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TheClownIsKing

TheClownIsKing

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  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083225#Comment_2083225

    i havent done the math but i think its physically impossible to go from rank 20 to rank 4 in 15 games even if you only get double pips

    That’s pretty much exactly what I said. The op is full of crap.

  • @Mineguy said:

    Where is the:

    Update fix the the bugs from 4.6.0

    Update to fix nurse bugs

    Huntress insta down addon change

    Keys rework

    The buff of the Early game

    Switch crossprogression

    Freddy tweaks

    Bug fixes from the last versions that are still not fixed

    (When you have something too write it down)

    Surely you weren’t expecting that this chapter? That’s ridiculous.

  • @swager21 said:

    i mean you are playing a high tier killer so there isnt much to be surprised about.

    There’s a lot to be surprised about. Even getting perfect wins, it’s impossible to go from rank 20 to rank 4 in just 15 games.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083092#Comment_2083092

    No, i dont. If someone heals and you let them do, that is mean killer is not tunnelling you. Because you had time for get heal. Killer was not tunnelling you. Maybe as @OmegaXII said, deactive DS after get %50 health. So that will give you chance to decline get healing by others. So that will be your choice, get heal or save DS.

    So what anyway?!

    If the rescued survivor is healed by a teammate because the killer isn’t tunnelling, they still get their DS disabled the moment they’re engaged in anything else, unless they continue wasting the remainder of their 60 seconds just because they want to keep their DS for as long as possible.

    If the killer decides to go after them again if they spot them, that’s on the killer for being stupid.

  • @edgava said:

    At least seems better than Deja Vu or Detective's Hunch. But is good?

    I use it a lot with Open Handed because trying to find gens on Gideon, Hawkins, Midwich, or Lery’s irritates me a lot.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083065#Comment_2083065

    Then they can add time limit. If anyone heals you for 10 seconds you will lose DS. If you dont wanna lose your DS you can move and then other survivors cant heal you. I dont know but this is not makes any sense. They nerfed it because if you do stuff you are not tunnelling. But if someone heals you, you are still not tunnelling by killers. What is point.

    I think you’re being totally unreasonable.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083037#Comment_2083037

    Well this is still not makes sense. Because devs wanted make it "anti-tunnel perk" but if you have time for get heal. Then killer is not tunnelling you.

    It still wouldn’t be fair. Could you imagine all the trolling that would occur from teammates tapping heal just to cancel somebody else’s DS. It would be pretty nasty.

  • @FattiePoobum said:

    Let me preface this by saying this is for both sides

    But projectile killers have to be the most inconsistent killers in this game on these servers and these maps

    I mean how many times as killer have you been cucked out of a hit because you shot at a survivor and it hits some other random object that doesn't exist or even shot right through a survivor even though it looked like it was lined up perfectly.

    And on the flip side how many times have you been shot by DS and see the harpoon is actually going through a wall on a corner or shot from half way across the map because the killer is closer on his screen because of that magic word "LATENCY" and lets not forget what latency can do for a huntress's accuracy.

    I know there are probably alot more frustrating things in this game, but the sheer inconsistency of playing or playing against these killers is just horrible sometimes.

    We can’t always blame the servers. There are plenty of players with crappy connections to the server, especially those using VPN to play on a server outside of their region.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082864#Comment_2082864

    So here's the end game screen of the match:

    https://us.v-cdn.net/6030815/uploads/WOX1APGWS0OW/image.png

    You can see that Jake has Calm Spirit (and likely doing Adept Jake)

    Here's a clip at the start of the match where I static blast two people (A Meg and a Jake) and get two noise notifications for it. I also hit him later in the clip to confirm he had calm spirit.

    https://clips.twitch.tv/GoodCoyLouseStoneLightning-UuVbjYW9S2KYZxZ-

    @MandyTalk can this thread be now be moved to bug reports. It seems I’m mistaken about possible cheating, and it appears that Calm Spirit is bugged (it’s not repressing the location notifications when a scream is successfully silenced by Calm Spirit).

