TheClownIsKing
TheClownIsKing
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1870375#Comment_1870375
Only by the time you hit them, swap bottles, throw the yellow one, wait 3 seconds, get the boost. The survivor will be at normal speed or camping the pallet like normal.
That’s why you’d throw the Antidote well in advance of reaching the loop, so the survivor passes through it before it activates, then follow of with a tonic
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870425#Comment_1870425
I pray to god that you're wrong, reducing his movement speed is not the way to incentivize using the antidotes.
Of course they’re wrong. Where is a quote or source from a dev or mod saying this?
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@Axx said:
I mean, if you truly understood DBD at a high level you would know that truly good survivors stomp on Clown, especially a Clown with no meta perks. You would also know why DS is an issue. There is a reason why Clown is NEVER played in any "competitive" DBD tournament. It's because he is a joke vs any competent survivor team.
I understand fine.
I also deeply understand Clown. He’s way misunderstood, and used very poorly by many I see play him. Hence why he isn’t played often at high ranks.
I feel sorry for anybody that thinks developing the skills necessary is impossible to be extremely good with a killer without meta perks.
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@AetherBytes said:
I'm not even sad I'm saying this, clown needs a fix to that bottle speed bonus. Most loops, even safe ones, are almost unloopable now, and even early drops offers almost no safety. I love that the devs finally gave clown some love, but this is almost absurd. with a tonic'ed survivor and an antidoted clown, thats a 40% speed difference at base, with no downsides at all to clown. That's enough to make most pallets useless against him as he can run around the loop faster that a survivor can leave it.
I’m curious as to where you’ve got this 40% number from.
Hindered survivors move at 3.4m a second.
An Invigorated Clown will move at 5.06m a second.
It’s a speed difference of 1.66m a second.
Where is this 40%?
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@AetherBytes said:
I'm not even sad I'm saying this, clown needs a fix to that bottle speed bonus. Most loops, even safe ones, are almost unloopable now, and even early drops offers almost no safety. I love that the devs finally gave clown some love, but this is almost absurd. with a tonic'ed survivor and an antidoted clown, thats a 40% speed difference at base, with no downsides at all to clown. That's enough to make most pallets useless against him as he can run around the loop faster that a survivor can leave it.
Well, as I’ve said for a long long time, survivors need to learn to play stealthier against Clown. The only reason that hasn’t been adopted by survivors already is because they go against Clown rarely, and good Clowns are even rarer.
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@chieften333 said:
I feel like they could give the antidote a small buff. Though I am kinda sad that that the old effect for solvent jug is going away.
Other than that I'm excited for the new clown.
I would’ve been upset about Solvent Jug if the new bottles didn’t increase movement speed. There will be many instances a survivors exhaustion perk won’t help them much if at the same time they’re intoxicated and Clown is invigorated.
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@dspaceman20 said:
Based on what your saying im assuming your a clown main?
I’m almost certain that if a tonic and antidote are placed cleverly enough in quick succession, a survivor will be hit before they can even reach a pallet to drop it early.
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@dspaceman20 said:
Based on what your saying im assuming your a clown main?
You see my forum name right?....
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@thrawn3054 said:
So they get rid of Ether 10% but leave garbage blindness effects?
I just thought...
Cigar Box with Kerosene Can will be pretty good together.
If a survivor successfully runs through an Antidote, just quickly blind them. Now Clown can track them, but they can’t track Clown.
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@Axx said:
The only reason you hold you own at red ranks is because most DBD players, on survivor and killer, are not good. You can 4k 8/10 games at red ranks with low tier killers easily due to this. DS is an issue due to how offensive it allows survivors to be. Good or even decent survivors know how to abuse it to be more than an anti-tunnel perk.
Wow. I’m so lucky that the networking magically prevents me from ever playing against good survivors. What clever match making.
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@Gay_Police_Dept said:
That can't be true :O, I saw lots of DbD "experts" talking trash about the new Clown here on the forums even before having the chance of trying him out.
