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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • I dunno.

    I still really love the idea of a perk having permanent aura blocking over an increasingly massive range of distance.

    It may be insanely niche, but I can tell you from personal experience it can be insanely powerful, and what saves my life in a match. Just 1 Sole Survivor token completely ruins a Wraith, Pig, or Myers throwing down a Gideon, Lery’s, Midwich, or Hawkins offering, that are running their wall hack add ons.

    And when OoO and Sole Survivor are run together, if the death of team mates cannot be prevented, no matter how hard I try, being the last survivor alive is a free escape because I can almost always see where the killer is, and there is no possible way for them to read my aura.

  • @ALostPuppy said:

    You're using up 2 perk slots to block your aura being read from up to 24 meters after 1 survivor's dead and you're in a 3v1... I'm not seeing how this combo is good. Also what would you want to block your aura from? The only perks I could think of being useful for are I'm All Ears (maybe like 5 people in the entire world use this perk) and Nurse's (which is also not a popular perk anymore, and spine chill does a much better job of telling you if the killer's close and is useful all the time)

    Blocking other perks is just a bonus. What 1 token would block is the OoO users aura mid chase, allowing them to still see where the killer is when it activates mid chase, but the killer can’t see the OoO user (in theory)

  • @dspaceman20 said:

    I have used off the record and I don't know how I feel about it. Mainly because I don't know of it has an impact on anything. Maybe I should try and use it more. Also wonder if it will work with new object since off the record and object is a good combo.

    It’s really just ensuring if freshly unhooked you’re not caught out healing by Nurses Calling, and blocks you from BBQ if another hook occurs in that time. Sure it can help in other scenarios, but that’s mostly what it’s for.

  • @Saltjar34 said:

    This post was originally supposed to be about either Alert or Leader but seeing all those threads regarding DS, I've decided to make this one instead to show you that there are alternatives to anti-tunneling perks for yourself.

    You! Yes, you!

    Do you hate getting tunneled?

    Do you know how to contribute to your team without being in a bush?

    Do you hate Jumpscare Myers?

    Do you want to use Object of Obsession with minimum repercussions?

    Is your DS not working on those Slingers and Huntresses?

    Well now you can say goodbye to your problems with this magical trick! You'll be able to disappear after getting unhooked!

    Anyway, the trick is to use Off the Record. Now the killer won't see or hear you after you're unhooked for 80 seconds! Wow! But that's not all.

    Now you can hide from those tunneling Huntresses and Slingers and screw them for their lack of map pressure, letting your team do gens faster.

    Warning : Does not work on Pyramid Head

    So what are you waiting for? Put on your bloody Quentin outfit, level up you Zarrina, and remember, she's covered wars you know

    Not sure if this post is sarcasm, but Off The Record, Lucky Break, and Lightweight does actually allow a survivor to disappear when running away from a hook they were just rescued from.

  • @TotemsCleanser said:

    So you know how when you play either role, the other side will complain about the perks you run during the end game chat. Usually if you're running meta perks such as DS, Unbreakable, Dead Hard, Borrowed Time, etc as survivor. As killer, survivors often will complain about perks like Undying, Ruin, PGTW, NOED, Devour Hope, etc.

    However, some players seem to always find a reason to complain, no matter which perks you're running. So, have you ever gotten complaints for running a niche (or somewhat niche) perk? If so, which one was it?

    A friend of mine got bashed for running... Surge. Another friend of mine got a killer pissed off for running "meta perks"... which were Solidarity and Wake Up.

    I get survivor DC’s and angry messages when I slug using Coulrophobia and Sloppy/Mangled. Specifically, when someone leads a chase back to a slugged survivor and they can’t simply just tap a button to get their teammate up. They take a kit, still try to heal the slug, can’t get them up, I down them.

    And sometimes they DC.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921092#Comment_1921092

    That's a bug then and needs to be reported. It's an aura reading perk and should work with open handed.

    No. It’s an aura blocking perk. That’s why Open Handed doesn’t interact with SS. Just like Open Handed doesn’t increase a Maps detection range.

  • @VSchmitt said:

    Seriously, why all the salt about removing the abuse of a perk? If you're doing any actions to progress the game you're certainly not being tunneled, and if the killer comes right to you after an unhook you'll get to use DS same as before.

    The only people complaining about the DS changes are the ones who'd use it to sit in a gen in the killer's face to force a DS or do unsafe unhooks to force it too.

