TheClownIsKing
TheClownIsKing
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Comments
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@ReverseVelocity said:
Yes, even if there are no other injured survivors, Hysteria will proc on the one you just hit.
Thought so. Just wanted to be sure. Thank you.
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@nutmilk420 said:
From its pre game setup , its pick an ban system, different game modes, if the devs of Dbd studied an put in the same kinda work seige got done in its first 3 years this game would have alot less issues balance wise.
People play DBD because they don’t WANT to play something like R6
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@Quake said:
- Instead of pools of blood you now don't leave scratch marks.
- You can no longer recover from the dying state.
I think it would be really interesting to see this change,the real high risk high reward perk.
What do you think?
Don’t you dare touch my No Mither.
The only change I’d probably make is 25/50/75% reduction to grunts of pain at anytime.
Other than that this perk still needs to be challenging to use and get the most out of it.
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@Nathan13 said:
I've never used insidious because it's a waste of a perk slot and unless you're playing as bubba, camping the hook sometimes won't work in your favor cause survivors can swarm the hook with BT.
Insidious is more versatile than people think. It’s great to use to hide near a gen that’s been difficult to keep survivors off of. Wait till you hear repairs start up again, pounce for an easy hit.
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I was once up against a Huntress running Insidious. Only knew they had the perk because I was running Kindred at the time. She stands still behind the hook and disappears. I laughed my arse off. What a pointless perk on a killer with a 40m Lullaby.
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@NVerde said:
I don't see this very often, but I was using it yesterday and for some reason it was reducing the sounds of pain in the injured state which I didn't think it did? I thought it was just not disturbing crows/suppressing screams.
It seemed to be essentially giving me a free Iron Will - has that been changed recently or was that some sort of glitch?
Bug. Calm Spirit has had a few bugs lately. A few weeks back it wasn’t suppressing noise/location notifications to the killer that would normally get shown only if you scream, which of course you don’t scream with Calm Spirit.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269116#Comment_2269116
Smash hit is a nice exhaustion although I wonder how that idea took 4 years into the game to be a perk
Sometimes the mist elusive ideas are the simplest. Look at the upcoming Resurgence. That’s another that can make someone think “why didn’t we get that ages ago?”
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@Gaffy said:
This is why I say thanat isn't that much of a slowdown after the "Buff", 20 extra seconds for a solo gen is nothing.
But it is handy as a hex defence perk, especially when paired with ToTH
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2269019#Comment_2269019
Bbbbbbuuuut. What if I use it on Bubba...with no slowdown I like being ninja bubba 🥷trail of torment too muahaha
ToT is fine. That’s not regularly giving repair progress information entirely for free.
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@CashelP14 said:
Desperate Measures is one of the perfect examples of a really good perk, that isn't meta but people will run it because it's really fun to use. I personally love that unhooking speed lol
The best way for the devs to change the meta isn't to release more meta perks, just release more fun perks. Here's some of the perks I'd consider fun from the most recent chapters:
- Desperate Measures
- Appraisal
- Power Struggle
- Smash Hit
- Can't remember the name (Flashbang Perk)
- Can't remember the name (Jill's Trapping Perk)
Release more fun perks like these and you'll not see as many meta perks in your games.
I love DM.
Its only really strong when it’s most critical and needed.
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@Habaneropeppah said:
I am new to the game, and it seems like when I play a survivor, its absolutely impossible to ditch the killer once they find me. I would think there would be a way to get out of their vision, or to duck and hide in the bushes or around a corner. Am I missing something, or are you pretty much caught as soon as the killer targets you? I have seen people run around, but never actually ditch the killer once they are on their tail.
Just in case you weren’t aware, whenever you are running you leave a temporary trail of bright red scratch marks on the ground. Only the killer can see this, and they can use it to keep track of where you are going.
You need to use as many line of sight blockers as possible, and mix it up by stopping running, and resuming walking whenever the killer doesn’t have sight of you.
