TheClownIsKing
TheClownIsKing
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You haven’t outplayed them if you’ve allowed them to be speared in a position where they can break the chain. And what does it matter? It still inflicts deep wounds.
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@Ruma said:
Is it bannable to block someone in a corner with Charlotte if you are activeley playing with Victor then and just keep resummon him?
If you were actually still chasing survivors and otherwise still engaging in the game as Victor, possibly not bannable, but this is very grey as a nay the Twins are capable of this.
If however you’re just trolling, yes it’s probably something that can get you reported.
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I’m not a content creator, but I can speak in depth about Clown.
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@LazyPayday said:
No because I can barely fight competent survivors with him as if. I play on console and he's one of the least console friendly killers.
Yeah, him and Twins are the worst killers to play on console since Nurse.
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@IWasLeft2Die said:
I never really understand why a killer chooses to dc in a game, especially if the game is close to over. I've had times, as the killer, where I've definitely wanted to in some ways but I choose not to still.
For example, yesterday I had 3 games back to back with rank 1 survivor squad in the first one, second was all red, and the last was red with some purple. Each game had 3 gens done within the first few minutes and it gets old in back to back games. I just decided to stare at a wall and just goof around. Definetly better than dcing imo. I was a baby plague (like level 15) so I expected to lose but didn't expect to lose that badly.
Because we just want the torture to be over
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2012676#Comment_2012676
True but can’t grass obscured the blood? Probably not on the new maps
No, it’s incredibly bright. I can find well hidden slugs in dense grass because of blood hound.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2012432#Comment_2012432
Doctor and legion can work. Also clown with his cigar box addon
They could also just equip Blood Hound on any killer and track pretty much the exact same way.
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I experience the same issue.
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@Maelstrom10 said:
Doing so currently does nothing, and negates the effects of both bottles. but whilst clown isn't doing too to poorly atm, with his recent addon changes and basekit buffs that make it significantly easier to reload and throw bottles around, i still feel his basekit is lacking.
giving him the exposed effect on bottles mixing together (say into a red, or other colored cloud) would allow him, when he truly has a survivor cornered to go for an instant down on a player. Granting him a weakness to using them together (a longer pallet stun time) would mean he can't just do it in unsafe loops, or out in the open in order to effectively halve chases (And would be putting the clown at a risk if they did so.)
It would also allow him a significant form of hook denial, that many other instant down killers have, through the use of throwing two bottles to prevent a hook save. this could become problematic, however clouds made by combining both bottles together could dissapate far faster (requiring him to be very close to the hook in order to do so.) I also don't believe this to be a major issue, as billy, leatherface, myers, and few others have potential to deny hooks in the same fashion and they are deemed ok within the game
TLDR: Clown mixing two of his bottles together, should grant the exposed effect on survivors, and grant him a longer pallet stun if used incorrectly.
I feel that would be insanely broken.
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Hyper competitive.
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@madradfox said:
In the last 2 weeks (70 hours or so) I have only gone against one Oni killer. It's not like Oni is a low-tier or a licensed killer, so where did they all go?
You mean the one killer in the game that doesn’t have a power till he first injures a survivor, and can be looped to infinity denying him that first hit?
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As a console player I’m finding Twins the most pointless and frustrating killer yet released.
It’s nigh impossible landing pounces on any survivors that aren’t complete noobs. So much time is wasted attempting to pounce, only to miss and be crushed over and over again.
It’s not fun.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/233720/mental-health-tips-for-new-players
Take it easy buddy, it’s all a bunch of pixels. Whatever happens in game cannot affect you in the real world. When it happens try to find the funny side to it or even poke jokes at yourself.... that’ll help you not taking it so serious.
That’s as narrow minded as saying whatever is said on the phone, or posted on the internet cannot have consequences.
Peoples behaviour matters, whether that’s physical or digital.
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@bm33 said:
If this game is causing you to self harm don't play it. Seriously. There are an abundance of other games for you to play that don't have the toxicity that this game has.
Although that’s good advice, I hope BHVR and the survivor community take a good hard look at this and implement some strict changes.
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@hiken said:
how can for real not even place some Iridiscent shards on the empty blocks? at least show that you care a bit about your community, i know that people who pay deserves more but at least dont demoralize us like that by placing almost 70% of blocks empty-. do you think that is fine? roughly 30% of the blocks have something (and most of those are just again at the very least dissapointing, would be very easy to at least add some shards on it (because i doubth you will give anything else) so at least people can buy some (not amazing skins because the good ones or most of them worth real money, but some decent stuff). you can and must do better for your community.
