TheClownIsKing
TheClownIsKing
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Don’t be a jerk. If someone likes something, they like something.
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I wonder why?
What happened?
Did increasing the numbers when testing in house break the game?
Anyway, everything else from the patch notes sounds great.
Maybe we’ll see the Open Handed buff next chapter maybe?
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@Monarch said:
https://forum.deadbydaylight.com/en/discussion/comment/1923697#Comment_1923697
https://forum.deadbydaylight.com/en/discussion/comment/1923713#Comment_1923713
In all fairness, I don't think holding control in an open corn field should be "hiding", so I respectfully disagree.
Actually, yes it is. It’s exactly the reason why there are next to no loops within the cornfields of Rotten Fields, and around the perimeter instead.
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@terribledev said:
The fact I paid money I worked for and I can't play a game without either losing connection or leaving because the game is flooded with cheatera, and get banned from it, should be illegal.
If you're going to include DC bans. At least fix them and lower the price of the game. It's almost straight up fraud
“I wanna ruin as many games for other players as possible by leaving the game whenever I want without penalty”
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I stick to information builds as survivor, so I really love using Open Handed. I usually regret taking it off when I still run aura reading perks.
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@Casanova09 said:
I"m tired of just not getting good teammates who don't wanna do gens and what not so I need good builds for solo queue. NO kindred
I personally do pretty good always running Bond, Visionary, and Open Handed.
I know where gens are and do my objective, I know which teammates are worth my time, which I need to avoid, where chases are, or whether a chase is coming my way.
Fourth perk slot will either be Leader so I can be healed faster, or WoO, Buckle Up (predominantly to know if a slug is a waste of my time or not, because I’m not getting off a gen for somebody not recovering), or occasionally Technician if I want to be more chill during games.
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@Lambch0p said:
https://forum.deadbydaylight.com/en/discussion/comment/1928011#Comment_1928011
The Oni has caught my attention recently, mainly because he seems to be near the top of most tier lists, yet surprisingly he doesn’t seem to be played much. Rn my top contenders are the nurse, spirit, and the Oni because all 3 have amazing map mobility (the thing that I liked most about both blight and Freddy) and the ability to be competitively viable. Do you personally think there’s a high skill ceiling to Oni? The main reason I want a killer with a high skill ceiling is because I want to be able to learn cool plays with them even after playing them for many hours. If Freddy has this option after his upcoming nerf I would happily keep playing him, but I would be very surprised if he gets a rework of that nature.
I think the reason Oni isn’t played that frequently is because his early game can be very difficult. If you’re up against good survivors, trying to get in that first injury so that Oni eventually gets access to his power will be a nightmare because he has nothing to help him until someone is injured.
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@Shirokinukatsukami said:
Main Pig. She will teach you how to be good at the game. If you main Freddy you'll forever be a chump who can only rely on a crutch killer to win you games. Pig will teach you good fundamentals.
That’s not a fair statement.
Those players do exist, yes. But there are exceptionally skilled Freddy’s that use gen teleport (and mind games) to devastating effect mid chase, rather than relying on the obnoxious “Forever Freddy” builds, and snare spamming.
Using Dream Projection as a chase tool requires actual skill and an actual brain.
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@pandorayr said:
https://us.v-cdn.net/6030815/uploads/Y3SHN04KW7DR/fbd2d174dc7a08321a8553e1251bcf82.png
honestly I believe not a perk should with a cooldown greater than 60 seconds because 80 seconds makes this perk very useless.
What do u think about reduce the cooldown to 60 seconds?
I wanna read different opinions.
Personally, I think it’s fine. It’s very strong in a 3 or 4 gen set up. There has to be a cool down because of how many gens it can affect. My only issue is that it shouldn’t go on cooldown if no their gens are affected when kicking a gen.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1927722#Comment_1927722
bond and kindred may wind up seeing the most common use, at least for solos, especially kindred. bond is also helpful in swf too depending on how they play.
