TheClownIsKing
TheClownIsKing
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@brokedownpalace said:
I'm glad I decided to invest a bunch of time and BP into him. :)
Can you provide tips?
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@Witas said:
I kinda wish they focused on Main Event instead, as right now it's useless, will propably be even worse after these changes.
Nontheless, good changes, glad they didn't listen to Almo for once.
They did say they’ll continue to monitor his performance. They’ll be able to know whether or not Main Event effective or not, given time.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2089611#Comment_2089611
I'd use knockout but SWF counters knockout really bad.
The idea isn’t to have a slugged survivor indefinitely slugged. The point is that one survivor on the ground is a much longer time off a gen than a hook.
Let me elaborate.
You end a chase, pick em up, hook em. In theory that survivor could be immediately unhooked when your back is turned, putting them back in the game.
On the ground:
- they’re either wasting time recovering until someone comes over and does the remaining heal. Or..
- Someone comes over immediately but has to spend time going through the healing process.
Either way, this contributes to more time away from gens, than the simple unhook action that only takes seconds.
Slugs keep 2 survivors away from gens more frequently than hooks. Even better if it’s 2 slugs before hooking the third.
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@Lord_Tony said:
far too often I've seen gens fly by too ######### fast. Even playing forever freddy gens can be done in under 6 minutes.
I'm thinking to slow the game down a little bit survivors have to find gas canisters around the map and use them to refuel generators.
It doesn't slow the game down too much but it does provide survivors an additional objective so gens aren't done so quick.
The only other thing available to slow the game down/keep Survivors distracted is lots of slugging. Having one survivor down on the ground as often as possible ensures at least 1 other survivor has to go help.
This also gets survivors wasting Unbreakable super early in the game
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@[Deleted User] said:
Honestly I don't get why it's in his kit at all. It's such a dumb and boring thing.
Like you have purple addons that make his knives shatter into pieces, or bounce off everything, you had clear potential for cool mechanics there to be part of his base kit and make them fun and rewarding and balanced......but instead HURR KNIVES GO BRRRRR.......
Idk it's disappointing.
I also hate the sounds. They sound so crappy, like they are made of glass.
Aren’t they? (Made of glass)
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@yobuddd said:
The current selection is kinda stale. People love firecrackers, and a lot of that is probably because they’re newer - and rare since they can only be bought during events.
Anyway, if the devs were to freshen up the selection, what items would you like to see?
Be creative (baseball bat as a weapon - bland. Flashlight as a weapon - intriguing!)
Consider balance (survivors shouldn’t be able to actually injure killers or insta-win chases)
Think outside the box! (Maybe items for killers to use? Hmmmmmm)
So, your thoughts?
I mean what can be added?
There’s already a range of items addressing each and every survivor gameplay mechanic.
Probably the only thing that hasn’t been explored is a trap for the killer. But it would need to be an iridescent 1 use only item for balance purposes.
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@KayTwoAyy said:
Could it work? Would it improve the state of play?
What if perks were categorized (i.e. Gen Speed, Chase, Aura Reading) and restrictions on # of bannable/draftable perks were placed by category?
Do you think its worth testing on PTB?
We simply shouldn’t be dictating what other players can or cannot use.
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@jennidangelo said:
Add me to play :) cross play welcome :) GT: jennidangelo
Welcome.
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As far as I know. The way the worded it was along the lines of it being an accessibility option in settings.
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@BreadLord said:
With the new changes coming to hook sturggle, this is the perfect time to buff this perk. MS has not been touch for the almost 5 years this game has been out, and is known as THE weakest killer perk in the game. I thought of a way to buff it and was wanting to know what yall think
Hooking a survivor in the basement causes them to have to struggle (hit skill checks) even while in the first phase, so they cant pull themselves off with deliverance. Next, the skill checks are smaller and more of the bar goes down for missing a skillcheck
You’ve got to remember that they aren’t changing the default struggle mechanic. They’re making the skill checks an accessibility option. You can’t have a perk affect something that some players might not even turn on in their settings.
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@Mazoobi said:
People will be toxic in any game. Tbh, there's not much to do but just ignore it. Don't feed into their toxicity because that's what they want from you!
Stay safe though <3
It’s not as easy as that though. It’s like asking someone to not wince as a knife is pushed into them. People break eventually, and there are many others out there with a disgusting prerogative to see how many they can break.
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Sure
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2086562#Comment_2086562
I don't know, I have a fine time looping clowns. I rarely go against clown. Its clearly not impossible. i hope clown gets one small tweak to his yellow bottle delay. It reminds me when clown slowed himself when throwing purple bottles. Myers, Trickster and Clown are all very bottom of the barrel.