You’re getting FREE content, and ADDITIONAL BP from challenges.
Don’t be greedy.
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It’s a much better perk than is given credit for. I often pair it with Blood Echo. Against a team running more than 1 exhaustion perk, Mindbreaker can actually start to stall the game.
The value in Mindbreaker is how it pauses existing exhaustion timers. Survivors with exhaustion won’t worry about that the first time they see their 40ish seconds not recovering, but once they start getting hit or going down BECAUSE they couldn’t use their exhaustion perk, the rate at which gens pop starts to seriously slow down, and my only logical guess is because they start wasting time waiting for their exhaustion to recover before touching gens again.
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@Yords said:
If I as a killer am being run around strong tiles by a good survivor in a way that is most optimal for me but the survivor still loops me so hard, am I being outplayed by the survivor? For example, at a tile with a pallet and a window I run them in a way where it makes it harder for the survivor to get a fast vault.
You might say "Just break chase" but there are times where all survivors are good and they run the tiles around you VERY well and mind gaming does almost nothing to them. So in this instance, you have to chase the survivor. But some killers and even a strong killer like Oni will struggle here because they are an m1 killer. You are also probably not going to even hit the survivor if they are good enough.
So, if there is literally nothing else I can do other than chase the survivor normally with no mind game potential, am I being outplayed? There is nothing I can do other than just chase that survivor in their favor. Again, this is not always the case, but just an example that happens every once in a while.
Oh my god, I’m so glad I’m not the only one that feels this way.
I get criticised a lot for maining Clown, but he’s (personally) the only killer I can use to void this kind of BS.
I do frequently go against teams where there is simply no weak link. They are all excellent loopers and they NEVER fall for ANY mindgaming. EVER!!!
When I’m other killers it’s simply a nightmare running loops the correct way, using every possible mind game, but next to nothing works, and every survivor is constantly just out of reach because of a vault or undropped pallet. And when the vault is blocked, or the pallet is finally dropped, they happen to have just the right amount of distance to avoid being hit before reaching the next miserable song and dance.
It’s intolerable.
And it’s why I eventually give up on other killers and always return to Clown because he can easily shut all of that nonsense down.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2006597#Comment_2006597
I want to inform. I play a LOT of Spooky Myers. It is my favorite build. I get tired of the salt from "supposed" Red and Purple Ranks that don't seem to know how he works. If I wanted to camp, I'd camp. I don't have any aversion to it. It just boggles my mind that they don't know how this Meme Build works.
I mean surely they question why you’re never hitting tier 3 Evil Within.
Surely?!
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@Moundshroud said:
This is a public service announcement for those of you who still don't seem to understand how Spooky Myers works (Scratched Mirror + Boyfriend's Memo). I can see through walls a LONG way. It amazes me that I still run into Red and Purple Rank Survivors who don't seem to understand this. Spooky Myers can see you, pretty much all the time. His trade off is he is slow and can never Tier up. This brings me to the NEXT point:
No, I'm not camping. I can see you. If you don't leave the area, I'm not going to either. Why would I? If I can see two out of three unhooked Survivors within my range, I'm going to angle to get them. I had people who were Red Rank that called me a "Face Camper" when I wasn't even in sight of the hook, simply because I could return to the Hook to intercept them. So, I want to know WHO carried you people into the Red Ranks that you don't understand Spooky. Time to learn.
Wall hack Myers, Pig, and Wraith are the reason I still regularly use Sole Survivor. Sure teammates dying is bad, but one token is all I need to completely counter (most) of their wallhack add ons. (2 tokens for Myers 32m range one)
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@EvanRaven said:
i've started using it frequently. i see sloppy butcher and thana often so i use it to counter those perks too. usually botany + bond is my combo. i quite like we'll make it but i'm usually the one doing gens so i never use it.
It’s extremely good, and extremely underrated. Having it be an instant counter to a meta perk is already good enough. Extending the life of a med kit to keep healing yourself and others quickly is even better.
In my opinion it’s absolutely essential to run Botany Knowledge with Self Care. Running Self Care without it just makes the player an idiot.
I’ll often run Botany Knowledge with Leader so that any healing done to others or myself is always faster.
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From my understanding they’re trying to (now) keep a schedule of each mid chapter having updates/changes to the chapter released previous to the current one.