I already use Open Handed with Buckle Up so I know which slugs NOT to waste time helping. Jumping that up a 64m range will be sweet.
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@gatsby said:
The Open Handed buff was confirmed in the Dev Update talk, but not on the PTB. Since it's mostly a numbers buff, I bet they could just bring it straight to Live. It's not unheard of either since it happened with the Discordance change last mid-chapter.
I hope so too. I use it a lot, so I’ll be sad if the buff gets delayed.
I want my 52m Bond, and 64m Buckle Up dammit!!! (So I can see who’s pulling weight, and see who’s an idiot)
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@CornHub said:
Way too many people are underestimating his new speed boost bottles. People fail to realize how strong a clown with better map pressure is.
Not just that, but so many seemingly lack imagination and cannot see how powerful it will be throwing a tonic at a survivor immediately after Clown passes through an Antidote.
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I play Clown and Doc very frequently.
I occasionally play pretty much everyone else except Hag, Huntress, Nurse, Pig, and Billy.
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@Ghost_Face_Main said:
I hope Clown's changes have proven to be enticing for most players in the community. He was my first main when I got the game and never stopped playing him since, and it makes me more excited to play him further with his new adjustments.
Do you think the changes have altered your opinions on him, or will the Freddy/Spirit/Huntress streak never end?
We’ll see more trying him, but I suspect that his skill cap has been raised significantly in terms of using both bottles effectively. I.e. where/when to use either for the best outcome.
So my guess is we’ll see a high abandonment rate, just like we see now with players just spamming tonics without thought, and then wondering why it’s impossible to down or pressure, then believing he’s weak.
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Duh
Clown
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@Alexmon70 said:
I've had a random long thought process of this status effect.
Why is it so easy to get rid of? Why can't we change it so that its actually a threat?
As of right now, Deep Wounds is a very very weak status effect (at least in my opinion) Even with the recent change of 20 seconds. it just feels like a minor inconvenience, I play both sides and every time i use it, it either
A. Feels useless, like a waste of time (R.I.P legion)
B. Annoys me (as survivor)
The name Deep Wounds would imply as something more severe then getting slashed in the back by a blade.
My suggestion is to change it from downing you to make your ACTIONS slower. This wouldn't be permanent (like sloppy butcher) because it would be too oppressive, but then it would actually mean something.
Discussion is welcome :D Please keep it civil
Because it’s not intended to be an actual threat. It’s simply a stall mechanic that forces the survivor into a limited set of actions lest it DOES put them into the dying state.
It’s to buy a killer time, and waste the survivors time, not an actual means to try and get downs.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1926963#Comment_1926963
I like the perk too so maybe I’m just unlucky tons of games with so little procs.. Surge and Infectious for example has been far more consistent and reliable.
You’re probably not using it enough as a slugging perk then.
It also procs when they get slugs up (outside of the required range)
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@Marigoria said:
Honestly as a solo player I'm kinda worried about the fact that people wont want to heal me so they wont lose their DS.
If they’re stupid enough to do that, then they’re also just stuffing around not doing anything else either.
I think very few players are going to do nothing just for the sake of holding on to a potential killer stun.
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Is there a sentence here?
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@Madman_Abraham23 said:
A few days ago I got into a discussion about how the weaknesses and limitations of killers (not in gameplay but as a character) don't matter. This really stood out to me as the big issue with people who don't understand why killers like Pennywise or Nemesis can't be added to the game. Some people are so adamant to have Mr X added to the game that they forget to picture him being stunned by a 6 inch thick pallet of wood. Some people in the community don't understand the reason why killers like Freddy and Demogorgon work in the game and characters like Pinhead and Nemesis don't. I really would like to clear this up if anyone is confused about this.
You’re forgetting about the immense power that The Entity exerts on all survivors and killers.
They’re all in The Entity’s dominion, and are bent to abide by its rules.
