TheClownIsKing
TheClownIsKing
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@Heartbound said:
I use Wake Up a lot. Calm Spirit, Detective's Hunch. Technician. I find because of the new gen repair animations spark and give you away at a glance it's not as effective as it used to be, but I do enjoy repairing gens under the killer's nose when he has tunnel vision.
Wake Up is so great. I cannot EVER, EVER be bothered to know where both gates are and remember it, and I hate trying to open a gate and then the killer starts breathing down your neck. It makes the difference.
At a high level killers watch crows fly on the open maps. It's a very underrated stealth tool.
Killer side sometimes I just use random perks just to spice it up. That one perk that counters you? Yeah I'm running it for no reason.
Wake Up is a favourite of mine too.
I easily get turned around if I’m being chased for long periods either just before, or just after EGC. I hate the panic of “oh great, I’ve lost the killer but now where was one of those gates?!”
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@GoodBoyKaru said:
blight is actually 80% warm butter and so slides off of most objects accordingly.
“I CAN’T BELIEVE IT’S NOT BLIGHT-ER!”
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@RyRapsYT said:
An Exhaustion perks that give you 150% speed for 4 seconds, after you unhook a survivor. I know it seems like a bad perk, but it could be useful if the killer comes at you while ur unhooking. :)
Giving the killer no better option than to tunnel whoever was just unhooked?
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The second a Hag starts trapping my hook, I just suicide. I already know how pointless it is trying from that point forward.
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@IlliterateGenocide said:
I run I'm all ears on almost all my killers, except twins, i have trouble with keeping line of sight, and it helps me with midgame's
I actually find I’m All Ears pretty common when I’m survivor, especially against Deathslinger or PH.
Another reason I use Sole Survivor. Just 1 token and if I’m in a chase, I’m All Ears is already countered.
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@Brokenbones said:
If I face one infectious fright Nurse, I instantly will equip calm spirit and keep it on for like the next five matches
I hate infectious fright Nurse with a passion
Same.
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Ethel & Brock.
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@GoodBoyKaru said:
Early thoughts? Take my money BHVR.
I like the power of Nemesis- I can see it being incredibly frustrating to deal with at times and my God are the hitboxes awful but that's to be expected from any killer that has a power to reach beyond 2cm.
Jill and Leon? Take my wallet. I like their perks too, which helps.
The amount of legendary skins that could come from this?
https://media.giphy.com/media/gTURHJs4e2Ies/giphy.gif
overall yes hi i am hyped
This is probably the first chapter in a long time where I personally feel every survivor perk is excellent.
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@gatsby said:
You’re using the best addons. They’re both green and not sustainable to run every game.
In my eyes, a Killer is only good if they’re viable without addons or just brown ones
Although I can somewhat agree, I think the whole “I didn’t win because I didn’t have decent brown/yellow add ons”, or “I didn’t win because this killer is crap without add ons” is a trap.
I play well without add ons with Clown, someone regularly argued as being add on dependant, particularly before his rework and add on pass.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2236522#Comment_2236522
i disagree because since your the only one left the perk will tell you where the hatch is that’s it but they make it have such a small range and also Zanshin tactics and this perk cannot be compared
As it stands, taking in a key with current Left Behind guarantees an escape if the poo hits the fan, and the killer closes the hatch. There’s very little need to buff that kind of outcome.
As for Zanshin, you’ve missed the point. It doesn’t matter whether it’s via Zanshin or by other perks/means, if survivors have access to a perk that offers map wide visibility of the Hatch, the killer should have something that gives them the same.
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@bibibib8 said:
Counter force- just the fact that this perk exist will remove hex build
Ressurgence- an ok perk but wont replace any perk in the meta well make it is still too strong for this perk
Blast mine- i think this perk can do well specially if a killer come on a gen when you are there if the have pop most of the time they kick it
Bite the bullet- good if you dont have iron will
Flashbang- amazing tool if you want to escape the killer but for the survivor who like to waste the killer time its not a good perk
Rookie spirit- amazing perk if you play solo
Iron Will won’t make healing sounds silent, and if you’re healing a teammate without Iron Will, they’ll still be making a lot of noise.
Bite The Bullet makes the entire healing action 100% silent. This includes being healed by someone, or healing a teammate.
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I think they’re all fantastic perks.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2236634#Comment_2236634
Because you are completely wrong.
Every single offering guarantees their effect. The only, ONLY offerings in the game that simply increase the chances are map offerings, and the only reasons they increase the chances instead of guaranteeing it is so it doesn't conflict with other map offerings. Every single other offering has a guaranteed effect. Coins guarantee an alteration of the numbers of chests in the trial. Oaks guarantee an alteration of the hook spawns. Luck offerings guarantee an increase in luck. And Shroud offerings guarantee an alteration in Survivor spawns—or at least, are supposed to.
