TheClownIsKing
TheClownIsKing
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@Verconissp said:
I'm sorry but. against good and actual legitimate survivors. Clown does not compete against them in the slightest, just pre-throw pallets and make the clown waste time by going around it, plain and simple..
I’ve already clearly stated the ways Clown can get hits in on survivors before they even have chance to reach a pallet in the first place.
Staying injured against Clown is a death sentence.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941687#Comment_1941687
Dude, trajectory of bottles is way easier to remember than Huntress's, especially since it doesn't really matter much as it's a big AOE circle which can be increased by shooting at higher spots. Bottle conversation I can agree with that, but so does Huntress have that, and although it's 1 more equipment, she also has to go to a locker at 110% speed, so undeniably it is much more important for a Huntress to not miss any hatchets and know when to refill.
Bottle trajectory does matter if the goal is to hit the survivor directly to interrupt or prevent an action.
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@crixus006 said:
W I'll ask you an easy question, would you use the clown against a swf or in a dbd tournament?
Yes.
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@simbanono said:
1: Imagine asking for feedback and then banning them for giving feedback or "bashing the game"
2: Also how can you give customer feedback when the mods ban you for every little "meany" thing you say.
3: I wonder why no one has launched a class action suit for bad QA yet.
4: Everyone who is going to defend Behaviour here is not being any better than the people asking for changes.
https://us.v-cdn.net/6030815/uploads/HEOFW2T8QXVU/afbeelding.png
.
Because there isn’t any need to be a prick when providing negative feedback.
Top Tip: it’s possible to complain and bring up issues without a) name calling b) shaming c) demoralising.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941391#Comment_1941391
Last time I played with my SWF and the killer had Third Seal we completely ignored it, called each other when necessary, finished the gens and left with the totem still up. Immense stall.
TTS and Knockout are just examples of badly designed perks that serve as a form of middle finger to solo players and makes them want to SWF.
And your team were also running Object and Maps?
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@idektbh said:
https://forum.deadbydaylight.com/en/discussion/comment/1941349#Comment_1941349
Wth man, one of the purposes of the new HUD is to give more information to soloq. Soloq is already an hell, and that information was crucial, not for the moment someone gets picked up, but for when someone was getting healed from the ground, it’s the difference between getting someone off a gen or not, by removing that ure just nerfing soloq even more, making it more hell and increasing the amount of swf, this ain’t the way.
If the problem is having that information when running knockout/tts just buff those perks to work around that, nerfing the hud doesn’t make any sense.
Not so much information that the game stops being a horror experience
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@DjangoTheGhostface said:
Clown is weak when compared to almost any other killer but more importantly he was boring which is why he was changed. The issue is i enjoy his new power more as a survivor than him. Which is all fun and games until probably today where people stop playing him and using the yellow bottles at all. Its like twins and blight, theyre fun to play against but who cares no one plays them, idk why they keep doing this
Anyway i think this post is just a self jerk but its confusing you're personally offended at people calling him weak. Like it reads as if you are clown which is funny, buts just weird because wouldn't the fact that he's weak make you more proud of using him which is really all this post is about lol
I’m not personally offended at all.
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@SilentPill said:
Nah he’s still pretty weak. You predict where you need to be a few seconds in advance for a 10% speed boost?
Why not just play spirit and predict where you need to be with a 60% or up to like a 150% (with addons) speed boost?
Because Clown can control where survivors do and do NOT go.
Did you even read my post?!
It’s not just a 10% speed boost. Both bottle effects are meant to be used TOGETHER. Antidote first, Tonic second.
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@Kebek said:
Much much much much much much much worse the further into the past you go.
Orgininally in 2016, almost every game had hard facecamping trapper who camped and had also facecamping trap that forced someone to step in it.
A lot of that stemmed from how awful many loops were. I.e. finally getting someone on the hook after so much damn hard work meant many killers felt both VERY defensive of whom was on the hook, and also hoping to bait the other survivors to the hook rather than be put through another awful circus of horrible loops.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941381#Comment_1941381
Doctor can do this too. Sometimes survivors have to try and dodge his shock because they know Doc will hit them before they can vault/drop a pallet again, but this way he just has to close the distance and M1 normally.
Ok. I’ll give you that. But it’s nowhere near the extent that Clown can “herd” survivors.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1941349#Comment_1941349
In my opinion, any change increasing the difference between solos and swf must be avoided, and every thing already doing so, like TTS and Knock Out, must be reworked and reconsidered since they make the game unhealthy, frustrating, and unfun for solos.
