TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I think Doc is great, but I disagree with your first point. That’s a great way to waste Static Blast, and the cool down is too long to use it flippantly. Sure, you might think to yourself “well at least there aren’t any survivors nearby” if your Blast doesn’t shock anyway survivors, but even at base 32m TR, that’s an area large enough to cover a TON of lockers that survivors could have gotten into first.
I always, ALWAYS wait till I see someone before using Static Blast to ensure every 60 seconds at least ONE survivor is always immediately going up 1 tier of madness. Other survivors get hit by it too? Bonus. But I dare not waste it trying to use it as a tracking tool. Madness is better used as a time wasting tool in my opinion.
-
@Steel_Eyed said:
I’ll probably need to study this. There are many who believe that justing using Tonic is best method.
It really isn’t. The Antidote was an incredibly clever addition to Clown’s kit. Smart design at its best once understood the very heart of what Antidote is capable of.
-
@QwQw said:
I read the title as "Underrated Perk On Pig", and then was extremely confused when I read the first sentence.
Never knew you could infect dropped items though.
If it can be interacted with, it can be puked on and infected. It’s a great exit switch strategy after closing hatch. Puke on one switch, then wait by the other. Keep an eye on the survivor indicator for infection, and before 35 seconds is up (default object infection time), puke on the switch you’re guarding to return to the other to guard.
Repeat until survivor reveals which gate they’re at.
-
@Blueberry said:
He looks good on paper but doesn't pan out in practicality.
His biggest issue is that he gives way too much information to survivors. He has so many sound queues to where survivors almost always know where's he's at and what he's doing. It's like you're giving the solo queue group some built in voice comms.
Next his portals are a mess. To have them close enough to get location pings from them you need them right on top of gens, which counter intuitively means you aren't placing them where you could get a surprise from. These features contradict one another. His Undetectable out of portals is also near useless as his footsteps make him sound like happyfeet to where he's so loud it defeats the entire purpose of his Undetectable in the first place. Not to mention you gave them a global sound notification that you might be popping up anyway.
His footstep sounds in general also just make it very easily to triangulate his location mid loop which hinders mind games more.
His addons need a full rework. The vast majority of them are trash/useless. His best addon is a grey and most the rest of them are irrelevant.
We could go into how to fix him but these are the issues themselves which answers your question.
He needs to maintain SOME audio cues and global sound cues though.
Could you imagine just how awful Demo would be to deal with as survivor on indoor maps, or maps with a huge volume of LoS blockers?
-
@AggressiveFTW said:
Many argue these perks should be base perks (such as Kindred, Spine Chill, many more). But I honestly think Zanshin Tactics and Windows of Opportunity should be options in settings.
I have two wishes if those two are going to be options. Here they are:
1st wish
I want Windows of Opportunity to have its range increased to 24 metres. The reason for that is that Zanshin Tactics has a range of 24 metres and Windows of Opportunity has a range of 20 metres. I don't understand why Windows of Opportunity have a lower range than the killer perk when they both function the same way.
2nd wish
I want both Zanshin Tactics and Windows of Opportunity's cooldown to be removed. There is no reason to have a cooldown to perks that are as weak as those perks. It's not like they have an impact on gameplay as other perks do. Except that Windows of Opportunity can learn you better chase routing.
They obviously wouldn't be named as the current perk names in the settings. It's up to the devs to make a good "name" in the settings for that.
I have to highly disagree.
Claiming the information either of these perks provides affects no gameplay whatsoever is an incorrect statement.
As a solo survivor it’s simply not possible to have a 100% clear idea what pallets have and haven’t been used by other survivors. Being presented that information mid chase with WoO can quite literally be what prevents a survivor accidentally running to a dead zone.
Likewise for Zanshin, particularly on indoor maps, it can give a heads up on what a chased survivors pathing is likely to be, and can help in deciding where to attempt cutting them off.
For both these reasons I strongly feel the should remain as perks that a player should choose to sacrifice a slot to or not.
I will agree though that the cool downs on both of these perks is silly.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2046859#Comment_2046859
Don't worry, you're my favorite Clown main and you have infinitely more cred than he does :)
Cheers 😀
Don’t worry. I’m seriously not taking on board what they said.
-
@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046829#Comment_2046829
Its an incentive to rank up isnt it? how will the new MMR system be any different?
https://forum.deadbydaylight.com/en/discussion/comment/2046831#Comment_2046831
I'm new yet my posts already have more credit than yours do.