No, they do not. Blueprints only increase the chances of where hatch/basement will spawn. Shrouds only increase the chances of how survivors spawn. Map offerings only increase the chances of going to particular realms. Sure luck offerings do provide a definitive numerical value to increased luck, but they still don’t guarantee a self unhook.
Only BP & Mori offerings are 100% guaranteed, oh and my mistake, coin offerings, provided they don’t exceed the chest spawn cap.
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@DwightFairfield said:
Neither does Lery's or Hawkins, two indoor maps which were already remade or are not going to be remade.
I think they just aren't in indoor maps.
The only outlier for this indoor map thing is the Game, which is still bad even if all the breakable walls were removed.
Breakable walls weren’t a thing yet when Lery’s was redone, and Hawkins was released. Dead Dog Saloon was when they first started being implemented.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2236626#Comment_2236626
That's the silliest thing I've ever heard.
How so?
I’m not saying anything untrue.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2236601#Comment_2236601
Shoutout to the time a Killer played a Shroud of Separation and I spawned with all three of my teammates even though the only other offering played was a bloodpoint one.
Like map offerings, Shrouds only increase the chances of the described outcome in the offering, it doesn’t guarantee it.
The only 100% guaranteed offerings are Mori ones and Bonus BP ones.
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@NomiNomad said:
Every single time I've played Survivor lately, I always spawn with at least 1 of my teammates-- If not my whole team. So legitimately-- What is the point of Shrouds of Binding if this is something that is basekit? It's just more useless fluff in the Bloodweb.
Because it’s still random.
Shroud of Binding helps improve the chances in the off chance a killer chooses to use Shroud of Separation.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2236083#Comment_2236083
Feedback from new players is important as well, if you want player retention. Furthermore, it's blatantly obvious when someone only recently started playing (often they'll literally tell you that themselves).
There is no reason why experience should be tied to opinions unless your goal is to dismiss people or otherwise make their opinions "count less".
Nothing like a “NOED is OP”, or “SWF is cheating” post to tell us how long a person has been playing.
At least it’s a chance to help and educate...
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@EntitySpawn said:
Basically you can now link your profile to the forums, in doing so your basic stats such as time played, rank average and survivor:killer % can be seen. Other stats could be included.
Basically the idea is to have forum posts etc. More understanding and clear, is this person new and has stuff to learn? Are they a vet player? Do they play this side etc.? Which would provide alot of info about said person.
Basically sorting fake/bait posts, separating experiencd from new so we get an understanding of who's struggling where etc. Signed up players get a small bonus monthly as well as completing surveys with the linked account gives extra bonuses.
Reward those who contribute to feedback without hiding behind false statements like "I'm a killer main and it's to easy" "I'm a killer main and swf is balanced" etc.
Thoughts?
Although I love the idea, I can see it going belly up due to members being harassed and pressured into linking their game account that have chosen not to do so. There’s already a few here with strong opinions, and get bullied for it. They’re likely to experience more “crap” thrown at them if they chose not to link their accounts to show stats.
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@GannTM said:
I can’t remember the last time I got 8 hours of sleep in one night so I’ve had those moments where I almost collapse in the middle of a game.
Do you attempt to stick to a schedule?
And do you much physical activity?
Jumping the gun here, but often poor sleep is the result of simply not doing enough walking throughout any given day. Nothing strenuous. Just walking. The mind might be exhausted, but the body can be restless. Resulting in that paradox of feeling super tired but unable to sleep.
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@fogdonkey said:
I think this is a hint that the next killer is Glados from the Portal games.
The cake is a lie!
Or it’s the potato.
Survivors are going to be sacrificed by a potato.
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@Chilli_man2400 said:
They should buff the range to be 64/96/128 meters so it’s infinite range at tier 3
No, I don’t think it should be that the moment the third survivor dies, T3 Left Behind is pretty much an “auto” escape. Otherwise T3 Zanshin should show the killer where hatch is over an unlimited range too.
As it stands, Current T3 Left Behind (32m) + Open Handed gives a 48m range, which already makes it easy to see from centralised areas of a map. (I do this during periods I’ve had endless matches of brain dead team mates)
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The sound of the vacuum cleaner letting me know I’m in a Spirit match.
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The abrupt “uh” Claudette makes when gassed by Clown.
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@MadLordJack said:
I love that you still genuinely think there's no cooldown between hatchet throws. Apparently she can just machine gun like Trickter. I hear tales that the really good Huntress mains never even used Iri Head build because they didn't see the point what with the literal instadowns she has built in.