Probably “experts” that play everything BUT Clown usually.
I’ve mained him since release. I can already see in my head lots of nasty tricks with the new bottle.
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@ukenicky said:
I'm excited but also scared since I saw that Pinky Finger is unchanged lol
But aside from that I'm really happy and hope future Killer changes will be like this. Also yeah! I'm wondering about those add-ons as well, specifically how long their effects stay up because permanent blindness and or mangled seems broken but idk. I also would hope that the effects linger for while after being intoxicated though as, I would hate for the status debuff add-ons to feel weak.
But I’m very happy with Sulphuric Vial. It’s actually a small, indirect buff to Coulrophobia. They’re both very powerful stacked together, and now their is no reason to waste a perk slot on Sloppy.
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@ukenicky said:
I'm excited but also scared since I saw that Pinky Finger is unchanged lol
But aside from that I'm really happy and hope future Killer changes will be like this. Also yeah! I'm wondering about those add-ons as well, specifically how long their effects stay up because permanent blindness and or mangled seems broken but idk. I also would hope that the effects linger for while after being intoxicated though as, I would hate for the status debuff add-ons to feel weak.
Kerosene Can is still only 30 seconds, reset each time the survivor is intoxicated.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1869870#Comment_1869870
That is interesting, and a pretty good point. Here's what their rationale for the buff is:
"Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand."
The current (live game) tier 3 Open Handed value is 8 meters, and it stacks. So, you would be able to achieve what they are proposing here with two players running Open Handed. As-is, if two or more people stack the perk, it would be insane, as you have thoroughly pointed out. So it seems like maybe they feel that 8 meters is too little, but they have now concluded that 16+ meters is too much. For various aura perks, it would result in:
- Bond: 44 meters (+8 per additional OH stack) in the live game, and 52 meters in the proposed rework.
- Kindred: 24 meters (+8 per additional OH stack) in the live game, and 32 meters in the proposed rework.
- Detective's Hunch: 72 meters (+8 per additional OH stack) in the live game, and 80 meters in the proposed rework.
- Windows of Opportunity: 28 meters (+8 per additional OH stack) in the live game, and 36 meters in the proposed rework.
- Plunderer's Instinct: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Better Together: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Left Behind: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
If I had a FIFTY-TWO METER BOND IN EVERY MATCH, along with all the Kindred shenanigans you have described (I run both of these perks), that would be nuts.
Maybe they'll split the difference and go 8/10/12 or something. That would still be really significant.
You’ve also left out OoO. It’s currently possible for a SWF to have 104m OoO.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1869870#Comment_1869870
That is interesting, and a pretty good point. Here's what their rationale for the buff is:
"Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand."
The current (live game) tier 3 Open Handed value is 8 meters, and it stacks. So, you would be able to achieve what they are proposing here with two players running Open Handed. As-is, if two or more people stack the perk, it would be insane, as you have thoroughly pointed out. So it seems like maybe they feel that 8 meters is too little, but they have now concluded that 16+ meters is too much. For various aura perks, it would result in:
- Bond: 44 meters (+8 per additional OH stack) in the live game, and 52 meters in the proposed rework.
- Kindred: 24 meters (+8 per additional OH stack) in the live game, and 32 meters in the proposed rework.
- Detective's Hunch: 72 meters (+8 per additional OH stack) in the live game, and 80 meters in the proposed rework.
- Windows of Opportunity: 28 meters (+8 per additional OH stack) in the live game, and 36 meters in the proposed rework.
- Plunderer's Instinct: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Better Together: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Left Behind: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
If I had a FIFTY-TWO METER BOND IN EVERY MATCH, along with all the Kindred shenanigans you have described (I run both of these perks), that would be nuts.
Maybe they'll split the difference and go 8/10/12 or something. That would still be really significant.
But Kindred has a hard cap of 24m already. This in effect now. 4 players can stack Open Handed, and Kindred will only read the killers aura within 24m of the hook.
