TheClownIsKing
TheClownIsKing
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877942#Comment_1877942
Thanks for reminding me to lv up clown for coulrophobia
No problem
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Well...
I win a LOT using builds centred around Coulrophobia
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@redsopine00 said:
Dying light mixed with thana is a really op combo as dying light makes healing and gens slower by a good degree per token and thana slows gens considerably per wounded player making it hard to get gens done particularly if you slug the obsession
I do this stacked with Sulphuric Acid Vial & Coulrophobia, and STBFL.
Do a bit of slugging here and there and it’s extremely difficult for survivors to help each other up, even for the Obsession or anyone running WGLF.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/219981/clowns-window-grunt-isnt-removed-in-the-ptb
I heard from a Clown Main that it's there so he isn't overpowered in a chase. He can slow you down and deny pathing if played correctly, so they added this sound to give him at least some counterplay during a chase.
Silent vault Clown could surprise you, slow you down enough so that you can't even reach the next safe spot anymore.
Yep, this. It would be unbalanced if there wasn’t an audible cue.
That might be absurd, until you go against a Clown that can deny a survivor every conceivable option.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1877623#Comment_1877623
Exactly; the Antidote speed-ups, plus the accuracy of a decent Clown player completely trumps DH and reduces Balanced and Sprint Burst’s chase extension almost to the point of rendering them completely ineffective, regardless of the exhaustion add-ons.
Clown’s going to be fine, I feel people will warm up to playing him more than before the buff once they get familiar with the strategies of his new playstyle.
I think they’ve increased his skill cap significantly though.
Those that didn’t like him before are probably still not going to like him now.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1877820#Comment_1877820
You can already get to a 2 second reload. But stock bottles are so mediocre it doesn't really matter how many you have.
You can throw like 6 bottles at a survivor to down them over 30 seconds or just run them straight over in 2 seconds with a killer like Bubba.
You’re not meant to throw bottles AT the survivor. You’re meant to have them explode in front of them. This is probably why it feels like you can spam 6 bottles and still not get close enough.
A survivor is hindered the entire time they are within the gas AoE, and for a further 2 to 2.5 seconds once they’re out of the gas. You want gas clouds in front of survivors, in their path, at places they have no choice but to either run through all of it or suddenly turn left or right.
All it takes is survivors running through 1 fully expanded gas cloud and Clown catches up incredibly fast.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1877769#Comment_1877769
Pretty sure they even kept the values of both, I tried both on the ptb (against zubatlel) and the recovery after throw felt like 0.2 seconds as it currently is on live with both addons, definitely makes more interesting plays
Yeah I couldn’t imagine they’d have any reason to change the values.
Gonna guess they reduced cork down to 1 second though (2 second reload).
Cork reducing reloading to just 1 second would be absurd.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1877623#Comment_1877623
feather addons become all the more useful for clever set ups
Yep.
The moment they revealed the new bottle my mind straight away went to thinking how the usefulness of feathers skyrocketed.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1877676#Comment_1877676
But why would you? I typically have hundreds of browns on my favorite killers. They are meant to be used.
I usually share the same attitude, but I’ll go through periods of using Clown to farm BP that I won’t be investing back into his bloodweb to replenish add ons. I.e. the BP is for other characters.
So I won’t use add ons when I do this, and still cope just fine in matches.
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I think you’ll find, given enough time and experience, any killer can he played well without add ons.
I play Clown without add ons a lot.
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Besides, if players find exhaustion perks a real problem, Blood Echo + Mindbreaker is actually a very reliable perk combo now.
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I don’t think this change is going to hurt Clown that much. It’s a healthy change. Exhaustion perks aren’t going to help survivors much if a Clown does clever set ups where he speeds up at the moment he hinders survivors.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1876713#Comment_1876713
There's so many variables in this game too to defend/deny any situation. Yes a perfect scenario case can show that a person's argument can seem a bit silly but as it's been discussed with OoO, just because the stats say one thing it doesn't change how it feels to play against that perk. In reality you'll remember the bad games or scenarios more than the good ones and come here to complain/vent/offer game changes but in the reality of that same game someone else could have had a really fun/perfect match. There's a massive lack of empathy and keeping an open mind in the forums from all sides. And that's not even scratching the whataboutisms and people that want to take a thread and make it about a completely unrelated issue.
So true.
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I’m 50/50, and unbiased with almost all of my opinions.
I get mistaken as a 100% killer main though because of how much I post about Clown or other killer issues.
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I play Clown.
