TheClownIsKing
TheClownIsKing
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@Asssblasster625 said:
No. M&A is stinky on doc so I never use it on him
How is M&A stinky on Doc?
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1899476#Comment_1899476
Exactly. NOED is healthy in that it forces an objective other than gens. Something which the community has been asking for for ages (secondary objectives).
“wE wAnT aN eXtRa ObJecTiVe”
”nO, nOt BoNeS.”
”SoMeThInG eLsE wE’LL pRoBaBlY aLsO iGnOrE.”
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It’s an interesting idea.
Or you could just learn Clown and then you never need to worry about endless looping again.
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@Jasix said:
Hyperbolic anecdotal post. Toxic players exist at every level. And also: rank is irrelevant. How so? I was a rank 1 killer for 2.5 years - I am now rank 16 because I rarely play killer any more.
Look at your example: You have 60 hours in the game and are a rank 10 killer. What does that mean? I have WAY more than 60 hours in this game and probably 15 times as much as your total in just playing killer, but I am rank 16. I have never been toxic as a killer - not once. I probably spent 600 hours as a red rank killer and never called anyone a name in end game chat, never tunneled, never camped, etc etc.
Making broad generalizations based on an arbitrary thing like rank is just silly. Toxic people don't become toxic because of their rank.
That’s not what the OP means. They naively (yet sweetly) expected players that have finally reached Rank 1 to have developed more decorum by that stage.
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@halfmanhalfape said:
I generally don’t have a problem with Noed. I agree that currently if it is taken away there is no reason to do dull totems, and I kinda like doing totems.
But if there were a change to Noed, I think taking away the speed buff would suffice. That’s pretty significant already imo.
No. Making it less dangerous only encourages ignoring dull totems during the match.
If anything it should be buffed so that it’s so absurdly strong survivors finally take the damn hint and actually do dulls they see during the match.
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Lol.
You noobs.
NoED HAS been changed.
It never used to be a Hex.
Once upon a time all a killer had to do was equip it, and it activates at end game regardless, and survivors couldn’t get rid of it.
Honestly, if everyone just cleansed ONE dull totem they see, it only means ONE survivor has to cleanse a second one. That’s it.
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More killers with anti loop and ability to control the chase like Clown.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1897139#Comment_1897139
This is why we should nerf Overwhelming Presence, smh. /s
Nerf?
Why would Overwhelming Presence need a nerf?
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@XayahXRakanFTW said:
I love getting a purple medkit from a chest and losing it right after getting hit with franklins demise and losing it within a minute of getting it. It's annoying too when you bring a purple item and just when the game starts you get found first, get smacked and drop your item like at least put a cooldown on the perk.
Items aren’t mandatory to repair and escape. You’re being unreasonable letting Franklins tilt you.
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I like the idea that Overwhelming Presence could cause items to lose charges.
What if Overwhelming Presence kept its existing function, but also caused items not currently actively being used to slowly lose charges at a slow rate whenever they happen to be in the TR?
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@SilentPill said:
I think a way better training tool would be the expanded gas area addons, then you don’t need to be particularly accurate at all and can just cover the entire loop in gas.
I don’t think clown can afford to run such a weak perk, and I doubt new killers will have access to it anyways.
Probably about the only killer I can see ZT being worth it on is Pyramid Head, but even then “I’m all ears” just does a better job.
As a seasoned Clown main, I know what I’m talking about.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/221664/why-is-hag-so-hated-by-the-survivors
The reasons she's is hated is as followed (I play a lot of hag and can see why):
1) traps are annoying to deal with and allow a lot of the time free hits because they are difficult to see on most maps.
2) have you ever used shackles (the purple add on), not seeing the projected phantom plus having a status effect applied such as blindness or deafened (using another add on) is really powerful, even more so than most of her add ons (by far most powerful except iridescent rag)
3) as stated before, iridescent rag. The ability to freely teleport to traps (even with a cooldown) is stupid as hag, because people crouch before they know it's on you, and therefore you can get easy hits early. And that's one add on.
4) and the most common reason, she promotes a patrol playstyle and has very little downtime needed to set up her traps effectively unlike trapper, and doesn't need to pick them up to reuse them. This makes her a force to be reckoned with against most teams, and only gets destroyed by comms or a good survivor with a flashlight.
This is my opinion, please feel free to correct me if I'm wrong as I'm speaking from my experiences.
These are great points.
