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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886969#Comment_1886969

    Bond doesn't benefit other people. It benefits you.

    If you want to help other people play cooperatively you run Kindred and Aftercare.

    I have had killers accuse us of being SWF multiple times because I run these two perks along with Blood Pact. The amount of information you give your teammates is invaluable.

    The build I have on Dwight is Aftercare, Kindred, Blood Pact and Iron Will. It is a super good build. Doesn't look like much and your survivor fundamentals need to be good as you have no defenses other than Iron Will. But If your team isn't absolute trash they really play much better with the info you give them.

    It sounds good in theory (seeing loadouts pre-game), But could you imagine the amount of survivors lobby dodging just because someone isn’t running BT.

  • @MadLordJack said:

    I especially like Open Handed with rainbow maps.

    ???

    Open Handed doesn’t affect a maps detection range.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1887377#Comment_1887377

    Sounds nice, but how does he use the portals as tracking? Did he place them in spots where he knows you would immediately try to destroy them?

    He was just relentlessly placing portals and teleporting at every opportunity and constantly using Of The Abyss to see if anybody was near any.

  • So....

    This is just theory then...

  • @stvnhthr said:

    What is the first thing you do when you start a new match?

    As a survivor I usually jump on a generator. I always wonder what the other players are doing first, since I often see them just run by generators like they have a separate agenda.

    The reason survivors do that is because of 2 reasons.

    1. The want to find a more central gen to start weakening the killers pressure early.
    2. Killers usually check the furthest gens first, so they’re moving away from the closest gens.

    So i’ll do the same thing as survivor.


    As killer the very first thing I do is scan the distance for disturbed crows.

  • I was up against an incredible rank 1 Demo the other day that didn’t use any perks, and only rat liver. We were on Haddonfield and he decimated us. He was excellent with Shred, and used the portals to great effect as a tracking tool and set little traps for us. The best Demo I’ve ever seen.

  • @TAG said:

    My current Open Handed build is Detective's Hunch, Kindred, and Windows of Opportunity. I keep a map handy with the ability to see Totems for when the first Hunch goes off. From there, Open Handed is nice in extending the range in which Killer becomes visible post-hook and being able to see available pallets for days is also neat.

    Yeah a 28m range on WoO is great for planning out routes if the killer approaches a gen being worked on.

  • I always thought Clowns Ether 5% was pretty pointless, only adding an extra 0.33 seconds to Intoxication.

    Not that it matters now as it’ll become party bottles in a few weeks.

  • I would LOVE this feature. Especially if it had cycling between players so I could see what was happening from their perspective.

  • So was I. It’s very true. It’s not a dramatic disadvantage, but it’s a disadvantage compared to other platforms nonetheless.

  • @NotACompPlayer said:

    bro stop blaming the game cos u get spun lmfao

    That’s not helpful. On base Xbox and PS4 the game definitely puts killers at a disadvantage

  • @StardustSpeedway said:

    Leader gang unite!

    It's helped me and the entire team so much and I use it as a solo! It's definitely a rare perk to see and I get a huge grin on my face when I see others use it.

    Same.

    I’ll go to heal a team mate, and that Leader icon pops up, I think “thank you!!!”

  • @weirdkid5 said:

    It's been a long time in this community but I finally have to say goodbye to both this game and all of you. I've known some of you here since the Steam forum days and despite my gripes with the game, the community here is something I've been very attached to since Day 1. Hopefully the mods won't shove this post into off-topic.

    This coming Monday, I will be heading to boot camp to join the United States Marine Corps. I probably won't be able to play DbD much or come to these forums very often anymore, so this is my goodbye to you all. Hopefully you guys continue to enjoy the game and whatever BHVR has to offer in the future.

    OG Legacy for life. (Rip my save file)

    https://steamcommunity.com/sharedfiles/filedetails/?id=813730032

    Good luck

  • I just want old Freddy back.

    He was a true stall beast when used properly.

    I miss him a lot.