No cooldown, no way of avoiding hatchets... You really do like to complain about the dumbest things. Maybe we should let STBFL work with hatchets, since there's clearly no ######### cooldown to minimise.
You need to do something that isn't quitting on your solo teammates. Maybe try to actually play the game the way it's supposed to be played, or just VPN down here in the AU evenings. No Nurse or Spirit either, you're not going against tournament squads, just ######### good teams that know how to do gens.
Yeah peak AU times are something.
A nightmare as killer (sometimes).
A dream as solo (actual intelligent teammates).
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2235277#Comment_2235277
simple fix: escaping through the exit gate guarantees a safety pip
No, because someone could still do nothing, and have the other 3 survivors do everything else.
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@That_One_Friend said:
Yes, there is an add-on for Doc when he uses Static Blast, it reveals the aura of the survivor when they tier up in madness. Other than that, he shouldn't be able to see your location. Even with Calm Spirit equipped.
I know about Restraint.
Plus this isn’t just a Doc issue.
It happens with Infectious Fright, Iron Maiden, Dragon’s Grip, Clown.
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@That_One_Friend said:
Calm Spirit was bugged?
@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2235361#Comment_2235361
I'm just as confused as you are bud.
It was (or still is) suppressing screams, but NOT suppressing the location notification, which it’s supposed to do.
Example: Doc could use Static Blast, Calm Spirit would suppress the scream, but Doc still gets the visual notification of where the Calm Spirit user is.
This is what I’m asking: has this been fixed?
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@[Deleted User] said:
So if you don't bring exhaustion perks the only drawback for a free hit is Blindness? That status effect nobody cares due to comms?
The Blindness would only exist so that while the survivors aura is revealed, they can’t use OoO.
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Dead Hard because I was a die hard David main when I first got the game.
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That would probably cost even more in licensing.
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The reason you can’t pip or safety pip simply from escaping is because a player hiding, doing nothing all game, and then jumping through the hatch shouldn’t be rewarded like that.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2233766#Comment_2233766
Surge doesn't stack with anything and neither will Opression and Eruption stack. Opression activates everytime you kick a gen and Eurption only works after kick gens and downing someone, you will have Opression on cooldown while you're trying to make Eurption work.
They certainly can stack if the right conditions are met, and the survivors make innocent mistakes. Anyway, that build was purely for example purposes for how power creep could occur.
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I have to disagree with both of you. With all but the most remote instances (groaning storehouse), most breakable walls either offer clever strategy, or turn a once safe loop into a very dangerous one once the wall is broken. So a survivor gets one “freebie”, and anybody else stupid enough to go there again is taking a smack.
At the expense of missing out on a favourite perk, just run Zanshin for a couple of days. It allows you to see (and plan) which walls should be broken while out of a chase, and which ones are devilish to leave intact because they create a death trap.
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@HollowsGrief said:
This building is a legit infinite to both Trickster and Slinger, the window is not okay not even a little bit and yes I am talking about after the stupid pre-throw pallet is broken, sorry I meant "breakable wall." You can't even keep chase to entity block the window, a true infinite like from the early days of the game. This window needs to be shut, seriously this isn't okay. And also why is this map so god damn common? Everytime a map offering is used for this realm it's storehouse 9/10 times.
Also, fun fact, you can't even mind game it by sneaking around because the survivors can see you through the broken windows.
Yeah I feel you.
I’ve been supportive of the reworks, but that building is still painful, even when 115% killer, and forcing the survivor round the opposite way so they can’t get their fast vault.
When i’m not Clown, I just can’t be bothered with that building as any other killer.
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@PureHostility said:
Well, as Trickster you can just slowly down them, by throwing few odd knives here and there, I don't see that much of an issue with him there.
Other than that, the window is annoying but not many survivors seem to abuse it to THAT extend.
Please send me YOUR Survivors.
PLEASE.
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@Pilot said:
I have a handful of DLCs and perks I got from the shrine. If I were to buy, I wouldn't have to spend as much time, but I still have 4-5 pages of perks on all killers & survivors that I need to unlock, individually.
This question mainly goes to the players that bought every DLC & have all perks unlocked.
Are you ready to spend millions to get a character to the max? Are you ready to spend 4-5x more if u want to P3 and get all perks for one character?
The RE chapter has 3 characters that u need to level up individually and P3 if you're up for it.
Are you rdy to spend EVEN MORE to get the perks from these character onto your main killers / survivors?
Are you not rdy for the grind, player?
