the closest available of the corrupted fountains. I only ever activate CP mid chase. It’s almost always worth the 16ish metre deviation to grab CP mid chase.
Plague is a management game, no different than old Freddy.
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@Aven_Fallen said:
Either they will do it later, or they decided to scap it. MIght be the second one to ensure that every Player can see directly that it is a breakable Wall.
These echo my thoughts as well. Probably like there same reasoning for pallets looking the same everywhere: instantly recognisable.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2402108#Comment_2402108
Not really. BFN isn’t really balanced either tbh (Steam blaster scientist is a great example)
I don’t disagree. There are a few things that feel extremely OP. Space Cadet slam is annoying. Feel like there’s nothing I can really do. Same when Super Brainz manages to get in your face unnoticed: can’t do anything.
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The reason your own healing bar didn’t turn yellow is because you’re not the one doing the action. Provided there are no debuffs applied to you, or the one healing you, the healer should have been seeing a yellow bar while healing you.
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Remember Me used to give 5 seconds per token, so tier 3 used to extend gate opening by 30 seconds, not 24 seconds.
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Because that doesn’t make them more income.
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@DBD78 said:
Only heard the name here and would be bad since only Americans knows who it is. But I would be ok with a Candywoman because woman and candy are both things I like a lot.
Australian here. Lots of horror fans are very familiar with Candyman. It has cult status here. Most of Clive Barkers films do. Also, Clive Barker is British. So I’d confidently guess Candyman has a following there too.
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I play solo fine. I win some. I lose some. I think you should probably re-familiarise yourself with what “genuinely” and “unplayable” actually mean.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2402130#Comment_2402130
Imagine thinking DbD is a horror game. The last time I was scared in DbD was in 2016 when I had my first hours in the game.
Imagine being so childish and narrow minded to categorise horror as whether it’s scary or not scary.
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As you pointed out though, they’re very map dependent. They’re great on RPD and Hawkins, but on most other maps they’re simply not a threat.
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@Sheffield said:
i am playing on PS5 (no Crossplay)
And i found a lot of Hackers.
Why can he join to PSN Lobby?
You’re not providing enough information
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@yobuddd said:
I’m actually excited by what I see here. I haven’t played any, so when BFN goes free tomorrow, I can start here and then have the GW ones to look forward to later!
It’s completely absurd. But it also has real depth to it. Very fun. Gets you smiling and laughing at its attention to detail.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2402097#Comment_2402097
stealth? I havent played this game yesterday. Literally only fun as survivor is chase interaction. M1 on gens? no. Hiding in bushes as claudette? no.
Then your playing the wrong game. It’s a horror game. Some killers are intentionally designed to encourage survivor stealth to mix up the gameplay.
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i really like the focused nature of each character/class in bfn. I like that customisation comes from cosmetics and unlocking character specific perks. I found all the character variants of gw2 a bit overwhelming, and was probably a balancing nightmare.