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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @xEcoLog1cDuk3Xx said:

    I'm pretty sure Tru3 already did a build similar to this and it had more synergy.

    Yeah, it’s really quite strong with a good gen pressure strategy. For all intents and purposes it buys the time gen regression would with the added extras of not needing to waste time kicking many gens, and not worrying about other survivors finishing blocked gens while in a chase.

  • Oh right, lol.

    I’m going to interpreting that as “you don’t count because you actually have skill”

  • Wait... what? 🤣🤣🤣

    Just because I play Clown?

  • @The_Bootie_Gorgon said:

    as in you don't give a ######### about gens?

    Well, I’ve regularly touted the power of slugging with Coulrophobia, Distressing, Sloppy, and either Forced Penance, Third Seal, or Overwhelming Presence.

  • @Tsulan said:

    Well it IS the problem.

    Absolutly no doubt about it.

    This.

    Killers drop off dramatically roughly between 5:30 pm and 9:30pm because they’re sick of the sweat squads and their BS.

  • @Unifall said:

    Sounds more like a meme build. I rather have something to regress gens. This build might have some synergy but Gearhead is pretty bad 2 basic attacks for a 30 second perk? Furtive chase if you kill the obsession then you lose all your stacks. DMS and nemesis sounds decent though. But eating all those stuns just for an obsession? It can stack up time. If I'm in comms with someone I would say "hey gen is at 80% I'm going to run the killer this way hurry and finish it" they'll just wait for the timer to be gone and repair it.

    That’s still buying the killer loads of time to end chases though.

  • @HollowsGrief said:

    Lets also not forget that the perk TELLS the survivor it's going to block the gen if they get off, before they actually get off lmao.

    What does it matter though?

    If the killer is charging towards their gen, the survivor isn’t going to go “oh crap I better stay on because I can see the DMS notification”, unless they’re confident they can finish the repair before the killer gets there.

  • @KayTwoAyy said:

    My reaction to seeing Dead Man's Switch activate on my gen:

    "oh no... what ever will I do. I hopped off this gen to go save a teammate. I sure hope a killer doesn't come over and kick this gen in the 45 seconds it takes me to go save my teammate! ...oh wait."

    But the other 2 survivors can’t take over after you’ve gone either. That’s the point of the perk.

  • @Timeman63 said:

    I'll try this build for myself, probably on a mobility killer like Blight. You may have saved me some work in studying and researching for my eventual Bad Perk University post on Dead Man's Switch. I always felt that Dead Man's Switch was intended to be used with the Obsession changing perks, but found it difficult to see how to apply it in practice. You seem to know what you're talking about, so I'll give it an honest attempt. Succeeding with "meme builds" like this is always more satisfying than succeeding with a generic meta build.

    Yeah, DMS on its own without Obsession switching (unless going out of the way to eat 4 DS), isn’t super fantastic. But now I’m running it with both Furtive & Nemesis, I now understand why the devs were conservative with it. It’s very strong with Furtive & Nemesis, like REALLY strong, but it’s balanced out by obviously preventing it from being paired with 3 other strong meta perks.

  • @OmegaXII said:

    There is another one downside to this perk. Survivors need to stop repairing that particular gen to get the effect. So, if survivors are on different gens, you can only pressure one. So the others will not be affected by this perk. If you focus on getting everyone off gen, you're losing the time you gain from the perk.

    Also, it gives a huge notification to everyone that this perk is activated. So survivors will never get caught off guard. Also, survivors know who's the obsession, so they will know when this perk is going to pop. If they want to unhook, they will leave the gen before the effect kicks in, so it won't block the gen for next coming survivor.

    And it has limited usage and needs other perks to change obsession like your build. On its own it has only 3 uses if you don't take any DS intentionally.

    To be fair dedicate your whole perk build just to make a simple perk works shows that particular perk is underpowered.

    Also, as per my point, it’s actually super strong with Furtive and Nemesis. If it worked this strong without it, plus in a build with Ruin, Undying, perhaps Pop for when an Obsession isn’t hooked, it would be absurdly broken and overpowering.

