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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @Sonzaishinai said:

    "I’ll do my best to try and get them back on their feet and away from the killer"

    This is the mistake you make. You can be 95% sure the killer will be around the slug. Just don't come anywhere near them. You can walk away faster then they can crawl so as long as your not right there it shouldn't be a problem that they crawl in your direction.

    I feel that not having aura reading will hurt way more regular survivor then it will punish troll survivors

    I’m usually not aware of that until I go to attempt the save and see the killer (or hear them), and after one attempt to create a diversion, and sneak back.

    Yes, sure, after that I can sometimes successfully sneak far away again. Sometimes though, the slug has crawled somewhere that’s placed me in a compromised position where there are far too few LoS blockers, and the killer is paying too much attention to the direction the slug is facing, making it incredibly difficult to move away, all the while that slug is crawling closer and closer.

  • @_HN_ said:

    https://forum.deadbydaylight.com/en/discussion/227842/please-get-rid-of-dying-state-survivors-ability-to-see-other-survivors-auras

    If you just camp the downed in a last 2 survivor case you are playing killer wrong, there's very little chance for the other survivor to show up unless you rune something that give you stealth.

    It feels like your suggestion to remove aura reading just steam from a bad experience where you were hidding in a corner waiting for your teamate to die, and got salty over the fact that said teamate put you on the spot. If anything the game should give MORE team related info to survivors to help reduce the gap between solos and SWF.

    I find also pretty funny to see you blame the killer for being "stuborn about their 4K" when you are on the other side being extremely "stuborn about your very slim chance to find a hatch or get a solo door".

    So yeah... maybe, I dunno, stop hiding when you are in the last duo, and try to "play the game" by getting your teamate up, it will give you both more points in the end than just hiding in a spot and wasting everyones time.

    Good friggin grief.

    I’m so tired of people like you on these forums speculating that I’m some immersed blendette, AND also seemingly dismissed what I wrote in my post.

    What part of “do my best to get them back on their feet” is beyond your comprehension of understanding?!

    Seeing as you struggle with comprehension, I’ll elaborate and make it CRYSTAL CLEAR.

    • i’ll create some sort of noise notification WELL away from where the killer and slug is such as fast locker entry, dropping a pallet, or intentionally blowing a gen skill check.
    • then try to circle around as far away as possible from the DIRECT pathing between where I caused the distraction and where the slug is.
    • If I can’t get the killer to leave the slug, I’ll try and crank out gens.

    But NONE OF THAT MATTERS if whoever is on the ground is going to be a prick and keep crawling towards me with the killer floating behind their sorry butt. So i’ll move around. And around. And around. Having my bloody time wasted because I could be getting the remaining gens done while they bleed out, but no, they’re either deluded that i can give them some sort of chance despite the killer RIGHT THERE, or they’re just being spiteful and want me dead too because they’re just a scumbag.

  • @gendoss said:

    Please get rid of the killer's ability to see generator auras. All they do is just patrol the generators and it's OP!!!!

    See how that sounds?

    That’s not even REMOTELY comparable.

  • @Dacrenon said:

    The few times I've had a killer clearly trying to get me to lead them to the other survivor while slugged, I've lead them purposefully in the other direction.

    Either I bleed out, or they pick me up and hook me, but not every solo player is out for themself.

    This is what I do too. It just sucks when others be A holes and crawl towards other survivors instead while the killer is hovering over them.

  • @[Deleted User] said:

    That's just a bad change to increase the solo vs swf difference even more.

    By allowing solos to troll other solos?

  • @Noz said:

    Stealth is bad for survivors because it induces tunneling on other survivors. If 3 survivors are dead and you are the only one left alive because you stealthed you likely also have 0 hooks on you, meaning you actually forced the killer to tunnel your teammates instead of distributing hooks around evenly.