No I’m not bothered. And it’s not mandatory to P3, and max out all characters to enjoy the new content. At most, maybe I’ll only get each one to lv 40 to unlock their perks.
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@WTBacon said:
https://deadbydaylight.fandom.com/wiki/Tome_VII_-_Forsaken#Gnome_Chompski
That's Gnome Chompski
A charm you can unlock during end-game colapse.
How?
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2234940#Comment_2234940
Does EGC start even if you don't close the hatch, but wait the full 10 seconds for it to close by itself?
No. Only when the killer closes the hatch.
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@elpoh said:
and why opens again after kill one of them? where is the point on activating the egc collapse if it opens again?
this is ridiculus
i hate when TWO survivors opens the hatch in my face, i stop one of them to jump by closing it, but the other one was camping the door and then both scape
Because closing the hatch starts EGC. It doesn’t matter under conditions the hatch was open.
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@dspaceman20 said:
I would probably change the requirements from 3 protection hits to 3 or 4 safe unhooks and remove the aura reading.
There has to be some drawback to tanking a hit. And no, meeting the conditions necessary to activate a perk is not in itself a good enough drawback.
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@CountVampyr said:
I don’t get it. Certain rounds go by and it’s like nobody tries to hide when a person is hooked even when it is completely obvious that it’s in play. Just had one against a Blight that would down people across the map mere seconds after a hook. These aren’t noobs either they’re in red ranks like I am. What is it? Cockiness? Some random challenge? Or is it they just don’t care? I get a little flustered waiting ten minutes for a match only to find people not even trying to win.
Believe or not, there are still a tonne of players that don’t understand that lockers block auras
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@TeabaggingGhostface said:
All it needs is to reduce the protection hits requirement to 2
I think if they did that, they’d have to remove the ability for MoM to potentially activate more than once per match
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@bobateo said:
https://forum.deadbydaylight.com/en/discussion/comment/2234533#Comment_2234533
Dude, respecting the opposition early enough for surv is a guessing game. Especially if you're playing solo-q. The new Nemesis perk (can't remember what it is) could take away the strongest surv advantage - beginning game. If survs don't get 2-3 gens before the first down, ######### gets really dodgey.
I’m not talking about avoiding doing gens. Just be smart about it. A survivor staying on a gen against a killer with a 32m TR, but still waiting till the killer is almost on top of them is stupid.
Next thing the team knows, the killer has snowballed.
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@Mert_MK said:
I'm surprised no one has mentioned Yun-jin yet.
Her screams and wiggle sounds are absolutely hilarious lmao.
I know. She sounds like she needs some fibre in her diet.
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Honestly, in many cases teams get slaughtered because they don’t play cautiously enough. They don’t respect that the opposition could indeed be a skilled, smart, threat.
However, what I will agree with is that Killers have WAY too much available to them that makes learning how to track and hunt almost redundant. There is way too much aura revealing, and why I use Sole Survivor. Killer Instinct can go die a hot, painful death for all I care.
I’ve lost count of the amount of repeat posts I’ve done teaching killers how to take advantage of the crows. Why? Because most killers don’t know how to, and don’t need to, until they’re actually up against a team that are exceptionally good at stealth.
Of course the double edge sword here is that once proficient at using the information available from crows, in conjunction with perks that freely tell killers where survivors are, survivors will never be able to ever hide anywhere from that type of player ever, which isn’t fair. I genuinely have very little trouble finding survivors, and I don’t even use a lot of those meta tracking perks. I feel sorry for the survivors I’m up against sometimes.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2234468#Comment_2234468
He already did. I am waiting for Leon. When i p3 him, evil times will start :)
You’ll need to unlock Blast Mine on Jill first.
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@DwarvenTavern said:
Shut up. Don't give people ideas, I have a hard time enough already.
Please... ;~;
Haha 🤣
Here are some other ideas.
Resurgence + Solidarity.
Bite The Bullet + Self Care + Distortion.
Counterforce + Small Game.
Hysteria + Deathbound.
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David and his perks fill the slot of the horror cliche, and playing the fantasy of “dying a hero”.
The reason the killer is meant to know you have No Mither is so that you can make plays that help your team by going down for them, and making it so the killer can’t ignore you, or they’ve downed you for nothing. If the killer leaves you on the ground, they know they can’t just come back for you later.
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@Beaburd said:
Yes.
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On a dying survivor, healing is calculated as follows:
Healing a full health state without either perk = 16 seconds (16 / 1)
Healing a full health state with one of those perks = 8 seconds (16 / 2)
Healing a full health state with both of those perks = 5.33 seconds (16 / 3)
That’s pretty cool.
Add in a medkit and Botany Knowledge and that becomes an absurd speed.