So what I get instead is a lot of implied “you’re full of crap” or “the survivors you face must be potatoes”.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1875913#Comment_1875913
*You use a real video camera, record yourself with your forum name written down on paper and you holding it, then pan it to the monitor to show you logged in on the forums, then boot up the game and show him your rank in game on video and link him it*
"Oh, you're just boosted then lol"
I guarantee that is what they would have done haha. No one that ridiculously ignorant is ever going to admit anything else- ever.
I think I understand where you’re going with this... maybe...
I guess it’s like how I regularly reclaim rank 1 as Clown after resets, and how I used to do the same with old Freddy before his rework.
”oh they must be potato survivors then!”
me: “all of them?!”
”yeah, all of them.”
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@CLAUDETTEINABUSH said:
I really don't get it
Probably out of habit.
Once upon a time it used to hold credibility as it used to be much more difficult getting to red ranks, and subsequently holding that rank.
I.e. Getting to red ranks as old Freddy had WAY more prestige than getting to red ranks with current Freddy.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875215#Comment_1875215
Since I don't want to start another thread to ask this question.
Do you think zanshin tactics can work as training wheels to assist aspiring clown mains in bottle throws?
Oh absolutely. Clown is one of the very few killers where Zanshin is actually good, for the exact reason you stated.
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Well I’m very biased here.
Clown. When learned how to use properly, he’s a beast in a chase.
And he’ll be even better when the Antidote goes live.
The only thing with Clown that can make him very difficult is the constant on the spot planning, and the constant scouting of everywhere the survivor could run to ahead of the chase.
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@soshidow said:
I don't care what numbers would need tweaking, buffs, nerfs, etc. to make it fair. I'm not after a balance discussion, simply want to ask:
Would people find clown more interesting to play as/against if he also had to watch out for his purple bottles?
He would be unplayable if tonics hindered him.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1875185#Comment_1875185
But I wanna see Clown go Zoom Zoom.
Lol,
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1875170#Comment_1875170
I am not a Clown main so I know my suggestion may be worse than what they have done, but I feel like it would have been more interesting if they gave clown the speed boost from the recent event that the vial add-on gave. His chase is good enough as is, he just needed some map pressure and seeing the clown zoom in straight lines would be greatly amusing and terrifying at the same time.
He truly, genuinely doesn’t need map mobility. Once someone learns how to use Clown properly, chases are ended so quickly that this alone pressures other survivors a LOT. He can be a snowball monster just like Nurse, Billy, Oni, or Bubba.
Honestly, once these Clown changes go live, and more players get interested in using him, and getting better at him, Clown is going to be complained about a lot.
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I’d like to add that slowing a survivor during the moments Clown has boosted speed should also address the whole “drop the pallet early” issue, as Clown should still be getting hits in now before Survivors even reach a pallet.
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@chieften333 said:
So let me get this straight... everybody was saying clown lacks any good method of mobility. So BHVR made him even more chase oriented???
The antifote bottles have so far proven useless for map mobility due to its low numbers. The area where they help is during a chase. Where you can boost yourself, and slow a survivor.
But what was the reasoning behind making him more chase oriented than he already was?
@TheClownIsKing feel free to weigh in on this issue.
They were never intended for map mobility.
Clown derives his pressure from quickly ending one chase after the other, so they wanted to make his anti loop even more dangerous, as currently there is still the occasional loop that can cause Clown problems, sometimes if 2 tonics are used.
They couldn’t simply buff Hindered, as that would also affect Freddy & add ons that inflict Hindered.
But with an additional bottle that causes a speed boost, this gets around the issue of Hindered sometimes not slowing survivors enough at certain loops because of the spacing between Clown and the Survivor, and somewhere safe the survivor can reach. Now at those loops that would usually require 2 tonics, but would still be 50/50 whether a survivor still reaches a pallet or vault, Clown can now substitute one of those Tonic placements for an Antidote. The idea is that Clown should be passing through an activated Antidote closely to the moment a survivor is slowed down by a Tonic.
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They’re probably just unequipped. Check your inventory count. Happens to me semi regularly.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1874794#Comment_1874794
I’m divided on that one. Recently that same thing happened to me, I allowed the person to heal me, they screwed up the skill check, the killer noticed, and I wound up dead. It’s situational, so there are times when I absolutely do NOT trust others healing me.
That’s fair.
Unless HL or Unnerving is at play, I get super pissed off and flabbergasted whenever someone fails a healing skill check on me.
They’re freaking huge. How?! HOW DID THEY SCREW THAT UP?!?!