Also her counters are unreasonable. Flashlights are far too strong against her, and if nobody has flashlights, the survivors are screwed.
Its simply not an acceptable counter to just crouch walk. When an unhook occurs almost every Hag does the exact same thing: Break chase and immediately run back to the hook. Why? Because they know godamn well that its impossible to crouch walk away fast enough out of trap range before she returns. So its either don’t trigger traps, and get hit anyway, or run and still get hit because a trap is triggered.
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Just pay attention to the crows. They always give survivors away
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@The_Bootie_Gorgon said:
trying to turn dbd into coDoodie or fartnight🤔
Huh?
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*sole job*
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@gendoss said:
I feel like a big "problem" with solo survivor is that there aren't any defined win conditions. Like in any semi-competitive game there's always winners and losers. If you did really well in chases but your teammates sucked and didn't do much the game can say you didn't do well (de-pip) but you can feel accomplished. To me that just isn't satisfying enough, like if everybody believes they did well but actually was really bad or vice versa because the game told them so based on their weird ranking systems it just creates weird gameplay that doesn't work out so well. I think the game genuinely needs to have a win and loss condition, like if 3 or more survivors escape that's a win, and vice versa. If that was in place solo survivor would feel so much more defined and make more sense imo. It would fix a lot of issues people seem to have.
Lol.
Yes there is.
Escape!
The pipping system and emblem system have nothing to do with win conditions. They’re simply used to determine if you were well matched, or poorly matched against your opponent.
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I’m on PS5, so everything stays locked at a constant 60fps.
The only dips occur as survivor when tormented by PH.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1893770#Comment_1893770
Blood Echo can be good, but the thing is, it CAN BE, but it's not on regular basis. It is inconsistent bcs some Survivors don't dun Exhaustion perks, and Exhaustion on those Survivors is completely harmless.
Why not only Blood Echo, but also other perks with interesting effects like Fire Up, Off the Record, Dragon's Grip, Dance With Me, many others can't be buffed to an extent to they are very appealing, but not super strong? It would integrate more variety of perks into the current meta.
That’s the risk a killer needs to consider when equipping anything that can cause exhaustion.
Are they tilted enough by exhaustion perks to take the risk equipping things for matches where there might not be any exhaustion perks.
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@Wesker09 said:
I was thinking of running the build: Prove Thyself, Better Together, Technician and Adrenaline and see if that could help me get people to do gens. Thoughts?
Just keep in mind that there is a risk running Better Together.
When I use that perk I get other survivors in chases being trolls by intentionally leading the killer to the gen I’m working on. This happens far too regularly when I run this perk.
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@[Deleted User] said:
Sometimes I play Nurse and Spirit with nothing but Shadowborn and BBQ and still get a lot of DCs/suicides.
I mean, I get this playing Clown, and I pretty much NEVER run meta perks except PGTW occasionally and only because thematically it’s his perk.
Survivors can just be really really petty.
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It’s to accomodate new features they have planned in future releases.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1893622#Comment_1893622
So half your build to potentially counter a dead hard or two? Plenty of survivors don’t even run exhaustion perks which makes that build entirely worthless.
Blood echo is a very mediocre perk, I really don’t think it needs a cooldown.
But it can totally be what leads to a snowball against survivors very reliant on their exhaustion.
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@Exerlin said:
The perk's cooldown is absolutely ridiculous. There's no reason for a perk that only activates on a hook and already has counterplay baked into the perk to have a cooldown. Imagine that Make Your Choice had a cooldown of 90 seconds, or Babysitter a cooldown of 60. That would be so unnecessary, and it's the same with Blood Echo.
It’s not ridiculous. @MadLordJack put it perfectly.
I like to pair Blood Echo with Mindbreaker. This can sometimes mean one injured survivor exhausted from one activation of Blood Echo may STILL not yet recovered from that before Blood Echo activates a second time, resetting their existing exhaustion timer back to 45 seconds again.
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@Blueberry said:
Honestly I wish they'd scrap the mount of uses in the first place.
Just decrease the percentage and make it a permanent passive increase to your lunge distance as the game goes on.
Currently it's just a trash perk.
I’d prefer this as well, kinda like Fire Up.
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You’re talking about a perk that can 100% guarantee 5 hits throughout the match (unless the killer is terrible).
Of course the requirements will be strict for something that absolutely guarantees a hit on a survivor.