  • @Jholla31 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885684#Comment_1885684

    DBD is a game of seconds, making the perk extremely valuable. There's a reason survivors will often finish a gen in a killer's face at the expense of getting injured or even downed; because that gen might not ever get finished otherwise, due to Ruin, Pop, Surge, etc. I've seen survivors get heals off RIGHT as a killer is lunging, which goes from a down to a 30 second chase where two gens get finished. Popping that NOED totem right before someone gets hit. Opening the exit gate just as the killer is approaching. In a game of seconds, you can't say that shaving off 30+ seconds of action speed each game is not valuable.

    Bravo. Well said. I’ve been in plenty of clutch moments where the killer wasn’t able to manage regaining pressure because I let someone else open an exit switch while I stand by with Leader equipped, and the gate is opened just in time as the killer arrives.

  • @JesseJH28 said:

    When someone's using leader while I'm using resilience... Ohhhh yeahhhh.....

    I hope for the day I’m running Leader and I run up to an injured survivor opening a gate with Resilience & Wake Up.

  • @6yXJI0 said:

    Change my mind. This is the most frustrating build i've ever faced.

    Can't repair gen, can't find totems, especially on closed maps like Lery's, Hawkins Midwich.

    It’s mostly Tinkerer that’s the big problem on Freddy. Being able to stop repairs from being finished by reaching there instantly is what makes builds built around Tinkerer problematic on Freddy.

    When I used to play Freddy (I prefer old Freddy, so I don’t play him very often anymore), I’d run Tinkerer, Bitter Murmur, Cruel Limits, and NOED. Oh, and a strode key for maximum leverage of Cruel Limits. It wouldn’t matter if I didn’t stop a repair in time when teleporting, survivors would be trapped in those houses and go down anyway, especially if the last gen got repaired shortly after teleporting to it.

    It’s a pretty disgusting build on Freddy to be honest.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885777#Comment_1885777

    swfs already have it by default. if you ask me, this should be base-kit

    Even though I do play solo, I have to disagree.

    To have that kind of info available to every player, every hook, on every build, with the freedom of still not committing a perk slot to it, is way too strong.

    Kindred does more than help coordinate a hook save, or show if a killer is camping. It can neuter some killers, even when they’re NOT camping, particularly when Open Handed extends it to 24m.

  • @Blueberry said:

    Unplayable? Nah, that's a strong word.

    You will however sweat your butt off, get tilted by dedicated servers screwing you over multiple times from her vomit not registering, and then try to figure out why someone thought it was good design to have your power controlled by survivors. Oh and I forgot the fact that she gets screwed on blood points and emblems as well!

    It's a terrible experience that's for sure.

    No one talks about her much but I honestly think she's one of the top killers in need of a pretty heavy rework. She has so many issues.

    You're gonna put so much more work in than other killers for less return.

    I used to disagree with you a lot about Plague.

    But now I’m on your side of the fence.

    I’m a little broken hearted by how much of a horrible, unfun experience it is using her since dedicated servers were implemented.

  • @BloodMoneyMerc said:

    Is it just me or does Plague feel terrible to play with the current state of the game? I hit people with her vomit consistently but a majority of the time the player doesn’t even gain infection or get injured unless I hit them in the dead center of their character model. It may have something to do with hit validation and the fact that my PC isn’t the greatest thing on the market, but it shouldn’t be this bad. I don’t really have hit validation issues with any other killer besides her (not even Huntress). My PC runs the game smoothly, & it’s only when I play Plague that I run into these kinds of problems. She is currently the most unfun killer to play (in my opinion) because her power is overly hard to land precise hits with. If you even so much as just barely touch a survivor with your vomit they react as if they got infected but don’t actually gain any infection. Plus every survivor that plays against her just gen rushes because that’s the best way of beating her. What are your guys’ thoughts on Plague?

    My mains had always been Freddy and Clown, with a bit of Doc on the side. The moment Demise of The Faithful dropped I clicked instantly with Plague. I mained her almost exclusively for many many months, and felt pretty damn confident with her at red ranks, despite there always being some sort of bug affecting her at any given time.

    Then we got dedicated servers.

    The difference, and the difficulty spike in using her, jumped dramatically. Just as you describe, Purge could be seen connecting with a survivor character model, but wouldn’t actually register to infect them.

    She instantly became cumbersome and frustrating, and the never ending cycle of her getting new bugs (or old ones reappearing) every chapter and mid chapter just compounded how bad it now is to play Plague.