It doesn’t matter how either Nemesis, Tyrant, or Pennywise work in their “realities”, in The Entity’s realm they could do and not do whatever The Entity chooses.
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- Choose to play in the evening.
- Choose to play in the evening.
- Choose to play in the evening.
- Choose to play in the evening.
- Choose to play in the evening.
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It will still protect against genuine tunnelling, and prevents trolling and bullying with DS.
End of discussion.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1925895#Comment_1925895
DId they? I guess I should go check the stream again to check this out. I could have sworn they only changed how it can deactivate.
Of course it procs on Self unhooking
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@Mysterynovus said:
Don't even play the game.
You can do me dirty all you want. I'm the killer, I get it. But don't do your team dirty like that.
First of all you don’t get to tell others how to play.
Second of all, you have no idea what that other player may be going through or dealing with.
Thirdly, this isn’t employment. No one is contractually obligated to continue a match.
I’m not young. I don’t have patience for BS in this game when I want to have fun. So i’ll hook suicide if for example the only reason I’m on the hook is because some jerk teammate kites the killer onto me.
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@Shirokinukatsukami said:
I was never a big fan of the proposed Undying nerf because Undying was never the problem. Ruin is the actual problem.
The actual counterpart of DS on the killer side is Ruin. These are the two main perks used by both sides to gain large time advantages. They are also the two perks used the most by both sides. With DS scope being reduced in scope I believe it's time we also started looking at Ruin.
Ruin won’t be anywhere near as bad once the Undying changes go live.
I will agree though that in the right hands that current Ruin is significantly worse to deal with than old Ruin.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1912662#Comment_1912662
Why tho? There's nothing new besides that lame clown rework.
Not trying to be agressive, just curious
Map updates.
A few perk updates (some long overdue)
QoL changes to Wraith & Trapper.
New Tome.
And Clowns new power and add ons look great.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1925308#Comment_1925308
Pretty hard if the team is scraping into the endgame with a member or two already dead. Doors can easily spawn in ways that it’s impossible to open them without someone taking a chase, and many of the pallets will probably already be gone by then.
https://forum.deadbydaylight.com/en/discussion/comment/1925305#Comment_1925305
Tell me why that logic can’t be applied to Undying. I really wanna know.
We’re not discussing Undying.
We’re discussing NOED.
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@jamally093 said:
Seriously i'm getting sick and tired of this why change perks that don't need changes and instead CHANGE NOED seriously NOED had a timer before it became a hex why didn't they keep it like that just have a timer for NOED because it's the dumbest perk "oh but it's perfect for new comers to the game" no it's not when I played dbd I never used NOED because the person will just get attached to it and constantly use it "well do bones" maps have totem spots that don't even exist so seriously put a timer back on NOED get rid of the hex part of it because i'm tired of it a lot of people are tired of it
Just do the damn dull totems.
Jesus.
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@CornHub said:
Remember before the pallet town nerf, there would be guaranteed two pallets on the 1st floor and 2 on the top floor and of course the 2 main windows. On top of that it was, and still is, the worst totem placement map.
I remember. But even after the pallet nerf, that building is still complete hell.
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@SilentPill said:
Definitely up there on my most hated map list. People always say Haddo is the worst but you rarely find people who can actually run the houses of pain correctly.
But literally anyone can loop the disturbed ward god windows
I think the same thing when playing Killer. I don’t LOVE Haddonfield, but I don’t hate it either.
But I groan when loading into Disturbed Ward. It’s awful. Survivors just run to the main building and get a free pass.
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@LordGlint said:
Just imagining Satan having to be tested for a STI, just for a doctor to let him know what that burning is. "Well...its NOT hellfire, so make sure you get intouch with anyone your active with".
🤣🤣🤣
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@kriemhild said:
Every time I face a killer who facecamps, tunnels, and/or slugs to kingdom come, I find out they were a red rank. Now, that's not to say every red rank player is toxic. I'm sure most red ranks are perfectly pleasant. However, in my experience, the majority of toxic players I face happen to be red rank. To me, that indicates that they got to where they are via toxic gameplay.