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*Technician*
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@TrollToll said:
Its felt this way ever since clown was released with the store that the devs prioritize new players over there older ones, it feels like that to me and its gotten me bummed out for a real long while now.
Just because we’ve played longer doesn’t mean we’re entitled to anything.
It’s not employment.
There’s no “employee of the month”
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@TAG said:
Not sure if this counts, but I was accused of cheating at least once because they didn't understand how Mad Grit functioned.
I still get that same accusation with Dark Devotion
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@MrScopesMan99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891722#Comment_1891722
ive tried but i cant seem to ever get value out of it
It’s a great slugging perk.
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Nobody takes me seriously when I say I genuinely use builds and strategies centred around Coulrophobia.
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@Fibijean said:
As a player, obviously I wish we knew more about what goes on behind the scenes.
But I've witnessed them do exactly that in the past, and I've seen the fallout. If they announce that they're working on something before they're ready to release it (even if they don't announce a release date and/or are very clear about the fact that it might not happen or might be delayed), one of two things happens: it turns out they can't do the thing, or the thing is going to take longer than expected, and they get accused of breaking promises and lying to their players.
Or, second possibility, they can do the thing, and they do, but it's not in the next patch because nothing is ever released six weeks after they start working on it (which, as I understand from close friends and family who are software engineers, is not that unreasonable, but simply how pipelines work in large companies). Players who don't understand that get upset and, at best, start heckling the devs for being too slow, and at worst, assume they're lying or breaking promises as above.
So do I wish they were less secretive? Sure, that would be nice for me. But when I think about past PR disasters that have come about as a result of them being more transparent, I don't feel like I can really blame them for choosing to just keep their heads down and communicate only when they're 100% sure about something. I would probably do the same in their position.
Very true.
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@CashelP14 said:
Yes
I don’t think that’s very fair.
They, like any game studio, have no legal, no ethical, no moral obligation to be 100% transparent with its community of gamers.
We as gamers should stop expecting this from them. It’s very invasive and oppressive.
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@ShamelessPigMain said:
Other than bringing flashlights and urban evasion, which require you to have foreknowledge of a hag, what tactics can you use to counter a hag?
- Vault spam or locker spam.
- Wait till Hag arrives.
- Point at hook.
- Walking over and sit under hook.
- Suicide.
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- Hag
- Hag
- Hag
...did I also mention Hag?
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@ShamelessPigMain said:
It's annoying, but that's no matter. It's not OP and that's the marker for deletion.
The typical saying of "fool me once" still applies. Learn to adapt (observe their patterns and plan accordingly), and if you keep giving them the opportunity to head on in a chase, then it's nobody's fault but yours. The three second stun is a measly sum, the hitboxes are ridiculous, and it's just a pretty terrible exhaustion perk. If you are insistent on making the same mistakes over and over again, take solace in the not insignificant fact that there's no gens being worked on.
Beyond that, using a perk is not "abuse." That's like saying you abuse ruin by chasing survivors off of gens and hooking them. They're playing the game as it is meant to be, and if you don't like it, you can play Nea to still enjoy the killer experience.
I think it’s a pretty damn big exploit if whenever someone is in a chase they’re being directed where to lead it so that they’re always going interrupted. Either I continue chasing the survivor that’s now gained distance, only to be head on again at another tile, or I chase who stunned me who is also going to lead me somewhere someone else can stun me and interrupt the chase.
You’re not getting it.
When it’s used across all 4 survivors with impeccable coordination and communication, getting an actual hit or down on anyone takes FOREVER.
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@Mat_Sella said:
If people are entering lockers to potentially aid in a chase, nothing is happening in the match. You are applying massive pressure and there is nothing to complain about.
As I explicitly stated, if hooks are being so frequently denied, or so many chases being frequently interrupted so that it takes forever before finally achieving downs, then it doesn’t matter how long it takes survivors to get gens done. If they can’t be killed, they’re effectively free to take as long as the please to finish repairs.
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@Yords said:
You can open the lockers if you feel you will be stunned by head on. It is really counterable once you know what they are doing.
Sure...
I’ll just stop and open every locker mid chase and let the survivor I’m chasing run off...
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@brokedownpalace said:
If a survivor is downed by a locker and you know at least one survivor has Head On, why wouldn't you just check the locker? After the first time it happens, that's on you.
I’m not talking about obvious stuff like that. I’m talking about accidentally passing by lockers when carrying someone to a hook.
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@JPA said:
Nice shots!