I don't see any reason why entering a locker preemptively to avoid BBQ and wait until Killer picks up other one is a bad thing to be honest.
I don’t think either of those perks are entirely useless against SWF.
It tests their communication skills on some maps, and any stall is good stall.
And from my personal experience TTS can cause a SWF immense stall when they’re reliant on a rainbow map and an OoO in the team. Seriously. In my matches where blind teammates get slugs up quickly, heavily implying they’re on comms, gens still come to a stand still anyway because of how much they scramble to find the Hex and get back the info they want/planned to share over comms.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941234#Comment_1941234
I'm aware you can get the survivor in almost a ton of loops with Clown, but it takes a ton of time and the survivor usually can camp the pallet and go for the stun on you. I don't know how you can say Clown antiloop is stronger than Doctor's when Shock Therapy literally STOPS you from doing anything (he can even down you with the shack pallet dropped), while Clown's gas just slows you down or speeds him up. If we're taking addons into consideration, High Stimulus Electrode + Discipline on Doctor is better than anything Clown can do.
Except there’s something Clown can do that Doc (or any other killer) can’t: direct the chase.
I’ve lost count of the amount of times I’ve successfully tricked survivors AWAY from the shack because I made my gas set ups seem WAY too risky to the survivor.
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@Floofzy_Kitten said:
Clown is widely considered one of the worst killers even post-rework due to his underwhelming power, but unless his power is completely reworked I don't think BHVR can ever make him good for one simple reason: Counterplay. Currently the counterplay to Clown is just to drop palettes early and abuse his lack of ability to prevent palette vaulting. This isn't considered fun or engaging counterplay by many.
If Clown was made "good" to the point where he is even in top 10, it would be unfair that a killer who's power you cannot avoid (against any half-decent clown at least) would be good. Clown's unavoidable power is only alleviated by the fact that he is still a low mobility M1 killer (and also the calcs were done and clown gets essentially no distance from the new gas).
No ones getting it.
His new power DOES address the whole “drop the pallet early” strategy.
If the player is smart, they can make sure they’re Invigorated at the same time as Intoxicating a survivor, and get a hit in before a survivor even reaches a pallet to begin with.
And another thing, now at loops if a clown does an antidote and tonic set up (instead of 2 Tonics), if the survivor realised the danger and leaves the loop, Clown still has the antidote cloud to to speed him up and still charge the survivor down.
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That’s probably because you’re not a Clown main.
He is now an absolute beast in a chase. There are so many circumstances now where a set up with both bottles makes it IMPOSSIBLE for a survivor to avoid being hit.
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@Aztreonam78 said:
Dying Survivors' health bars no longer blink.
If Dying Survivors are being healed or carried by Killer, the red bars don't flicker anymore.
https://us.v-cdn.net/6030815/uploads/D3A9AAJW0C6S/image.png
...
Devs, you have willingly, or accidently by doing so increased the gap between solos and swf players since the former no longer have access to information about what is happening to the dying Survivors. Congratulations.
This is good. All it did was hurt TTS and Knockout. It also defeated the purpose of blindness in lockers as survivors attempting to avoid BBQ before pick up could know when the pick up occurred.
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The Hillbilly changes were absolutely necessary. Unlimited freedom of use of his chainsaw over and over and over again was just unbearable to deal with.
It wouldn’t matter if he missed. He could just keep coming and coming. It wasn’t balanced in the slightest.
Imagine if Spirit, Blight, Oni, Nurse just freely kept immediately using their power after just coming out it?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1940100#Comment_1940100
Yes, I noticed that as well that Crows often sound like AFK-Crows. Not distracting, but irritating, I always think there is a afk Survivor in a locker.
I forgot about this. I notice this too, and do the same as you: check the tops of nearby lockers to see any perched on them. This is also an irritating issue.
But in addition to that, only since 4.5.0. I’ll frequently hear, or even frequently see, disturbed crows flying off the next tile over no matter where I’m travelling around the map, and deduct that it isn’t actually a survivor at all. I’m the one disturbing them despite being anywhere from roughly 8 to 12m away.
It’s a nuisance because it’s confusing, and wasting lots of my time looking for a survivor that isn’t there in most of these instances.
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@[Deleted User] said:
Sometimes crows do random noises that make it seem they were disturbed, but they still stay in place. Are you talking about that maybe?
No. That’s audibly distinct when they’re just chirping in their idle state while perched upon n something or on the ground.