  • @OmegaXII said:

    There is another one downside to this perk. Survivors need to stop repairing that particular gen to get the effect. So, if survivors are on different gens, you can only pressure one. So the others will not be affected by this perk. If you focus on getting everyone off gen, you're losing the time you gain from the perk.

    Also, it gives a huge notification to everyone that this perk is activated. So survivors will never get caught off guard. Also, survivors know who's the obsession, so they will know when this perk is going to pop. If they want to unhook, they will leave the gen before the effect kicks in, so it won't block the gen for next coming survivor.

    And it has limited usage and needs other perks to change obsession like your build. On its own it has only 3 uses if you don't take any DS intentionally.

    To be fair dedicate your whole perk build just to make a simple perk works shows that particular perk is underpowered.

    Your first point is no different than using any other killer perk though. If I’m using Gearhead in the build, I can choose to chase 1 off one gen, and if another highlighted gen is reasonably close enough, I can go commit a chase with that particular survivor. The first survivor has to wait out DMS or find another gen.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904822#Comment_1904822

    We may not be playing the same game, I occasionally 4-man SWF on PS4. What I mean to say is that it wasn't made with SWF in mind.

    "I just hopped off a Gen at fun bus, it's blocked, so don't let go of your gens, but nearly done, get it after you're done with the one you're on"

    "Who's grabbing [x] off hook?" "I'll get them" only one person leaves gen and the gen is blocked while it wouldn't have been repaired anyway

    It is good if survivors group up on gens and you can catch them (say with Discordance), right off of hook. so you waste more than one Survivors time with the perk, rather than solely through chase.

    I don't disagree that your setup is good, as especially once you get down to fewer generators its effectiveness increases significantly, but I disagree that the perk was made specifically to trump voice comms. It isn't as effected by comms as other perks, but doesn't abolish comms outright.

    Ok, saying it trumps comms was a brash statement. But the build does put a spanner in the works coordinating jumping onto a gen that was just left due to a chase.

  • Bye.


    Theres plenty of ways to pressure top level survivors.

    I just posted a way to make Dead Man’s Switch work stupidly good, and it deals with SWF quite effectively.

  • @Regulus47 said:

    Probably going to get a lot of hate for this, but a good Blight is stupidly strong with little to no counterplay. His cooldown after a dash isn't long enough to make any real distance, and his turning and attack hitbox are so massive that you really can't dodge his lethal rush. On one hand, you need to practice a bit to be good at him i'm sure, but at higher levels it doesn't really seem like you can do anything against him.

    He can use his power at almost every loop in the game to get an easy hit, and those that he can't he can just chase normally and then break the pallet and get a free hit afterwards. Is it just me or is it just too easy to hit people with his lunge?

    I get nothing BUT survivors dodging my Lethal Rush.

    It’s very frustrating.

  • I’m a sucker for a muscle head, so David.

  • @[Deleted User] said:

    Comms Survivors are going to be separated. (And good Survivors will try to be separated anyway even in Solo)

    If they get off a Gen it's usually because they're doing so for a reason.

    To that end, Dead Man's Switch is mainly useful against Generators where there is more than one Survivor on it, moreso towards the end of the match. When it can really make a 3-Gen cancer.

    Gearhead does work well with it, but IMO Gearhead seems like it was once part of Dead Man's Switch as an effect that happened when you downed the Obsession, and then gutted out because it overcomplicated/overstuffed the Perk.

    Are we playing the same game?!

    Yeah, they’ll be separated, but please, let’s not pretend that SWF never communicate “I just got chased off a 90% gen near fun bus. Jump on that one next.” for example. C’mon, many killers see it happen all the time. Chase one survivor off a gen, another quickly jumps on when the killers back is turned.

    Heck, even smart solo survivors do this. I regularly run Open Handed, Bond, Visionary. So if while I am working on a gen i can see a survivor just chased off one they’re working on, I know exactly where I’m going the second I’ve finished repairing the one I’m currently on.