So if they’re going to do any changes to A Binding of Kin, it won’t be till next mid chapter.
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@IWasLeft2Die said:
I've played about 10-15 games as him and just dont get the point of his power all that much. It seems it helps you find more survivors which is nice and help you get across the map more effectively but applying deepwounds doesn't seem that useful unless a player actively doesn't mend themselves. Am I wrong on this though?
Like Doc, Legion is very good at wasting huge amounts of the survivors time in their base kit.
The point of FF is to help stall the match. Sure mending doesn’t take long, but multiple instances of it over the course of the match adds up big time.
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Pretty much once you are aware some sort of stealth is at play by the killer, including Tinkerer, this should totally change which gens you choose to work on, and which sides you should work on to offer the best views with the least amount of LoS blockers.
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@Phasmamain said:
One of the best ways against predictable tinkerer users is to waste their time. Hide around the area once it reaches 70% and he’ll come over and either waste time finding you or have no one to chase greatly hurting his pressure
I’ve found Fixated is especially good for this. Get it to 70%, then slink away quickly without scratch marks.
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@gendoss said:
Why were people so happy when Blight's POV got raised but people don't ever mention how low Hag's has been since she's been released? I'm very confused about this.
Hag’s is almost identical as Freddy’s. Neither are a hindrance. Blights is so close the ground that it’s difficult to see slugs in grass, or see over obstructions the killer should be able to.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2002331#Comment_2002331
You should always recover before you crawl. Does it really make you quiet on the ground though? I thought being a silent slug is supposed to be a bug, and not intended.
Yes, recover, EXCEPT if you’re running No Mither. Always attempt crawling away first when running No Mither.
It doesn’t make you silent. The 50% reduction to grunting sounds and no blood confers to the dying state as well.
Trust me. I’ve used No Mither so damn much over the years that on those occasions the killer makes the mistake of leaving me on the ground and I start crawling away, even if they return a few seconds later, often they cannot see or hear where I’ve gone.
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@TheEntitysRightHand said:
https://forum.deadbydaylight.com/en/discussion/comment/2004697#Comment_2004697
I actually never knew that. I closed hatch that's why thank you. I thought it was just if the exit gates were powered.
No. It would be overpowered if it worked that way.
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Rancor only activates once the last generator is repaired. Is that what happened? Or did you close the hatch?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004633#Comment_2004633
And by then, I down No Mither again with Charlotte?
Only if Charlotte was close enough to spot which direction I’ve slinked away to. I’m not leaving any blood to follow.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004624#Comment_2004624
By switching out to Charlotte and using the KI that is provided to you before Victor is inevitably NFL'd into next week?
...only to be revived by that same team mate that crushed Victor before Charlotte reaches me. We’ve already covered this.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004615#Comment_2004615
I feel like we're just going to go around in circles saying the same thing so I'm just going to end it now.
If you wanna go around think no mither is the best perk ever in the game then go ahead. I still think it's bad.
I don’t think it’s the best perk in the game. It’s just not rubbish, and it has workable advantages. Some I can 100% attribute to either me surviving, or helping the team.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004619#Comment_2004619
The right choice is to never let the No Mither get up.
But how do the Twins do that if Victor is the one that downed me before Charlotte has a chance to get reach me?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004609#Comment_2004609
Oops, I meant to say that that makes the Killer bad. My bad.
Except what is the right choice for them here?
Like I said, whenever Victor downed me and another survivor was nearby, and they went for them instead, I’ve crawled away. Neither Victor or Charlotte could find me before I’ve revived myself if nobody else came for me.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004585#Comment_2004585
That still doesn't take away from thecfact that it hinders my team even if the effect isn't great.
I would rather run perks that help better my team and have a better impact then a perk that can negatively impact my team. If you find the perk good all power to you.
Except I was in a match today where the only reason I stopped a snowball against a nurse running Thana and Infectious Fright was exactly because I could crawl away and the Nurse couldn’t find me. In that time the Nurse wasted searching for me I’ve revived, every body else crawled as far away from each other as much as possible, I revive one of them, we get the others up.
We ended up finishing repairs, and escaping.
BUT OH NO, PERMANENT 5% DEBUFF. GASP!!!
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004584#Comment_2004584
I don't think that makes No Mither a decent option against Twins; I think that just makes those Survivors bad.
Survivors are bad for crushing Victor while he’s idle and then reviving me instead of me doing it myself?
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@Kelnec said:
Something I never understood about No Mither is that you don't leave drops of blood, but still allows Oni to get his power by collecting your blood.