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@Withered8 said:
What improvements? Only improvements i see atm is the maps.
2018 dbd is literalyl in a better spot than the game is now, unless you only play killer. Survivor has been absolutely gutted with this update and be prepared for incredibly long killer que times.
I’ve been having a great time this update, as either survivor or killer.
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I’m annoyed that Undying is bugged. It transfers Devour tokens, but not Lullaby or Third Seal tokens.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1939365#Comment_1939365
No I don't, but when someone makes it their job they should do it as good as possible.
Please don’t pretend any profession exists, anywhere in the world, where it’s impossible for people to be infallible.
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@HeckaYeah said:
Does anyone else have the issue of having their entire POV change while triggering a trap set by the Hag? If I trigger one, my whole screen jumps to look another direction, causing me to become disoriented. I play on Switch btw. Does anyone know how to correct this issue?
Hags traps are meant to do this. It’s meant to disorientate you.
It’s so Hag can have an easier time getting a hit in if she teleports because she might be disoriented as well after teleporting.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1938688#Comment_1938688
Saves you half a second of time (2.3m) over 5 seconds at the cost of one bottle and reloading more often.
That second to half second can be the difference between a survivor vaulting was n time, or reaching a pallet in time.
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@Kill_Yr_Idol83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1938765#Comment_1938765
It matters for all the reasons I've answered throughout the thread. And regardless if you think ranks are mess, it's still a bad move to go through with rank reset when there's a known bug in the emblem system. Period.
Even though a rank reset affects absolutely nothing, and rank shouldn’t be something you’re emotionally attached to?!
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@Bisexual_Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/1938649#Comment_1938649
It's hilarious because this is the stuff they should have done before going live.
Where talking about a game that has a procedural generator before each match.
Bugs are going to slip through. Chill out. There’s no such thing as a flawless, bug free update in any video game ever.
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@Bisexual_Kaiju said:
https://us.v-cdn.net/6030815/uploads/5ZWROOWFF5GM/screen-shot-2021-02-11-at-3-57-46-pm.png
This is kind of hilarious. I don't think has ever happened in another patch.
But why though?
Autohaven I understand because of the fun bus abuse, but why Crotus?
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@Kill_Yr_Idol83 said:
So as you are all well aware, there's a bug in the emblem scoring system that is falsely de-pipping ranks like crazy. Even a safety/black pip is cause for a depip now and it's been incredibly frustrating to the community. I myself just went from Rank 3 to Rank 7 within a day of playing, given killers are playing especially sweaty cause of the new Tome challenges and there's no safety pipping due to the bug. I'm also a solo survivor which makes pipping a lot more difficult in comparison to SWF. At this rate, I'll be facing being deranked to Rank 13 by rank reset if I don't stop playing the game. I didn't put in 4000+ hours to have to face that insane grind to place back up in the ranks and skill level where I belong. It's not fair to any of the player base both new and old nor anyone that was excited and/or put money into the lunar event, cosmetics and the new rift if we continue to depip due to the bug and further get knocked back by rank reset. Anyone else feel like rank reset should be cancelled this month?
P.S. I'm a killer main so please don't come at me about my comment about killers being especially sweaty right now, trying to complete challenges. Everyone on both sides right now, are.
Why does it matter?
Ranks have been a mess for a while now, so they don’t accurately represent much of anything at all.
Plus, as others have stated, soon everyone gets reset to rank 20 every month.
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@GeordieKiller said:
I would say ask yourself this question regarding the 2nd bottle 1. Is the effect of the 2nd bottle worth the cost of using it and 2. In a chase will using the 2nd bottle help me get the hit that the 1st bottle wouldnt.
If we look at the 2nd bottle in terms of map mobility which is the weakest part of the clown. Sadly it doesnt offer much at all 10% movement speed but you have to wait 2.75 seconds for it to activate and you gain a extra 2 meters cause of it but guess what survivors can get it aswell which makes it a mute point.
So in summary for one bottle which is shared between the two type of bottles you have to wait 2.75 seconds to activate to gain a extra 2 meters which survivors can also use aswell so using the 2nd bottle for map mobility is not worth the cost even if the survivors dont take advantage of it.
