TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
You do understand that the antidote is a Red Herring right?
- its clear antidote clouds are meant to be placed at and appropriate space in front of the chase so that a survivor isn’t effected (while its white), yet Clown reaches and passes through the moment it’s yellow.
- They’re used to trick survivors into going for a speed buff, but Clown can cancel that cloud at any time by trowing a tonic at it.
- Worse case scenario is that both the survivor and Clown pass through the yellow cloud in short succession, in which case Clown is still moving faster than the survivor, making the survivor no better off.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860507#Comment_1860507
what trick. survivor's running faster are never good for killer. I am not sure how this concept is difficult to understand and one other comment, RHPF is beatable and is not any different from facing any other instant down killer. Clown's current add-on are somewhat impactful and well designed so an add-on pass seems like negative for him.
Good grief.
Let me explain it as if we were in kindergarten.
Yellow cloud make survivor go faster.
Survivor try reach yellow cloud because Clown try trick survivor.
Before survivor get to yellow cloud, Clown throw pink cloud at yellow cloud.
Oh no. No more cloud for survivor.
Survivor me no go faster.
-
So...
Spirit is completely invisible while phasing, can move at incredible speed, has an increased lunge upon exiting phasing, but it’s limited in total time it can be active, and has a recharge/cooldown.
Wraith can remain invisible at will, closing when to exit his ability, will now be completely invisible except for the new ranges, has increased lunge upon exiting cloaking, but his faster movement speed while cloaked is significantly slower than Spirit.
If Wraith also now got increased base m/s while cloaked, there’d be very little distinction between Wraith and Spirit. It just would fall down to a choice between whether or not the killer wants to be able to see survivors whilst they can also be seen (while close), or not seeing the survivors whilst they also cannot see you at all.
-
@Anzardinho said:
The true invisibility change is very nice for Wraith, but the biggest problem I felt with him was the need of Windstorm add ons make Wraith actually playable in higher ranks. Playing Wraith with and without Windstorm feels like playing 2 completely different killers
Because then there would absolutely be no point at all using spirit.
-
I’d be incredibly disappointed if he doesn’t get unique chase music (he already has a menu theme)
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1860154#Comment_1860154
Does Pinky Finger really need a downside? Even with the speed up bottle, it still at best only really comparable to Leatherface.
As a Clown main, I really think RHPF should be nerfed, or changed entirely. It’s a totally unnecessary add on on Clown.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1860103#Comment_1860103
Kindred always has, and always will have a hard cap of 24m for reading the killers aura. So currently right now, more than one open handed doesn’t affect Kindred. It’ll be the same with the new open handed change. Killer aura reading will still cap at 24m.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859880#Comment_1859880
Survivors will only go in clouds that benefit them such as making it to another rotation of a loop or another pallet. Skilled survivors will never go into the yellow gas if it does not benefit them. Its basic skill for survivor understand basic distancing & routing. Almo gave me good laugh when he was describing that. I always smile whenever you say something along lines of "survivor won't be able to escape chases vs Clown" as if survivors are suppose to win chases vs killer over... waste killer time in chases to complete generators.
That’s the trick though.
Tonics coming into contact with antidote clouds immediately cancel each other out. Trick a survivor to head towards a speed boost, take it away from them before they run through it.
-
@chieften333 said:
Exhaustion addon is definitely going to get axed. Pinky finger could provide a downside of some sort, like reducing the amount of bottles or decreasing reload speed.
One thing I feel they should do is give clown an extra bottle or two to make up for the fact he'll have to reload much more often now. Especially when you use the antidote for map pressure.
3 second reload is pretty fast though. That indirectly buffs other add ons because of how much more frequently Clown can use them.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1860087#Comment_1860087
I can almost guarantee it won't be left as it is; but It's certainly possible that with that addition it won't be changed too much.
I imagine they will be changed on huntress as well.
BHVR is big on cohesiveness lately between game mechanics; so odds are they are going to be brought all into the similar line of things. We'll see however soon enough.
Slightly off topic. I did a post recently about a proposed change to Haemorrhage.
Now i’m wondering whether BHVR already have ideas for Haemorrhage changes they’ve been testing, seeing as so many add ons recently have been popping up with this status effect as either Green or Purple.