  • @Crowman said:

    I faced a calm spirit jake as doctor in a game and I noticed I would still see the scream notification when he tiered up.

    Are you sure?

    Thats definitely a bug then, because that’s NOT meant to occur at all.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082695#Comment_2082695

    I would try to hunt down the Calm Spirit person if I had time. I would make it my priority to kill them as soon as possible, I can locate the other survivors with a Static Blast, the Calm Spirit person would continue to be a hinderance.

    I forgot to add the case that the Doctor had his volume set to deafening levels and heard you rustle grass, footsteps, or could hear your breathing.

    I was completely still, and Iron Will + No Mither makes you completely silent. The only sounds I’d make are footsteps and rustling, if I were moving.

  • @Raccoon said:

    Borrowed Time / We'll Make It / Second Wind / Lithe

    I have 2 most used builds.

    A) Bond, Leader, Open Handed, Visionary.

    B) Calm Spirit, Iron Will, No Mither, and either Fixated or Sole Survivor.

  • @PanicSquid said:

    Its possible the Doctor watched the Hud to see that you got a tier of madness with the static blast and noted that it didn't match the screams. Which would tell him that there is a person in his terror radius with Calm Spirit. (Also he would get a score event for the tier up in madness). However, unless you left scratch marks or he saw you, he shouldn't know your exact location, but he would know you're hiding within his terror radius and not in a locker.

    Although correct, it doesn’t explain coming to my exact location without Restraint Add Ons. Most reasonable Docs would start moving towards one of the other survivors scream location notifier.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082455#Comment_2082455

    Honestly... They should. Why is it okay for Killers to have builds that completely counter survivors (the ones I said earlier) but it's not okay for survivors. Especially when it would only be one survivor out of the 4 in a match?

    Because that’s the killers entire goal. A comparable problem would be if a killer could make it 100% impossible for survivors to repair any generators.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082441#Comment_2082441

    Spies can be a decent perk over Whispers for new players. Whispers is a much better perk but takes time to learn how to use it while Spies is more easy to use.

    They work excellently together actually.

    Like Spine Chill can alert a survivor, and then Premonition can be used to pin point, Whispers can be used to know where to search, with Spies allowing the killer to pin point.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082383#Comment_2082383

    It would only be useful against two specific killers. And would still be useless unless those two specific killers were using specific addons. Fake pallets are not basekit for either of them. You think WoO would be OP in those specific instances. But things like Iri Head + Infantry Belt and Infinite Tier 3 + Tombstone are still in the game.

    You’re misunderstanding my point. No counter should be so strong that it renders a killer “without a power” (for all intents and purposes). This is the reason Lucky Break and No Mither do not counter Oni, in case of those outliers where all 4 survivors run those perks.

  • @Nos37 said:

    The devs missed an opportunity to make a perk named Chiroptophobia (fear of bats), since the Trickster wields a bat (tho the Doctor wielded it first).

    Chiroptophobia: A portion of the crows on the map are replaced with bats. Survivors who disturb bats will scream and suffer from the Exposed Status Effect for 30 seconds. Their location is revealed to you for 4 seconds. Bats and crows return 30%/40%/50% sooner.

    What would be the point of Spies from The Shadows existing then?

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081689#Comment_2081689

    In that case... Yeah, I don't think I'll be using it any time soon. I don't see any viability beyond new players unless it can negate those.

    That would be broken though. If a pallet Freddy went up against 4 WoO users, he’s almost entirely powerless.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082203#Comment_2082203

    The thing is,if you let yourself get downed through Starstruck by anything other than Nurse,Spirit,Hag and maybe Wraith then it's the survivors faul.Not the perk

    Please don’t pretend that the game balances on the idea that a killer only gets hits that survivors let them have.

  • @OniWantsYourMacaroni said:

    The only killer that can really take advantage of it is Nurse and maybe Hag if she's got a good web up.

    Other than that it's pretty meh in my opinion

    That simply isnt true. A killer incapable of finding another survivor within 30 seconds of a hook occurring and is simply really really bad at tracking.

