TheClownIsKing
TheClownIsKing
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@DarkMagik said:
I tought they were gonna Buff Victor from my experiences Victor vs Window is very annoying & sometimes impossible to down the survivor
Do what I do and bait them into kicking you. Quickly switch back to Charlotte, then immediately back to Victor. 9 times out of 10 that survivor is now right in front of Victor about to try and crush him, and is now in a perfect pounce position.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2102953#Comment_2102953
Yeah I've been loving windows lately. So helpful knowing what your team has used. Thanks as always my friend!
No probs
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I personally don’t like this because I like Dying Light for its healing debuffs and slugging potential with Sloppy Butcher. Even though the Obsession gets an altruism buff, they cannot always be available for everybody that needs them, and those buffs don’t help the Obsession if THEY’RE the one slugged.
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@Nemmy_Wemmy said:
Since this topic is talking about builds, figured I'd ask you here. @TheClownIsKing
What surv builds you been running lately? I always enjoyed those builds especially with open handed. Mostly asking because of the open handed buff soon and I wanted a good build or two to use. Thanks
I’ve been running Bond, Visionary, and WoO with Open Handed in anticipation for the upcoming buff. I can’t wait for the additional 8m range, and the insane amount of info I’m going to getting at all times.
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@Pulsar said:
I definitely think that it's been overbuffed.
I LOVE IT 🥰
I can’t wait to run Lucky Break, Off The Record, Second Wind, for the easiest escapes from a hook ever.
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@FrostySeal said:
The Twins are already extremely rare but this nerf is going to seriously hurt them even more. I understand that sometimes victor can be extremely oppressive and go on a mass slugging spree, but to just give them a nerf and not at least buff something else in their kit seems unreasonable. At the very least you can slightly reduce the cooldown victor has when missing an attack or something else at least, something to make more people want to play them.
What are your guys thoughts on the change?
This is a fair change to successful pounce cooldown when putting someone in dying state.
Your post also ignores the other positive changes they’re receiving AND the long list of positive changes they have received since release.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/2102460#Comment_2102460
I think the soul guard change is supposed to prevent this:
Oh wow. That’s nuts. How awful for that killer.
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@Kebek said:
I mean the changes to remove scratch marks make it better perk than before as that's some very strong effect but I so wanted lucky break to get infinite duration.
You'll get one (extremely unlikely to get 2 uses) very likely escape from a killer after getting injured once (or it'll get wasted if they leave naturally to pressure others) and then the perk is gone forever.
That's such a pity, I won't be using it after all and probably never reach my dream of having a perk that erases blood pools for the whole trial.
I'm so sad, I waited so incredibly long and asked so many times for a lucky break change and this truly disappoints me.
I guess my only option now is to keep asking for another lucky break rework.
Just make sure you always have a med kit or some other way to regularly heal. It’s not a big deal.
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@nursewannabe said:
It's just 90 seconds, then it's gone for the whole game. You won't see it that much, and it won't make that big difference
This. Unless the survivor has the opportunity to quickly heal after every injured state, that isn’t going to last all game.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2102181#Comment_2102181
But why not make that perk baseline feature. You don't want buff overall solo survivor experience ?
I’d agree with a totem counter base kit, but NOT the ability to detect totems. No. That would be a massive nerf to Hexes, making them entirely pointless.
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KILLER UPDATES
THE NIGHTMARE
Changes to his snares and pallets are alright, I guess.
Changes to his progression slowdown addons was 100% necessary, especially now there is greater incentive to use alarm clocks, increasing Freddy’s base stall ability.
The alarm clock changes are good.
THE DEMOGORGON
His portal changes are good.
The Lifeguard Whistle change is great.
Rotten Pumpkin could be handy. It can be annoying sometimes wanting to place a portal only to have used them all up, and Survivors haven’t closed any others.
THE HUNTRESS
Soldier's Puttee: I understand the reasoning behind this. If Huntress runs out of hatchets mid chase, this add on incentivises Huntress to not abandon the chase. Will pair well with new Iri Head.
Iri Head: The PERFECT change to this add on.
THE TWINS
I’m not sure. It sounds like healthy changes. We’ll see.
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PERK UPDATES
SMALL GAME
The totem counter is great.
No longer detecting traps is also good.
The 5 degree reduction per totem cleansed is NOT a nerf. It means that as more totems are cleansed, Small Game becomes more and more precise at picking up a totem location. (Unless I’m misunderstanding their meaning behind decreasing detection range by 5 degrees per totem cleansed)
LUCKY BREAK
This is a great buff. And you simply wouldn’t go into a match with Lucky Break without Bond, a med kit, or a healing perk anyway. So the reduced timer is a non issue. This will be PERFECT paired with Off The Record so that one has a phenomenally good chance of slipping away from a hook, even if the killer was camping.