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@StardustSpeedway said:
I always say Leader in these posts because I feel like it's such a great perk that's underrated, but for the sake of changing it up, I'll mention Visionary.
I love being able to see gens especially on maps where they're a bit tough to locate like Midwich/The Game/Treatment Center.
I almost exclusively stick to Bond, Leader, Open Handed, and Visionary these days.
I want to always know where objectives are, know exactly what else is going on in my area, be healed quickly, or heal others quick (if a team mate helps), follow someone to a powered exit gate switch so they can open the gate faster.
I just find it to be the most universally useful solo build that helps be a really good teammate.
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@Rivyn said:
I'm not talking about perks for a meta build, or to counter what you may consider 'against the rulebook' type perks, unless you just like the idea behind the perk itself. Just that one perk that feels fun to use, that reminds you that you're actually playing a game, and not just a sweat fest.
For me, it's Lightborn. Those extra few seconds where survivors are trying to blind, before it clicks that it isn't working, always makes me giggle. More so if they keep trying, either at another pallet, or backpedaling away from me as if I can't see them. I'll sometimes even let the flashlight user go, just because it's amusing to actually be able to use the perk for once.
Wish there were more perks like it out there.
Bond (plus Open Handed)
I feel very naked whenever I forgo Bond because it just tells me so much all the time, even when I DON’T see some survivors auras.
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There’s something else I’d like to add. If another survivor has come to you, PLEASE stop doing your 4567 second long Self Care and let the other survivor help you dammit.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1874695#Comment_1874695
I stand at the exit area to give the killer extra bp by hitting me. What about those people?
I can assure you that the killer doesn’t see it that way, and is pissed off that you’re wasting time that everyone could spend starting to find a new match.
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@druggedpug69 said:
I was on a couple month break from dbd before the twins released. When they released, I played for a good two weeks and then I just got bored of the same stuff every match. I tried switching my build up but then I got stomped into the ground for it. Seeing the twins made me not buy them because it just wasn't worth it. That means there was nothing new for me so I quit again. I've tried to play again, but every time I tried, I would be reminded of all the things that made me quit and I stopped even trying. I really like this game and I truly do want to play, but I've completely lost all motivation to try. Can anyone give me a reason/encouragement to pick it up again?
As killer or survivor?
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Also there are certain likely spots for the hatch to appear on certain maps. Don’t forget the new blueprint offerings too.
All maps: check shack and hills.
Swamps: the perimeter and far corners.
Haddonfield: the street, and house porches.
Badham: the streets, the boiler room (the area where Freddy presumably sleeps).
The Game & Midwich: Obviously don’t waste your time upstairs. Sometimes the hatch is on the landing of the main staircases in Midwich, and somewhere in the centre courtyard, or main hallways.
Lery’s: good luck. Seems to be the hardest map to find the hatch.
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@Bone_Dice said:
I suck at finding the hatch, is there any tips or advice in finding it quicker?
If you’re wearing a good head set, you should hear the hatch before you see it.
Traverse the map in a methodical matter. I tend to map out a mental grid in my head, and travel left to right, then “down” a tile length, then right to left, like if I were “mowing the lawn”, so that I’m thorough. If the other player finds it first, so be it.
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Sorry, but there are many players that find killer a frustrating experience, especially during peak periods when there are a lot of red rank bully squads. Although these types of survivors are the minority, it still unfortunately heavily influences the killer culture/community.
I personally can play well against most of these teams, but it’s rarely very fun.
So depending on my mental state, I’ll sometimes just play solo survivor during those times, regardless of how long the queues are.
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@Xyvielia said:
I’ve had more teammates turn into complete potatoes against Bubba than vs Myers
4/10 of my Solo queue LF matches usually end like this👇🏽
https://us.v-cdn.net/6030815/uploads/W0GCLQ8H3I1F/9989c7d0-ee42-4c36-9885-1240d614a9fb.png
...or sometimes even worse
Yeah I’ve seen this too.
I’ll watch from a distance while LF closes in on the other 3 doing group healing, like it’s going to be some magical ward against chainsaws.
Facepalm.
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@[Deleted User] said:
Oh wait they do, it's called Coup de Grâce and it only activates once per gen.
How about you give DH the same balance and give survivors a token once per gen?
Or you could just learn Clown. He can close the gap on survivors whenever he wants to.
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@[Deleted User] said:
do you play in solo queue?
Yeah
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@OniWantsYourMacaroni said:
My logical conclusion is that your teammates are actually magpies that are attracted by myers shiny knife
Probably
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I love love LOVE Open Handed, Bond, Visionary, Windows of Opportunity
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@rafajsp said:
It's going to be lauched anyways with same bugs and unecessary modifications which btw your community don't ask for.
