TheClownIsKing
TheClownIsKing
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Probably would have been worse before the OoO changes
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@psionic said:
https://forum.deadbydaylight.com/en/discussion/comment/2388040#Comment_2388040
I have a feeling that it's intentional, it's too specific to be a bug.
It’s most definitely not intentional. No one killer is exempt from hearing standard and expected survivor sounds. It would be in the patch notes AND updated in Yamaoka Haunting’s tool tip.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2387813#Comment_2387813
I mean, if that actually were a problem, the devs could easily just make No Way Out behave like Rancor.
It did though. With the obvious reason being that it could be too oppressive in its old state due to hatch close EGC. I’m baffled they changed it to activate in this circumstance now.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387744#Comment_2387744
No, not current Legion, Old Legion.
And with Huntress, you can outplay her hatchets. You can juke them and make distance. You can punish a bad Huntress.
You can't really punish a bad Trickster. He's got enough knives that he doesn't need to be accurate.
I can’t do him on controller though. I’m so sucky with (old) I could exhaust all 60 knives without a single down. That recoil and response curve is abysmal.
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@CornHub said:
I have nearly every killer p3'd & since survivors are just skins I only have 3 survivors that are p3 with all the perks(p3ing all the survivors would just be a massive waste imo so I'm not going to do that). With that in mind what do players do once they've p3'd everyone they want to? What's the main incentive to keep playing after you've gotten what you wanted?
If your only incentive was a sense of progression, then I’d guess you never had your heart and soul invested into the core concepts of DBD.
I love this game. Even if I’d maxed out everything possible (as you nearly have), i’d still play because I like the unpredictable nature of how each match can play out. Every game feels fresh to me because nothing is ever assured for any player.
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@ProfoundEnding said:
You agreed when you stared playing the game that they have the right to change anything they want as it is a live service game that is constantly changing.
Yeah exactly. I totally bummed about what they did to David (he’s too pretty), and all I’ve spent on him, but they are well within their rights to change what they want, and I know I’ve got no grounds to demand refunds. Besides, I got a hell of a lot of use out of him and his cosmetics so it’s not that bad.
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@SnakeSound222 said:
Based on the reactions here, I'd say it's a good thing I got his Adept a couple days ago. Playing him back then was already miserable (this guy really needs to be updated for controllers, his problems aren't performance-related so that won't affect him).
As controversial as this idea might be, I think he needs some sort of minor auto aim.
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That’s clearly a bug. The adjustment to Stridor must’ve had a global effect on sounds accidentally.
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@Aven_Fallen said:
I dont think it was the correct Nerf.
They should have scrapped everything except for the Main Event Changes and tried again in another Update. With that change, they just nerfed his 1v4, because he has to reload more often (which in theory is not that bad, since he also does need less Knives to remove a Healthstate).
But I dont think that this was the Nerf needed.
Maybe I will change my opinion, but those are my initial thoughts.
There also seems to be no consideration here for how much more versatile Main Event will be from now on. Especially with only 6 knives to remove a health state, this makes Main Event quite strong.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2387673#Comment_2387673
Charges up her lunge and you hear 1 of 2 audio clips:
- KERMIEEEEEEE!
- HAAAAIII-YA!
That would be spectacularly funny 🤣
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/2387844#Comment_2387844
I suggest TheDoctorIsKing or VictorIsKing, I say Victor because Charlotte, nobody wants Charlotte lol.
On the contrary, I very much treat and respect Charlotte is the killer, and Victor is just a power. Treating Victor as the killer, and using him too frequently, is a trap. Once you’re up against teams that are great at dodging Victor, it’s critical to know the various ways that playing as Twins they can still outplay survivors.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2387909#Comment_2387909
i feel like wakeup should be like 50 percent extra speed then or sumthin
I would guess that all of Quentin’s perks will get a pass at some point soon. They’re not as terrible as many claim they are, but they are outdated in the games current state.
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Still a killer that can’t be played on console.
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@QwQw said:
Looks you're gonna have to change that username, lol.
But yeah, Remember Me is a joke of perk that might as well not even exist now that No Way Out got buffed. It could use a buff.
Exactly. Up until today I was very supportive of the reasons why Remember Me was nerfed. Seems like they threw those same reasons out the window when implementing these NWO changes.
You cant have one gate related perk be conservative because “it’s not fair to extend gate opening time by a further 30 seconds for the last survivor alive after hatch closes and they only get 3 minutes to try and elude the killer and escape”, and (now) another gate related perk just completely disregard those exact same reasons.
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@thrawn3054 said:
No. No Way Out is already going to be obnoxious as is. Not to mention the last person alive will never open the gate if it's being ran. You want to add 40 more seconds to that? You may as well auto kill the last survivor if hatch is stomped.