    I went from loving her, to being profoundly disappointed in her.

    It’s really quite sad.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885714#Comment_1885714

    I found this clip from January 12th 2021.

    This player says the buff wasn’t active on PTB, but look at the distance Huntress is from the hook... seems like it’s more than 24m

    https://youtu.be/wp6nY7nviiA

    Yeah it looks like it broke Kindred.

    I hope that gets fixed because MORE than 24m of Killer aura reading would be way too unbalanced.

    As it stands the current 24m is already ridiculously strong if a survivor gets caught in a chase near-ish a hook. More than 24m is too punishing for a killer that isn’t even camping.

  • @hardtimefun said:

    pretty much 4 games out of 5 when i play ghostface and run devour hope and get to 3 tokens, survivors just gives up, why? sometimes they keep playing and look for the totem but most of the time they just let themselves die on hook and barely try to loop.

    Why?

    Because it’s a god awful feeling being insta downed while GF is Undetectable without GF needing to use stalk anymore.

    But this isn’t just a GF thing. Many survivors give up if they have trouble finding a DH totem once it’s reached 3 stacks.

    We’ll be seeing a LOT more survivors giving up once the Undying changes go live and we see Undying + Devour Hope in many more matches.

  • @Xyvielia said:

    Yeah, I watched a buffed Open Handed match with Kindred during a PTB stream, and the aura reading info is supremely valuable.

    Huh?

    Was kindred broken on PTB, and exceeding its hard cap of 24m?

  • @[Deleted User] said:

    Why Visionary instead of something like Better Together?

    Why Bond instead of Kindred?

    This way you also give your teammates information as well, in addition to still making good use of Open Handed.

    I'd also recommend an Exhaustion Perk, simply because added time in a chase is added time your teammates can do other things.

    But disregarding the above, yay a fellow information user!

    I prefer Bond because I like that it’s “always on”.

    It tells me A LOT of information, including things that many might not think about, such as if I suddenly hear the TR, and cannot see any survivor auras suggesting the killer is already in a chase, I know to get off of that gen straight away.

    That said i’ll sometimes drop Leader for Kindred.

    I prefer Visionary because I need to have at least one perk that serves me if the other survivors start dropping off like flies, so I can try and rush gens as best as I can.

    I was running Bond, Better Together, Open Handed, Visionary, But I got absolutely sick to death of trolls intentionally leading a chase to the gen I’m working on because of Better Together. It was happening way too regularly.

  • @RamblinRango said:

    Leader used to help repair gens, I feel like it became much less popular after they changed that and made the gen repair perk (Can't remember the name)

    In fairness that definitely had to be changed. Stacking Leader and Prove Thyself gave a completely absurd amount of repair buff.

  • @Yamaoka said:

    Quote: "Helping double heal faster. Or the ultra rare triple heal."

    There's no such thing as a triple heal...

    They mean if a fourth survivor is within Leaders range doing a self heal, either with Self Care or a medkit

  • @ReverseVelocity said:

    I love Open Handed, it's such a great perk to use when you're running Aura reading. I'm glad it's getting buffed.

    Is Visionary any good? I'd run Deja Vu over that personally, it's really underrated for stopping 3 gens, even if it only works for 60 seconds at a time (it's one of the many perks with unnecessary limitations, unfortunately).

    I love Visionary. Déjà Vu is great, but Visionary trumps it by a small margin. If for any reason I need to abandon a gen, I don’t need to ever go searching for another. I can always see them as I’m travelling. Plus Visionary also helps avoid 3 gens. If while working on one gen, I can see the aura of 2 others, then I know I need to repair one of those next as they’re far too close together.

  • @WishIcouldmain said:

    I'd put Detectives in for Visionary but that's just me.

    Nah, I prefer “always on” style aura perks. For all intents and purposes Visionary is almost always on. On a map like Gideon, Lery’s, Hawkins, Midwich, I want to see where gens are right from the very start, and be planning the very next gen I’m going to while I’m repairing that first generator.

  • Also, it’s the one and only time I don’t care if a survivor is using Self Care and refusing to let me heal them: when they’re doing it within Leader range of the gen I’m working on.