So I wonder: Is this method of gameplay the only way to reach rank 1? I'm curious. Is "toxic" playing good playing?
The role of killer is to capture, sacrifice, and prevent the escape of the survivors.
There is no official rule that tunnelling isn’t allowed, or is toxic.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1923835#Comment_1923835
I disagree. To me, that's like saying Self Care is meant to be used with a Medkit.
It may be more efficient with the medkit, but it's there so you don't have to bring a medkit at all.
Likewise, Saboteur isn't necessarily meant to be used WITH a toolbox but in place of one
Lol, Self Care IS MEANT to be used with a med kit, for exactly the same reason: insurance, so that the perk takes over if/when a med kit runs out of charges in the middle of self healing.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1923668#Comment_1923668
a 30-45 second cooldown isn't abusable. At most, that's 1 hook per chase.
Combined with body blocking, that could mean every successfully ended chase ends with a survivor wiggling free.
It’s one the reason toolboxes have limited charges. To limit how often that denial occurs.
Anyway, my point still stands about how misunderstood Saboteur is. It’s not meant to be used on its own. It’s meant to be used with a toolbox, with the perk acting as back up when a toolbox runs out of charges.
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@Adamant_Tepig said:
https://forum.deadbydaylight.com/en/discussion/comment/1917991#Comment_1917991
If Tier 3 has the auras revealed every 30 seconds, I would think that'd you see where the killer is more often, thus having more information.
Lol.
That was exactly what I was implying.
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@darktrix said:
Cause I believe it was a quick way to just find hiding survivors...just spam you power and there they are. Since corn maps have a lot of corn, it would get stupid easy to stalk on those maps.
That’s a good point. It would be impossible for survivors to hide at all on Rotten Fields if GF & Myers power worked that way.
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@Orionbash said:
No, seriously. It's honestly crazy how many PC survivors ragequit because they go down too fast. Three games in a row today I had at least 1 PC survivor ragequit because they got downed in seconds. You leave your team at a 3v1 disadvantage and that makes the game insanely difficult if not impossible depending on the skill of the killer.
You don’t know for sure if they’re PC or not. All you know is whether they’re playing on the same platform as you or not. That’s it.
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@[Deleted User] said:
Do people actually find this addon helpful?
I tried to use it a few times recently I never really bothered before- but I can't hit any blinks with this on because it's so distracting and it throws me way off the mark. Like, I would rather run padded jaws on trapper, or speed limiter on bubba than use this thing again haha.
It's not too hard to gauge a Nurse blink unless it bugs out; but this addon makes it so unreliable but some folks say it's helpful as can be. Maybe once you can blink with her without it using it is a hindrance? Idk.
It’s not helpful at all.
I feel the same about Maple Knight on Doc. It tells the player absolutely nothing. Worse still it doesn’t help with the donut add on either, which is exactly the type of ability a player needs help visually to know where the donut effect actually will land.
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@RakimSockem said:
Pretty much the title.
As it is now, the cooldown is 90/75/60 when it should be more like 60/45/30.
Or at the worst, 75/60/45 but a 60 second cooldown to sabo ONE hook at tier 3 is absurd for a perk that barely gets used.
But what do yall think.
tl;dr (even tho it's not a long post) Slightly decrease Saboteur's cooldown please
No.
I’ve bought this up a few times in the past.
Saboteur is not meant to be used on its own. You’re meant to use it with a toolbox. Saboteurs ability to sabotage hooks without a toolbox is just meant to be an insurance policy for if a toolbox runs out of charges mid sabo. The reason it has such a long cool down is to prevent unlimited sabo from being abused all match long.
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@WishIcouldmain said:
It's dumb it's a Hex it's already limited by range a cool down but I guess the devs were scared it'd be too strong.
Of course they were hesitant. It’s designed to take away one of survivors few defences in a chase.