Well my thoughts are that as it stands current Remember Me already screws the last survivor if they’re not the Obsession. New NWO most definitely screws the last survivor if hatch is closed.
If these perks as they work currently already make last survivor escape impossible, it makes little difference if they’re stacked. May as well return Remember Me to being a valid, viable endgame perk if all 5 gens are repaired.
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@Shirokinukatsukami said:
They can revert Remember Me when they revert EGC.
Surely this is sarcasm...
We really want survivors holding the game hostage again?
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@Jarol said:
You changed your photo D:
I think I need to change my forum name too. I’m glad they fixed Clown, but Twins and Doc are now my strongest killers.
Even though it’s still perceived as meme-y, most teams cannot cope with my Doc when I run Distressing, Coulrophobia, Overwhelming Presence, Unnerving Presence, and a Restraint add on to easier keep tabs on survivor locations out of a chase.
And Twins are just Twins. Victor’s stall potential is insane. Again my build isn’t even meta: just their 3 teachables and Lightborn (because flash bang and blast Mine are popular still).
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@GannTM said:
Have the issues really been fixed? Gotta say BHVR I’m impressed.
In fairness I honestly believe that the devs never once stopped tirelessly attempting to address this. I think too many of the community over-trivialise how difficult it is to actually fix these kind of things, especially with how much more complicated the code must e getting with more and more content being added.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2387746#Comment_2387746
Hatch is a second chance mechanic for a member of a failed survivor team. In the circumstances we're talking about, a killer's earned perk is nullified after a second chance mechanic failed. Why is that good design?
Because your reasoning ignores the fact that solo survivors exist, and the actions of their teammates is completely out of their control.
I’ve lost count of the amount of games I’ve been in whereby despite my best efforts to get gens done, and help the team, they’re going down at a rate too fast for an outcome that results in successfully getting all 5 gens repaired. I can either stupidly go down with them (because it’s 100% crystal clear there is NOTHING I can do to help turn the game around for the other 3 survivors), or I can bank on the small chance the killer does not yet know where the hatch is. And if they do, then bank on the slim chance I might get a gate open in time. I know I’m not guaranteed the chance to escape. But I’m motivated to not give up entirely just because 3 other players completely cucked me.
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@Professor_Fizz said:
I am so incredibly tired of kicking a gen over and over only for survivors to just ignore that fact and keep repairing straight through it. If you're going to make it so that it takes a full 2 seconds to start the incredibly slow regression, then there needs to be an actual point in doing so.
You should only do this to unattended gens. Doing this to a gen survivors are repeatedly returning to is just allowing yourself to be psyched out. Focus on injuring them or committing to a chase.
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@GrimoireWeiss said:
Whispers can also be considered "incredibly unbalanced" against the last survivor, yet the perk was never changed. I don't really see the problem, especially considering the survivor already had a chance to find the hatch.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2387756#Comment_2387756
Exactly,if the killer has whispers then you're 100% dead in the endgame.
I don't see any problem with No Way Out
Hmm... you’ve got me there. That’s a fair point.
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@EvilJoshy said:
Brace yourself. If 3 survivors are killed before 5 gens are completed and the killer found the hatch before you did. You got out played. You are not meant to escape at that point! You lost. Admit defeat and move on to the next match.
Hmm... I don’t think anything in this game should deal in “absolutes”.
Just like a killer should have some marginal chance after 5th gen pops to stay engaged in the game rather than give up, last survivor alive after hatch closure shouldn’t be in a position due to a single perk where the survivor should just 100% give up because it’s impossible that they’ll manage to both elude the killer AND get a gate open in those 3 minutes.
I’m not saying that last survivor left alive should be guaranteed an escape. But the opposite extreme: last survivor is guaranteed to NEVER escape due to one perk isn’t ok either.
Quite literally once the last survivor realises NWO is being used, and the survivor knows the killer got a location notification, the survivor may as well just stand there and die. That’s not ok design.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2387652#Comment_2387652
Noed is doing just fine so who knows.
A survivor can cleanse that, or prevent it activating completely though.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2387580#Comment_2387580
Why should a failed survivor team have a member that has a second chance within a second chance to nullify a killer's perk that has been earned while not using one of their own?
Sorry, that was very confusing. I didn’t understand what you’re trying to say.
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@Mr_K said:
- No Way Out: After hooking a Survivor for the first time, No Way Out gains a token. Once the exit gates have been powered, No Way Out activates.
- When a Survivor interacts with an exit gate switch, you receive a loud noise notification. The Entity then blocks both exit gate switches for 12 seconds, plus an additional 6/9/12 seconds for each token in your possession.