  • @Mister_xD said:

    honestly, i feel like its fine.

    its strong, but nothing OP - and we really need a Killer that brings us some perks that are actually usable.

    in general, if you want to counter it, dont be near the killer when he chases someone, dont go for bodyblocks, dont greed gens right next to them and be stealthy whenever you're affected.

    Which is incredibly difficult to achieve Solo, with a TR that’s constantly moving around the map.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/240343/babysitter-the-most-misunderstood-survivor-perk-in-the-entire-game

    Its like survivors have options to help someone being camped but they just never bring them and then complain that they have no options.

    I’m guessing you didn’t read because I made it clear that Babysitter is not an anti camp perk. That’s not what it’s for.

  • So to further add to this my previous comment, Steve is considered “Easy” because Babysitter will almost always tell you whether it’s safe to heal at the hook (if the killer isn’t Undetectable) or take aggro away from the rescued survivor. Once a hook heal occurs Steve now has a free heal if caught, hooked, unhooked, saving both he and other teammates time because he can immediately continue to help with objectives again. Lastly Camaraderie offers the slight possibility of more time for a rescue. This, synergised with Second Wind could mean the killer suddenly went from confident to securing a kill, to now suddenly seeing that survivor rescued and back to full health after 20 seconds. From nearly dead to back to healthy state in 20 seconds is a pretty big deal.

  • @Baby_Victor said:

    Im not really sure how survivor difficulty ratings are implemented...but considering every survivor is just a skin, I assumed it largely had to do with their perks.

    So I imagined every survivor being forced to play adept style.

    The only current “hard” survivor is Bill and Laurie. So Laurie has Object of Obsession. Makes sense that if you were new to DbD or still learning to effectively loop, this perk could be just as detrimental as informative. Ok.

    She also has a sweet life saving tool but with a skill check built in for success. If your not great at landing a skill check, specially an important one, then it can be difficult.

    Bill is all about surviving when the odds are against you. It makes sense. Crawling away from a situation, to recover, is hard, being last man standing and trying to live, is hard...and mostly he has a perk that only activates in a Killer radius where he will have to be temporarily immobilized (unhooking) and put in a lot of danger...so hard, yeah.

    Now, let’s talk Steve. Steve is suppose to be the guardian type. The ‘babysitter’ and his perks reflect his stance on taking the heat and helping others.

    Something that I would consider difficult.

    Babysitter perk helps give the unhooked survivor a fighting chance to escape (no scratch marks or blood) and also highlights himself to the Killer. A move that will most likely get him targeted, which for inexperienced or new survivors, would be difficult to manage.

    Camaraderie requires you to be in struggle phase, so your already on the verge of death, and doesn’t trigger unless a teammate is within 16m of you. Assuming they chose to not rush and unhook, it probably means the Killer is camping or soft-camping the hook. So two difficult simultaneous situations had to overlap to be triggered, just to gain an extra 34 seconds of hang time.

    Lastly, Second Wind. It requires you to heal a different survivor for the equivalent of one health state. This means that he can not even use this perk unless he is putting himself out there, making rescues or seeking out and helping others around him. Which is far more difficult the pounding out gens. You also can’t trigger it unless your unhooked or unhook yourself and that means you had to both help out your team heal up and also gained enough aggro to be hunted down and hooked. Assuming you didn’t just make a fatal mistake and basically offered yourself to the killer.

    Anyway, getting off the hook and having to endure the broken status effect for 20+ seconds could also be considered hard, especially in certain ranks.

    My point is, IMO, Steve should have probably been rated Hard.

    ———

    Feel free to suggest any other survivors you might feel could/should have made it to the legendary “hard” difficulty.

    I just really wanted to get this opinion off my chest.

    You’ve misunderstood the synergy between Babysitter & Second Wind. Babysitter also tells you if it’s perfectly safe to heal at the hook after a save. If it is, there’s your Second Wind activation.