    Because bully squads are now only left with flashlights, body blocking, and head on to troll killers.

    Thats simply not enough trolling variety.

    We cant let trolling get stale now, can we?

  • @Haku said:

    I thought Sole Survivor does not even work ? I read it was bugged for a long time now

    It works. It’s in my semi often used perks.

  • Me too.

    I’m excited to experiment in situations that would usually require 2 tonics, which of the 2 can be substituted for an antidote.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/224339/if-new-ooo-concept-ever-goes-live-it-ll-have-much-better-synergy-with-sole-survivor

    Welp saw this coming.. I was hoping no one brought light to how broken it would be. OoO/Sole Survivor + Updated Open Handed (16 meters) so 1 stack would be 40 meters for SS

    Open Handed doesn’t interact with SS unfortunately

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920458#Comment_1920458

    DS is bandaid fix for tunneling/camping that was implemented back in what 2017?

    It operated differently then.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920458#Comment_1920458

    You have a perk that block almost 50% of the gens for longer than 60 sec...

    But doesn’t prevent the survivors entirely from starting repairs at the start of the match.

    DS doesn’t function “there’s a 40% chance you may or may not get a difficult skill check”

  • @[Deleted User] said:

    If your Aura is not shown to the Killer, you do not see the Killer's Aura.

    The perk at base states "Whenever your Aura is revealed to the Killer, the Killer's Aura becomes revealed to you"

    If your Aura is not revealed, then the Killer's Aura will should not be revealed either.

    However, technically, that statement is ambiguous depending on how it actually is implemented.

    Does Sole Survivor cover the Aura yet keeps the Aura active in the background Or does it prevent the Aura from triggering at all?

    Does OoO require your Aura to be shown, or just that your Aura can be read at the moment if something wasn't blocking it?

    Good points

  • @Johnny_XMan said:

    All I have to say is the developers did it to themselves.

    They don't do anything about Camping/Tunneling from a CORE mechanic perspective. Why isn't this a change implemented as built in for survivors? Why are survivors obligated to have AT LEAST one person bring DS in a match simply because the killer "MAY" camp. It's absurd.

    It's funny how they have an issue with Pyramid's cages being camped, but hooks... hooks are fine. Since you know everyone will have DS right?

    The mere fact that they even attempted to do an experiment on hook camping is proof that they DO think Hook Camping can be abused.

    Now watch this... MORE players will bring DS/UB and will stay off gens to make reckless plays like killers continue crying about. DS was never an issue for smart killers who knew how to counter it. All while DS was never strictly an anti-tunnel perk. The devs themselves said this before.

    It really doesn’t matter whether DS is perceived as anti tunnel or not.

    The point was that DS allowed survivors to progress objectives freely for 60 seconds, whilst killers are being punished by DS for simply trying to progress their own objective.

    We don’t have a killer perk that prevents any survivor from touching any gen for 60 seconds simply because a survivor successfully just repaired another gen. Because that would be silly: punishing survivors for simply trying to engage in their objective.

  • @Jejune said:

    The upcoming change is horrible because before you could do a gen and maybe never use the DS.

    Now I can't see why would people pick DS without UB and without trying to force killer to chase them.

    DS never worked as anti tunnel perk. Now it still doesn't work as anti tunnel perk and you can't do anything while it's activated.

    Because if you’re safe enough to progress the objective, you don’t need a free pass/free escape.

  • @jacrispy_dbd said:

    Im not sure if I could get a response from an actual developer or something like that but the other day I noticed that blight doesn't seem to one shot during any exposed period if you are using a rush?

    Is this supposed to happen? If you use dragons grip successfully you get a free down but I don't think it makes sense to turn blight into an m1 killer when you want to punish survivors for things like dragons grip or haunted grounds.

    If this feature is intended why is it like that? Blights rush is basically a basic attack.

    It’s intended. Exposed only works for basic attacks.

  • @Ivaldi said:

    Expect to see an increase in BT users because another downside that no one is realizing.. This essentially means that if a killer has 2 people hooked in the basement it's now a death trap for them.

    Survivor A goes down into the basement for the save but gets hit before unhooking; Survivor A saves Survivor B but then gets downed. Survivor B attempts to unhook Survivor C and then gets downed. Now Survivor B doesn't have DS anymore.

    Now you might say "Leave them and run out.. heal and come back".. But the cycle will just repeat itself if you even get a chance to come back; barring the death timer or if you can even make it out without being downed again.