The killer also has a very tight, limited field of view. So you can also attempt things like turning a corner, dead stop, hug that corner tightly (either standing or crouching), then double back the moment the killer passes you. We call this a juke. (There are many types of juke. This is one of them).
Of course attempting either of these is much more difficult when you’re injured because of the noise you make, and the blood trail you leave even when not running.
Best of luck. Hope this helps.
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@DwarvenTavern said:
I'm stupid. I forgot desperate measures was a perk.
I thought you were taking about how you committed a grave sin of adding a really strong perk or something. Then I slightly woke up. God I'm extremely tired.
Not super strong. But handy in this build.
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@JHondo said:
For me it's the people that run and leave scratch marks upon immediately spawning drawing the killers attention then going down 10 seconds after the chase has begun within the first minute of the match....
Yep.
And those that keep chases hanging around hooks or gens being worked on.
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@gatsby said:
Altruism. An altruistic playstyle is objectively weak in DBD and its pretty much an instant sign you're not dealing with red ranks. The Survivor side isn't really a cooperative game its much more about self-sufficiency and spreading out. Being overly altruistic is detrimental more often than its helpful.
Agreed. Except in instances it’s critical to stop someone being eliminated from the gane, especially if they’re a valuable asset because they’ve been able to keep the killer in really long chases.
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I hate Tinkerer too. It makes playing Killer way too damn easy.
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@tealman said:
Do you ever really play survivor?
I’d go as far as saying I’m this forums resident No Mither expert.
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@tealman said:
Do you ever really play survivor?
Constantly. Been playing for years.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2268625#Comment_2268625
literally the only good use of it... which is why it isn't worth using...
I agree it needs some buffs, but I also understand why the devs were extremely cautious about a perk that blocks survivors from using pallets.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2268764#Comment_2268764
Sorry each time a survivor I'm with runs No Mither the killer will have Thanataphobia. It's like a personal curse.
Ah.
Gotcha.
Happens to me sometimes too. But at least Resilience off sets that slightly.
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@Ramxenoc445 said:
A little off topic but legit everytime I have a no mither user on my team the killer has than and it baffles me everytime.
I don’t understand what you mean
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2268637#Comment_2268637
I don't exactly see a Survivor being immobilized doing absolutely nothing for half a minute as a waste, either.
Just saying.
Immobilised for a minute?
It doesn’t take that long to recover from dying state.
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@GannTM said:
And oh my gosh they feel SO horrible to play. I may have 4ked at 4 gens but it was not a fun match in the slightest because of how much playing this killer made me feel awful.
The 5-second cooldown after landing an attack from Victor was terrible because of how much time survivors had to kick me. It wasn't right and should have never been added to the Twins’ kit. Also, for some reason the animations that they do felt super janky and it literally gave me motion sickness. I’m not even joking when I say that my head was hurting and my stomach was aching. The transitioning between Charlotte and Victor was awful and controlling Victor was a mess.
I could get into how buggy they are but let me just cut to the chase that the Twins are in massive need of a change in gameplay and QoL. It’s kind of a shame they’re in this state because they have a pretty cool design and interesting lore. I hate to see any killer like this (unless it was Hag) so please fix them and make them not feel like ######### to play anymore. Not sure if others also feel this way as well but I know I certainly did.
I actually don’t find it that impactful to be honest. If survivors were already paired up before this change, Victor is getting crushed anyway. The Twins are still really strong IMHO.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2268544#Comment_2268544
I'm not really seeing the benefit of forcing the Killer to pick you up. I just see that as a free hook.
That’s the point.
“Leave my teammate alone. I’ve given you a free hook. If you don’t pick me up you’ve wasted it because I can revive myself.”
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@CornHub said:
Pretty simple, but you're supposed to wait until they're really close to a pallet & then hit them. I find it works best on projectile killers & if you have 4+ stacks on stbfl
It’s not just for that either.