  • @[Deleted User] said:

    DMS is that kind of perk that seems effective until you face a coordinated SWF that hops into a gen with Prove Thyself and finish a gen before you're able to hook your obsession.

    That’s hardly about to happen every time now is it. Of course survivors still get some gens done. That’s expected, and fair.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904641#Comment_1904641

    I've used Furtive and DMS with Freddy before at Rank 1. Survivors don't get off gens unless you force them to. It just encourages the "gens before friends playstyle" plus I always felt like it wasn't worth giving up Pop or Ruin for because if you chase a Survivor off a gen they're busy so they already aren't coming back so who TF cares if its blocked.

    Maybe there are some god tier plays you can make with green rank Survivors that use bond and prove thyself instead of meta perks. But in practice at Rank 1 its nothing but a meme build. It never feels like you get as much value from it as other regression perks

    But that’s healthy. Just like Ruin, it should be forcing killers to up the gen pressure game to get value out of it. Brain dead 100% passive perks like old Ruin aren’t healthy for this game.

  • @Yords said:

    I think that it should activate only after a survivor stops working on a gen, not immediately after you hook the obsession and it cannot reset or stack if you somehow hook someone else as an obsession during this time.

    Since survivors can easily counter it by just working on the generator (they are given a debuff warning for dead man's switch in the bottom right) I think it should have some sort of debuff if they continue to work on the gen. Maybe a regression penalty by 15% and have their auras revealed for as long as the perk lasts. Maybe, it still wouldn't exactly be a top tier perk.

    However, it is a good perk on Freddy with a certain playstyle.

    I like this it encourages the killer to actively pressure gens. A passive block immediately upon hooking would be too unhealthy, especially in the build I’ve mentioned.

    Also, it currently doesn’t stack or reset. If a new Obsession is hooked before a current 45 second activation ends, DMS doesn’t reset or stack. The killer either needs to wait before hooking (if it’s onky a few seconds left anyway), or just accept that they’re already doing pretty damn well ending 2 chases in under 45 seconds and probably doesn’t need DMS activating again so soon.

  • @gatsby said:

    It's still mediocre at best because DMS activates for 45 seconds after the hook. Not after the Survivor lets go of the generator.

    So in practice the most it blocks a generator is like 30 seconds or less. Honestly, Repressed Alliance is better at denying gens and that's a Survivor perk (honestly if RA it was a Killer perk it might be pretty decent like an alternate version of pop kick the gen and block it for 45 seconds)

    30 seconds of another survivor not being able to jump on the gen after someone has just been chased off of it, 6 to 8+ times a match is a pretty big deal. It’s mediocre on its own because of the coordination it prevents. Like I said if it worked as effectively as it does with Furtive & Nemesis but on its own instead, it would be broken with other meta perks.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902905#Comment_1902905

    I respect you but this is your dumbest take in my opinion. Theres 4 survivors and 1 killer and the sacrificial ward is 1 of 30 green offerings vs 1 of 23 map offerings. Whats the chances to happen one of the 4 survivors has a map offering (with their being 4 of them and 1 of you) and you having a sacrificial ward to stop it. (Which the survivors are allowed to cancel out anyway by just stacking). The survivors have a 4x chance of getting haddonfield for instance since a 1 in 23 chance is 4%. (But a 1 in 30 chance if i don't actually compare the chances and use sacrifical wards actual chance to appear is actually 3% for the killer to get sacrificial ward). BUT Anyways times survivors 4% by 4 survivors theres a 16% percent chance a survivor gets haddonfield compared to the killers 3% for a sacrifical ward. NOT to mention survivor and killer map offerings have the same power so if i burn my own to counterbalance most of the time its double haddonfield to completly nullify any chances i had. "Its a risk you take" most killers are always at the survivors whim in most cases. Survivors can also plan their build accordingly to the map offering their bringing like 4 balanced landing haddonfield. And if im forced to be taken to haddonfield one more ######### time as hillbilly i will personally find the offering user and slug them the entire 4 minutes. Theres a simple solution since the killer is in a 4 to 1 offering battle for map offerings make the killers offering equal 2 survivors making it a 50/50 if two survivors bring haddonfield i have a chance to use my own.