Wow!!!
Ok, fine.
If you want to push forward with alienating yourself on these forums using the attitude you’re presenting as a new member, be my guest.
-
@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046786#Comment_2046786
Lmao COPE I broke you.
https://forum.deadbydaylight.com/en/discussion/comment/2046788#Comment_2046788
So you agree the devs listen to the forums. Look im right again, how sweet it feels.
https://forum.deadbydaylight.com/en/discussion/comment/2046792#Comment_2046792
No one has defeated my argument that a rank 20 is is not better than a rank 1. I can tell you're seething but I promise I wont hold it against you.
Look, here’s the thing.
The only thing with any merit on these forums is providing a post, opinion, or counterpoint in a respectful, courteous way.
Name calling, or outright trolling doesn’t give anybody any merit. Especially new forum members.
-
@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046761#Comment_2046761
If you think the devs ignore the forums completely or have never made a change with regard to what the forum was saying then you are a big dummy
“They FACTOR some community feedback into their decision making process.”
Do you have a selective reading problem?
I’m not sure how you thought my above statement implied the devs ignore the forums entirely.
-
@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046701#Comment_2046701
A PUBLIC forum that the DEVELOPERS change the game around. Are you slow?
That’s entirely false.
They FACTOR some community feedback into their decision making process.
They don’t operate unanimously on the grounds of “whatever is suggested on the forums MUST be put into the game!”
Also this forum only represents a small fraction of the DBD playerbase.
-
@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046686#Comment_2046686
Of course it is. Why should a new player that doesn't understand the whole game yet have an equal say to someone that has mastered the game and knows what they are talking about?
Because it’s a PUBLIC forum. It doesn’t mean anybody has to agree, or take on board anything anybody else has posted.
-
@MadLordJack said:
What about a green rank survivor that couldn't be bothered cheesing back to rank 1 after the depip fiasco? Or a red rank killer that's constantly hovering around rank 1 because it's easy to rank up as two of their mains?
Rank is not a measure of skill. If it was, I'd be somewhere around rank 5 as both. As would almost everyone else.
Well said.
-
Thank crikey someone else said it. This is EXACTLY why I play Clown. Ending chases fast, and having at least 1 survivor always slugged puts IMMENSE pressure on the remaining survivors not in a chase to always be helping their teammates instead of being on gens (where I can help it).
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2046033#Comment_2046033
That is another thing I was thinking of, and also why I wanted to hear other people's ideas about this.
I'm confused here, you are saying that solo's who want to work on gens are punished? This paragraph seems a bit unclear to me.
Also, I did not mean to imply that EGC would not be put in place. The second the 3rd of 4 survivors have been sacrificed, EGC starts and the hatch disappears.
I meant that can WANT to work on gens, but needing to help teammates that keep going down and getting hooked, or me constantly in a chase prevents me from doing so. I could (and sometimes can) still end up being the last survivor alive despite not getting a single repair finished despite actively trying to when I have the time to sit on one.
-
@Nathan13 said:
I have seen so many countless threads about NOED, and what surprises me is I don't see rancor getting any complaints. I think one of the reasons is it only affects the obsession and not the entire team. If I died to rancor that would probably annoy me more than NOED especially if I did a good job evading the killer and not getting hooked.
This isn't a perk that can be deactivated so my question is when you're playing survivor and you're exposed, how do you play around it??
If despite knowing the killer is running Rancor (because you see the killers aura after every gen repair while you’re the Obsession), and you choose to not play extra stealthy/cautiously once the 5th gen is repaired, then that’s on you if you die to it.
-
The problem here is if there is no hatch for the last survivor, and no EGC, then the killer is still faced with a stealth survivor they need to spend hours finding. And if the killer is allowed to start EGC by opening a gate, then the killer is still faced with the same problems the hatch already presents.
Also, no hatch under these conditions punish solo’s that WANT to work on gens, but the other 3 survivors are total morons, and that solo survivor is in constant damage control doing saves, heals, or trying to find Ruin because nothing is getting done because of how frequently that solo needs to help others, or is simply getting chased off of gens all the time (surveillance or tinkerer).
I’ve been in many games where despite my BEST efforts it has been IMPOSSIBLE getting any gens done at all. Why should a player faced with those circumstances punished for the actions of 4 other players (killer, 3 survivors), actions that are completely out of the solo players control?
