TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Whenever I have a string of matches where teammates never unhook me, I run Slippery Meat, Up The Ante, and the best luck offerings I have, for those sweet unhook myself moments.
-
@n0suchluck said:
With all these arguments about gen speeds too fast, why not increase the difficulty (or rework them a bit) of skill checks within the higher ranks?
Let's be honest fixing generators is extremely easy and boring. The only time I mess up is the rare time I miss a great skill check. Even on the immersion side of things it should be a little bit harder fixing generators. All these survivors are mechanically trained? As it is now, skill check difficulty is pretty much the same at rank 20 as it is on rank 1. That doesn't seem right to me. What are your thoughts?
No.
Do you understand what the actual point of skillchecks are?
They’re so Survivors can’t 100% focus on simply just their spatial awareness, and only worry about panning their camera.
Skillchecks give survivors something else to momentarily concentrate on periodically, giving a killer, even one with a 32m TR, a minor opportunity to still possibly approach from a position the survivor(s) may not yet have visual on.
But this is also why skillchecks aren’t made anymore difficult or complicated at base: Survivors STILL need to be allowed ample opportunity to concentrate on their spatial awareness while repairing a gen. You can’t make keeping tabs on the survivors surroundings more difficult, and making skillchecks more difficult and/or complicated than they are will unavoidably make spatial awareness more difficult.
You’re reasoning is that it might help slow gen speeds down. What it would also do unfortunately is indirectly buff every killer, particularly stealth killers. Going against a Ghostface on Lery’s will be unbearable with more difficult base gen skillchecks stealing away more of the survivors concentration over keeping an eye on their surroundings.
-
Redacted.
-
@D3spair said:
Just to name a few, We got "Sloppy Butcher", "Surge", "Hex: Third Seal" , "Knock Out" etc. With Nemesis's perk called Eruption, All generators you kicked will Pop when you DOWN a Survivor.
Why is Nemesis's Eruption different from all the other ones? Why can't Surge just activate when I down someone with Shred as Demo? Michael on Tier 3 can apply Sloppy Butcher but a raging Oni can't.
Why is it like this, Devs?
Consistency and fairness.
Why should Billy get 2 ways to trigger Surge, but Clown only gets one way to trigger Surge? (For example).
-
@glitchboi said:
I think it's because Small Game got reworked and is WAY more powerful.
What are you talking about
sMaLL gAmE wAs nErFeD! 🤣🤣🤣
-
@MadLordJack said:
Because it doesn't, not really. If someone Q&Q's, I'm All Ears just doesn't activate, and when Q&Q is on cooldown it can still activate, which given the amount that survivors fast vault in a chase means that it only delays the use of I'm All Ears by a few seconds.
Exactly.
Aura blocking is stronger
-
@ill_Boston_lli said:
All the killer has to do is sit at the top of the stairs and he gets a kill. It takes nothing for a killer to do this and I feel like its the killers equivalent to hatch. I think this shouldn't even be part of the game and I am a killer main. I stream where the killer just sat there to get a kill and its like how is this even fun for you. This shows nothing when it comes to skill.
There’s nothing wrong with the killer capitalising on a Survivors mistake or carelessness.
If a survivor wants to lead a chase around, or near the basement, that’s on them if they get hooked down there.
-
Clown is the killer I use the most, and I have used him since his Chapter release. There’s a long history with this account, and my original account with other forum members not taking me seriously about Clown, because of the perception that he’s not very good (before or after the rework).
However (until recently) I’ve always usually dominated at red ranks with him, using perks that others perceive as being weak, and either use brown add ons or no add ons a lot of the time (not always, but mostly).
Tier lists are totally pointless. Pick any killer. Be willing to be patient, experiment with different strategies, and learn to think abstractly about potential perk uses, eat your loses while you continue to learn and practice, and eventually you’ll be great with your chosen killer.
-
No. All tier lists are conjecture at best.
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/254520/why-can-spirit-hear-grunts-of-pain
equip no mither and iron will checkmate spirit mains
I already do this with Calm Spirit & Fixated. It’s so amusing just “disappearing” from a phasing spirit, and the confused spin they do upon reappearing because I’m not where they thought I’d be and cannot see where the hell I just went.
-
@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2239808#Comment_2239808
I play Solo queue. Take a guess how many times I've been unhooked by randoms who don't have BT? Hell, I'm lucky if they come save me at all before struggle lol.
This is why I like Self Preservation. In many cases the rescuer is getting hit first during the rescue, meaning Self Preservation gives me a slight chance without BT if I can reach LoS blockers.
-
@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2239628#Comment_2239628
Deathslinger couldn't make a 24m shot.