Is the suggestion here that Kindred is currently bugged? That the hard cap is being over ridden?
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But they do have a point. It should be reportable specifically on PTB.
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@AbstractSaucing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870033#Comment_1870033
Yeah maybe for a locker surfer 🤔
If that’s what it takes...
I see stealth stigmatised so much, but if it saves a survivor from a chase that would put them in this position, well then... whatever it takes.
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Geez, it’s just a HUD.
Bye.
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@AbstractSaucing said:
Its absolutely ridiculous that there is close to no counter measures against all players being slugged all at once. Sure there's like, two perks out there that are rare and few in-between in the bloodwebs, but I fully think that if all players get slugged before even two generators are done that the first slugged survivor should be able to get back up in a deep wound status (or some variety of pick up) to give everyone a shot. Because not everyone has or runs deliverance, and even that is only good for first hook IF you're lucky enough to unhook someone first. Even running with higher ranked players this is a problem that I still constantly run into.
There is...
...don’t get caught.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1869779#Comment_1869779
Maybe but it was cut from the patch notes as well; and it was one of the major things they talked about so I doubt it was an accident.
Tbh I have a theory as to why; but I don't want to end up having someone trying to start an argument with me over speculation.
Can you PM me? I’m curious about your theory.
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Maybe an oversight?
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Oh, and Sulphuric Acid Vial no longer has a timer? If that isn’t a misprint, then that’s a great buff that makes Sloppy irrelevant on Clown. Sulphuric Vial + Coulrophobia is going to be GREAT.
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Thanks to everyone that tagged me.
Some very interesting things here. The most striking is that they didn’t change RHPF. I’m quite shocked by that. I really don’t think Clown needs it.
I’m....okay....with the removal of exhausted seeing as there are add ons that increase Invigorated, as a cleverly placed tonic and antidote should still mitigate many exhaustion perks anyway. Not to the extent of directly applying exhaustion, but this should still work well.
I love love LOVE the idea with VHS porn. What a screwey add on.
Parade Gloves is a fascinating one. Will need to see it in action.
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@Alphasoul05 said:
I feel sorry for people without the brain capacity to understand why DS is such a big problem, especially with UB. Maybe you ought to go watch some videos of some of the best killers in the game and their Youtube videos on it to understand from the perspective of people actually good at the game.
Please don’t offensively presume I’m potato.
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@crixus006 said:
https://forum.deadbydaylight.com/en/discussion/comment/1868878#Comment_1868878
It is correct but I do not see the new purpose of the new bottle so that the clown is a killer that can compete with Freddy, nurse, spirit and I even see it further down the line.
You’re meant to use BOTH at TWO different parts of a loop. You time it so that Clown is getting a speed boost at the moment a survivor is getting hindered by a tonic. Now there should be zero chance a survivor can reach a pallet or vault in time.
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@Kebek said:
So, the new clown rework is out and it didn't take much testing to see how effective the new "Afterpiece antidote" (which shall henceforth be called "Sonic tonic", I love some people on these forums, omg that name made my day) is and which is the most likely usage it shall have when used efficiently.
The antidote is actually pretty usefull but not in the way devs probably wanted or should want to be. I believe that it was intended to help clown with his overall mobility and have less impact on the chase (which is why it has 2,5s activation time and cures intoxicated effect). Unfortunately, I don't see that happening, at least not in a impactful way. The additional speed is, let's say usable for mobility but 10% isn't significant enough to truly help with map mobility when compared to the other good mobility powers in the game and as it's not a passive effect which also depletes your ammo for chases causing you to relod more often which slows you down a lot (even when at 3s) you just shouldn't be using the sonic tonic for mobility, it's not worth it with the exception of some edge cases.
On the other hand, sonic tonic makes clown I'd say even twice as good at chasing. If clown properly sets up both his gases he gets overall movement speed bonus so big that you get his almost guaranteed unless you always pre throw the pallet extremely early (which still might not be enough to outpace him now, not enough testing yet) or have extremely favorable loop spawn. Devs literally improved almost only his chase (which was already good enough) and made him more opressive in it. Yes he's still clunky and doesn't always have enough room to properly use his gases but when he does, you can do very little about it as setting up gas isn't hard at all.