  • @Starr43 said:

    I always feel like I’m possibly one of the only people that enjoyed original Freddy... I at least loved the dream pull mechanic. I’ve found him quite boring since his rework and strong or not I have zero reason to play him except for maybe a dream demon daily which is essentially just smack 4 people as Freddy..

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081566#Comment_2081566

    Nope, you´re not the only one. Freddy was my main, before they turned him into something else. Now i only play him for dailys.

    I wouldn´t mind, if they changed him back to the original concept. But with some QoL changes.

    I was also an original Freddy Main and I was very good with him (if I say so myself). I had little problem wrecking strong red rank teams because I knew how to make getting gens repaired a total nightmare for survivors, and buy myself all the time I needed to make up for Freddy’s shortcomings.

  • @valvarez4 said:

    15 matches pay to win Freddy. 60 dead survs without camping or tunneling. I expect more difficult games in red ranks, but Freddy is op as hell. Ah, and only 9 DS

    You suddenly started playing killer and you got to red ranks in 15 matches.

    I smell bull crap.

  • @Artick said:

    Or you could learn the map and pay attention to which areas run out of pallets. It takes some skill, but frees a perk slot.

    Yep. I’m gonna just magically know that as a solo working on gens on Lery’s, Midwich, Hawkins, and Gideon.

    Great tip.

  • @Zixology said:

    I just need to know... Does it counter dream pallets and illusionary pallets?

    No. Their auras show as well.

  • @EvanRaven said:

    one of the most disappointing chapters imo. why put a cool menu screen if it doesn't come with a map.?

    honestly, a map for this chapter would have been phenomenal. a stage/studio map would have made me want to play. it just doesn't make sense for this killer/survivor to not come with a map.

    i have no interest in the trickster because i just don't like kpop. i like the survivor though. but she isn't enough to make me want to buy her or play her since i have everything on someone else already.

    No new map shouldn’t surprise anyone. The devs have been far from secretive. They’ve repeatedly stated there won’t be any new map additions to this game until they’ve finished reworking all the old realm maps.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080308#Comment_2080308

    Lets be honest here, it isn't meant to be a dangerous hook. Its just plain oversight by the devs. Besides she wasn't even on the gen. She was carried up there by the killer. All she did was loop the killer around a dense pallet area and went down because she made a mistake. It reminds me of PH being able to facecamp the survivor on the cage making it impossible to escape that particular survivor. That wasn't fair. How is this?

    When twins were able to bodyblock survivors from entering basement the devs did something about it which despite wasn't successful, they still addressed it as an issue. Same with pyramidhead. Why is this any different?

    It’s no different from lacking situational awareness of where the basement is. It’s not an oversight at all. A core premise of this game is the uncertainty whether the first chase you lose might be the last. Survivors start the match with the possibility of 2 extra chances. They’re not entitled to them.

  • @Zeus said:

    https://us.v-cdn.net/6030815/uploads/LSKU6A1YX8FU/20210405154028-1.jpg

    Body blocks the only way up there. I really don't mind that he was camping. In fact, the gen nearby is like 60-70% done so I understand the reason but not being able to do anything as survivor is just frustrating. Can't even trade hooks. Get rid of this hook up here please.

    This isn’t unique. There are other areas in other maps that are meant to be dangerous to work on the gen there. Thompson house comes to mind. If someone wants to take the risk of repairing that gen, they run the risk of being hooked up there with no way to be saved if the killer decides to guard the staircase. Survivors are meant to asses these risks before choosing gens to repair.

  • @loopsahoy said:

    Mmr is a huge change to most players games, except for the ones who are where they are on their skill level. For example, im going from yellows to reds because i dont care about rank as it shouldnt be a skill determiner. (Segway, i made a post about rank rewards.) The system seems to base skill off of hours . This could hurt players having a hard time learning the game, and your skill level doesnt seem to change. Reds and purples look like mostly not fun games of sweaty killers/ survivors, and players who could leave reds are now stuck playing in reds and they arent happy.

    I don’t get these posts from everyone at all.

    How is a matchmaking system that matches players of similar skill level a bad thing?! It just doesn’t make sense to be concerned about this (if it works).