Huntress couldn't capitalize on an instadown unless the savior doesn't have BT.
Other than that, it's cheap, yeah
Deathslinger only needs to move 6m to be within range upon an unhook.
A huntress won’t be getting the insta downs, but she’ll be getting her stacks.
-
@gatsby said:
Stridor Spirit is what makes the Killer unbalanced. She still has potential without hearing grunts of pain but it would require some really strong reads and perception skills. She'd end up more in Nurse territory where only dedicated mains with lots of hours could use her to her full potential.
Literally just edit a line of text in her power to say:
- The Spirit loses sight of all Survivors and is unable to hear grunts of pain, but still sees the Scratch Marks Survivors leave throughout the Trial Grounds.
Because she HAS to track via sound. This is why so many Spirits are feeling forced to use Stridor: because Iron Will is far too strong against her without Stridor.
If they were to take away her ability to hear survivors while phasing, they’d have to compensate in someway, such as giving her back the ability to see blood trails, which just puts the same issue right back at square one: Spirit will still find injured survivors whether they have Iron Will or not.
-
Cunning Prey.
Upon breaking into a run you immediately throw out scratch marks within a 16m radius of the location you first began running.
Causes the exhaustion status effect for 60/50/40 seconds. You don’t recover exhaustion while running.
-
@Alice_pbg said:
correct me if I'm wrong but... didn't they just say "we're doing a thing called boon totems" and not elaborate any further?
why are you comboing boon totems with retribution? did someone say what boon totems are?
They also added “adding a new way for survivors to interact with dull totems”
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2239574#Comment_2239574
Hmm, perhaps if it did apply while cleansing as well, once Boons are out, if you bring the Hex Retribution it could act as a deterrent to postpone setting up a boon and instead finding Retribution first, and Retribution would fall more into an anti-Boon Perk. Especially if you bring Retribution/Undying so if a Survivor interacts with a Dull Totem, they know you can see their Aura, and they can't hear you coming if they are intent on setting it up.
Hmmm... can’t say I like that from a balance perspective. I don’t think deterrents to activating a perk a player chose to bring into the game is the way to. A downside afterward, yeah. But not what you’re suggesting.
-
@brokedownpalace said:
They said what was coming. 4 new killers, 5 new survivors, 2 new maps, 4 new tomes and more Realm Beyond graphical updates.
Plus Boon Totems, and a rehaul of mori’s, and a slight implication that keys might affect the Mori mechanic.
-
@[Deleted User] said:
Hmm. Assuming they do make it a new Totem state after cleansing (rather than a new interaction itself), it would probably be a good thing to do that.
I can't recall, but does Retribution only apply the duration of Oblivious after fully cleansing, or is an Oblivious effect applied while cleansing in a similar manner to Demo's Portals?
No, it’s only applied after the cleansing action is complete. Otherwise it gives Retribution away too early.
-
I have a great time being super stealthy with No Mither, Calm Spirit, Fixated, and Iron Will.
It’s the ultimate Stridor counter, and good all around “no noise, no trace” build.
-
Also I wouldn’t call Lethal Pursuer a beginner perk anyway. It’s a perk for killers that want to be able to get into a chase almost immediately. Imagine this on Blight?
No guess work, just Rush straight to where you see revealed survivors.
-
@Steah said:
Nemesis Lethal Pursuer is the latest example of this, but Visionary, Technician, Windows of Opportunity for survivors and Zanshin Tactics for killers are perks that are really helpful for new player yet are all tied to dlc. (I am aware Feng is free on console, but she isn't on PC so i'm half counting her.)
These perks still have some use after you played the game for a while and got the hang of it, but it just seems weird that these aren't on base game character's or the character's they come on are free.
In fact Lethal Pursuer is the worst example because you can't even purchase Nemesis with Irridesent shards.
Just because either of those perks are beginner friendly, doesn’t make them useful exclusively to beginners. I’m a highly experienced player, and the info I get from either Visionary or Zanshin is highly valuable (particularly Zanshin now we have breakable walls).
There is a WEALTH of beginner friendly perks in the base game: Dwight, Claudette, and Meg’s loadout, Dark Sense, Déjà Vu, Kindred, We’ll Make it...
I could go on, but you get my point.
Beginners are not suffering from “perk poverty” whereby there is nothing that can make learning the game easier.
-
@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2239378#Comment_2239378
I didn't think to look to be honest. They may have been. At least the first one, perhaps. Bill wasn't in the second match if that makes a difference.
https://forum.deadbydaylight.com/en/discussion/comment/2239400#Comment_2239400
Well we were down to just one and Michael had us literally trapped in a corner, he'd go after one of us and then the other whenever one of us got some distance or did an unhook. I mean you're correct, we could have gotten out of there and ran around looking for the last gen, but it was a situation where I (and I can only assume the other good player) figured "there's still that third person off running around, all we have to do is keep the killer busy for a couple of minutes and the exit games will open. They're taking care of it".