Overall, it is a good buff to make him stronger but I believe his fun factor for survivors dropped even lower vs him. He'll still be immobile, 0 stall or snowball, good at chases overall but has hard time with pallet pre-dropping killer which doesn't cut it to reach higher tiers. He's better but I hoped that he'll get updates to other parts of his kit besides chaes and I can say that this rework mainly improved his chase which he didn't need.
These are first impression so they are bound to change with time but I don't see how can someone make sonic tonic work while gaining overall net gain on mobility.
I think you have it round the wrong way. As a Clown main I immediately knew this new ability was to make Clowns chase and anti loop dramatically stronger. Never once did I think it was for faster traversal.
Clown doesn’t need map mobility. He just needs fast downs and regular slugging.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867933#Comment_1867933
Where did you get slugging from? Unless your replying to someone, OP simply said they don't care about getting hit by DS because they always funnel it out early game!
(I meant funnel, not tunnel)
I’m known to advocate slugging, BUT I get misunderstood. I just like to at least have 1 survivor slugged wherever possible, not try to 4 slug at 5 gens.
If at the end of a second successful chase a third survivor is immediately spotted (probably some idiot with a flashlight), and the first slug still isn’t picked up, then too bad. I’m chasing that third survivor while 2 are slugged. This either forces Unbreakable to be used, or the fourth survivor I presume is on a gen HAS to come and help the slugs.
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@supersonic853 said:
Big surprise a person who slugs people over and over making the game very boring for both sides isnt impacted by ds. I never get hit by ds as oni because of slug oni but i dont leave people on the floor all game. Not to mention they can just get back up with ub anyway and soulguard making your strat useless.
I’m not doing the dreaded 4 slugs at 5 gens (unless in the rare instance the survivors were super dumb and make it easy for me to do). I just believe in a strategy whereby at least 1 survivor is down and out of action. Yes, a hook achieves the same, but those seconds of picking up and carrying are seconds i’d rather use searching out my next survivor to pressure.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1867864#Comment_1867864
Unbreakable can help you resetting your whole team after all of them made super big missplays.
There were also times where i had to force people out of the exit gates to prevent further saves but while doing so the person on the ground got up and escaped through the other exit gate/hatch.
It definetely leads to free gen time because noone has to save you after getting slugged and you recover faster which makes it easier to pick you uo from the ground
This is why I start slugging very early in the game. I always want at least one survivor on the ground before focusing on a chase that ends in a hook. It gets rid of unbreakable well before late game.
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@MadLordJack said:
So, you're victim blaming in a videogame whilst encouraging killers to play like pricks and ruin the experience of survivors that aren't running the second chance meta so they switch to the second chance meta and perpetuate the cycle of toxicity?
Whilst Ignoring the fact that a team of small pp build is the freest escape of anyone's life and that DS is the lynchpin of that build and creates the in-your-face toxicity, such as... Literally anything survivors can do to abuse DS?
A few things here...
It’s either be a prick to get rid of a perk that allows survivors to behave like pricks, or allow the possibility of survivors being mega pricks at endgame. Unfortunately DS creates a “choose your poison” circumstance.
Secondly, they only become my target in 2 circumstances: the unhook in my face, which sorry, if the survivors are going to make dumb plays, I’m not inclined to be polite about that. It’s not like there’s some unwritten expectation survivors follow whereby if a gen is kicked, they’re not allowed to touch it again nd must go and find another gen to work on.
And if I happen to spot a survivor again after I’m positive they were only recently unhooked less than 60 seconds ago. I don’t go deliberately looking for them, but I DO deliberately make them my target if I think there is a window of opportunity to get rid of a potential DS.
As I stated, in any instance I eat a stun, I let them go (I ignore them), except if they’re are the last survivor not on a hook/slugged (no one else to chase).