It’ll probably be buffed in the future, but I can appreciate why they were being extra careful with a pallet blocking perk.
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BWAHAHA.
This is the stupidest thing I’ve ever read on these forums.
The quality of this game continues to IMPROVE.
And why would they sell an IP that’s making them loads of $$$?!?!?!
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@Rivyn said:
It's the sudden surge in survivors who run it, from now till the actual change, god knows when that is. Happens every time something comes up to the chopping block. Mori, toolboxes, insta heals, etc. The problem in this case, though, is that we don't know when the OoO change will come.
Today alone, I've run into three OoO matches, one with TWO OoO players, just when I'm trying to do my Trapper daily. Going to be a painful time till the change, I imagine.
Third Seal.
It gets a team wasting LOADS of time desperately finding the Hex once the OoO is blind, and can regularly buy the time necessary to turn the match around for you.
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Survivor?
Bond + Open Handed is incredibly good at either showing you if a chase is coming your way, and where you should go, or if you hear the TR while working on a gen and it doesn’t appear that a teammate is in a chase, then you know to get off that gen straight away and slowly, cautiously move away.
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@danielmaster87 said:
I feel that the revealing your aura every 30 seconds thing is strange and completely unnecessary. Otherwise it's a perfect rework.
No, it has to have the regular aura reveal so that it’s other function: showing you the killers aura whenever yours is revealed, means the perk always has a use.
Otherwise, if an OoO user enters a match where the killer runs NO aura reading perks or add ons, OoO wouldn’t function at all. It would be a wasted perk slot.
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@Rivyn said:
It's the sudden surge in survivors who run it, from now till the actual change, god knows when that is. Happens every time something comes up to the chopping block. Mori, toolboxes, insta heals, etc. The problem in this case, though, is that we don't know when the OoO change will come.
Today alone, I've run into three OoO matches, one with TWO OoO players, just when I'm trying to do my Trapper daily. Going to be a painful time till the change, I imagine.
The nature of anything in life. Things usually get worse before they get better.
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@Arikarimo said:
Hey devs don't u see u went too far with leatherface here ? U guyz buffed him WAY too much! BT is useless , he can use his chainsaw for long time destroy pallets and that kind of stuff , knocking all survivor down at once it's so damn op , buff bt and haven't u seen that alot of players in discussions have been complaining ?
No one should be attempting a save against a camping LF, even with BT.
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Play stealthier. Can’t be tunnelled if you’re never found in the first place.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1921579#Comment_1921579
Well get ready to be bugged again since you know ... new patch is next week and we know what comes with every patch right ?
Thanks for that “positive, uplifting” comment, that also has nothing to do with this conversation at all.
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@Leguś said:
https://forum.deadbydaylight.com/en/discussion/comment/1921972#Comment_1921972
Thing is... You are in a team. You don't want your team to die if they do well for instance. And new idea for Object of Obsession is gonna be kind of "eye for an eye" perk and it's gonna be more reliable while also not making your team die
The point of Sole Survivor isn’t to hope your team dies so that the player can get use out of it. It’s insurance in the event of team mate deaths.
Of course it’s important to rescue team mates, and attempt to prevent their deaths. But let’s not pretend that we can always prevent that because all killers are bad.
Despite our best efforts, some team mates die because either the killer is damn good, or the teammate was just bad.
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@GannTM said:
Please I beg for y'all's help. How do I play this killer? My Plague gameplay is atrocious to watch as I can't land vomit to save my life. So, if there are any Plague mains that can give tips that would be great.
If you can’t land vomit directly, wait till the chase is at a loop, and then vomit on every pallet and vault there. Force the survivor to use them, even if it means eating a pallet stun.
Abandon the chase if you like at that point. Just let them passively reach the fully broken state while you find others to infect. Use the same method with the other survivors if they’re hard to infect directly with Purge.
Its imperative to get every survivor infected as early, and as quickly as possible at the beginning of the match.