Bugs exists for months or more.
Console optimization was a disaster ( actually i don't know HOW console players still play and feed money)
HUD was fine why change it ?
Movement was fine why change it ?
Well i don't know why i'm posting or why i'm still here reading after these years ... maybe because we have no other option ... at least on this genre.
Do people forget that PS5 and XBox Series are consoles too?! Game runs great on these systems.
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@BabyCameron10 said:
I mean they didn’t do anything to RedHead’s Pinky Finger. Not saying it’s OP but it’s pretty powerful (Not really that hard to aim either). It’s just as annoying as Iri Head.
I would have said they’ll change Iri Head, but they didn’t change RHPF, which really surprised me. As a Clown main I was certain RHPF was going to be nerfed.
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Probably not, but it’s just a waste of the mods, and your own time, as it delays the review of your original report.
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Prepare to see a lot more once the changes go live, and players start giving him a chance again.
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@Pig_Is_Pog said:
Title
For me it would have to be unfunslinger, i don’t even have the slightest bit of fun playing against him. i think he’s badly designed, getting shot then hit feels undeserved and the instant ads just doesn’t make you feel like you actually got outplayed.
i know people say “just break LoS” but that isn’t a valid counterplay, you can’t always do that and technically you can say that about any killer. it’s like saying the counter to genrushing is by getting hooks.
but that’s just me, what’s everyone else’s least fav killer to verse?
Hag. I despise her.
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@SnakeSound222 said:
The FAQ for the PS5 upgrades says disc PS4 players are not eligible for a free upgrade to the PS5 version, unlike most digital users. I clicked on the link for more information but it was not very helpful. All it tells you is how to upgrade your game from PS4 to PS5. There was a link to the list of PS4 games that work on PS5 so I thought there might be something there regarding DBD, but there wasn't. It feels like the FAQ is incomplete.
So what’s going to happen to us disc PS4 users? Will we be stuck having to play the PS4 version on PS5 until a PS5 disc is released? Will we even be able to play the disc at all on a PS5? Why can’t the disc version have a free upgrade like most digital copies? That’s a really stupid restriction, digital can get an upgrade but discs can’t.
When you have the PS4 disc in your PS5, go to the DBD icon, scroll down to its game hub, and if there is not a prominent square icon to the right of your screen offering you a free upgrade, then it’s possible to get an upgrade for free. If you can upgrade, you’ll still need to use the PS4 disc every time you want to play (always push options on the DBD icon to check it will load the PS5 version, not the PS4 version).
Otherwise if it’s missing, then no free upgrade.
The base digital copy is on sale on the PSN store. If you buy just that, all your PS4 DLC you’ve ever purchased does transfer over to your PS5 copy.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1871015#Comment_1871015
Did they remove the hardcap with the buff/nerf to open? Seems fairer to allow it to impact all now.
No. 32m range on Kindred would be pretty broken.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1870167#Comment_1870167
Are you sure? Where are you getting this hard cap information from? The DBD wiki page on Open Handed specifically states that Kindred has a max range of 48 meters when using 4 copies of OH: https://deadbydaylight.fandom.com/wiki/Open-Handed
(Oh, and yeah, I forgot about OoO. Ridiculous ranges on that, too.)
The devs have repeatedly said on these forums, and on streams where Kindred is the one exception to Open Handed stacking. Kindred has a hard cap of 24m. You can test this now by doing a custom game and stacking open handed with kindred. Only one open handed will apply.
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@Saltjar34 said:
You do realize that if Vigil worked that way, your boy Clown is gonna get screwed over, right? It's literally a hard counter to a lot of add-ons and perks and frankly I think it's unfun. Third Seal is already weak enough.
It’s not like this would suddenly make Vigil meta.
And I previously would have never suggested immunity to hindered, but now that Clown has the Antidote in his kit, one perk that could make a survivor immune to hindered wouldn’t be so crippling to Clown.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870548#Comment_1870548
So theoretically speaking clown could just hit the survivor, they get a boost, clown throw the yellow bottle in front of them walk through it and get the speed boost (since it doesn't take long for the cloud to change) and switch instantly to the purple bottles to catch up to the survivor and down them immediately. Is that about right?
Yes. The ability to quickly follow up one bottle throw with another will only be limited by the default cool down, or feather add ons.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1870438#Comment_1870438
"Big payout"? What's that supposed to mean?
BP