There are definitely a HUGE amount of players that don’t know how to anti loop with Clown properly.
When I play survivor I can only recall one Clown that was actually good, and 4K the team. The rest just spam bottles thoughtlessly and reload at the WORST times possible.
Tonight, apart from 1 bad game, i’ve had nothing but back to back 4k’s against rank 1 and rank 2 survivors. And my build is Agitation, Coulrophobia, Forced Penance, Sloppy Butcher, Party Bottles, and Starling Feather.
Clown is far from terrible. Once learned, survivors go down quick. They cannot escape.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2086557#Comment_2086557
Same... ironically he's least scary when he's in t3, because you know where he is all the time and can just hide and wait it out. Or just loop him around a pallet until its over...
Scratched mirror myers on indoor maps is absolutely the most fun killer you can go against.
It’s still tense though. The possibility of being insta-downed.
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Personally speaking, when I’m working on a gen on Lery’s, pan my camera, and see Myers just standing in a doorway breathing down my neck, I STILL crap my pants to this very day.
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@Sonzaishinai said:
"because he is not hard to play"
That's the mistake you make. He needs blights level of dedication. I would argue Clowns harder then nurse.
With nurse once you get the basic mechanics and muscle memory down you're good to go. For Clown for each tile you need to know where best to place your bottles and make sure 1 of them is already is in place before you get there
Exactly this.
And also sometimes you’ve got to break the habit of trying to force survivors to run the “wrong” way around some loops. Sometimes you’ve got to give them false hope with the set up, giving them enough confidence to run the “right” way, so they don’t abandon the loop. It’s constant on the fly strategising with Clown. That simply isn’t for everyone.
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Did you think about balancing before posting this?
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@BaldursGate2 said:
You remember those sad excuses for a gameboy - the tiger handhelds that had only one "game"? That was more fun than playing with clown.
I sit on 100 event cakes because i leveled him up back then and he is poopoo to play and i can't transfer those cakes on another killer. How damn stupid is that?
Ah, he can't be that bad. Yes he is!
If he were, there wouldn’t be players like myself that have mained him for so long.
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This also happened to me today for the first time ever. It was also on Coldwind.
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@BaldursGate2 said:
Really the worst killer in the game, even Myers is better. Even Trickster is more fun to play.
Nurse is frustrating, just because she is so hard to play and got butchered, but with clown, you think you can get things done because he is not hard to play, but you feel helpless the whole time, because he has so little what he can do.
His speed flask even has a damn delay. Throw it not far enough and you lose precious time waiting for the speed boost.
If there would be some sort of marker that shows you where the bottle will land, like that one for nurses blink, you could make it easier not to hit a damn branch in your way.
I never had so little fun playing a killer, that looks on paper not that bad. At least his addons are not as garbage as demogorgons.
If you’re having trouble accurately judging the throw arc, and landing spot, then use fingerless parade gloves. They’re kinda a “beginner” add on that makes using bottles easier (you throw in more of a straight line, and further). But just be aware that fingerless parade gloves prevents more advanced Clown play, mostly accurately lobbing over walls.
Just keep practicing. Once you get better at using Tonics & Antidote, Clown is a frightening beast in a chase that survivors simply cannot get away from. He genuinely can end chases super fast.
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@kodd1000 said:
I just want thoughts honestly. How do you use him effectively on this map when people are running upstairs, jumping off rooftops, looping through endless windows (not pallets that can be broken)? I genuinely committed to a chase to see if it was possible, and although I actually like the idea of knowing when to chase and when to back off because it will stretch out too long, I think there are unwinnable loops on this map that are impossible if survivor simply runs to the next window. This map is terrible for any killer, seriously needs a rework.
Without Discipline add ons you really cannot prevent them from vaulting any of those upstairs windows, because Doc can’t shock up stair cases.
Honestly the best you can hope for is to keep bringing ng survivors into T3 madness to get them wasting time, try and exhaust all of the pallets, and then just bide your time hoping for the survivors to make a mistake. This map is bad for a lot of killers, but is particularly bad for Doc.
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A rainbow Afro
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2085997#Comment_2085997
I didn't say he was bad, just weak. I might have implied that though.
However the doctor is definitely on the weaker side of killers for sure.
I honestly feel that too few players that use Doc play to his strengths. Doc can cause immense stall in the match, but too many Docs waste Blast as a tracking tool, never hitting any survivors with it. Not many know how to anti-loop with Doc, and break the wrong pallets.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2085975#Comment_2085975
I thought u mained clown, you lied to us???
Doc’s my second most used killer. Clown is number 1.
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@Yords said:
What if he could charge up his weapon to insta-down survivors with it?
Just a thought, he is a pretty weak killer once you know how to run him around or without discipline addons.