Yeah, this is the only thing that drives me mad. I guess they were too afraid of all 4 survivors running it and then Oni has no power at all.
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@MadLordJack said:
Actually, yeah, I discovered this in one of my Mettle of Mither escapades, I had DS and Tenacity and honestly the killer could not use Victor against me.
Yeah. Just one of those things discovered completely by accident.
I’m running Calm Spirit, Fixated, Iron Will, No Mither currently. And it’s ridiculously easy to avoid detection, or slip away when spotted. It’s a GOD send against Spirit.
So yeah, after a handful of matches against Twins I’m like “wow, this is actually super effective against Twins if I attempt to crawl away straight away after being downed.”
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@dspaceman20 said:
If the twins or any killer has thanataphobia then it's a permanent debuff to gen speeds with no effort on the killers part snd hinders my team. Because of this I don't think I can ever use No mither.
OH NO!!!
5%!!!!!!!
WHATEVER SHALL WE DO?!?!
WOE IS US. ALL IS LOST.
SHUDDER.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2004566#Comment_2004566
Then just don't do that? Problem solved against No Mither.
Except they don’t. If they spot another survivor they tend to not ignore them, because if the switch back to Victor they just get crushed and I’ll be revived by a team mate anyway.
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@TAG said:
Why wouldn't they just switch from Victor against No Mither?
Idiocy.
Too focused on getting a snowball happening by finding their next survivor.
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Leader.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2004365#Comment_2004365
That makes me think: would Iron Will + Off the Record counter Strider?
For the 80 seconds Off The Record is active, yes.
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@Canas said:
I'm truly tired of survivors getting away over and over again just because of these damn hatches. Would it be too much to ask for a perk that shows the aura of these things? After all it's the only aura reading concept that wasn't tried yet by any other perk out there.
This should simply be a buff to Zanshin Tactics.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/2004328#Comment_2004328
I can't remember, sorry. Does that perk counter my perk?
Yes. Stridor counters Off The Record & Iron Will. Stridor increases grunts of pain by 50%.
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@D3spair said:
BHVR can't you guys make the overall grind lesser for newer players or Player who has jobs? I work like 8 hours on weekdays and I can't see how to get my remaining killer to get all the Perks or Complete the tome by the current deadline. I'm just speculating here but are you guys intentionally making the tome grindy af so that people like me buy auric cells to raise it??
Anyone else with the same sentiments? Not everyone is a streamer who can play the game 12 hours everyday or not everyone wants to play 12 hours a day just to grind!
Yeah. I never used to think the grind was too bad. But even working part time I’m already dreading just how long it will take to get every killer perk to tier 3 on Trickster just so I can have the freedom to experiment with different builds and synergies.
There are currently 78 killer perks. Tricksters will bring that up to 81. The staggering amount of blood webs I’ll need to go through with Trickster depresses me.
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/2004111#Comment_2004111
Really not a bad idea, although If 4 people are running it and it's haunted grounds, that's 60% (15% x 4) of 1 minute.
60% - 36 seconds = 24 second haunted grounds.
It doesn’t stack like that (as far as I know)
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@Todessense said:
https://forum.deadbydaylight.com/en/discussion/comment/2004097#Comment_2004097
she cant even track you then with the blood ponds addon (dont know the name of it)
Oop my bad. Yes you’re correct.
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The only buff Vigil needs is to also include timed oblivious and timed exposed status effects.
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@Exerlin said:
It doesn't even silence your pain sounds when you're injured! Please buff
They can’t because it also affects sounds in the dying state. We already know due to bugs how broken silent dying survivors are for the game. Having a perk do that intentionally is bad. 50% is a nice compromise, and it can be stacked with Iron Will to counter Stridor. It completely ruins Spirit. Whenever she phases just stop and walk. She has nothing to track you by.
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@Todessense said:
https://forum.deadbydaylight.com/en/discussion/comment/2002331#Comment_2002331
Reduced grunts doesnt count for the dying state tho?? Or do they??
Yes it does. It’s the ONLY perk in the game that affects sounds in the dying state.
It’s intentional. The point is to increase the chances of successfully crawling away without the killer finding where you’ve gone.
Nobody is ever going to successfully pull off a self revive on the very spot they were downed. No killer is that stupid. They might momentarily leave because of distractions, but they’ll eventually realise why they cannot leave you on the ground too long, and will always return.
So you always attempt to crawl away first with No Mither.