    No. That’s crap. It’s not productive throwing myself on the line for 3 survivors hooked twice each and NONE of them have done gens yet

  • @Hex_Salt said:

    https://forum.deadbydaylight.com/en/discussion/227772/can-we-please-stop-demonising-stealth-please

    Just out of interest do you play Solo? I do and unfortunately all it takes is one wannabe maverick to go for a stupid reckless save at the beginning of the game and get downed or hooked while the original survivor is still on hook. 2 survivors out of play and 2 on gens at least one now has to move (possibly both). As a solo that happens more often than I'd like and when it happens it really turns the game on its head. It just got a whole lot harder...

    Yep

  • @JustZed32 said:

    So, uhhh... we shouldnt see gens after egs, right?

    https://us.v-cdn.net/6030815/uploads/9C46JYFXX42N/image.png

    It’s a bug

  • @MadLordJack said:

    There are few things more miserable in DbD than a team of stealth players. There is absolutely no right answer and finding them is basically a coin toss because you can't predict people you haven't even seen yet. As a killer you waste so much time looking for people that might not even be there while the generators are flying by in the distance.

    You say "demonise", I say "I want to actually try and play DbD."

    Thankfully, the vast majority of my opponents instead just hold W and instadrop strong pallets, so instead of not being able to play DbD because of one reason I actually don't get to play because of another.

    It’s just as miserable having the other 3 survivors see who can be the biggest hero while they’re all INJURED

  • @REL1_C said:

    • Killers got there mori's destroyed, I'm glad cause getting mori after one hook was so unfair.
    • The idea that keys will get nerfed is making killers excited, I get it cause keys are OP.
    • What will destroy the last of this game is if the nerf is something like "Keys are the same but only 1 survivor escapes at a time".
    • I bet you this, more survivors will use keys with this nerf.

    It's difficult to explain why, if that is the nerf then we'll see if I'm right...

    That wouldn’t exactly be terrible.

    If killers start to see lobby’s with 4 keys, then it reliably tells the killer what the survivors plans are.

    It also means they’re forfeiting flashlights, maps, med kits, tool boxes, and are at the mercy of the RNG of chests.

  • @Dragonshensi said:

    It’s useless without perks or DS. A killer can travel across the entire map to another hook before the survivor can even get the wiggle free meter halfway. It either needs to be reworked or just taken out. I’m tired of the false chance it gives. The amount of hooks in a map makes sure that wiggling never really happens that often unless the Killer is being really dumb.

    As already stated, you are simply misunderstanding what the wiggle mechanic is for. You aren’t meant to reliably escape the killers grasp before being hooked. It’s to stop the killer from taking their time always carrying survivors to either the basement, or hooks that carry strategical weight, such as in the middle of a three gen so that they can then effectively camp the hook without camping the hook because there is no reason for them to travel anywhere else. The THREAT of a survivor wiggling free forces killers to go straight for the nearest hook.

    If survivors were able to frequently wiggle free from killers then we’d either see WAY more slugging, or a significant drop off in killers, because who wants to play a game/role where the objective becomes increasingly impossible?

  • @[Deleted User] said:

    PC player here. Never really had a problem with it before. Now however I'm missing quite a number of hits, to the point that I feel if i want to keep playing this travesty Im gonna need to bring unrelenting.

    Its something about the animations making me misjudge distance. I can't quite put my finger on it though. I feel like I'm going to hit but I don't. Unless it's latency but I dont know. I'm having to play on a vpn at the moment as its the only way to get the queue time down from 20+ minutes to 5 minutes. Before anyone complains, not a single survivor has complained about lag so far and it seems to me this game needs all the killers it can get

    Yesterday I had an ace body blocked by some barrels that I spotted him hiding by when playing Clown in Gideon, and I legitimately had my basic attack pass through him twice without it injuring him, despite being right on top of him and he having nowhere to go.

  • @Mert_MK said:

    Can't take this serious, even more so considering this is coming from the same guy who considers 360's cheating and that it requires zero skill to pull off. I bet that's the only reason he's absolutely fine with the current movement since he'd just get spun to oblivion like a legit rank 20 before lmfao.

    What a clown.

    Dude, you can disagree without being a jerk. Name calling is unnecessary.