Good god no. And I’m a Doc main myself. His kit is already as bloated as Freddy’s. The last thing he needs is an insta-down built into his power without perks/add-ons.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2085947#Comment_2085947
Once again, let’s see if everyone in the match just goes at it alone and see how far they get. It’s a team game. Just cause you can go at it alone doesn’t mean it’s not. You can go stand in the corner and tbag yourself the whole match, doesn’t make it a tbag simulator.
Please re-read what I posted.
Perhaps 3 times...
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2085815#Comment_2085815
It’s a team based game because if it wasn’t then you alone would be completing 5 gens and taking the killer’s aggro without anyone else helping you.
I get that survivors are not obligated to stick around in an effort to help the other teammates, but saying it’s not a “team based” game is a very weak excuse, not to mention incorrect. Especially since so much before the exit gates can actually be open revolves around working as a team.
Esentially you can do whatever you want, you can hop in a locker and hide the entire match for all we know, but that doesn’t change that someone else did something that helped you either escape or live a little longer.
It’s not a team game at all. It’s a game that provides the choice/option to work cooperatively.
The survivor game is designed in such a way whereby there is equal pro and con to working cooperatively, and equal pro and con to working as a lone wolf.
For every benefit that can be listed working as a team, there is an accompanying list of drawbacks that could contribute to a killer turning the match in their favour.
It’s a horror game. There’s SUPPOSED to be uncertainty whether teamwork or lone wolf play is the right choice or wrong choice. And even when one of those options is the right choice it can very quickly swing towards being the wrong choice.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2085903#Comment_2085903
The killer was on the other side of the map. I completed the last gen. He immediately went and left and caused me to die. It’s beyond selfish.
That’s not enough info. How did you go from finishing last gen to dying? Was the killer running Bitter Murmur? Were you foolish enough to finish the gen in the killers face? What exactly happened?
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@Kirkylad said:
I just wish people would 99 the gate and realise bloodwarden is a thing lol.
But honestly this is just one of the perils of playing solo, you have some solo survivors who will go out of there way to help the team and you have others that just play for themselves.
A perk hardly used
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@Dragonshensi said:
When a survivor immediately opens the exit gates and leaves. Essentially screwing over the rest of the team. Had a rank 1 do this....a rank 1! I would expect that from new survivors but come on! He essentially got me killed cause I was nowhere near the exit gates and got caught. Ugh.
It’s not selfish at all. It’s risk reward regardless of which action is taken with gates. I’ve lost count of the amount of times the very reason I was caught and died was BECAUSE the gate was only 99. It’s not a hard and fast rule that 99 is always the best option.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2085063#Comment_2085063
It's because you're going against the victim complex hivemind that is killer mains on reddit and the forums. They can't be having that.
oh I get.
The very idea that somebody could do good with Clown at red ranks without meta perks, when they themselves struggle with Nurse/Spirit/Freddy and meta perks in green/purple ranks, offends them.
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No
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@JesseJH28 said:
Yep. Had a David sitting in the basement all game, going in and out of lockers and doing absolutely nothing for the team. I usually spectate anyway just to see what happens but I was kinda hoping he would die. Turns out he found a key and killer carried him to the hatch instead lol
I HATE THIS SO MUCH. When the killer gives a free escape to the teammate that deserved to die first.
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@Unicorn said:
Am I the only one who does this? I feel kinda guilty, but when a teammate is playing so selfishly and toxic, I sometimes stick around and spectate to cheer on the Killer if they’re the last Survivor alive.
Yep.
Another petty thing I do is if this kind of teammate was bringing the team down, and they griefed me in particular, once they’re hooked I make an effort to run up to them and just point repeatedly, making it very clear I have no intention of unhooking them and hope they die first hook. It’s even better if the killer comes over and leaves me alone and just watches me do this. I don’t usually care if I die after this. Just as long as I made my point
Petty I know. But I hold a grudge against toxic teammates.
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@Orion said:
I'm guessing you stop getting skill checks (this is speculative, but it's based on how I would implement the skill check system, and my hunches on these things tend to be correct).
I’d be quite surprised if that were the case honestly.
Currently, while Camaraderie is active and pausing the meter progress, you still die if you stop mashing.
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I was Claudette at Thompson house with t1 Self Care. I was too terrified to do anything other than stay crouched and cautiously sneak everywhere.
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This is a great question. @Almo ?
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@Lord_Tony said:
does anyone know if huntress lullyby affects hook skill checks?
because they would be amazing.
No it will not. HL has been changed to specifically only affect repair skill checks and healing skill checks.
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@Hektic3000 said:
I honestly don't see why Killers can't just open the exit gates at any point during the match and are only allowed to once gens get done.