If they don’t have DS and they’re now on death hook, again, as I’ve stated, I MIGHT give them some slack depending on the dynamic of the match. There’s some personal responsibility left on that survivor though. If they choose not to play stealthy from that point onward, and are brashly making themselves obviously known to me, then too bad for them.
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@Damarus said:
Jesus Christ, so I am not the only killer player who follows that reasoning and finds no threat whatsoever in a DS and eating it. Where have you been all this time, dude?
I’ve been around. Some know my previous alias.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1867790#Comment_1867790
To be fair, you can slug on every Killer. Slugging is a very powerful tool to apply pressure.
And well, yesterday I went against a Spirit who ate 3 DS and still got a 4K with 11 Hooks and only 2 Gens done. But DS is too stronk.
Here. Right here. Even if killers are too afraid to try this in practice, survivors regularly come across killers doing this, proving my strategy is effective.
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@Altarf said:
You've said in an earlier thread that you use coulro and sloppy on slugging builds. DS isn't very impactful in those builds. DS is impactful on killers that don't mass slug.
Do you really expect me to believe you're getting constant 3-4k 12 hook games while eating every DS without meta perks as Clown? Really?
Sure am.
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@Altarf said:
You've said in an earlier thread that you use coulro and sloppy on slugging builds. DS isn't very impactful in those builds. DS is impactful on killers that don't mass slug.
Do you really expect me to believe you're getting constant 3-4k 12 hook games while eating every DS without meta perks as Clown? Really?
I do regularly slug, except those I want to eat DS from. It’s how I get rid of BOTH DS & Unbreakable early.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1867724#Comment_1867724
No you think ds is fine therefore you don't play killer enough to understand the game and you're secretly a biased survivor main omg
🤣🤣🤣
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@Shackle said:
https://forum.deadbydaylight.com/en/discussion/comment/1867579#Comment_1867579
"No, they’re not invincible, you just can't kill them PepeLaugh" not sure if you read the rest of my comment but whenever you eat a DS survivors gain at least 45s of collective time on generators meaning if you get stunned 4 times in a match and continue to chase them you will lose the game before they use the 4th stun(because if their DS is active it means you already hooked them which probably took at least 30s while othe survivor were doing gens) and if any Decisive Strikes are not used up by the time the endgame collapse started then its a free escape for the survivor with DS
Except you’re basing that on here say.
My killer games improved dramatically when I stopped treating DS (and Unbreakable) as a threat, and instead starting seeing them as something to simply eliminate as fast as possible.
I’m talking from actual experience because this is something I ACTUALLY do. This isn’t theory. I prove to myself time and time again that neither of these survivor perks are very powerful, and that intentionally getting survivors to waste them rather than me playing around them is always the right choice.
All of you scared kitty cat killers can keep whining and complaining about DS all you want. If all of you have convinced yourselves it isn’t possible to eat DS without losing pressure, then you all need to re-evaluate your pressure game.
I’m just gonna keep doing what I do...
With Clown of all Killers....
At red ranks...
Without meta perks...
Eating DS...
Getting my 3k and 4K games.
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@Shackle said:
https://forum.deadbydaylight.com/en/discussion/comment/1867333#Comment_1867333
Yes only 4 minutes of invincibility per match where if survivors are on gens they can get done in 3 minutes and if you get hit with a DS you give the survivor a 3s headstart which will extend the chase by at least 15s. 15s times 3 other survivors on a gen = 45s of gen progress and that is assuming they weren't on the gens before the pickup and you can't even slug such an ######### for doing a gen in your face with DS active because he will just pick himself up with UB and you lose all of your pressure.
No, they’re not invincible. Just eat all 4 stuns as early as possible and get it over with.
Eat the stun, go pressure someone else. That survivor that just used DS I screwed the next time you catch them out positioned.
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It is not OP.
Each survivor can only use it once.