  • @danielmaster87 said:

    I'm so tired of seeing this OP perk. If all 4 survivors have Dead Hards they're almost unbeatable. It's used as basically a third health state, which is insane. And while survivors with bad connections are locked out of using it in this way, we're not gonna take that into account because that's a different issue. "But you can bait it out." Not all the time. PC survivors will literally have a macro on the button so they can never get punished for waiting too long to use it. And even without that, they usually have a godlike connection to the server, allowing them to use it exactly as the killer swings anyway. Some people say Sprint Burst is the best exhaustion perk, Balanced, Lithe, but the best players know it's Dead Hard. It's the only exhaustion perk that gives literal invincibility frames, making them go through the killer's body, over bear traps, etc. That's not even remotely fair.

    I've got 2 ideas for it:

    Nerf it: Only let survivors use it once a match, or if you need a compromise, once between hook states.

    Rework it: I don't know what it would be, but just not the same perk as it is now.

    But it needs to be fixed ASAP. It's carrying way too many survivors out of games they pretty much deserved to lose in. It's their 3rd chance, 4th chance, 5th chance getaway perk. It's like DS where you're absolutely undaunted by the killer as you do a gen in his face while injured, and then you get the benefit and the killer gets more and more wasted time. I don't know how this perk ever made it to live.

    I think what should really happen is that No Mither & Dead Hard get merged together, and David gets given a new perk.

    If players want their DH, they remain broken the entire match.

  • they have a distinct audio cue when close by, like shattering glass, or paper being scrunched up.

  • @Yords said:

    Giving survivors items. Giving your fellow survivors items is a very underrated and often never used feature in solo queue. I use it all the time to give my teammates a medkit to use. It is actually so helpful and I am shocked I never see anyone take advantage of it.

    Giving the teammate who was just unhooked a medkit so that they can heal themself while you go run off to do get a head start on a gen is actually much more efficient than you think especially if the killer is using sloppy butcher.

    One of the best things you can do is bring a medkit (preferably yellow) with a styptic agent. If you give a survivor on death hook a styptic medkit after healing them or having them heal themselves is incredibly helpful and I have saved several survivors doing this or at least kept them in the game for longer.

    This action best works with medkits, but toolboxes are also great as well.

    Something that people also don't do is sabotage with a toolbox they have. Sabotaging is more situational, but comes with a high reward if done correctly. You want to finish the sabotage right before the killer gets LOS on you during the action, or right before they get to the hook you predicted they would go to. However, and depending on the toolbox you have, you want to choose whether or not to save your toolbox for sabotaging or working on a gen. It is a very useful tool when using it with teammates as well. I like to save it if there is another person working with me and only use it by myself if I need to clutch a gen.

    It is up to you if you want to use your toolbox to sabotage or repair a generator faster. It is better to save the toolbox for working on a gen if you are working with a teammate.

    If a generator is almost done, 99% the generator and heal. If the killer shows up then finish the gen and run. If there is an injured survivor and two other survivors on a gen and they are all together, go for a double heal. Do the same if there are multiple injured survivors. If you have adrenaline and your teammates want to heal you while working on the last gen, point at the gen to let them know you want to finish it.

    I do this quite regularly. If I’ve done a hook save, but there’s an important gen to get back to, i’ll give that survivor my med kit to let them self heal.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945515#Comment_1945515

    https://forum.deadbydaylight.com/en/discussion/comment/1945521#Comment_1945521

    https://forum.deadbydaylight.com/en/discussion/comment/1945549#Comment_1945549

    A ton of parents let their kids that are under 10 play, usually as killer. Hop on FB to one of the DBD groups and you'll see plenty of parents talking about letting their little kids play as killer, some do it to derank or when they don't feel like playing to grind through rift/BP. It's funny to see parents mocking players getting upset that their kid killed them and at same time being offended at what the players send in angry messages because "they're sending these messages to a child!" 😂

    I think it’s disgusting

  • @stikyard said:

    I keep coming back each day to try to play as survivor and, it's just unbearable. The desync, latency, hit box issue, is unplayable.