-
@DarkSonAaron said:
This is not about DLC characters, if I understand licencing correctly they have to pay outright for it and recoup the money after. My issue is for the original characters, now for the survivors, it's not so bad because they're templates for your build, I'm not a big fan of the shrine but unless you're into roleplaying your character you can slow just get all the perks on one survivor. The killers is where it became a big issue for me, why are the older characters like the Legion and Doc still 9k shards. This is not a f2p game and even some f2p are better on progression than this game, to compound this not only are they 9k shards but they have to be levelled from 1 to 50 which can take hours on end just to get all the things you need from the bloodweb. It's not like this is the only way they monetise the game has an install price, money only costumes and the worst of all a ######### battlepass which is the most egregious of all. I'm not saying 9k is completely unfair for newer characters but the older ones should definitely not be 9k years after release. BHVR can't have it both ways either make the prices for the characters and leveling cheaper or make customisation cheaper so we can focus and enjoy one fewer characters more. Thanks for sleeping through my TED talk.
TLDR: stop being scummy BHVR and adjust prices accordingly.
That’s not necessarily true about the license agreements. The legally recognised owner of an IP is free to set their own T&C’s and payment conditions.
We don’t know how much BHVR is paying for each license, or HOW they are required to pay some of them. For all we know some licenses may be monthly in perpetuity.
-
@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2043343#Comment_2043343
It was literally on one of the videos they 1st put out about the trickster. Wasn't written it was audible
They haven’t provided any official date in any of the videos.
By all means post a link to this video.
-
@ShamelessPigMain said:
Survivor: Autodidact is addictive.
Killer: Make your choice. I've won entire games on its back.
MYC isn’t exactly considered a bad perk though. It’s often praised actually.
-
@ManOMaker said:
Everyone talks about the good perks (DS, BBQ, STBFL, PGTW..,) but what about the bad perks? They have to get some love too!
My all time favourite killer perk is Coulrophobia, which is often perceived as a very bad perk.
I find it to be a very versatile perk. It’s a GREAT tool to compliment slugging for those times a teammate rushes in too early to heal someone on the ground. It often leads to a lot of free hits due to survivors thinking they have enough time to pick someone up off the ground, only to get caught out by Coulrophobia. This is even more effective if the downed survivor has mangled.
Coulrophobia can also alter the survivors behaviour, allowing the killer to use Coulrophobia to control particular areas.
-
@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2041050#Comment_2041050
But it's not speculation tomorrow is the day that they said it would
No they didn’t. Where is your proof?
-
@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2040546#Comment_2040546
Please don’t be obtuse just on the basis of a technicality lol.
I’m not being obtuse at all.
So many are up in arms over what was pure speculation. It’s embarrassing.
-
@Dragonshensi said:
Not for the reasons you would think. No not for Corrupt Intervention, though it’s an amazing perk. Not even for Plague exactly, though she’s a good enough killer. There are two reasons why I love the Plague DLC:
1: Jane. Needs not explaining.
2: the side-boob view for Plague during the Lobby. Thank you. Thank you so much devs. You knew exactly what you were doing.
You find mottled, rotting, putrid skin alluring?...
The creep factor from players on these forums, sheesh...
Does leprosy also get you randy too?
-
@gatsby said:
The last few updates have all had very clear, upfront and quick feedback from the community. And every single time it has taken the Devs so long to finally admit there are issues and buckle up to actually address them.
The MMR disaster
The Blight Bugs, Botched Camera and Overpowered Add-On
The Twins and Elodie's ridiculous set of bugs (probably the worst new content in the game's history at launch)
The HUD disaster
The Trickster and Yun Jin being a dumpster fire balancing wise.
It's very clear to me that the people that keep making these decisions aren't being fired, reprimanded, demoted or even learning from their constant mistakes over the past 9 months.
Seriously BHVR be better.
Can we please stop pretending that a company doing Work From Home is easy, and is completely absent of any challenges from how they usually would have conducted work!!!
-
@Mr_K said:
1) no
2) the perks are not related
3) how much fast than 2.5s do you want? Insta break? Is that your aim?
Agreed.
Another typical “I don’t want my opponent to stand a chance” suggestion.
-
@DrunkTXlabRat said:
Nobody seems to realize the value of dead hooks. They are a big deal.