SOUL GUARD
I’m not quite understanding the reasoning behind this change, and cannot think of the outliers this cooldown is meant to prevent from occurring.
OPEN HANDED
❤️ FINALLY.
ZANSHIN TACTICS
EXCELLENT!!!
BORROWED TIME
Mostly healthy change. I’m concerned about an uptake in hook bombing though.
OBJECT OF OBSESSION
Awesome change, but I’m wondering how this interacts with Sole Survivor. If enough Sole Survivor tokens are gained to block some aura reveals, as per new OoO description will this prevent the survivor from seeing the killers aura?
And why hasn’t Sole Survivor been looked at/buffed in this same update?
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MISCELLANEOUS BALANCE
TOOLBOXES
I have no feelings on this.
HATCHES
Good!!!
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HUD UPDATE
Nice.
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STRUGGLE UPDATE
Another good change.
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GRAPHICAL UPDATE: COLDWIND FARM
Excellent
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@GingerBeard said:
Twins is a weird one for me. I think they are poorly designed yet I keep coming back to them. I just find something satisfying about playing them despite their flaws.
Regarding your first point, I love it when a survivor kidnaps Victor. It does turn you into a M1 killer, and it's not exactly engaging for either side. However kidnapping Victor can hamper the survivors more than it does the killer... sometimes. Take my last game with them for an example.
I pounced a Dwight at the beginning of the game who never tried to remove Victor. This turned the game into a 3v1 with 5 gens still left to go. He kept revealing his teammates to me as he ran around, and because of that I was almost always knew where survivors were or weren't. This gave me some free hits too, as sometimes one of the survivors would think I was unaware of them. There was even a time when he tried to take aggro for an injured teammate that I was chasing, but he was actually helping me keep track of the survivor so I ignored him. Eventually he got rid of Victor but it was too late. Ended up winning that game.
I’ve had a similar thing happen. A kidnapper getting impatient that I was not travelling to the other side of the map. They tried to bait me out of other chases, but they just helped me better track who I was chasing.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2100226#Comment_2100226
It's literally the only way you can have even a morsel of fun against The Twins, so I prioritise kicking that tiny idiot over anything else in the match.
I gotta admit, the way you worded this had me laughing out loud.
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@Phasmamain said:
Glad you’re finally getting the hang of them! I’m in the same spot with deathslinger right now. My aiming in general is garbage hence why I main clown but slinger is really fun and I’m hitting more consistent shots now
Nice work. I’m the same with Deathslinger. My aim is garbage.
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@gatsby said:
You could make the same argument for Nurse’s range addons messing with muscle memory... that doesn’t make them bad though.
It’s not just that.
The base arc is necessary to get bottles over walls.
Fingerless Parade Gloves shuts out these advanced skills.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2099624#Comment_2099624
I'm gonna be honest.
It's pretty insane how FAST you can catch up to survivors when you get that Antidote+Tonic combo off.
Super satisfying
It’s so good. Without any of the agility restrictions of high mobility killers.
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/2099545#Comment_2099545
I mean I’ve been only playing survivor for a short time, I think I faced Twins like... 20 times, approximatively? But i am 100% sure that I can’t interact with anything (PS4) while I have Victor on because if I press R1 my character will only interact with victor - even while I’m running.
No, you’re meant to still be able to be able to interact with vaults and pallets, otherwise that would be broken in instances of NOT kidnapping, where Charlotte unleashes Victor at close range, meaning she’s close by after a successful pounce on a healthy survivor, and engages in a legitimate chase where the survivor is genuinely trying to get Victor of ASAP. It mean trying to run once Victor is on completely pointless, which isn’t fair.
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@GeneralV said:
They shouldn't have removed his exhaustion add-on, in my opinion.
He’s fine.
If he’s invigorated before Intoxicating a survivor, they can’t get away even with an exhaustion perk.
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BWAHAHA 🤣🤣🤣
No.
And I’m a dedicated Clown main saying this.
No. Just no.
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Which is exactly what I already said.
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Yeah it’s dumb.
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@RenTheCat said:
Nobody dies from it in high rank and it takes 5 seconds to mend yourself. I hit someone as Legion and by the time I hit other survivor or the frenzy timer runs off the survivor already mended himself.
Why even have this mechanic? Replace it with broken or something.
It’s a stall mechanic. It’s to force survivors into a healing like action when they wound otherwise not heal.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2099457#Comment_2099457
The counter to Spirit. Just 3 Perks. Seems balanced.
It’s a great stealth build against most killers. But it’s extra special against Spirit.