Yep, that's how it works.
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2387642#Comment_2387642
Seems working as intended to me; the Exit Gates are powered when the hatch is closed.
Ok...
Wow...
Well... lets all wait and see how quickly they revert that once the survivor complaints start flooding here and other social channels.
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@WexlerWendigo said:
Hopefully, as it would trump whispers as the best perk for bullying the last survivor.
It basically ensures 100% that survivor cannot escape under any circumstance
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2387607#Comment_2387607
https://us.v-cdn.net/6030815/uploads/VGDIY51D0ZFM/20210727-175840.jpg
This is genuinely annoying.... I don't know why it's doing this. After this comment I'm gonna log off and see if it's somehow on my end.
Anyway..
Well, that's very true. Maybe it could use some love, but something is just biting me saying that it's a bad idea.
Or maybe, I guess I was just more along the lines of being worried about the last living survivor, but honestly they can just edit the perks so it doesn't work when the hatch closes.
That’s how I feel. Buff RM but stop it activating upon hatch closure against last survivor
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@Milo said:
The game feels WAY smother (even on my potato of a PC) compared to how it ran during the Anniversary for example. It feels amazing.
Someone didn’t read the latch notes...
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@DwarvenTavern said:
https://us.v-cdn.net/6030815/uploads/6P2ENTBB1JXD/20210727-175840.jpg
Please ignore the cat. I can't do anything about it. Long story, I can't seem to stop posting this cat and trying to delete it does nothing.
This is a hypothetical buff.
So, I think Remember me should possibly stay the way it is now, which I know sounds bad to say, but it would be genuinely cruel for a survivor be force to wait out 60 seconds with NWO and a killer who's hard on the gates and probably has NOED.
Only for you to need to do potentially 30 or 60 seconds or more gate progression to be able to leave the game.
It shouldn't take 120 or 90 seconds to leave the game, I feel like that's too punishing, but who knows? Just my two cents
I don’t think extending out the endgame is unhealthy. Killers should feel like there’s a legitimate reason to stay engaged after the 5th gen pops.
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Yeah, he’s the most console unfriendly killer to date. An awful player experience on controller. The absolute MOST “we designed this killer for PC and console is an afterthought” killer to date.
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@GeneralV said:
Remember Me should return to its OG version which could go up to 30 seconds. This is not debatable.
I’d support that IF it only activated upon 5th gen repair, and not when 1 survivor remains upon closing of hatch.
NWO currently activating upon hatch close seems like an unintended bug.
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@supersonic853 said:
No way out now blocks a gate for 60 seconds does activate on hatch shuts and will block the gate once the survivor taps it. Remember me...can make the gate take 30 seconds if its a non obsession. Paired together though ultimate end game build?
What?! NWO activates upon closing of hatch?! Surely that is unintended?!
The entire reason RM was nerfed was because of how brokenly unfair it would be to last survivor upon hatch closing. Heck, even in RM current state at 4 tokens it 100% guarantees the last survivor cannot escape in time if they aren’t the Obsession.
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@Steel_Eyed said:
Charlotte can recall Victor after thirty seconds. If the killers not recalling Victor, that might be a clue that the killer prefers that player being ‘eliminated’ from the match.
I tend not to recall Victor either.
Probably only 1 in 10 Kidnappers are smart enough to realise they made a bad move against me when I’ve managed to down and hook other survivors just fine, and that maybe 1 (or none) are doing gens, and so they’ll get rid of Victor so that they can help their team.
It’s shocking to me how the other 9 in 10 will stubbornly hold onto Victor even when 1 is on hook, I’m in chase with another that I’ve just downed, and the Kidnapper just screwed over the 3rd survivor by accidentally giving them away with Killer Instinct.
“Sure mate... just help hand me the win.”
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@bjorksnas said:
I always hold victor at least for a little bit before throwing him off mostly as a bait for charlotte to see if she would chase me because some twins players go after the person with victor on them, but I never hold him long enough to really slow the team down
sometimes this works I had a pretty good chase thanks to the fact that charlotte is a m1 killer could have been 5 gens if some teammate didn't end up sandbagging trying to take a protection hit I didn't need from them
I used to be that Charlotte, and it’s probably why sometimes posts pop up periodically asking “vIcToR nEeDs tO dO mOrE wHiLe oN a SuRvIvOrs baCK!!!”, because these are probably players also allowing themselves to get psyched out and try and chase the kidnapper. They haven’t yet figured out that they’re just letting themselves get psyched out, and don’t see that it isn’t a big problem. They can choose to have Victor back whenever they please after a certain time AND get to keep tabs on exactly where that survivor is until then (a bit like old school Freddy).