    My 8 year old is having a blast pulling 4K's as Demogorgon!

    You’re letting your 8 yr old play this?!

  • Either just use a map offering of where you’d prefer to go, or use a sacrificial ward to counter other players map offerings.

  • @ManInaPickle said:

    Cigar box is nutty and idk how the devs made another broken aura reading add-on after how they added and then balance Blights compound 21.

    Probably because Antidote can’t be mindlessly spammed, otherwise there’s risk of just giving survivors advantages.

  • @simbanono said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944114#Comment_1944114

    Not childish advice, its litarly the age rating for this game + everyones always ultra toxic ingame so its not everyones cup of tea.

    A ratings advice, and age recommendation has nothing to do with whether people choose to be jerks and bully people.

    And others don’t just have to put up with it. The right thing to do is to always speak up, and fight for a change of culture and attitude.

    If people throughout history just put up with things because “that’s just the way things are, get over it”, we’d still live in a world of segregation, slavery, no women in the work place, and other awful, archaic things not fitting for modern society.

    Bullying does NOT belong in online gaming. It needs to change. It can’t change if everyone’s attitude is “just put up with it”.

  • @AAAAAAAAAAXD said:

    Hello, I have almost 800 hours playing survivor only, I really dont have any major trouble against killers. Whenever i looped clowns i tried to mantain my distance and use big loops. But this new clown is really overwhelming, like literally no clown ive faced is using the speed bottle, they are getting the 2x bottle add-on and spamming the slow bottle. I cant literally go to any loop without getting all the whole loop filled with bottles, and if I try to avoid any loop i just get slowed to death anyways. Should I just go full claudette and avoid any kind of chase? Im kinda aggressive and i find hiding a lil bit boring. Anyways, just wanted to know if theres any tips or if theres anything i should change.

    THX

    You need to play stealthy against Clown.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944024#Comment_1944024

    They are almost completely un-beatable if they use Devour and play correctly. I cannot express enough how much you are underestimating them. Any good Twin's player knows that using Victor to injure people is one of the worst things you can do. His biggest strength, the killer's strength as a whole, is using Victor to down and slug already injured people. The comparison to the other killers you mentioned is not even remotely close to the Twins as no one but them can pressure gens, camp the hook, and still get DH tokens.

    The surprise mori has been removed since the latest update. If a survivor is downed by any means once you reach 3 DH tokens everyone will get the exposed notification. Doesn't make the combo with Twins any less broken however.

    People DC against every killer for every reason under the sun. How is that even relevant to what I am saying?

    You do realise that Twins can just straight up win the game by camping with Victor? Unlike other killers that sacrifice gen pressure, Charlotte can keep people off gens and Victor can punish anyone going for a save. Given the right map RNG, Charlotte can even deny gen repairs by body blocked them and then switching to Victor, who can instantly down the hooked person after they are saved.

    It's a frankly disgusting tactic that survivors can not play around by any means beyond rushing the gens that the killer isn't guarding. But the devs haven't decided to nerf it. So until they do, and hopefully make the Twins a more interesting killer as a whole, I'm going to tell people how broken they are.

    I’m reading this and all I can think about is how every where it says “victor” it can be replaced with “Phantasms Traps”, and anywhere it says “twins” or “Charlotte” it can be replaced with “Hag”.

    I’m not invalidating your point. You’re absolutely correct. I’m just pointing out the irony of how often this comes up with Twins, yet Hag still flies under the radar with her BS proxy camping capability, and how she gets around the conditions of hook perks like Devour or MYC.

  • @simbanono said:

    Game is for people above 18+ if you cant handle bullying you need to stop playing the game.

    That’s terrible, childish advice.

  • Repairing the generators helps with exiting. Exiting is the whole purpose of getting the gates open.

  • @Lexilogo said:

    IMO, the core thing at issue is that, even with low-tier Killers, there IS potential to win games, even against high-level Survivors. I mean, most people would probably agree Wraith is among the weakest Killers in the game, but there are still a reasonable amount of redrank Wraiths who swear by his strengths.