    I mean that’s the point of the basement. It’s supposed to be a death trap.

    Survivors are supposed to be aware of its location as early as possible and either repair as far away from it as possible, or get the killer distracted and repair any gens near or above it at the risk of potentially ending up on a basement hook if caught

  • @ShamelessPigMain said:

    I think that tying it to the completion of generators isn't a good idea. Really, how much is ten seconds of speed and no scratch marks going to make a difference when it procs at random intervals?

    I generally think that it should no longer be tied to generators, and be another injured stealth perk. Maybe significantly reduce the amount of and duration of scratch marks while injured.

    That would make it pointless without Lucky Break, or No Mither, and probably Iron Will too.

    The point of poised is that if a repair of a gen needs to be finished in the face of the killer, poised gives a healthy survivor an extremely strong chance of juking the killer and disappearing.

    It’s niche, but there’s nothing wrong with niche. Having it activate at times it’s not needed is part of the gamble.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919756#Comment_1919756

    Lol you absolutely choose to slug multiple people. XD Just because the 'oppertunity arises' for a 3/4 man slug, do you have to take it that early in a match? No! Does it always mean the survivors played badly? No! Because there may be situations where they are deliberately staying out the way but the killer insists on never picking up regardless and rotates to you anyway.

    1 survivor slugged is no pressure on the team at all, 2 people is, 3 people is overkill and 4 is 'gg'.

    Running perks to avoid situations is a terrible mentality/state of play to have. I do not use builds to avoid crappy playstyles that I hate to vs, I use builds that I find fun and interactive to use with both my teammates and the killer.

    I do not vs Twins and Nurse every match, so of course i'm not on the floor for 2+mins often. But when i do vs Twins and Nurse you are guarenteed to have one teammate on the floor for ages...guarenteed! Whether it be me or a random.

    In fairness we never ever see survivors go “oh, 3 gens just popped really early in the match. Let’s not touch gens for a while”

  • @ProfoundEnding said:

    https://youtu.be/jrmKyw5s0Bc

    This is a really good video!

    Unfortunately, no it isn’t. This is one of the videos that caused me to do this post.

  • Lol. Only the trolls will leave.

  • @Kirkylad said:

    They could be using meme builds or a random perk wheel just for fun. I do that a lot just to keep things spicy and not use the same perks all the time.

    Meme’ing is fine.

    Using un-usable perks because of a certain combination, or because of how a killers power works and still playing seriously is just strange though

  • @BreadPanda said:

    Maybe they were memeing, or maybe they felt like playing Plague but were also doing that NOED challenge from Tome I. As for me, I sometimes swap perks out for Agitation and Mad Grit if the lobby I load into looks like a SWF, and on some killers I'll add in STBFL. Sometimes I get lucky and the survivors prove to be exceedingly altruistic, other times I don't get any value out of Mad Grit. But when it works, it works.

    I can assure you, that Huntress wasn’t meme’ing

  • @TheFireVVolf said:

    I have seen 2 Plagues using Sloppy Butcher.

    What....?!?!?!

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/224079/please-please-please-be-nice-the-devs-are-taking-a-leap-of-faith-here

    For what I've seen its mostly been appraisal and constructive criticism there are your few trolls and newbs but other than that it's been legit questions

    I’d love to give the majority of this community the benefit of doubt, but I’ll give an example what we’re likely to expect.

    So talking about DS rather than OoO for this example, they made it repeatedly clear that the upcoming adjustments will drop next chapter, not next week in the mid chapter.

    Guess what’s gonna happen next week though?

    Internet will be flooded with “Where are the DS changes?! I thought they said they were changing DS?! (Insert nasty words about the devs)”

    I hope I’m wrong. But there’s a vile pattern of behaviour with a lot on these forums.

    Prove me wrong forums. Prove me wrong.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917912#Comment_1917912

    I think that the case but the wording needs to be much clearer on it though which is good because they have shown us this early.

    So we can point out the unclear wording and hopefully get it fixed before it goes live.

    OMG. ignore. Doh. Responded to wrong perk. Lol.

  • @Ivaldi said:

    "The Devs just said that Keys aren't as big of an issue as keys because even though it might seem like there are a lot of issues there aren't that many hatch escapes via a key"

    PLEASE... Stop relying on stats. The reason you dont see a lot of key escapes is because IF YOU BRING A KEY.. YOU GET TUNNELED. As killers we aren't just going to say "Oh you got a key? don't worry.. I'll let you survive till end game". So just because they don't escape, doesn't mean it isn't an issue.