    That’s the whole point of Sacrificial Ward existing. If a team is dead set on their strategy working in Haddonfield, and they suspect a potential Sacrificial Ward, they’d have to burn 4 strode keys to be sure.

    But what this also means for the killer is that the survivors are forfeiting any White Wards, Shrouds, Coins, or Salty Lips (if they’re doing self unhook builds + anti slug builds), which to me makes being sent to Haddonfield not feel as bad.

  • Visionary, Deja Vu, or a Map.

  • @Shirokinukatsukami said:

    I just used the offering where the Hatch spawns in the Main building.

    5 gens done, no hatch in saloon.

    #########?

    The offerings increase the odds, not 100% guarantee it.

    Just like you can use a strode key and still end up in shelter woods every once in a while despite no other map offerings used.

  • @Blueberry said:

    A pretty bad perk that no one uses.

    How about we add the stipulation that injuring the Obsession causes all generators to be blocked within 32 meter for 15 seconds.

    This is on top of its current effect.

    Note that I said injured, not hit or downed. That is to say only when going from the full health state.

    Now you'll have the rare gen blocking of the perks main effect but also a little bit of passive blocking throughout the match.

    I agree it need something more. It’s okay (just) when it’s paired with Furtive Chase (get more mileage out of DMS). But only if the killer knows which gens to go to.

  • @Chilli_man2400 said:

    It should be 45 seconds of oblivious for all tiers but they should make it so when you cleanse a dull totem your aura is revealed for 5 seconds and you suffer from oblivious for 45 seconds.

    when you cleanse a hex perk everyone’s aura is revealed for 10/15/20 seconds and all survivors suffer from oblivious during that time

    That might be too strong. I keep thinking how awful that would feel as a survivor if Haunted Ground were cleansed.

  • @Blueberry said:

    As you referenced, Oblivious for 45 seconds should apply to any totem cleansed for that person and the aura reading for 10 seconds should apply for all totems as well. That would be decent.

    Even then though, I'm still not sure if it would be good enough I'd run it.

    At least it would then fit its title: punishment for cleansing.

  • @TruffleTurtle said:

    My main problem with them isnt being trash. Its that it takes alot more work to do what other killers can do. Using victor can be so punishable with 1 wrong move that can set you back alot. I don't think they are the worst killer but I feel like they are too counterable for the little reward you get for playing the Twins

    This.

    Hard work. Little reward.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902879#Comment_1902879

    Negative.

    It's not always apparent if you are facing a SWF though. So you'd basically have to burn one most games.

    Burning the sacrificial ward each time is not a sustainable solution, it's a rare item which has to be unlocked at the expense of other more useful things you would buy with blood points, and also it has to be used in place of another offering such as a Survivor Pudding which continues to benefit you.

    Meanwhile, all the swf has to do is have 1 of 2/3/4 people burn their offering whilst the others burn whatever they want. They can also co-ordinate their blood webs to evenly rotate so they can unlock things as efficiently as they like (taking turns to acquire the map offering).

    That’s the risk and gamble you take. Use it, or don’t.

  • No, because you can just use a sacrificial ward

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902680#Comment_1902680

    That actually sounds pretty good. Would you increase the percent or leave it at 60%? That would make it 12% per finished gen.

    Yeah.

  • @BabyCameron10 said:

    I always see this perk and think, wow this perk has major potential but it’s is so limited. If you were to buff, what would you give it:

    A: Gain 1 stack after hooking a survivor, up to 8 maximum. 2 per survivor hook. Better than it’s current state, it give the killer the chance to earn the stacks but can be problematic if the survivor kills themselves on hook.