Thats 4 times MAX.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1867238#Comment_1867238
https://forum.deadbydaylight.com/en/discussion/comment/1867248#Comment_1867248
So basically, the game has been re-equipping my red add-ons for me on my Doctor, letting me think that I'm still using the original ones? Oh wow, I never noticed.
Thanks for the explanation.
Yeah the game does this sometimes. If you’re not careful you can burn through things you don’t want to.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864629#Comment_1864629
How would you feel if they removed the regression penalty from technician and gave it a cooldown instead like if you fail a skillcheck the Gen won’t explode. Then the perk will go on cooldown for 30/25/20 seconds
That’s the unfriendly to newbies.
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Coulrophobia
Leader
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@Chilli_man2400 said:
Alright everyone let’s play a game tomorrow is the PTB and to prepare let’s play a little game
when you go on the forums for today and tomorrow take a shot for every thread and comment that complains about
-DS
-keys
-UI changes
-Undying
-devs not nerfing DS
-Undying being nerfed before DS
-DS and Unbreakable
-NOED
I bet you would not survive after the first minute do you except the challenge
Don’t forget about posts complaining players going to hardcore, or posts complaining about players not even testing any of the new content.
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@Rareware0192 said:
Tbh No Mither needs to do something entirely different than being able to pick yourself up, as any killer with a brain will know never to slug a No Mither.
I think your idea is pretty good. It’d actually make the perk worth using if you’re good at getting chased, with the downside that you’re a one hit down at all times. Recover from Exhaustion while running, 50% lower grunts of pain and no blood trails.
I would actually run this version of No Mither with my vault build (Resilience/Spine Chill)+ Dead Hard
That’s the point of No Mither: forcing the killer to pick you up. It totally screws with a killers plans to snowball by slugging.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1865756#Comment_1865756
This, exactly this. However, compare furtive chase to devour hope.
Devour hope: 3 hooks for exposed - 5 hooks for a mori. Lose all tokens if hex is broken
Furtive chase:4 obsession hooks for a reductions of 16 meters. and you lose all tokens if the obsession dies.
Hex Devour is easier to pull off with 5 stacks compared to Furtive Chases 4 stacks and the reward is way better, and you can lose the affect of both perks. Whoever is on the design team that thought that Furtive Chase was balanced needs to reevaluate how they come to the conclusions of what is and isn't balanced.
I mean there is some control the killer has in keeping the Obsession alive if keeping a perk active is imperative.
Slugging is a thing.
Mans unlike Hexes, which when they’re gone they’re gone, it’s possible to have a new Obsession after one is dead, reactivating any deactivated Obsession perks.
I will agree though that Devour offers a greater reward for less work.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1866616#Comment_1866616
Exactly, in my opinion it makes more sense to eat the DS early game to avoid any complications when snowballing later on! If they don't have it its a free hook, and i'll let them run free next unhook if they don't have it!
I do the same thing
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Play how you want.
Personally I never use DS. I think it’s terribly overrated.
The perk can only be used once. If a killer is hell bent on tunnelling, DS isn’t going to stop them.
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@HulkRogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1866612#Comment_1866612
they better change it sooner and put a limit on SWF. This is some bullshit. They took time to reanimate the teabag instead of putting more work into what needs to be done.
2 entirely different teams. The animators have nothing to do with the team that codes the matchmaking algorithm.
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@km66 said:
Change my mind.
On the contrary, it’s only because of DS existence that I’ll partially tunnel survivors to get rid of the perk.
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This post is idiotic.
If you had paid attention to the dev update Matchmaking WILL BE CHANGED soon. But they need to be sure it’s ready. They don’t want another disaster like last time when the switched on new matchmaking prematurely.
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@Mr_K said:
I mean look at him, he has a freaking gun!
https://us.v-cdn.net/6030815/uploads/14CIV9F95UZ7/dead-by-daylight-chains-of-hate-deathslinger.jpg
Lol, I’ll admit I fell for the bait.
I was about to do my usual spiel of it only being used once.