    However, and Dead by Daylight definitely exasparates this, if someone feels like Survivors are genrushing the ######### out of them and they're coming up against a serious wall (and this isn't just bad killers, BTW. basically everyone, even the best players in the game, get this feeling) it's best not to come across as saying "you just don't know how to play".

    Also given that you mentioned Street Fighter, this is a nice thing for perspective when it comes to balance- SFV Zangief can range from being an S-tier character or a C-tier character depending on who you ask, at least last I checked. Some professional players just think he's average, others will say matching with a really good Zangief is absolutely terrifying. The difference is especially notable between Japan regions and other regions. When elements of psychological prediction are involved, power can feel really subjective.

    That’s another mistake on my part, and something I need to agree with you on. I also didn’t mean to imply that it’s possible (with any killer) to play flawlessly all the time. That’s an unhealthy, unrealistic expectation in this game.

  • @Sonzaishinai said:

    They both do things differently so it's a bit hard to say.

    Clown attemps to blitzkrieg survivors with his high chase power, creating pressure by getting downs fast

    Legion gathers information and stalls the game while keeping everybody vulnarable.

    Neither was ever the worst killer in the game. Especially after clowns rework they both can compete if you are willing to learn to be good with them.

    I'd probably still give it to Legion but I'm biased

    Love this!!! “Clown attemps to blitzkrieg survivors with his high chase power”

  • @Terro said:

    I'm just going to point out that for speed runners and esport Champions (I dunno much about the street fighter eSports stuff), what's more important is consistency than saving half a second or more. There are many tricks and strategies that aren't used in even the top runs because they can end runs or don't have good backups. Sometimes the risk vs reward isn't worth it. They don't use every single possible strategy for that reason.

    True, but the things I pointed out are still strongly considered, and aren’t easily disregarded, and are relevant for my analogy.

  • I’d actually like for it to be changed so that it’s NOT an exhaustion perk anymore, and it were given the Decisive Strike treatment. I.e. it can only be used once, and once only before it’s disabled.

    Maybe it could have 1 token?

    Maybe it could just have a 60 second window after an unhook as an additional help against tunnelling?


    As a cheeky update to No Mither, perhaps THAT gets amalgamated with existing Dead Hard? You can have your Dead Hard that incurs an exhaustion timer, but at the caveats that No Mither already has.

  • @CluelessWanderer said:

    Hi there

    I'm actually a bit nervous to post this, but I'll try anyways.

    I just bought this game for PS4. A friend showed it to me and it seemed like something I'd really like so I thought I'd give it a go. I'm trying to play Spirit, but of course I'm not that good at it yet. Some maps are easier for me than others. Sometimes I struggle a bit with the first person view, but I was having fun trying.

    I find the matchmaking system very confusing. When I'm matched with people at my low rank, I fare ok because we're all new and figuring things out. But for some reason, every second game when I look at the post-match ranks, I've been playing with people in green or purple ranks which are far above me (lvl 19). Thing is, I don't really care if I don't get kills at this point b/c I'm just derping around trying to learn.

    But whenever I face these higher ranks, I've started getting really unpleasant messages afterwards. Basically making fun of how bad I am at the game. It's shocking to me, because you'd think they could see from my rank that I'm new. As well, it's a pain in the ass to type out messages on the PS4. Why would anyone even go to such trouble to do this? The first message or two I just blocked them. A third one I actually asked this person what possesses them to send nasty messages to new players, and he replied; "lmao I only send them to people on PS4" (what? Why? Am I missing something?).

    I've had a difficult year, and I just wanted a game I could immerse myself in to distract me from real life crap. The messages are starting to turn me off the game entirely and I've only tried playing this Killer for 2 days. I find I'm hesitating even trying today because I don't want to deal it.