    They never said it wasn’t an issue. They simply stated that the perceived grievance of survivors actually managing to escape by opening a hatch with a key is actually incredibly low.

    It really only happens in SWF teams on comms with somebody else running a rainbow map.

  • @Phasmamain said:

    We just need to give the transparency too. Not just”I don’t like the new hud” tell them why and how to improve it. Same with object”it’s good but if we do X it could be better”

    We need to be clear what we want and don’t want without being mean about it

    Exactly

  • @Ryan489x said:

    I understand it's just a concept idea. If they change it or don't even use it I won't bother me

    Yeah, I’m posting this though because this community has a history of “YOU PROMISED”, followed with lots of abuse hurled at the devs, when nothing was promised at all.

  • @Adamant_Tepig said:

    The only feedback I have to give the devs here is that I think the numbers should be flipped to have your aura revealed to the killer every 30/35/40 seconds instead of the other way around as it was presented. Other than that, it looks really good!

    Why would you want less information on the killer as you go up in perk tiers?

    Remember, the idea of the new concept is that any time YOUR aura is revealed, the killers aura is revealed to you as well.

  • And I’m almost certain being healed by someone else doesn’t disable DS. It’s only if the survivor with active DS engages in self heal or healing another survivor.

  • @Maelstrom10 said:

    Now i agree, playing both sides very frequently, that both these perks deserve whats coming to them.

    I even agree with the ds change wholeheartedly. But what happens if someone taps a heal on you the unhooked player before a killer comes to you, to purposefully rob you of your ds? I agree with healing someone else, or even self caring, but being healed by another teammate only to either be interupted midway and downed instantly, or just having the teammate tap you to be for a lack of a better phrasing mean to you, you'd lose out on your perk.

    Objects 30s aura reading for the obsession is the only thing wrong with that change. the rest of it? perfect, show the killer to me when im being shown to the killer, thats actually an amazing change, even though it doesn't counter all uses of aura reading, its still a strong perk.

    But 30s of periodic free aura reading against a stealth killer, where you have no idea where there at? imagine against a ghostface. Thats basically starting the trial with MoM's debuff applied to you periodically. No way to switch it off. it just tanks its ability to be used, because on the off chance you do get a stealth killer your just outright drilled out of the game.

    ----------------------------

    These changes are good for the game don't get me wrong, and i want them very badly so both sides can be healthier (alongside other changes coming in the future)

    But please think about how the "healing" portion of ds's nerf is added, and something different then 30s periodic free aura reading on obsession survivors. objects new change isin't powerful enough to net that kind of a possible debuff. (Could instead be, whilst healing, have your aura revealed within x distance, which also would reveal the killer to you, permanently making it risky, but giving you awareness similtaneously)

    That was already a risk running current OoO. A stealth killer can already take advantage of an OoO user.

  • @Slickstyles said:

    Am I just doing it wrong or is it near impossible to do a 360 with the new character movement in PTB? Not sure if this is a bug or a feature but if it is a feature, it does kind of blow a bit.

    The PTB has been closed for weeks, and you’re.... bringing this up now?

    I.e. on what grounds are you claiming this if it’s not currently able to be tested?

  • @Pokino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917304#Comment_1917304

    I think you don't realize... Why do I stay 99% healed for a resilience that I CAN'T use?... No, DS deactivates when fully healed is precisely for encouraging healing instead gens, a better and healthy game in my opinión than the usual "DS means I repair injured"

    No, I think it is you that’s misunderstood. I wasn’t implying DS users using resilience while still having DS active.

    I was simply pointing out that if a survivor could still heal themselves and not deactivate DS (in case they were interrupted), it would be abused by having survivors heal to 99% to make sure their DS stays active for a full 60 seconds, and possibly still use that for plays such as body blocking or locker spamming. It gives the survivor the option to just tap a button to full health if the DS timer elapses.

  • @megswifey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917304#Comment_1917304

    I hope this doesn't sound sarcastic or rude, but you are a clever player and every comment you make makes me think about survivor plays and how to be better at this game you are magical lol :)!

    Oh thank you

  • @Marigoria said:

    Define "healing"?

    Healing yourself? Healing someone else? Only when fully healed?

    We’re almost certain they’re referring to engaging in a healing action. Being healed by someone else sounds like it doesn’t disable DS.