  • Because I also run Bond and Open Handed, I like to do a little “drive by” when I see another survivor do a totem, chest, or run in to unhook someone else (if I’m already close by).

  • Totally agree. Leader rarely leaves my build if for no other reasons than being unhooked faster and healed faster, but everything else it helps with is top notch.

    I absolutely LOVE the feeling I get letting someone else take over opening an exit gate while I wait nearby, and the gate gets open just in time as the killer arrives. Something that wouldn’t have happened if Leader wasn’t in play.

  • @TragicSolitude said:

    Some of us just plateau. I can't seem to get better at looping. I just can't. I've watched videos on how to play tiles and when I'm in the middle of a match it's all just forgotten. Sometimes I manage to juke during a chase, but unless I'm against a rank 20 I go down quickly if I try to loop.

    I don't blame the game, though. It's on me. Different games have different things I just can't seem to get better at, and for DbD it's been looping.

    I’m the same. As survivor the chase is my weakness despite the years I’ve played this game.

    It’s healthy to understand though that the game isn’t intended for survivors to just keep the killer looped all match (or for long periods). Survivors that manage this, although yes they’re good at the game, it’s usually because they’re up against a bad killer.

  • Yes. It can make Mindbreaker a gen stall perk.

  • Seriously, survivors reliant on their dead hard wait out the exhaustion timer before touching gens again.

  • @ill_Boston_lli said:

    Forgive me as i havent read the perk since the change. But if someone is on an exhaustion timer of 40 seconds say after sprintbursting. If you get on a gen it pauses the timer??? Thats gross if thats how it is supposed to be.

    Correct. Either the exhausted survivor needs to wait till they recover before touching a gen, or they need to accept the risk that if the killer comes to the gen you’re working on you can’t use your exhaustion perk.

  • @marian006 said:

    Hi,

    As the title says I would like to transfer the progress from my ps4 account to another ps4 account. My daughter is playing Dead by Daylight and she cannot play on her ps4 when I play PS4 games on my PS5, So I want to make her a new account, but she has been playing for more than 2 years and she has loads of stuff there that she doesn't want to lose.

    Any chance that that could be done?

    This isn’t possible for any PlayStation content. All progress, save files, and licenses are account locked to prevent piracy and cheating. She should have been playing from her own account from the very beginning sorry. Now she will need to start everything from scratch.

  • @Luciferr_2nd said:

    Seriously its ridiculous how many killers slug at 5 or 4 gens.

    Its so boring to go up against.

    Sometimes they end the game so fast by slugging everyone and its frustrating when me and my girlfriend are just trying to have some fun on a game we like.

    Its even more painful when they have a build with ruin/undying/tinkerer etc. And they play very sweaty.

    Thank god for the undying nerf, because that just gave killers pressure for free and it was just really unhealthy for the game.

    Does anyone know why killers like to slug so early and end the game quick? Just ruining the survivors fun?

    Because the game is intentionally designed in a way where the killer is disadvantaged while 4 survivors are still alive. This forces a killer (if they want to cope in matches against better survivors) to utilise tools and ways to make sure at least 1 survivor can’t help with gens while the killer is in a chase with someone else. Slugging is the only tool accessible to every killer.

  • @Yamaoka said:

    https://youtu.be/CCMZfmvb5jc

    This is his PTB music

    I can’t wait till this goes live.

    I wonder what music Clown hears.

  • @FastestVirginia said:

    So... if i remember correctly they said they will add something like endgame collapse mechanic at the beginning of the match to help the killers have this needed pressure early on. What happened? did they forget about it or am i just imaging things ?

    They said it’s something they’re exploring, and at the time were experimenting with ideas.

    But I reckon they’ll never go ahead with it. It’s really not needed since some of the redesigns of older maps and the design of some newer maps.

  • The thing I hate most is how insanely easy it is for experienced survivors to dodge Victors pounce. Being crushed over and over again from a single miss is the most frustrating and demoralising thing I’ve experienced in this game to date.

  • @TAG said:

    https://us.v-cdn.net/6030815/uploads/C2Q814PC4WUP/clown-add-ons.png

    Also putting up the full list, just so people can see it for themselves in the context of the in-game descriptions.