    I guess I wanted some advice from DBD veterans. Is it the culture of this game to bully new players or something? Or else, is there a reason I'm being matched with people in much higher ranks? Maybe most importantly, is there anyway I can learn faster, maybe watching streams or something? I don't have enough friends playing the game to practice in a chill environment either.

    I think I just want to decide whether it's worth it to continue or if it's just going to cause me a headache or put me in a bad mood lol.

    Thanks for any help in advance. I'm halfway wondering if I'll get toxic messages here too though lol.Guess I'll find out :D

    The best thing I ever did for my mental health with my PSN account, was change my account privacy settings to “messaging from friends only”. It’s sad because I could be missing out on a lot of positive interactions from other gamers, but the high volume of toxic vitriol, particularly from other DBD players just gets way too much.

  • @Sonzaishinai said:

    I'm personally very happy with the clown rework and i find him a blast to play now. It added so much depth to his kit now.

    I also believe the clown is way better then people give him credit

    Some things to clear up maybe. Nobody here is argueing that clown is the next nurse or spirit. We are saying he's not weak. we are not saying he's the strongest thing in this game

    People asking for video evidence is a moot point for this community. Show any video of you doing well and you'll just get the "the survivors were just bad" excuse. Not realising that when you do good as killer you make the survivors look bad.

    After playing with him more and doing some math on the sonic tonic Clown is very much a threat now if the player knows how to use him. He will probably fall slightly below deathslinger in terms of power. very strong chase power. little to no map pressure.

    Clown needs you to perform well and do so as soon as possible. He's quite unfriendly to learn because messing up means not getting downs means not getting pressure. And i guess that's why people say he's so bad.

    Correction: “tHoSe sUrVivOrS wErE pOtAtOeS!”

  • @Ghost077 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942414#Comment_1942414

    Even if this is true, this effect is too insignificant. I would be much more satisfied with old 10% ether effect.

    https://forum.deadbydaylight.com/en/discussion/comment/1942727#Comment_1942727

    Totally agree.

    https://forum.deadbydaylight.com/en/discussion/comment/1942737#Comment_1942737

    >but why did Redhead's Pinky Finger never get changed!?

    Maybe because this addon is fine? To wish for a change to one of the best and ultra-rare addons that aren't even OP like iri hatchets - I don't believe you're really a Clown main.

    Ether 10% volume added an additional 0.66 seconds of intoxication to the 2 seconds of intoxication outside of the Tonic gas AoE.

    Clown travelling 4.6m per second, survivor reduced to 3.4m per second for 2.66 seconds = Clown closing an additional 1.596 metres.

    Clown instead Invigorating himself lasts 5 seconds (and, in theory, that timer doesn’t start also till Clown is out of the gas AoE).

    Invigorated Clown travelling 5.06m per second for 5 seconds, survivor travelling 4.0m per second = Clown closing an additional 2.3 metres.

    These might seem like small differences, but remember that Clown can inflict these effects multiple times, and can now make sure he is Invigorated while a survivor is intoxicated at the same time.

    Whether my theory about Antidote gas AoE is correct (I.e. works the same as Tonic gas), Spirit of Hartshorn remains a better add on than Ether 10%.

  • @JPA said:

    I feel like it should give you some benefit throughout the game too. A perk that requires all your teammates to be dead is never going to make it into any serious competitive build.

    Also the range is still terrible on detecting the hatch, and on a large map still requires you to be well positioned and lucky to even get the hatch before the killer does.

    So yeah it's a pretty terrible use of a perk slot imo.

    Well when the Open Handed buff goes live that’ll give Left Behind a 48m range.

  • If I’ve had a string of bad solo matches where team mate after team mate after team mate are just total screw ups, I whack on Open Handed, Visionary, Left Behind, and Wake Up, so I can just focus on doing as many gens as possible, and if I’m the last left alive i have a MUCH better chance of escaping whether I find the hatch or if the killer closes it.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942527#Comment_1942527

    I am sorry but how in the world did he even get a single iri coin off on that map with so many LoS breakers/props to hold yourself against.