I generally target gens around dead hook(s.) I specifically target being hooked around other dead hooks, or at the non basement exit gate hook. I'm very cautious not to get hooked in basement.
Most of my matches are 3 escape, I died. Consider the dead hooks. You would be surprised how much time and convenience you can sprinkle on the other survivors. Simply by being mindful of the advantages in dead hook locations.
Unless the killer just leaves you slugged instead
-
@Zeus said:
its not a bad perk in any way. its not only useful to prevent survivors from attempting rescue but it also gives survivors 30s of exposed status as long as they are in your TR and you are carrying the survivor. Besides it has the potential to counter pallet drop saves because if you are quick enough, you can get a trade. Not always but possible and something mad grit cant do.
This was what I was thinking. Pallet saves or flashlight saves will become too risky.
-
@scenekiller said:
Why would they wait until literally the day before to have this announced? And not even by themselves officially?
I generally think people are a little harsh on Behaviour, but even I think this is unprofessional and annoying.
Day before what? There was no official statement the chapter would be released tomorrow.
-
@Sluzzy said:
How many counters does a perk need? Since killers didn’t know how to play around the perk it will now have the most ways to disable itself than any other perk in the game. Pretty much paralyzing the survivor to keep it. As difficult as it is for the survivor to complete objectives this is a huge set back. Most matches there is little hope. Killers have nothing to do but one objective while survivors have to do several and on top of that punished for doing anything where killer perks completely changes the game. Now survivor perks punish for playing the game.
A perk “Nothing to be afraid of” is really the opposite now. More afraid of losing it and needing it when a spirit phases all the way back and tunnel. Was it forgotten that being a survivor you should try to heal yourself if you are injured? What benefit is it to have good med kits? It should be fair game to try to heal yourself and not worry with losing a perk. Not to mention trying to help your team. Now Bubba will be stronger in the basement because BT does nothing to him, DS you could maybe unhook someone and have a chance for only one to get out. An unnecessary buff where Bubba didn't need it because there is no counterplay to killers like Bubba.
It was nerfed way too much to benefit only killers and make their game easier than it already is with nothing added to it to help survivors. Like the least that could have been done was to stop the timer if someone is being chased or slugged on the ground. I thought 1-time use perks should be powerful, not very weak and catering to the other side so much. Undying was a busted perk and it won the killer the game, yet it still got huge counter buffs when it was nerfed. DS is only a 1-time use perk and it can really only be used by a facecamping killer now and that assumes that they don’t slug. It is ridiculous decisive strike will be so situational and only useable if killer plays a specific way and can still prevent it from being used by slugging. Lets be sure killers can abuse it. The decisive strike nerfs were rushed and for only to entertain killers.
DS is NOT being unfairly nerfed.
If the killer was NOT tunnelling you, but happenstance means YOU are the next one found before 60 seconds are up, after you have had time to ASSIST your team, then if you are downed AGAIN, then that is a chase the killer WON, and a hook they EARNED!!!
-
@Beefmur said:
https://forum.deadbydaylight.com/en/discussion/comment/2036065#Comment_2036065
my proof is that they dont stop adding killers instead of fixing the games bugs there you go
That isn’t proof of your claim at all.
-
@Beefmur said:
you guys make this game so the new players like it, they get good they leave. REPEAT you guys have so much potential its nuts dont waste it!
You have proof of this?
-
Clown & Doc.
(I play some others but those 2 are definitely the ones I play the most).
-
@Ivaldi said:
Healing speed and Healing Item efficiency is increased by 11/22/33 %
Meaning it heals 33% faster and medkits use 33% less charges per second.
Or another way of looking at it is it gives 33% more charges.
Eg. A brown medkit without add ons will be extended from 16 charges to 21.28 charges.
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2034171#Comment_2034171
What's your point? I've watched lots of his clown games the past week, in some games he rarely uses them. It's mostly just 1 bottle used for getting across the map after a hook. Sometimes he uses them at loops, but the slowdown bottles with add ons worked at the same loops previously anyway.
I'll tell you what's even funnier, in one game he got destroyed as Clown. Dead Hard to pallets played a big part of it. He would have literally been better with old clown and his exhaustion bottles than new clown and the antidotes he rarely used or needed on that map.
The rework was a failure and is in some ways a nerf, almost everyone agrees but the people balancing the game are so disconnected from the playerbase Almo actually considers this update a success. Think about that.