Its so if a down occurs AT an un-dropped pallet, the survivor can be picked up safely without risk of a pallet stun save occurring.
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*rolls eyes* 😒
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2268265#Comment_2268265
so, why not take a hit and then unhook afterward without using no mither?
Because even if I do this, even if the unhooked survivor is given endurance, killers still tunnel.
I’m sure you’ve observed this often.
I have.
Others have too.
And even in other instances where a rescuer may go down during a save, a killer may still tunnel who was unhooked because in the killers mind they can just come back to you afterward.
No Mither changes this. It’s why the killer is able to know that a survivor is running it. The killer knows (or should know) that they can’t leave you on the ground and come back afterward. The killer forced to stop, pick you up, hook you, gives whoever was unhooked, endurance or not, a hell of a head start at getting away from the hook.
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@BingBongMan said:
Freddy was certainly unique, but I feel like people put him on a pedestal for no reason other than nostalgia.
Freddy was the only killer that had to wait before he could even begin to attack a survivor in chase. Even after he put them to sleep he was just a basic M1 killer who could be looped the same as the rest.
That’s just a dumb Freddy Player. You don’t put a survivor to sleep when you’re already on top of them.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2268509#Comment_2268509
Are you sure? I thought that would be in the perk’s description because otherwise it’s probably a bug
And it kind of is in the description. It’s just vague.
“Grunts of pain caused by injuries are reduced by 50% at any time”
That “at any time” includes the dying state.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2268509#Comment_2268509
Are you sure? I thought that would be in the perk’s description because otherwise it’s probably a bug
One million percent positive.
It's not a bug. It’s an intended feature. The description just isn’t adequate because No Mither hasn’t been touched since it’s release.
It’s the only perk where it’s basically encouraged to attempt crawling away first if presented with the opportunity BEFORE attempting recovery and self revival. No blood, 50% quieter.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2268265#Comment_2268265
In that case, I guess It could work. Still, though, being uninjured with Borrowed Time is a million times more effective.
Not if I intentionally go down and force the killer to realise they HAVE to pick me up. Yes BT is great. But this strategy with No Mither is also effective to curb tunnelling.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2268282#Comment_2268282
The actual grunt audio doesn’t effect the dying unfortunately though that could be an interesting buff for the perk
It absolutely 100% does. No Mither makes you quieter in the dying state. It’s so crawling away has a higher chance of success. No Mither is the only survivor perk to affect sound in the dying state v
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@AVoiceOfReason said:
You crazy animal! Good luck on that endeavor!
My very first match trying this I’ll probably spawn inside the TR of a Stridor Spirit, and get tunnelled out of the game, never using the build 🤣
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@Phasmamain said:
I just wish no mither gave you 100% volume reduction. That would make it somewhat viable without needing iron will
I don’t think it should be 100%. No Mither can currently actually be a pretty good stealth perk when paired with Iron Will, slipping away from a hook with ease. That’s pretty powerful stuff. I don’t think all that should be relegated to 1 perk.
However I would be ok if they changed No Mithers tiers to 25/50/75% reductions to grunts of pain. That would be super handy in the dying state.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2266464#Comment_2266464
I feel like if you keep finding yourself in these “clutch moments”, well... you’re a bit too reckless with your hook saves.
I’m talking about those times a killer stubbornly camps, or stubbornly returns to the hook.
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This is a fantastic idea.
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@6yXJI0 said:
Make wakeup hide gate lights, lmao.
No. That’s not balanced at all. Killers need to have SOME sort of reference as to which gates have activity occurring.
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@Moundshroud said:
Most likely the DEV are gearing up to increase the number of really nasty Hex Perks and is getting the counter Perk out there for you to learn beforehand, so you can't say you weren't prepared. :)
Where could they go with Hexes though? I wonder what ideas are left to explore.
I wonder if we’ll ever see an all hex killer again.
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Good grief. This is madness.