    I am genuinely perplexed because unless your team was literally running in a straight line in the open that shouldn't have happened.

    Whoever that player was, they were just godly with Deathslinger. They were just incredibly good at only using the redeemer when it would count as an instadown.

    It was mad. It was frustrating. But also incredible and magical at the same time.

  • @GoodBoyKaru said:

    @TheClownIsKing your time has come

    Thanks for the thought, but i’m taking a break from giving advice and getting mostly backlash from it.

  • @Warcrafter4 said:

    Mine is "Iridescent Coin" on Deathslinger:

    Its a map dependent. Good luck getting it to work on indoor maps.

    Survivor behavior dependent aka If they dart between LoS blockers like they should against Deathslinger good luck getting sharp shooter.

    Somewhat add-on combo reliant. Pulling speed/Chain durability makes the window to get the exposed hit a lot larger...due to how short it is.

    That's all without it being insanely hard to land due to how ambiguous the ranges can be.

    I'll never understand why people think this add-on is well designed.

    I still distinctly remember a match on Family Residence against a Deathslinger that used Iridescent Coin flawlessly.

    Every single landed shot on a survivor resulted in an insta down (if they weren’t already injured).

  • @Ghost077 said:

    >Pinky finger: why was this not changed/removed but the exhaustion one(old Solvent jug) was?

    Why should they? Killers have already taken away all the best that was possible, okay, let's make them even more castrated. And take away the rare red addon, making it as useless as that of Deathslinger.

    Better to make Spirit of Hartshorn useful. It's useless now. Why expand the accelerating gas cloud, if all that's you need, enter it? I don’t think killer needs a big cloud for this, he’s unlikely to miss. A large cloud is only needed if you want the survivor to got into it.

    There was also reveal a delay before the start of reloading, as it was after the buff of his speed at the moment of throwing the bottle.

    I’m just speculating here, but i‘m fairly certain Antidote Clouds behave the same as Tonic Clouds.

    My meaning being that the timer for when Invigorated starts counting down doesn’t start until AFTER leaving the gas AoE. Thus Spirit of Hartshorn allows the player passing through the cloud to be Invigorated slightly longer because the 5 second countdown doesn’t start till leaving the cloud (this is just theory based on how the Tonic clouds work).

    So, again in theory, Spirit of Hartshorn + Garish Make Up Kit should extend Invigorated quite a lot.

  • @ShamelessPigMain said:

    This seems like a somewhat efficient perk combination to me; ignore the obsession to keep building STBFL stacks, and then instadown and mori them when the endgame collapse starts.

    It’s doable. Use it with PWYF too.

  • Cigar Box - you’d never use set ups that ever allow survivors to use antidote to begin with, so don’t worry about it. It’s actually a pretty good add on.

    VHS porn - it’s fun. It’s not that confusing really. And it can tricks survivors occasionally. Good for a laugh.

    RHPF - agree. It’s an unnecessary part of his kit. I’m shocked it wasn’t changed to something far more imaginative.

  • @DevourOfSalt said:

    Why does this perk exist, it gives scummy survivors a way to rat you out to the killer iv had multiple times when survivor will look for me so I can't escape or do gens as last 2 thanks to bond and because of it killer will leave that person to kill me and most times give that survivor the hatch or let them go through the gate, its so bs and just down right disgusting perk.

    Should have counter perk available so u don't have to deal with this it frustrating

    It should be removed or allow teammates the ability not to be read by these trashy teammates who only fun in game is to ruin others.

    Has anyone else experience this and if so how do you deal with this?

    It’s trashy, and I’ve experienced it as well.

    It’s also why I almost never take off Bond + Open Handed myself, so that I can get a huge heads up if a potential chase is being lead in my direction, and so I can get out of there quick smart.

  • I’m far too impatient, so I love 4 chapters, and 4 mid chapters every few weeks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941991#Comment_1941991

    It's going to be hard to convince a player who needs to see what your matches are like. Because if you make a claim that majority of players disagree with and then provide no footage then they're just not going to believe you. You need to show us footage so we can see if the survivors are bad, did the RNG work in your favor, and other factors, or you actually have some hidden gameplay which makes Clown tournament viable tier. (Not happening)

    I’m far too old to be investing any time or emotional weight into proving myself to anyone here.