But I have to agree that the rework was a success. My performance with Clown improved significantly, despite already performing very well with him before the rework.
-
@[Deleted User] said:
I mean....he is better with the antidote bottle than he was without. Sure.
I don't know what it is with the clown mains on the forums and just aggressively coming at everyone with every opinion they have though. Yall need to take a breath.
I don’t mean to come off as aggressive. Trying to educate, not come for blood.
-
@RepostRiposte said:
99% of situations where you can use the antidote at loops the tonic can do the same without waiting for the cloud to activate.
This is totally incorrect
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2033551#Comment_2033551
Merciless at Red Ranks is 4 Iridescent. With 3 Iridescent and 1 Gold, you would only get Ruthless at Red Ranks, so you must have been purple Ranks to get a Merciless Killer with 3 Iridescent and 1 Gold.
I swear Scouts Honour. This genuinely happened to me playing as Plague with LOTS of slugging, and 11 hooks.
-
@gibblywibblywoo said:
It's not that its bad, its that its so situational and saves so little actual time that its just disappointing. Clown still plays practically identical, still countered by dropping the pallet early and forcing a reload, except now he can waste his bottles to also give the survivors a buff.
Yeah, most people are wasting the bottles for map traversal over using it at loops, but the time spent throwing, switching and eventual (unavoidable) reloads make it practically even out the time saved/lost.
I've been watching some of Otz road to 50 wins for Clown and the times he used the antidote to try and get a play at a pallet before the drop, he could have just gotten a trade for in less time and taken the pallets power away.
All in all I'm incredibly disappointed that after all this time waiting, this is what the devs thought Clown needed.
“It’s that it’s so situational”
I’m pretty much finding a use out of it out of most situations...
How fast Clown can you injure or down now is staggering when comparing just one tonic to now a tonic PLUS being Invigorated.
-
@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2033551#Comment_2033551
Incorrect, Merciless and double-pip. If you get one and not the other, the achievement won't unlock.
At least that's how it's been in my experience.
Sorry. I thought that was implied. I’ve never got Merciless but only 1 pip.
-
@jamally093 said:
So adept killer achievements we all hate them because their impossible to get but i'm confused i got a merciless victory as Oni with two gold and two iridescent emblems so is it supposed to be get just gold and iridescent or just iridescent
As long as you achieved merciless, that’s all that matters. At red ranks I’ve had a survivor escape through the hatch, get 3 iridescent emblems and a gold, and still achieved Merciless Killer.
-
Run Discordance.
-
@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2033505#Comment_2033505
I think its the time taken to confirm they were hacked, finding the exact number of people affected, fixing it, sending it to PR to write a message to the public....
6 days seems about right.
Yeah that makes sense.
It’s not like it would have been immediately obvious, and would have required extensive investigation to be sure it was a hack.
-
@ALostPuppy said:
Her perks are good. As a killer she's ok. Probably the most average killer in the game imo but she's probably one of my favourites. I play her when I don't really wanna think about the game and just chill out. She's a very simple killer and, imo, quite fun.
She also has one of if not the best visual design in the game. Some of her cosmetics and the colour combinations look fantastic. And her weapon looks really cool too.
It’s intriguing you class her as simple. I find her to be a game of micro management.
- get everyone infected early ASAP.
- end chases effectively enough before mid game to pressure survivors into cleansing.
- once cleansing starts, reassess the necessity to run n gun: do I get everybody infected again ASAP?
- start monitoring and managing CP Pools: I want pools needed for cleansing near an easy patrol area and all other pools corrupted so that it’s very dangerous for broken survivors to continue objectives or try to cleanse.
- Never EVER let pools reset.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2032250#Comment_2032250
Even as someone who thinks clown is pretty good like myself his slugging potential is average at best. He is great at ending chases fast though
I have a lot of respect for what you post, but can you not see the oxymoron of what you’ve presented here?
There is an inescapable correlation between how quickly a killer can end chases and how effective that makes them at using slugging as a pressure tool.
It’s pretty much how I win most of my matches as Clown once one survivor is dead. If the team don’t respect how quickly I can down them, and I spot someone after already having downed someone else, this horrible cycle starts for the team whereby they have little time to work effectively on gens because they’re either in a chase or helping someone else off the ground almost constantly.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2032106#Comment_2032106
I mean, if clown is so strong, than why is it so rare to face him in solo-queue? Even when you do face him, you barely interact with clown player because his chases are so long that he ends up losing before all 5 generators are done. With stronger killers, like Freddy, it is really rare to not at least have one chase vs Freddy as his games are much longer than clowns and not many survivors are good at looping Freddy therefore ask for negative changes for Freddy. Sometimes with stronger killer, you end up having to practically 1vs1 that strong killer for entire match if your survivor team is poor.