Firstly, killers are not meant to expect Hexes to last long periods of match time. Killers need to grow up and accept the high risk that is meant to be associated with them. Sometimes they’ll be cleansed within seconds into the match. It’s SUPPOSED to be this way. Build your load out accordingly to still COPE once a hex is gone. Even if it’s at the beginning of the match.
Secondly, there’s already been a range of totem detection abilities in the game for a ridiculously long period of time. A Rainbow Map with range add ons will always trump Small Game, Detectives Hunch, and Counterforce.
Thirdly, the whole point of Hexes is help the killer buy more time. In the case of Counterforce the survivor needs to find their first totem before they can get ANY use out of it. The perk will then continue to send the survivor the absolute longest distance possible to the next available totem. And THEN the survivor needs to try and remember the approximate location of the revealed totem. If Counterforce gets 1 survivor wasting monumental amounts of time to clear away all 5 available totems, including any Hexes that were being ran, what does it matter?! You have still been granted the time (delay) in the match you were SEEKING from the Hexes in the first place.
Chill out.
If you put way to much investment into a hex, and get upset when they’re cleansed, then don’t run Hexes. Run perks survivors CAN’T remove from your build.
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@Sonzaishinai said:
Wake up is one of those perks that you could change the numbers all you want and it still won't be good.
Like hypothetically what if you boosted the numbers that you open the exit gates in 0.1 second.
Would you run it? I wouldn't.
Outside of being the last survivor and the killer get's the hatch first it still wouldn't be any good.
I can attribute dozens of clutch escapes after hatch was closed due to Wake Up. It’s a great “insurance” perk for when the poo hits the fan.
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@ChronoSeth said:
I'm proposing that the aura reading of the exit gates are revealed for the whole match from the beginning to the end, and that the exit gate opening boost and aura reveal is only activated when all the generators are powered.
Why though? It’s not necessary to see the gate switches until they’re active anyway.
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And another forgotten one: “this gen needs to be finished, but I’m gonna keep the killer chasing me nearby instead leading them away. I’m a special survivor. I help the team.”
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No Mither is fine.
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@Dennis_van_eijk said:
Some survivors just aren't that bright.
II even had survivors who, believe it or not, saw that I'm injured at the start and tried to heal me.
And these were red ranks, like take a look at the survivors icons and you see I'm in the broken state.
I’ve experienced that too. It blows my mind.
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@[Deleted User] said:
You'd be surprised how many survivors don't know what perks do. It seems most of them just read the 10 meta ones and don't even care about the rest.
Yeah... well... it’s very frustrating
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@StardustSpeedway said:
I always run leader and point to the survivor to open the exit gate for everyone. Sometimes they get it, other times they don't.
Honestly though, love running this perk with bond. It has saved me and the team a lot of times under extreme killer pressure sometimes!
Same.
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@Seanzu said:
Aren't you all to blame for not doing totems?
Although that’s fair, we could have been out the gate before Wraith reached us had this silly Dwight just let me switch with him. Especially because I had active Resilience.
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@ALostPuppy said:
Combine it with resilience and turn it into 1 perk. Bigger skill checks and faster actions while injured. It's a boring idea but...
We're getting to the point where there are just too many perks, and a lot of them are atrocious on their own and could instead turn into a nice secondary QoL effect. Buff the 'meh' perks and reduce the grind at the same time by getting rid of all the bloat perks and adding their effects to existing perks. Or just straight up remove some of them at this point lmao, who would care if déjà vu, premonition or monstrous shrine got removed from the game
I like that first suggestion
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@HighwayCatalyst said:
Everytime I try to use it, the killer doesn't run hex perks.
That’s what happens to me too
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No. It might catch you out once, but after that if you continue to do another lap of a loop with a vault in future chases, that’s on you.
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@humanbeing1704 said:
How much do you use soul guard?
Honestly, hardly ever. I find No Mither more useful.
It’d be nice if it had some sort of additional beneficial effect while cursed, that has nothing to do with the dying state.