Unless the survivor that initially has Victor was already close to Charlotte, it’s always a better move for Charlotte to look for a different survivor or go for or any revealed by Killer Instinct.
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I think they’re still giving them to everyone anyway.
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@WishIcouldmain said:
Twins like Hag has the benefit of being extremely rare and because of that no one knows how to really face them.
Well... it seems many like to take “The Plague approach”: deny Charlotte Victor, even to the point of being robbed of reason. It’s so silly. Take Victor. I don’t care 🤣
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To compensate switch players.
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I should also say that I do ok with Twins. Maps like this where it’s incredibly difficult landing pounces with Victor, I’ll instead switch it up by leaving Victor in one of the houses as a sentry and trap (if there’s repair progress on the gen, and I know survivors will return).
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@Phasmamain said:
That’s rough especially on a small map
Their own silliness for spending so much time healing with self care.
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@DwarvenTavern said:
For me, it's Ghost Face, I always seem to do well on Haddonfield.
From being hard to see, even though I stick out like a neon light in a dark room (I have the unknown assailant jacket and viper mask)
To taking the Lourie house's roof to stalk around to see if anyone is around me
Doc.
Because of how much he can stall the game.
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@Johnny_XMan said:
Fairly strong and fairly weak.
I am an avid Twins player and I can tell you the way to win against them is to stick together as survivors. Especially now with the 5 second delay on Victor. You down someone and the other person is ready to crush Victor, meanwhile other 2 are working on gens, while you didn’t even get your hook. When they are in pairs it’s better to just go for the healthy instead.
That only works if the Twins player is foolish enough to play that way though. Because I want to latch Victor onto healthy survivors and have Charlotte find someone else, survivors staying paired together is very stupid.
Only injured survivors should stay close. Survivors should NOT stay close to a healthy one though.
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@GuyFawx said:
I feel like theyd be stronger if victors pounce cd was a lot shorter or even let him attach to survivors who are working on a gen without a pounce charge
It’s easy to pounce on survivors on gens. You’re meant to charge Pounce outside of Victors audible range.
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Meta perks are overrated. Most perks are way better than many realise.
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@C3Tooth said:
Do not heal at pallet, but near it. The last skill check will cost you a pallet. Happened 4 times and I never do it again.
It was out of my control where this Claire decided she wanted to be healed.
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@Elena said:
I'm a Twins main and I think they're fairly strong, I get a lot of 4k's with them.
However, I remember when they released and so many people were calling them sh*t or "the weakest killer in the game". Nowadays, it seems those complaints have died down and their power, to me, remains questionable.
I wanted to ask for opinions regarding their strength, whether it be in terms of map control, pressure, slugging/camping, anything.
What are your opinions on them?
They probably have the best base inbuilt stall in the game next to Pig & Doc. The value of latching Victor onto healthy survivors repeatedly throughout a match, rather than using Victor to chase injured survivors cannot be understated. Wherever possible I try to get Victor on someone’s back while I find someone else with Charlotte (unless the survivor with Victor presents a very easy down).
Having 2 survivors occupied on a frequent basis like this, especially while someone is hooked, puts immense pressure in the survivors.
They’re also up there with Clown and Doc as having some of the best anti loop in the game by simply unleashing Victor at key spots so that Charlotte can be used to body block, or at the very least have survivor circle wider, taking them longer to reach a pallet or vault. It’s a golden strategy at shack.
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@Raptorietz said:
This post is just a full sarcasm, but seriously, how are you supposed to both have fun, enjoy and learn from these matches when they have everything and are above ranked and I am a pretty new to this killer role and have no addons/items/perks.
The problem with sarcasm is it’s very difficult to convey that inflection in text. If I were you I’d edit your original post and take out the claim you’ll resort to hacks even if it is just sarcasm. The mods might ban you from the forums.
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All of it.
All of my money.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2382857#Comment_2382857
Maybe i dont. For me its a perk that removes one health state, which is a massive downside. The benefit is, that you can not get slugged which is good. But not nearly as good as an extra health state. Therefore playing without No Mither is more beneficial then with it. Since this is the only perk with a negative effect that i can think off, its the worst perk in the game.
It’s intentionally designed as a “hard mode” perk, seeing as there is no difficulty selection upon choosing to play a match. It allows for some unique altruism plays as well.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2383682#Comment_2383682
probably because there's no way to check except a manual review
That’s not an answer to my original question
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2383678#Comment_2383678
What do you mean? You want to say there are no people playing this game just to troll other players?
Sorry, I meant your claims about the report system, and bans.