    I simply provide my insight and expertise on how others can improve their ability to play Clown if they do choose to take what I provide on board.

    If they don’t, fine. If you don’t, fine. In this instance I’m simply expressing how Clown isn’t weak. He’s just not a killer for everyone, just like many killers won’t be for everyone due to either skill limitations or limitations in abstract thinking.

    I’m not here for popularity or clout. And I’m ok with that. I just want to help any who are interested in reading whatever I have to post about.

  • @ManInaPickle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941944#Comment_1941944

    I don't see the issue? All you have to do is hit the record feature on the ps5/xbox and then upload it for us to see what you do as clown. You can even upload it from the console.

    Not directly to a forum. It’s either very short clips to Twitter or YouTube.

    I don’t want a YouTube account

  • @TWiXT said:

    I'm completely with OP on this point. standard/bad clown players play him thinking about the immediate and simple terms "bottle = slow down = hit survivor with bottle = profit" whereas good clown players see a loop a survivor is headed to and immediately think "slow down bottles make survivors avoid where I throw them, and speed bottles allow me to catch up quick" and proceed to zone the survivors to make them run away from otherwise safe loops. The mind games Clown can play with most decent or good survivors typically earns him more downs and kills, but only for those thinking 2 steps ahead of the survivors. In the right hands, clown can be significantly formidable, in the average players hands however, he's trash, but that fault lies with the players... not the design.

    Thank you.

    As survivor, as rare as it is to go against Clown, I’ve only ever been against ONE excellent one that actually knew what they were doing.

    All other Clowns were making the same mistakes over and over and over again, subsequently getting stomped, or at best getting ONE kill.

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941796#Comment_1941796

    So I'm a looong time forum lurker, first time poster, and I too always see OP say how good clown is. But I don't see where he provides specific examples other than something along the lines of "he's good trust me I have experience".

    I also would be very interested to see game play from OP with clown.

    I provide explanations

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941935#Comment_1941935

    So there's no point to directly landing a bottle other than to interrupt and proc pinky finger?

    Huh?

    Did you just ignore my response?!

    On indoor maps, direct hits mid chase are very important. Has nothing to do with RHPF.

  • @ManInaPickle said:

    So I keep seeing you talk about how clown is great, but I never see you post any gameplay? I know you play on the new consoles and those have built in video capture now, so why haven't you uploaded any videos to show examples of how clown is awesome?

    Fact: a person can play video games without feeling obligated to jump on twitch and YouTube.

    I’m just not the kind of person that particularly likes doing that. I just wanna play my games.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941740#Comment_1941740

    And it isn't hard at all to snipe an immobile survivor. Which is the only time you'll want to directly hit, otherwise shoot the bottle in front of them. Unless you're using pinky finger.

    On indoor maps, direct accuracy during a chase while a survivor is weaving is very important.

    Its more difficult for Clown to plan gas ahead of a survivor, so he needs to give them more severe blurred vision in attempt to get survivors accidentally running into obstructions.

    Its surprisingly effective.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941742#Comment_1941742

    Even if you Do catch up to them as clown. they will always Pre-run against a clown and make it to a loop waaaay before clown catches up, Why do you think Clown can't compete with survivors that can actually run, and not mindlessly hold W against him..

    Except that ISN’T happening in my matches.

    Survivor spots me and flees.

    I throw Antidote in the direction I predict they’re running.

    They get nothing out of it.

    I Invigorated myself, and during this time I’m also throwing Tonics at crucial zones to prevent safe access to a vault or pallet.

    I either hit them when they change direction, or they’re forced through Tonic in their attempt to still try and reach a vault or pallet, except I close in on them while still Invigorated, and smack em before they even have a chance to reach the pallet or vault. If they’re already injured, it’s an incredibly short chase.

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