  • @Pokino said:

    because there's an error with this new DS... DS shouldn't be deactivate if you're healing or being healed, DS should deactivate when you are FULL healed. This minor change and everything will be fine.

    No. That would lead to the same abuse we see with Resilience or Dead Hard. Survivors 99% healing to still use those perks, and only finish healing when they believe they’re about to take a hit.

  • @tt_ivi_99 said:

    I feel like the perk is kind of dumb now, most survivors can run the killer for longer than 1 min so I dont see why It has a timer now that It deactivates whenever performing an action...

    “Most” lol. What?! 🤣🤣🤣

  • @Trashmaster said:

    I think DS deactivating on healing is a bit rough, considering that healing is the action that generally comes after the unhook

    That’s on the survivor to ensure they’re somewhere safe, and they’ve definitely eluded the killer before healing.

    So no more dumb healing under hook unless 100% sure the killer isn’t coming back.

  • @kyogul said:

    If Visionary showed the progression of generators via aura intensity then it would be an actually viable perk to run. I know i'd run it. I would exclude it showing survivor auras because it could negate ones like Bond and so on.

    I suggested the same when the perk got released

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915741#Comment_1915741

    @Chchchcheryl

    Of course you have to analyze your own situation. Like, if you haven’t gotten any hooks from that survivor I would probably hook, instead of slug.

    The way it sometimes works out for me is that I slug the one person, go pressure gens, give the survivors a reason to leave the gens, go back to the slugged person and by that point you can intercept anyone going for that heal.

    Much of this depends on other variables too like which killer you’re playing, and what perks you’re using. You wouldn’t want to bother much if you’re a mile away from the slug and you aren’t playing as someone who can travel across the map in a short amount of time.

    This sounds similar to what I do, and why I run/stack Coulrophobia with Mangled. It usually results in the healer taking a hit for nothing because they couldn’t get the slug back on their feet in time.

  • @Chchchcheryl said:

    As I've been going further up in rank I've finally clashed with the extreme gen rushing meta and I was wondering if any seasoned killers may perhaps give me tips on maintaining pressure whilst only being able to be in one place at once, particularly with a killer like Wraith, who has no built in snowball potential or pressure.

    Please no git gud or ruin undying ez or whatever, just actual proper tips and ideas.

    Slug regularly. You want 1 or 2 survivors incapable of doing gens as often as you can manage.

  • When others claim Clown is weak. This is newly added with “the antidote is pointless”.

    They don’t have a clue what they’re talking about, and just emphasise how few actually understand how to play Clown.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910619#Comment_1910619

    Its only rank 9.....how is 2 golds and 2 silvers not a pip for a rank 9?

    Probably the same odd reason I can still double pip in red with 2 iridescent emblems and 2 gold.

    Nevertheless, deciding to quit a game because a match didn’t result in ranking up is pretty inane and embarrassing.

  • @Phasmamain said:

    That’s not how they should nerf him. Make the alarm clock spawn closest instead of farthest

    That would make the sleep mechanic entirely pointless.

  • @Chchchcheryl said:

    It's literally to celebrate a japanese holiday I don't think BHVR would be elaborate enough to use a national holiday to tease a niche new killer with a BP code

    Especially seeing as we already have 2 Japanese killers. There’s still tons of other cultures and folklore that could still be explored.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913318#Comment_1913318

    People have been saying the games been dying for years and it will probably last for another 2-3 years but after that last chapter. It's certainly not looking good.

    Nonsense.

  • I hope they address Hoarder’s original intent to reduce item rarity in chests. Is it really that hard to code it so that only brown or yellow items can be found in chests, and for survivors running Plunderers the best they can get is green?

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913894#Comment_1913894

    A lot of the counterplay for Deathslinger comes into play when he's reeling you. When you're running a Deathslinger, yes you are going to get shot. What you need to do is get shot in a spot where you can hook yourself on a piece of level geometry or fall through a drop down or whatever so the Deathslinger can't follow up and actually down you. If you can successfully do that, you'll waste a ton of his time, time he flat out does not have.

    What you need to do against Deathslinger is twofold. First, be HYPER aware of every single bit of the level around you. Things as benign as a random tree stump on the Swamp can save you from going down. Second, keep as much distance as possible. While Deathslinger does have range, he is more deadly the closer he is to you because he's less likely to miss and it is less likely you'll be able to get something between you when he's reeling.

    Wow. I’ve never thought his counterplay like this.

    This is great advice.

    So actually choose where he shoots me so I can easily break the chain and keep wasting his time?

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