So what if we use it in a chase instead I would ask why would you use something that takes time to activate that survivors can use aswell instead of the normal slowdown bottle that is a instant and a negative for survivors and does the job well just doesnt make sense at all. I would argue if that the 2nd bottle doesnt offer anything different then the 1st bottle infact i would argue the 1st bottle does the job better than using the 2nd in all variations of loops and wouldnt run the risk of survivors getting the benefits
So overall the only thing i can say is a buff is the reload speed this whole 2nd bottle was a waste of time and resource it could of been something interesting but im looking at this 2nd bottle thinking why use it it's not worth the cost at all in its current form
It’s not a map mobility tool. Clown never needed map mobility. As long as he has insanely short chases, he’s golden, and it puts a LOT of pressure on the survivors.
And as I repeatedly said, now in chases there are MANY situations where it’s wise to use BOTH, not choose between one or the other. The activation period gives Clown the time he needs to also throw a tonic, and the activation period also prevents the survivor from using the antidote themselves while Clown is setting up a tonic.
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@Pilot said:
If there were no activation then what would stop a Clown from:
- Hitting someone then instantly throwing an antitode at their feet.
- Catch up with the survivor with speed buff
- Throw an intoxicated bottle to slow the survivor
Imagine these with STBL. If there were no activation, Clown would become probably the best killer to chase survivors with as you would need to throw an antidote at your feet and other bottles at survivors and repeat until you catch them.
I do feel like 2.5 seconds is a tad too long. I very often would get the effect as soon as I'm leaving the cloud, like right at the edge. A 2 seconds activation period would be super nice. I'm against addons that decrease the activation period.
Getting value out of antidote bottles in enclosed spaces such as Hawkins can be a little bit rough as you need to look down to aim further and there are a lot of corners / hallways
Feel like the best way to get value out of the clown changes is to use the addons that increase bottles to a max of 5, respectively 6 and a reload addon.
I’m glad you get it. No activation period at all would lead to abuse like you mentioned: spamming them at Clowns feet without thought.
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@Devil_hit11 if a survivor just leaves the loop, Clown can still run through the Antidote to charge down the survivor.
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@Guest1567432 said:
Yeah, Im not going to waste a bottle on a mediocre speed boost when I can use my bottles to slow down the survivor.
Good grief!!! How are people not getting it?!?! You don’t just use one or the other (sometimes just a Tonic is still fine), you use BOTH together.
Clown gets the most out of setting up a Antidote he can Invigorate himself with whilst then FORCING a survivor through a tonic that slows them.
How can people NOT see the benefit, and how STRONG it is to have Clown SPEED UP around the same time frame as SLOWING SURVIVORS DOWN?!
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@Blueberry said:
IE the survivors shouldn't be getting buffed by it in the first place and then none of these things are necessary.
Just a lot of unnecessary extra steps. The 2.5 second delay is there to make you play around things you shouldn't have to be playing around in the first place.
I’m almost certain that the reason Antidote can positively effect survivors is to prevent Clown players from spamming them, something that was already common with Tonics across many Clowns before this update.
I.e. Force players to learn how to be strategic with Clown, which is exactly what he is: a strategic killer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1937547#Comment_1937547
This was how I felt when playing him in the PTB. I am fine with him having the cooldown, but I think it could stand to be reduced by just a hair.
I can get behind that. 2 seconds should still be enough time at loops for Clown to set up a Tonic without the survivor being cheeky and using the antidote to leave the loop.
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@Zeus said:
If antidote didnt have any cooldown you can just throw it on the ground, change to tonic as you move with the speed boost and be close enough to hit the survivor with the tonic more accurately. I don't think it has a cooldown because it will be weak. I think it does because it might be strong but I can't say why though.
If you’re already that close, there’s no need for an instant antidote because you’re already close enough to hit them.
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@Gibberish said:
We probably wont be getting a teaser for at least another 2-3 weeks. Chapters usually come out on every 3rd month.
March- Slinger
April-
May-
June- P.Head
July-
Aug-
Sep- Blight
Oct-
Nov -
December- Twins
Jan-
Feb-
March- Probably next killer unless they hit a major delay
That’s what I mean though. If there’s going to be a PTB 3 weeks before release, we should be hearing something within the next few days, right?
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@INVALIDE said:
I believe the clowns antidote should work without a 2.5 second delay.
Let's start with what nerf was Afterpiece tonic, from 2.5 to 2 seconds action, slowdown remains the same 15%
What did we get in return ? 10% acceleration for 5 seconds BUT with delay of 2.5 seconds. The antidote was supposed to solve problem of inability to throw a bottle at the survivor behind the wall by acceleration.
But to accelerate, you need to throw the bottle 10 meters in front of you, which of course is not always possible, especially on closed maps.
He didn't get stronger after rework, and in some situations even weaker due to nerf afterpiece tonic duration.