    B: Same as now + Each successful attack with CDG, get a decreased successful basic attack cooldown. Up to 30-40%. Good synergy with STBFL, maybe?

    C: same as now + 10% decreased successful basic attack cooldown as secondary effect or when you have stacks (if it seems too OP)

    D: Keep as is

    (I don’t know how to make Polls ._.)

    Thoughts?

    Turn it into Fire Up: a permanent incremental boost per gen.

  • @TragicSolitude said:

    It's kind of random for me. Sometimes I look for the hatch, sometimes I do gens, and sometimes I make noise notifications in the hopes the killer will just end it quickly so I can move on. Depends on the match and my mood, really.

    I vault spam if the killer closes hatch.

    Unless I have Wake up, and the gates are opposite ends of the match, why bother at that point.

  • I’m of the belief solos need at least one aura/info perk.

  • @[Deleted User] said:

    Voice chat is a thing that exists in any online game. Calling people cowards for wanting to do it is cringe and there's no such thing as "playing the game as intented". People bought this game and they should play it as they wish as long they don't break the rules.

    There is such a thing as playing as intended, otherwise design would be pointless and we’d be staring at blank screens.

    By all means, find a way to turn a match into a chess game by moving pallets around the map. Burning barrels can be kings and queens.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900963#Comment_1900963

    Except those games had team play in mind from the start. DbD was unique on release, where the LACK of information was built into the core of the game. So yeah, using comms is a huge boost, where it shouldn't be.

    Thank you.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899491#Comment_1899491

    But what if anyone wants to play literally anything but clown?

    What if someone has a killer they really like and has gotten to know every individual quirk and strategy of?

    The clown is great, but this is the worst kind of whataboutism there is.

    "The game is bugged!" You could play a different game.

    "These players are being toxic!" If you were better, they wouldn't have a chance to. Why should we fix the strategies that other players used?

    "I want to do this cool thing you added, but its barely functional!" Do a different thing then. When will our customers realize that we have a monopoly on this experience, and thus don't have to fix anything as long as we give a "better" option?

    It may seem like I'm way overreacting, but this exact problem is one of the main reasons the DBD community sucks so much.

    The devs give us excuses, other options, more chapters, but they refuse to take the time to fix anything.

    Ghostface's power? Broken from day one, but who cares?

    Nurse's? That one too.

    Freddy? [EXPLETIVE] YOU! BREAK IT THE OTHER WAY! YOU HAPPY NOW? NO?!

    Declining killer population? Ah, the survivors must be having a tough time with those long queues, we should nerf the killers to make it up to them.

    Community toxicity? Why should we care if they use the optimal strategies that we designed, which happen to be loathed by absolutely everyone? It's not like the point of a multiplayer game is that everyone has fun playing the game.

    Thanks for listening to my Ted talk rant.

    Chill out.

    I agreed it was an interesting idea, and also pointed out that Clown is available now and can shut down loops.

    You can either wait for the idea to come to fruition, or use something available now.

    Relax.

  • @Timo_______R said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900432#Comment_1900432

    She probably was better than him, she probably died because of her team, that is happenign in dbd all the time.

    But she’s attacking HIM. Whether you’re right or not, that’s still bad sportsmanship as she’s giving her team a free pass if they’re the reason she ended up dying.

  • I feel you.

    I just don’t give survivors the satisfaction of bullying and being abusive anymore.

    If they’re out to make the game miserable, I just wait by a gate and avoid the anxiety that comes with persisting in a hopeless match.

  • Seriously though, congrats. I remember how good it felt to consistently achieve merciless a few games in a row. Thana & Dying is definitely underrated. I’ll occasionally use them on Clown with Sulphuric Acid Vial, Coulrophobia, and Forced Penance. Really makes healing to get rid of Thana difficult.

  • @Mr_K said:

    🍪

    Here's a cookie

    And some milk 🥛

  • @EvilJoshy said:

    You ever notice most of a killers specific perks are better on other killers? M&A is good on a lot of killers but Doc is perhaps the killer that doesn't really benefit from it.