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@TurboTOne said:
Its ok. Just wait another 20 Minutes for the next Match to be a Stridor Spirit ;)
I’m running Fixated, No Mither, and Iron Will So that’s ok.
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@GreyBigfoot said:
This would be a neat buff, as right now it only has the 32m aura reading and nothing else.
I do fear it would be a little powerful though, because the effects would be apparent even at 1 survivor death.
It used to give 75% repair buff once all teammates were dead. 25% incrementally wouldn’t be so bad.
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@Dragonshensi said:
I hate to say it but if I find a teammate running this I avoid them and not help them out. They are usually the first the go down and they always drag down the team. I don’t help them unless absolutely necessary
I wish I had more teammates like you.
I run No Mither a lot, and the one thing that pisses me off the absolute most is when the killer has mistakenly slugged me, giving me an opportunity to crawl away and hide first (no blood, less sounds, harder to find without Deer Stalker).
But what does some peenhead do?! Before I’ve managed to find a hiding spot and self recover, someone is stopping me out in the open to revive me. Killer realised their mistake, comes back, spots us. I end up on hook anyway.
“GO AWAY YOU DUMB IDIOT! I DON’T NEED YOUR HELP, AND YOU KNOW IT. STOP WASTING TIME YOU COULD HAVE SPENT ON A GEN!!!”
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@Phasmamain said:
In my opinion perks that encourage your teammates to die are bad design. But if they want to make the perk stronger while keeping its identity this is a great change
At least my take isn’t open to abuse by SWF. They’re unlikely to let a teammate die just for a repair buff.
And lets be honest, despite our best efforts and intentions, teammates can die regardless of what we try to do to save them while they’re on death hook.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2099200#Comment_2099200
so 4 meters for brown
6 meters for Yellow
8 meters for purple
Thanks.
Green calm doesn't exist which I've found strange, but whatever.
Not really that strange. 3 types of add ons for each “Class” is pretty consistent.
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It’s not useless. It’s just Hard Mode for players that find survivor too easy.
It’s actually one of my favourite perks because it allows for a few niche things that would otherwise be impossible.
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One of my favourite things to do is use M&A with Carters Notes & Class 2 Calm add ons. When SB is ready I wait until I’m in a chase so that my TR jumps up to a huge 54m before using it, usually resulting in all 4 survivors being hit by the blast. And then while it’s on cool down out of a chase, I get to sneak up on Survivors with a tiny 10m TR.
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I.e. Class 1: SB ready = 36m TR, on cool down = 28m TR.
Class 2: SB ready = 38m TR, on cool down = 26m TR.
Carters Notes = SB ready = 40m TR, on cool down = 24m TR.
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Class 1 modifies by 4m both directions.
Class 2 modifies by 6m both directions.
Carters Notes modifies by 8m both directions.
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This is a great idea. It also incentivises the killer to not camp or tunnel whoever was hooked if they can easily see the MoM aura.
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Yeah these sorts of challenges are mind bogglingly stupid concepts.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2097132#Comment_2097132
What about if the "Bleed out" button is available only if the survivor had had 3 crows on top of their head for at least 30 seconds or so?
I mean if you have been slugged for that long it's pretty clear that the killer has NO INTENTION of hooking you since the crows are giving him constant notifications on your position as well
That could possibly be fair.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/2097917#Comment_2097917
I also run Spine Chill all the time and I agree that it gives free information without having to be wary of your surroundings. Honestly? Spine Chill does too much. Giving information, increasing the number of skill checks you receive and speeding up all your actions is crazy. They should at least reduce the range on it since it currently activates when the Killer isn't even that close, for many its outside of their terror radius.
This actually a very sensible idea: Spine Chill’s activation range should be greatly reduced. 16m perhaps?
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BECAUSE 👏🏻
THAT’S 👏🏻
NOT 👏🏻
WHAT 👏🏻
LEGIONS 👏🏻
POWER 👏🏻
IS 👏🏻
FOR 👏🏻
You keep bringing this up, and no matter how many times you ask this, it is not, and was NEVER meant to be used this way.
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@Hiralex said:
Title.
That’s exactly what the new MMR will do (once it’s gone live)
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Iron Will should be on a timer like Lucky Break.
But on the other hand we do have Stridor & Bloodhound
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2097594#Comment_2097594
They showed that they can hold dev streams from home.
Also the roadmap stopped long before covid.
They showed that they can. That doesn’t mean they can do it to the same degree, volume, and frequency.
Every business is dealing with a large array of set backs because of this pandemic, slowing down a lot of processes, or reducing the priority of certain aspects of their business.
Give ‘em some slack.
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@Tsulan said:
We used to have weekly dev streams, that were a highlight and always fun to watch. Now we get one every couple of months.