Just because you main clown and do not play freddy effectively does not mean that Freddy's snare are bad on "The Game" map. I feel like clown's power has huge placebo effect where it feels like the power is doing more than what it actually is.
For context, I’ve played both Freddy AND Clown since their initial releases. So therefore I’ve sunk significant time into old Freddy before Clown’s release, and into Freddy’s Rework as well. I am extremely experienced with both killers, even dominating at red ranks with old Freddy.
Despite the community’s perceived attitude that current Freddy is OP, I STILL have chosen to not use him as much now as I do Clown. Clown better meets the goals and outcomes I want while playing a match.
As for your first question, it’s already answered by me in the tagged quote: most players that try to use Clown don’t use him effectively or properly. That you claim that you’ve seen a Clown player get run by 1 survivor for 5 gens just validated what I said. I can start a chase with a healthy survivor, get them injured, and then downed within 16 seconds. This is what Clown is capable of. This is his potential when bottles are used smartly instead of just randomly lobbed anywhere.
-
@MadLordJack said:
For her perks? Unquestionably. Her perks are the best set out of any killers.
For the killer? Depends. She's quite a hard killer to play well, and requires a mix of m1 skill, Corrupt Purge skill, and planning. She has one of the strongest powerspikes in the entire game, though, and she is an absolute monster when you're good at her. You just cannot loop a good Plague in her power. And personally, I find her to be one of the most fun killers in the game.
Pretty spot on. Since the Freddy Rework, Plague is now the killer that requires the most micro-management.
Either a player likes micro-management and will gel with Plague, or hates it and will hate her.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2031671#Comment_2031671
Deathslinger is probably the strongest 1v1 killer but still he can lose very easily. Ending chases quickly doesnt mean winning automaticly. The main reason why Clown is so "weak" is his lack of map pressure or mobility in other words. They went in the right direction with the yellow bottles but they are not enough for mobility.
I have a simpe suggestion though. You get a SIGNIFICANT movementspeed boost with the yellow gas but as soon as you are in a chase the boost is at the rate as it is right now. That ensures that Clown can use these bottles to traverse the map way faster and fix his big problem.
They went in the PERFECT direction with the Antidote. The mistake is believing it’s a map traversal tool, and thinking that’s something Clown still needs.
Survivors cant gen rush if 2 are on the ground while a third is being hooked. Few take advantage of the speed Clown can down survivors, and use THAT to place heavy pressure on other survivors not in a chase (because they’re priorities are now divided between gens, a slug, and a hooked teammate)
-
@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2032023#Comment_2032023
But people think he's still weak? I guess people don't see what you and I see in Clown
It’s because so few use him effectively, and also don’t slug anywhere near enough with him like the way Nurse players do.
-
@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2031958#Comment_2031958
Clown's better at chasing than Freddy honestly
By miles. Clown will always end a chase faster than Freddy.
-
@ClownIsUnderrated said:
At least with Clown you have to use your brain now with the inclusion of the antidote, which people keep saying is bad but still don't understand how to actually use it. All Freddy ever did was ripoff Clown when he got reworked, then gets his basekit buffed way much, and then just became a rather boring no skilled needed killer. Also I did experiments yesterday between Clown and Freddy as to who can perform better with their power on the Pallet Plant map, and I will say I had a much better time playing Clown on Game map compared to Freddy. It's the fact that Clown can throw his tonic bottles and get a hit before survivors can drop the pallet or even make it to it, and knowing how to use the antidotes helped as well. When I did Freddy I was mainly getting no use for the first three gens out of my power since he has to place snares, whereas Clown can just throw his power right at you. It was mainly going from pallet to pallet having to break so much, but once I finally got rid of all the strong pallets I managed to dominate easily with Freddy. Both games were wins, but Clown performs much better on Game map compared to Freddy even if there is pallets into pallets.
I wouldn’t even call the Freddy Rework a rip off.
If someone attempts a hook save while Freddy is meters away, he can’t throw a snare at them to interrupt it.
The Snares vs Bottles comparison is ludicrous at best.