That's what's such bullshit about this kind of behavior - when you play as a team, you expect the other people to have your back. I understand that looking out for yourself is a way that someone can choose to play the game, but there's a difference between looking out for yourself and literally just hiding and doing absolutely nothing.
This is another reason I run Visionary. I don’t trust others to be on gens in those situations.
Same as when killer has a nearly completed gen locked down: “fine, I’ll go and find the furthest one and start on that. If the other survivors manage to finish the other gen, great. But in the meantime I’m making it harder for the killer to keep progress from occurring.”
-
I’m very proud of my Plague & Twins Adepts as they show the lowest percentage of players that also have achieved this.
-
@KillerKirby said:
things like Murky Reagent even when I have 4 people and we all burn them I can barely see a difference. does it effect anything or are they just pointless? I feel like if there is one it should seem much darker and burning more should make it more like actually being in fog.
They do, I think though that there is some sort of “cap” on how foggy it can get. I think only 2 murky reagents achieves the max “fogginess”
-
@SMitchell8 said:
Map looks great but for me its far too light and its ultimately spoiled a classic realm.
I actually love the new mood. My only critique is that I wished the made some the brighter areas more over exposed: try and give a better sense of very hot, oppressive, afternoon sun (like in the Texas Chainsaw Massacre)
-
@Babawizwiz said:
Can't be the only one who's struggling to see auras, scratch marks and blood in any farm maps. Survivors probably know this cause i keep going against teams who bring the map offerings.
How many bad maps do we need? We have haddonfield, chapel, that one macmillan map with all the pallets and windows in the middle and now this
I don’t have any issue with this at all.
Have you experimented with any of the colour blind settings to improve visibility to you?
-
Just do a gen?
This is what I do upon the rare occurrence of a killer camping Hatch.
Usually popping just one gen is enough to frighten them into closing the Hatch, and getting the game moving again.
-
@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2237087#Comment_2237087
Uh...
Devour Hope only gets tokens if the Killer is far away from the rescue.
... Do Survivors consider that STILL too close to the hook??? LMAO...
They’re saying the killer remains outside of the 24m range to get tokens, but close enough to immediately return to the hook when a save happens. It’s a vile strategy.
-
@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2237389#Comment_2237389
Straight up, same. I hate using it but I love my BP gains so I will never drop it lol...I like other perks alot more over it like discordance or thrilling Tremors. Take away the bp and make it basekit and I'd probably run it on like 2 killers.
https://forum.deadbydaylight.com/en/discussion/comment/2237378#Comment_2237378
Yo it's been a few months since I've asked, but how's your clown build coming along? Has it evolved or changed any since the introduction of a few chapters? Haven't asked in a bit and I really always loved your unique builds.
I still find Coulrophobia, Sloppy (if I don’t have Sulphuric Vials), Forced Penance, and either Deathbound or Distressing (sometimes Bloodhound) incredibly effective if I’ve always got one survivor slugged as often as possible.
-
@Friendly_Blendette said:
I think distortion would be better than sole survivor in that case since those aura addons are pretty short range so you wont get value until all your team is dead.
No. Except for Myers 32m range one, All I need is 1 token to dramatically improve my chances of eluding them, permanently.
I’d have all 3 Distortion tokens eaten by before the 3rd gen is repaired against these add ons.
-
Killer is easier than its ever been.
-
The woods need to shelter somewhere.
Please.
Have some compassion for the woods.
-
I mean...
Jeepers Creepers isn’t THAT iconic anyway.
We don’t even have a Cenobite yet.
What about Pumpkinhead?
There’s still endless requests for Jason and Chucky.
BHVR are far from scraping the bottom of the barrel as far as potential licenses are concerned.
They’d never be so desperate for content they’d ever have to consider adding Jeepers Creepers.
-
@Moundshroud said:
We already have a fictional child molester in the game in the form of Freddy. I don't think we want to do anything that might put royalties in the pocket of a real one.
🤣
You worded this perfectly.
-
Oh dear... not this again.
I’m almost certain Cote already publicly stated once upon a time that they would never, ever consider touching that license, and would never want BHVR associated with it.
-
@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/2217988#Comment_2217988
Cooldowns - the poor man’s way of “balancing” things.
I could make an entire video essay on how prolific BHVR are about cooldowns. It wouldn’t be so bad if they did it more often to the Survivors’ side equally towards the Killers’, but it would be significantly better if cooldowns weren’t so widespread to begin with.