Because it will be abused.
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@RyRapsYT said:
When there is an AFK killer, you get practically no blood points. They need to make it where if the killer is AFK for a certain amount of time, they are removed from the game and the survivors will get points for escaping. It's very boring to play against AFK killers.
Eye roll.
You get to repair to your hearts content.
You can get extra lightbringer points for opening chests and opening gates.
Totems contribute to boldness.
Being in the basement contributes to boldness. As do hook sabotages.
Just finish so you can go into the next match ASAP.
Can we stop the whole “if other side blah blah, why are we pUnIsHeD?!” nonsense?!
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@Moxie said:
I agree Killer is easier than previous years. Yet we still have a queue problem and lots of Killer apathy.
Thoughts?
Because survivor will always be more popular due to its team factor, and ability to play with friends. The game needs to have a larger survivor population after all.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2084572#Comment_2084572
Doctor is still great at antiloop but you have to have good timing. His madness T3 can also be used for stopping gens at opportune times
If you want a good idea of how to use the antidote @TheClownIsKing made a great guide
Billy did need a slight nerf but I agree they went overboard on him
Thanks, but whenever I try to be helpful here, I just get attacked.
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@Moundshroud said:
I see these types of post come up all the time, and I'm both annoyed and vaguely amused at the same time. Some of them claim Killers are the red-headed stepchild, while others claim it is the Survivors. Both viewpoints are nonsense, and born of intense bias and an unwillingness to accept reality. I'm going to point a few things out to you. You can learn from these facts, or you can ignore them and live in a self-serving fantasy world.
- DbD requires both roles for the game to function; there are no Bots.
- There being more Survivors than Killers doesn't matter because without at least 1 per 4 there is no game.
- The DEV (and company behind them) do not have favorites; their job is to keep the Ques moving.
- If the Que bogs down or the game tips to far to one role or the other, they lose players, and thus money.
- BEhavior doesn't like losing money, and works very hard to keep things moving and roughly balanced.
- Most people in DbD play both roles, i.e. Killer and Survivor.
- Many people indulge in extremely myopic behavior.
- Many people indulge (or suffer from) confirmation bias.
- Myopic behavior and confirmation bias combine to create selfish, entitled jerks (all genders).
- Some people then come here and post nonsensical rants about favoritism on the part of BEhavior.
So which do you think is more likely:
- The DEV (and the company behind them) just like Survivors better, and are willing to flush their profits down the toilet and kill the golden goose to make them happy.
- You are one of those people discussed in 7-10 above?
- Or you are just frustrated and you let your emotions run away with you this time, failing to look at the big picture. And now that you understand the facts, you can consider things in a less biased way?
Brilliant.
Just brilliant.
👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻
This is pure art. Thank you. Well said.
These posts lately have have been ridiculous. Killer is the easiest, and most balanced it’s ever been. Ever!
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@Phasmamain said:
Still prefer his default recolours but it looks good none the less
I like his gold and teal outfit.
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@Johnny_XMan said:
Mr. Puddles is more iconic tho, he even has a plushie charm!
Sucks it’s only a survivor charm. I wanna hang Mr Puddles on my hooks.
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It’s very likely they’ll completely change Swing Chains and his rope add ons. They’re relics to appease players of the old Freddy. But they’re overkill now. The need to wake up to avoid his power and make his teleport cooldown longer is all the slow down he needs.
They might do other changes, but the probability that these add ons are changed is a very high probability.
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@VikingWilson said:
It's not that they're "shaking things up," it's that killer sucks to play right now.
Killer has never been easier than it has been the past few months.
Sit down.
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Also it’s worth taking the time learning to get better paying attention to crows. As a Clown main that simply can not afford to be out of a chase long, or lose momentum, I had to force myself to get better at tracking, and paying attention to environmental cues. I’m almost always scanning the horizon for crow movement. I find I’m ultra sensitive to any crow movement or crow sound now.
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@sad_killer_main said:
Iron Will is getting on my nerves really.
Is not that the perk is so strong, is a passive ability, but I rely heavily on sound and psychologically is a pain to find a lot of people with this perk.
For sure, not joking than listening gets me more kills than watching since your view is kinda limited as killer.
Stridor is a great perk. It annoys me that it’s dismissed as pointless except on Spirit. That said though I much prefer Bloodhound rather than Stridor. An Iron Will user will hear if you’re running Stridor, but Bloodhound will screw with their head wondering how you’re constantly finding them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2078967#Comment_2078967
Because to some people, being told to ######### kill themselves is a pretty disheartening thing to hear.
It can also be a very dangerous and damaging thing to say.
There are some out there vulnerable enough to follow through.