  • @CyperX said:

    Just played a solo match in bedham preschool against a good Wraith , 4 gens remaining and last guy got hooked and he was on his 1st. Now, do I save him or look for the damn hatch ...there's no way we are completing 4 gens lol . Anyway , the survivor was waiting the entire time until he got to struggle state , did not even try to escape , he finally got into struggle state and still waited , holding on with dear life thinking I would save him . I was walking around looking for hatch. I couldn't find the hatch and died while survivor was still struggling. To save or not to save is the question lol

    It’s a tough call.

    The truth is whether you save them or not, neither of you are getting those 4 gens repaired.

    Eventually the game will end in one of you trying to get the hatch before the killer finds and closes it.

  • @gatsby said:

    Yun-Jin has really nice cosmetics and her perk set is above average. Nothing about her is bugged and I’ve seen a lot of people playing her.

    I bought her with shards when she came out and skipped on Trickster. I feel like most people did the same. Or god forbid they’re the rare breed that bought the entire DLC just for the exclusive Yun-Jin top.

    Honestly, it’s not really the All Kill Chapter its basically just mid-chapter QOL changes with the Yun-Jin Paragraph

    Trickster might be a divisive killer, but his perks are excellent though.

  • @dnj510 said:

    It doesn't make sense that Iron Will doesn't counter Stridor and if you're playing against a good or scummy Spirit, you can't beat her.

    Oh and btw, Spirit players can go eat a [BAD WORD]. Let's be honest, all you guys do is tunnel and use cheap tactics to thin the heard. Requires no skill at all.

    Spirit does require skill.

    And for the record, Iron Will renders Spirit with a completely useless power. Hence why so many use Stridor because they’re tired of pointless games they can’t track anybody in.

    Anyway if you are a confident survivor, run No Mither with Iron Will. This DOES completely counter a Spirit running Stridor.

    I quite regularly run that with Calm Spirit and Fixated. It’s a great stealth build.

  • @gatsby said:

    A Commodious Toolbox saves 10.7 seconds of repair time, which is the most of any of the toolboxes.

    Fast Track saves 12 seconds of repair time with five teammate hooks, which is the realistic average amount of value you will get from it during a match, even though its technically possible to get nine teammate hooks and save 21.6 seconds.

    So yeah, Fast Track might seem sort of underpowered or overpowered depending on how you felt when you first read the perk description. But its mostly just trading a perk slot for a free commodious toolbox, which is pretty good but balanced in my eyes.

    I’ve been using it with Stake Out. It’s nice seeing the sudden jump in repair progress.

  • @HuDawg said:

    Title

    If a survivor isn’t having fun, and wants out, that’s their prerogative.

  • @Pulsar said:

    Nah.

    It'd just be abused, let's be real.

    Killer winning?

    Guess who the survivors vote to boot?

  • @NoOneKnowsNova said:

    If you really want to, you can use technician to reduce the noises of the generators, your call though.

    It doesn’t work that way. To the survivor using Technician, gens still sound the same. It only affect what the killer hears.

  • @dspaceman20 said:

    I feel like generator sounds on the survivor end is way too loud. I can't hear anything when repairing. This is a problem because I can't hear footsteps or breathing which is really annoying. I don't want to play with spine chill because I'm trying to get better without relying on it but I feel I

    So is there a way to turn down generator noise at least a little to decern what's what?

    No you can’t, and that’s the entire point of generators being loud, so there is inherent risk working on one.

  • I’d also like to add that a survivor intending to go for the hatch should at least acquire some awareness whether the killer already knows where it is yet. In those cases I just go wait by the gate furthest from the hatch. I’ve escaped many times doing that.

  • @Sluzzy said:

    Why is there a mechanic that basically does the job for the killer? I remember when this did not exist and killers were forced to hunt survivors and actually put in effort to finish the game.