We used to play with/against the devs in official dev streams. Where we could ask questions while being live.
We used to have a roadmap. Where we could see whats planned for the next months and what to expect in the future.
What happend? Why have you stopped talking to the community? What happend to all the community managers, that you presented us? All we have left are some tweets. But we have nothing to look forward to.
Covid 19 and Work From Home happened.
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@ChurchofPig said:
I'd buff it by changing it so it activates when the last generator is done and that's it. What holds it back as an endgame perk is the extra restriction that a gate has to be open. It was better when egc wasn't a thing because doors would be open. Egc damaged it because no one opens the doors anymore WHILE someone's hooked.
I’d like that kind of change too. But I think getting rid of everything else, and just have it be permanent faster unhooking speed all game would be just as good.
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@Soulslayer618 said:
I am more than aware of the rudeness and toxicity of many vocal players but there are just as many that are kind and genuinely happy to see great gameplay even if they get wrecked
not to mention how great the forum communities are (both here and on reddit)
just wanna say thanks to everyone for bein good peeps when we need you
also a thanks to the devs and mods working hard (your work is appreciated even if there are some problems here and there)
happy days all and gl in all your future trials
Yeah there’s more good eggs than bad. It’s just that the negativity is always much more visible and prominent.
I do what I can to try and provide helpful posts where I can.
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@LazyPayday said:
Simple as the title. If they get ruthless they keep the 1st slot, if they get merciless then they get both. I get that the ranking system sucks but it'd be better than always losing the add-ons while survivors get the chance to keep them.
There already is an option. It’s called Black Ward.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2097290#Comment_2097290
yeah but huntress gets that for free just by having hatchets on hand
trickster's just meh
I know Huntress is better, but you’re going to claim Huntress can down all four survivors in the same timeframe of Main Event active and running?!
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@Lord_Tony said:
when I actually get to use main event I can down 3-4 survivors in the same area.
But that being said why can't I use it when I want? Imagine oni but you only have 15 seconds to activate his power.
and then I looked at the buff notes and they said they aren't going to let main event be savable.
So why the hell not? You can 99 his power anyways, just let us save it instead
You answered your own question: because when the stars align it’s possible to down all 4 survivors.
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@brubli said:
I see all the time killers who slug survivors just to waste their time or killers who slugged people and just forgot where they left them. Either way I don't see a point as for why survivors should be forced to sit on the ground for 3 minutes doing nothing because the killer can't/won't hook them. Not sure how but the hatch would need to be adjusted for this as many people do slug for the 4k and a bleed out option would remove that option for them. I'm thinking that maybe after 30 seconds or so of not being hooked you can hold down a button to rapidly decrease your bleed out bar. I feel a change like this would be good for the game and save some time. What do you guys think?
Now for my serious response.
Slugging is a legitimate pressure tool required against strong survivors at high level play. In a lot of instances the killer DOES intend to come back and hook slugs.
A “bleed out”/“surrender” button would be abused to deny killers hooks that a killer does intend to do shortly after slugging.
If a survivor WANTS to minimise the amount of time they are left on the ground so that the killer DOESN’T lose the slugged survivor, they should either:
a) stay right where they are, or
b) if they choose to crawl away for strategical reasons, but it becomes apparent the killer has won and the slug cannot be rescued and cannot find Hatch, they should STOP crawling so that the AFK crows start showing up so they killer can find them.
It’s a double standard for survivors to complain about being left on the ground for long periods of time if the survivor is doing what they can on the ground to make being found by the killer really difficult.
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Bottom of screen: “Mash X to puncture jugular”
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@PsyQuil77 said:
Just had a match where 4 console people in lobby when I pop in as their babysitter/killer.
last second the Laurie switches to key. Red Flag 1
Offerings screen I see the 4 of them have offered up for hatch to be in shack and for the trial to be Ormand. Red Flag 2 and 3
I down the Laurie and EVERYONE comes out of the woodwork to body block my Doctor. Red Flag 4, 5, and 6.
I decided at that point to DC. Does that make me the bad guy?
BTW, I'm rank 15 and they are 5, 7, and two 4s, for added context.
Edit to add that I play for FUN not kills, and behavior like that is no fun at all to play against and is why I quit the game back when MM was the new killer. I came back less than 2 months ago.
Probably shouldn’t have DC’d. You could have just AFK’d at a gate switch ready to open it once they finished their repair simulator because they’re clearly not interested in fairness.
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2096800#Comment_2096800
From what I've read/seen, it's about 15 seconds before a crow will come back down again.
So if you see crows coming back, then someone was there about 15 seconds ago.
Ok thanks. Good to know.