If it didn’t have the delay, then Clown would be too frequently inadvertently giving survivors the benefit of the Antidote.
The point of the 2.5 second activation period is so when Clown spots a survivor in the distance he wants to initiate a chase with, he can lob n Antidote at them without giving the survivor any benefit, and by the time Clown reaches the cloud it will have activated, and THEN Clown can throw a Tonic at the chased survivor.
The second point of the Antidotes 2.5 second activation period is so that Clown has time to set up a loop with a Tonic immediately after first setting up an antidote without giving survivors the opportunity to use the antidote to flee from the loop.
The Antidote is fine. In fact it’s super strong when used together with tonic. You just need to think smarter when using Clown, and plan on the fly where you think the survivor is going and where you need to throw Antidote before throwing any Tonic during the 2.5 activation window.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1937312#Comment_1937312
I thought he was supposed to be invisible whilst moving if beyond a certain range?
Who stands still as a Killer? Great way to throw the game...
Mind games.
It’s a great trick to use waiting by a gen you’re very confident survivors will return to because it has a lot of repair progress.
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@TragicSolitude said:
Besides being a fun thing to do while slugged, being able to make quick movements on the ground was a good way to communicate with other survivors. Shaking back and forth to say "no" because the killer was camping has saved many lives. This is a nerf to solo survivors. The devs say they don't want to widen the gap between solo and SWF, but this dying state movement change actually widens that gap.
You can still shake. Just not spin.
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@NoOneKnowsNova said:
Am I the only one who genuinely likes it? I've already got multiple 4ks with Clown, and somehow a 3k with Nurse with the last guy escaping through hatch even though I've no experience.
Maybe it is unbalanced and Clown and Nurse just excel on that map, but we need to play it more to properly see.
I’ve been winning with Clown on that map too, no meta perks either
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I’ve seen a lot of Undying + Ruin still, but Undying + Devour Hope is also popular and it’s awful. I hate it.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1930208#Comment_1930208
I'm going to say this because I see this a lot in popular discussions.
There's no way a HUD rework does massive amounts of damage to your eyes to a point where you lose eye sight; "loss of eye sight" is so over-dramatic, seriously — that's ridiculous and doesn't add much to the discussion. I believe you just play the game too much and are just using the HUD rework as your scapegoat for the cause of your eye strain. Again, over reacting doesn't help nor is it constructive.
Being uncomfortable is fine, that would make more sense, but acting like your dying is unnecessary. You should consult a doctor if looking at a HUD does that much damage to your eyes. Playing video games for awhile should cause eye strain and some discomfort, but if a HUD is infinitely more worse than that for you, I believe you might have a health condition that was existing before the rework.
Applause 👏🏻
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@MudSpit83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1930214#Comment_1930214
Those Clown changes are almost godlike, i finally figured out how to properly use both bottles and its crazy as hell.
I keep telling everyone this, but so many don’t get it, and keep saying it’s useless.
Glad you’re another that figured how powerful using both together actually is.
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The only problem is that No Mithers effect extends to the dying state. Silent survivors in the dying state isn’t balanced.
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@Mineguy said:
I know I will get demolished in the comments but want to make it anyway.
I think that iron will is to strong as a Perk wirtout down sides. No mither has a downside, you can't heal but you're 50% quieter.
I think the two should swap so that iron will is a nice 50%'quiet bonus and no mither is one Intressting perk. No sounds but also no heals.
I can get behind this idea.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1935524#Comment_1935524
So like. spaghetti code?
With all the sauce.
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@DjangoTheGhostface said:
Let me be real with you OP. No one cares. The situation doesn't matter, its not bannable because no one cares. If they would have stayed in front of the gate with the killer and block you while they BOTH t bag its not bannable. Im pretty sure the report system is just there to make you feel better
Also if you want to play along with what the rules say even in this situation it wouldn't b. Against the rules because she didnt stop you from playing the game. He can say you were troubling by trying to open the gate because its subjective
You are 100% wrong.
And people on these forums DO care!
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1928731#Comment_1928731
Is it really that hard to change a number value for a perk?
Just look at the latest update. For killer, EGC is bugged and suddenly reveals the aura of every generator instead removing the generator auras. Clearly the coding for the aura mechanic is more complicated than we understand.
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Any reason you didn’t just go to the other gate instead when she did that?
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I’m glad they did that. The red was awful. I’d screw so many skillchecks because of a mottled brown background, and I couldn’t actually see where the correct zone on the ring was.