    @Alternate334

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878187#Comment_1878187

    But if it didn't have the inactive period you wouldn't have to throw it ahead, you could throw in directly infront of you

    https://forum.deadbydaylight.com/en/discussion/comment/1878127#Comment_1878127

    Hey man just don't go around trying to start arguments and everything would be ok

    What if a survivor is in front? The clouds expand over a wide area (about 7m)

  • @TotemsCleanser said:

    Because I keep seeing countless "omg nerf DS" "omg Dead Hard OP" posts, so we might as well make the discussion more interesting and come up with actual ideas. Not like there aren't people throwing cool ideas around, but I thought I would make a post specifically for it.

    This applies to any perk you feel needs a nerf. I made it because of DS mostly, but feel free to discuss any other perks that you feel need to be nerfed, as long as you provide an idea on how exactly it should be nerfed (or reworked).

    I don’t think they need to be nerfed.

    I think more players just need to get out of their comfort zone and experiment with other perks. They’ll see that a lot of them are a lot better than they perceive them to be.

  • @Yamaoka said:

    Quote: "I play all hero "

    I mean... I wouldn't necessarily consider a killer to be a hero...

    On topic the Doctor typically does well against new-ish survivors because he breaks the strongest defense of new/weak survivors - which is stealth.

    Doctor finds survivors pretty much instantly by default forcing people to really "be there and ready" in an instant. If they're scaredy cats that don't know how to run a killer the match is pretty much over.

    It’s more than that though. Doc also wastes a lot of the survivors time as well.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/219972/can-anybody-come-up-with-a-good-use-for-the-afterpiece-antidote

    Clownisking would like to have a word with you XD

    But yeah, I've been hearing that the antidote bottles aren't enough to help clown. Kind of a lazy rework when you think about it, they just recolored the bottles and had it do the opposite effect.

    It’s actually more clever than you think.

    It’s clear they were originally dealing with the conundrum of “how can we help Clown dominate better in chases by helping him catch up faster?”

    They couldn’t simply buff hindered. That would affect Huntress add ons, and Freddy.

    Do we really want a Freddy with buffed Hindered?

    The Afterpiece Antidote solves that problem. I think what a lot of players can’t seem to wrap their head around is that BOTH are meant to be used to quickly close the gap on survivors.

    This would be a key reason they buffed his reload speed. More overall bottles are going to be used during chases.

  • @SilentPill said:

    It looks pretty garbage. Assuming bleach is still in I don’t ever really see why you would be using a 10% speed boost over a 20% speed debuff for the same bottle.

    And it takes 2 seconds for the cloud to form? Nah. Might as well not exist outside the longest loops in the games.

    You wouldn’t pick one over the other.

    You would use both.

    A well placed Antidote and a well placed Flask of Bleach is going to be an insanely powerful combination.

  • @oh_0k said:

    I really can't find a use for the antidote at all, it's not good for chases because it can potentially harm you and the tonic is just 100% more reliable, can't use it for map pressure because the speed it gives isn't really noticeable and any distance gained from it is negated by the fact you have to reload. using it aas you break a pallet actually takes longer since you have to throw it first.

    It really should be changed, maybe remove the inactive period so it just instantly goes into effect. How about combining the two so the purple gas slows survivors and makes the clown faster.

    It needs to have an inactive period so that it can be thrown either at or ahead of the survivor without them getting the speed boost before Clown then passes through it.

    You’re not planning ahead and not observing all the potential places the survivor could be heading.

    I.e. you must be thinking too short range rather than long range.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878080#Comment_1878080

    Kinda selfish of you to prevent people from taking your 1st place as best twin player,smh my head

    🤣🤣🤣

    I am, if losing a lot is counted as winning.

  • @[Deleted User] said:

    This is the entitlement they cater towards. "I'm entitled to have my second chance and the killer shouldn't be allowed any way to counter it", they'll nerf Pyramid head's cages for this reason too.

    Umm, I’m a die hard Clown main, and even I don’t see a problem with a change to Solvent Jug.

    If the antidote did something DIFFERENT to speed boosts, then yes I might be pissed that Solvent Jug was changed.

    But seeing as that’s not the case, Survivors aren’t going to get much advantage using exhaustion perks against Clown anyway.

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