    I have been noticing a pattern for a long time that no matter what you do the killer always and I mean every single game will hook the 3rd survivor and immediately go straight to the hatch, close it and watch the gates for an ez win. Isn’t games supposed to be challenging? There is literally nothing as a survivor you can do to win in this situation at all. There is no hope when a killer sits on 3 gens and then wins by closing the hatch every time in this situation. It is not fair.

    Before this mechanic was added, killers had tension in either watching the hatch or not. As survivor at least you had an opportunity to escape by either doing the last gen or finding the hatch if the killer didn’t know where it was at. There was actually hope in trying to escape. Now there is not any at all and it really baffles me how this is not discussed more.

    I have an idea to fix this grossly imbalanced mechanic and add a little hope and make the killer not have an ez win for free. Why is kicking a hatch closed actually locking it? This is the major flaw in its design. It should be closed but NOT locked! The survivor can still open the hatch but instead of it being immediately opened as it does so with the key, the survivor has a 3 second struggle to open it. This way the killer is not getting an ez win by watching the gates and the survivor can open the hatch and get out if he leaves it.

    This is completely dismissive of the fact that EGC also starts upon a gate being open after all gens are repaired, something usually done by the survivors. There’s nothing “killer sided” about that circumstance. If the survivors don’t want to die to the EGC in that scenario, they can just leave.

  • Awesome clip. Sucked in Claudette.

    I love Crowd Control and have been using it on Clown. I like using it with Blood Favour, which isn’t a popular perk, but with Crowd Control it’s a great combo.

  • @brokedownpalace said:

    I believe you only get the extra 1% when you use a token

    This is correct. Genuine great skill checks still act as normal.

  • @loopsahoy said:

    After nurse, because the original 5 charecters of each side are not based on the timeline, dbd has went from the bcs to the 1800s, then an entity related killer, and finally back to 1700s with twins. We are taking a huge step making a killer for the now so early. It leaves out room for a more interesting killer power or fun gameplay, as tricksters power is eudimentary and has high inefficiency of use + low base kit. For original killers, mqybe we could go back to romans to finish off fresh ideas before killers become reskinned like trickster and huntress are similar?

    Ghost face is from “now” as well. For all intents and purposes he is an original killer. Only the mask/look is licensed.

    Also, isn’t Legion from around “now”?

  • @CornHub said:

    And don't say "it's because the Twins are bad" they aren't, but that could be bias since I'm a Twins main. So few people play the Twins that even at red ranks people still don't crush Victor after he successfully downs someone. Mind you I've been playing on console with cross play off for the past couple of days, so the Tricksters I do see can't aim.

    I get nothing BUT survivors crushing Victor at every single miss or down. It’s a very demoralising mechanic.

    I’d guess others feel as I do. Also The Trickster can’t have his power kidnapped.

  • @GHOSTfaceP3 said:

    I'm just getting tired of this game honestly the only reason I actually play anymore is so I don't get behind on the rift/new survivors and killers they need to shake the game up and make this game fun again

    It’s seriously, genuinely, legitimately possible to do well, regularly against strong survivors without using the meta.

    It just requires dedication to experiment with perks for longer than a handful of matches, and to really thoughtfully think how to strategise getting the MOST of perks you otherwise wouldn’t normally use.

    I constantly praise Coulrophobia on these forums. It’s my favourite killer perk. I milk every single ounce of advantage and synergy with other perks from Coulrophobia but aggressively slugging regularly. It really gives even the strongest teams a tough time.

    I’m not saying YOU should start using Coulrophobia. I’m saying to take the time, have the patience to seriously practice using other perks, and be open to adjusting HOW you approach matches. You lose at first, but eventually things with seemingly useless perks will click with you.

    Bam!!! You’ve then just expanded your set of usable skills.

  • @sad_killer_main said:

    As killer I mean.

    This map really gets out of my nerves, has really safe loops and the main building is just a joke.

    I rarely have terrible matches on this map. But they happen.

    I definitely prioritise breaking any of the problem breakable walls whenever I’m not in chase, especially the saloon (except that one room accessible only via window while the doors are still intact. It’s rare, but every once in a while I’ll get someone dumb enough I can bamboozle inside of there. Fun times.)

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