    Clearly I don’t agree with that.

    Doc gets HUGE benefit from M&A, especially with Calm. It confuses the HELL out of the survivors and can lead to LOTS of free hits when they start to ignore the TR altogether.

    M&A just doesn’t work on Doc for players that just like to throw out random Static Blasts.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900456#Comment_1900456

    Because your static blast is based on terror radius. So it makes it much less effective unless your chasing someone, but the ability is best used when you are looking for survivors to chase. Also, whispers is good on him because his base TR is 32, just like whispers range. So when whispers turns on, you use static blast to pinpoint their location. M&A screws this synergy up

    I’d also like to add that if M&A is used with Calm, then it gives all the other survivors not in a chase that suddenly, unexpectedly find themselves in the TR no time to get into a locker before Blast goes off.

  • @[Deleted User] said:

    I main Nurse and her teachables synergize incredible well with her. Thanatophobia makes survivor want to waste time healing instead of doing gens, so I can see them with Nurse's and easily get two downs (especially if I have range addons). Stridor is almost as good on Nurse as it is on Spirit, it makes blinking through tall loops way more reliable and it counters Iron Will survivors which aren annoying to deal during her fatigue.

    I also like using Deathbound and Trail of Torment on Pyramid Head.

    The other killers I play a lot are way different though. Oni, Deathslinger and Huntress teachables are among the worst perks in the game. I do play a ton of Blight but I don't use Ruin+Undying and his other two teachables suck.

    Yeah, I’m starting to use Stridor more on my other killers. Previously ignored it as I’m not a Spirit main, but I finally see how valuable it is with how popular Iron Will is.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900456#Comment_1900456

    Because your static blast is based on terror radius. So it makes it much less effective unless your chasing someone, but the ability is best used when you are looking for survivors to chase. Also, whispers is good on him because his base TR is 32, just like whispers range. So when whispers turns on, you use static blast to pinpoint their location. M&A screws this synergy up

    Strong disagree.

    If a player is using Blast solely as a tracking tool, then they probably need to go back to the drawing board as killer and relearn basic tracking skills needed across all killers.

    Throwing out random Static Blasts with its long cool down leaves it open to risk of not affecting anyone at all.

    M&A allows Doc to get closer to someone, and then allow maximum possible coverage for Static Blast once a chase has started (especially with Calm add ons). If you wait until in an actual chase before using Blast, Doc is guaranteed that at least the chased survivor goes up a tier, instead of possibly nobody at all.

    But in the case of Calm with M&A, even using the brown add on will jump Docs TR up to 44m in a chase or 28m out of chase. Those are still great TR sizes.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899369#Comment_1899369

    LOL XDDDDD

    Imagen to need Noed to get atleast one kill XD. And you also cry for a Buff for it.

    I mean I already know that you are not good in this game, but damm this is a whole new Level. Do you need a Hug?

    Wow, you’re whole goal here is to see how much of a jerk you can be huh?

    The forum members here are claiming “Why has NoED not yet been changed?”

    They’re wrong.

    NoED has gone through many changes.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899476#Comment_1899476

    The only thing I have to say about this comment is...get gud or what I would prefer.

    *Click* *Click* *Click* Look guys a Baby Killer!

    You misunderstand. I don’t event use NoED. I don’t think NoED is too weak. As I said I think NoED should be buffed in order to get survivors to actually cleanse dulls. No other reason.

    Oh, and I’ve been around since the release of Nightmare on Elm Street. Not a baby killer.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899503#Comment_1899503

    I mean, wasting time doing nothing (AKA cleansing dulls) in the case that a killer is using 1 perk out of a hundred isn't really a secondary objective.

    Sure it is.

    The goal is to escape.

    NoED is a real possible threat that could prevent that goal.

  • @Exerath1992 said:

    Isn't playing with the teachable called "the adept challenge" or something like that?

    Not if you also use a fourth perk slot. You can only get adept if you only use their 3 perks, and no other perks.

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