Ok, so imagine they took away the cool downs.
Does a Surge, Eruption, Oppression, Pop stack sound very fair to you?
Every kick at all times is both prepping for Eruption and triggering Oppression, every down is triggering any gens prep’d by Eruption and any gens within Surge range. Not to mention every time those downed survivors are hooked Killer gets Pop, and due to no cool downs is repeating the whole process again upon that next kick with Pop.
The survivors would never get any reprieve at all.
Cool downs are a necessary evil, regardless of how boring and unglamorous they are.
-
That’s Distortion, and @Zozzy knows what aura blocking perks to look out for.
-
@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2237424#Comment_2237424
Technician is THE best perk for new players yet it is tied to DLC survivor they most likely won't buy immediately.
Huh?
Doc and Feng are part of the base game now, aren’t they?
They were when I got the game for PS4 when Freddy came out.
-
@humanbeing1704 said:
Also I would call it more of a noob perk but technician having a downside for absolutely no reason
It needed to have something. Reduced noise range and no noise notification for a failed skillcheck has to have a drawback.
-
@Tsulan said:
BBQ was introduced because survivors had abysmal long queues shortly after the release of David King with WGLF. Most killer mains switched to survivor, because they suddenly could get way more points as hook bombing survivor (WGLF gave a 200% bloodpoint bonus back then)
In order to also reduce camping (since hook bombing gave so much points, the killers could just stay there), they gave the hooking requirements/aura reading.
Please login to the correct account next time. This is disturbing.
I remember the WGLF problem. It was atrocious.
-
@fogdonkey said:
I think only 4 man SWFs should be allowed to play survivors. Solo survivor mode should be removed from the game.
What do you think?
This would also solve the issues with SWFs being stronger than soloQ.
Remove the way the majority of players play survivor?!?! Did you bump your head?!??
-
Also, anybody that believes Blight, Nurse, Spirit, Billy, Freddy, Demo, or Oni are only using BBQ for the bonus BP are not being honest with themselves.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237413#Comment_2237413
People regularly run BBQ on the trapper.
A killer who has no effective way of ever using the aura reading making it useless on him.
This means people are literally playing with 3 effective perk slots to get the BP gain bonus
Heck as for your example to the trapper moving the BP to Monstrous shrine would be a buff to it with him with BBQ.
Trapper can’t get the max bonus BP unless he hooks all 4 survivors.
Is he just waiting for the other 3 to come to him after his first hook?!
-
@Yords said:
uh, my king, u good?
I’m just frustrated. I really hate BBQ. I do (or attempt to do) the right things: reach a locker in time, reposition myself on the generator, try to get within BBQ’s blind spot range, get myself near a loop with a pallet ready for the killer.
But quite often I’m quickly screwed or cucked. I’m tired of the idea that somebody ELSE losing their chase punishes other players. And the part where so many killers are putting in zero mental effort to find survivors.
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237325#Comment_2237325
I'm all for playing your own way, but I also feel more compassion for killers who have to deal with their bullshit. Stealth sucks for killers, and I feel bad for them. I still save off of hooks, do gens, etc.
Which is WHY killers already have ACCESS to tracking/hunting tools, even WITHOUT perks.
@MandyTalk or @Peanits can we have clarification? Is it against the game rules to noise notification spam near a team mate simply to attract the killer because they don’t like the way another survivor chooses to play?
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237282#Comment_2237282
But, they're making the game more boring. I don't give two shits about who wins as long as the majority of the players have fun.
Again, I only do this to people who intentionally make the game more boring.
But that’s subjective. It may not be boring to them, or whoever else is in the match.
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237280#Comment_2237280
Unfortunately for you, no it's not. I don't affect the actual chase. I make the game more fun.
I'm not cooperating with the killer at all.
No, I'm refusing to cooperate with a boring playstyle.
I only do this to Blendies. They make the game incredibly boring. They know this, and yet they still refuse to play the game like a decent person.
No, it’s definitely a type of sandbagging.
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237253#Comment_2237253
I do this to Blendies. You want to hide? I'll make damn sure you can't.
I mean, is that fair though?!
Just because they’re hiding doesn’t mean they’re not doing objectives when not hiding.
This sounds like griefing.
-
@danielmaster87 said:
Yeah, don't sabotage when you're near the other survivors. That's like fast vaulting or going in and out of a locker near them.
This also drives me crazy.
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237122#Comment_2237122
Especially if you get put in the basement you definitely know the hag is 10 trapping that ######### lol
I should add that I do exactly the same with a camping bubba.