It'd be cool if the yellow bottles stunned them for longer or had some other effect (on hit)
https://forum.deadbydaylight.com/en/discussion/comment/1889371#Comment_1889371
It sounds nice in theory, because 1 second sounds worthless on paper. But in practice though, anything longer would be broken on Clown with everything else he’s already capable of. I’m just grateful that direct hits with Antidote still cause a 1 second interruption at all. If it always had to be tonic then it would be cumbersome.
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@KingFrost said:
Perks leaked:
Universal Healthcare
Turns any survivor carried item into a Green/Yellow/Brown Medkit instead. Survivors without an item are given a medkit.
Free Tuition
The crippling weight of student debt has been removed from the survivor. Borrowed Time timer reduced by 3/6/9 seconds.
Tax The Billionaires
The rich keep getting richer. Well, no more! DS timer is reduced by 3/6/9 seconds per prestige level.
Lol, I like universal healthcare.
Imagine a survivors shock going into the match with a red key, but upon loading into the match see they’re just carrying a brown med kit instead.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1889371#Comment_1889371
Just watched the clip like 10 times in a row. It's just hilarious how Felix desperately kept trying to pull the lever. You pretty much played like a Sniper-Doc for that moment.
🤣🤣🤣
Thanks. I still think “I can’t believe I did that”.
It almost trumps the one time I managed a totally blind RHPF over the top of a jungle gym in cold wind at an exit switch, at a Jeff I wasn’t even sure if he was there or not, and insta downed him as he ran around a corner into me.
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@Noobe said:
its nice to see that clown mains exist and that people can play and main what they have the most fun at and not play after tierlists or what other people think.. hoping to see you post more clips once the new bottle comes out.. you are gonna be scary to face with it
I save loads of key high points.
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@Yamaoka said:
Did you record it ? That sounds like a crazy once-in-a-lifetime moment.
Here we go.
I know Twitter doesn’t have the best upload quality, but here it is nonetheless.
https://twitter.com/rigby_gaming/status/1352208915967053824?s=21 -
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1889304#Comment_1889304
Wasn't gonna ask you to upload it. Just wondered because it makes a nice memory for yourself. I too have some clips I particularly like yet I'm not planning to upload them.
For instance I had a match the other day as Pyramid on Lery's and was kinda annoyed because that map runs at like... 15-20 fps on my old XB1.
However throughout the match I heard an injured survivor running through the map and was able to locate his sounds so directionally I managed to hit them with one well aimed shockwave through 1 wall AND 1 loop with absolutely no eye contact before the shot AND the survivor was running sideways from my position.
I uploaded it to my XB live account so it doesn't accidentely get deleted.
If only sounds worked this well AT ALL TIMES. That guy probably didn't know what hit them lol.
That’s awesome.
They probably immediately thought you were a hacker 🤣
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PS4 back button?
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@Yamaoka said:
Did you record it ? That sounds like a crazy once-in-a-lifetime moment.
I did. But I don’t have a YT.
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@MadLordJack said:
You literally screamed someone to death. They screamed so much they died. That is a moment to cherish.
Lol, pretty much.
Off topic, Claudette’s make me laugh the most. There’s something so funny about her screams when hit by bottles.
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@DragonMasterDarren said:
i can't wait to hear some of the things you'll pull off when his rework is on live servers
I’m probably going to do lots of experimenting at loops to see what’s optimal to begin with. Probably means losing many chases in the process, but if it means determining ways to end chases faster in the future, I don’t mind.
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@Phasmamain said:
I don’t know how many unsafe BT saves I have stopped by doing this.
Even some risky gen repairs
very underrated part of his kit
It’s just brilliant. Not as debilitating as Docs ability to prevent actions, but when the survivors can’t get away either, who cares if it only stops actions for 1 second?!
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@JosephThomas2004 said:
Would you guys like Torque from the suffering as a survivor if so who would be his killer and what would be his and his killers perks?
https://us.v-cdn.net/6030815/uploads/5Y8XB29CJDVP/maxresdefault.jpg
I’m pretty sure it was strongly implied that Torque was the monster in that game.
There was a lot of suggestion that he had a complete psychotic break and managed to break out of his cell, going on a rampage killing many inmates and prison staff. I.e. the monsters Torque sees are hallucinations. They’re actually people he’s killing.
So him as survivor is kinda not very fitting.
Great game BTW. Shame about Midway. I’d LOVE a rebuilt next gen version of the game.