-
@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1860120#Comment_1860120
Damn, I misinterpreted the change. Thanks for the heads up!
Kindred is the only perk that has this hard cap though. They didn’t want it to become a broken perk with 4 open handed stacks.
And although they are now removing the stacking of Open Handed, I can’t see them removing the kindred cap. Reading the killers aura from 32m of the hook would be very broken.
-
@gatsby said:
I'm really not sure why it should matter if new players can use Clown.
The point of the rework is to make Clown more competitive at high levels not more popular.
Popularity is intrinsically linked with accessibility. Making something more difficult will alienate players, even though the new bottle provides Clown with HUGE potential in chases.
-
@scenekiller said:
I can't wait to pair it with Kindred now.
Kindred always has, and always will have a hard cap of 24m for reading the killers aura. So currently right now, more than one open handed doesn’t affect Kindred. It’ll be the same with the new open handed change. Killer aura reading will still cap at 24m.
-
@Mat_Sella said:
Now i can know when the random is doing something stupid from even further away!
It’s not like that doesn’t hold value.
Knowing who NOT to help can be a life saver. Also knowing when a chase is coming from 52m away is also a huge help.
I’m very likely to run Bond, Buckle Up, Visionary, and Open Handed. As a solo player Buckle Up holds HUGE value. I friggin HATE HATE HATE getting off my gen from the opposite side of the map because it’s clear no one else is helping the slug, only to get there and they haven’t done any recovery AT ALL. It can absolutely be what gets me killed, or everyone killed because a gen could have been finished instead. Being able to know whether a slug is a waste of my time or not from (now) 64m is pretty significant.
-
@[Deleted User] said:
Well, we know exhaustion add ons will be removed for sure; or at least changed heavily.
I’m not so sure about that now.
If antidote can remove ALL negative status effects, perhaps they’ll leave Solvent Jug exactly as it is
-
@Slashstreetboy said:
I share your assumptions. They may also introduce addons that enhance the speedboost of the antidote, something like a reverse flask of bleach. Same could go for the Ether family, possibly. Maybe a new purple addon that removes the speed boost for survivors altogether, but that may be a bit much. I´m also expecting a hefty nerf to pinky finger.
I’ve been saying this for ages too. RHPF is so unnecessary on Clown. He doesn’t need it, and is just frustrating for survivors.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859876#Comment_1859876
How do you know it's not useful? @TheClownIsKing is already imagining a lot of possibilities for the Antidote. The PTB is not even out, chill.
Yeah I can already seeing it making every loop impossible for survivors when quickly used with a tonic at a different part of the loop
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1859975#Comment_1859975
Hmm yeah you got a point but I guess there's gonna be new addons affecting the speedy bottles possibly allowing you to make them viable for mobility.
The devs love to keep low to mid rarity addons about power values so I think there's gonna be a yellow or green addon increasing the speed buff or effect-duration.
True
-
@Flownominal said:
https://forum.deadbydaylight.com/en/discussion/comment/1859880#Comment_1859880
Not to mention mixing gases canceled them. You can bait a yellow bottle and kill it before a survivor can benefit from out positioned. I think the problem people have generally is they want a brute force buff but this is a "4d chess" mindgame potential buff.
Pretty much. Clown already needs mental gymnastics to be played well. This will make him more difficult. There’s still a lot of devious stuff that can potentially be done, but players that like simple, straight forward ways to use a power are still going to be turned off of Clown.
-
@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1859880#Comment_1859880
This sums it up very well. I would like to add that it is also usable in straight line chases as shown in the video. Since the gas has a delay before giving the buff you can throw it a little ahead of yourself and the gas will activate by the time survivor passes it and Clown reaches it.
Only possible problem I can see with this is the lack of map mobility it gives. Yes you can use it to get a 10% speed to traverse the map but you still get the pretty hefty 3 second cooldown after a few throws so it may hurt you more than it saves you time.
It’s likely to save roughly 5 to 6 seconds of travel time (including a deduction for 3 second reload once reaching an intended destination), if they’re spaced cleverly (presuming the effect works EXACTLY the same as tonic. I.e. speed boost while in gas AoE, lasts a further 2 seconds outside of gas AoE).
-
@Yamaoka said:
I mean if you aren't sure about the speed bottles you can always just use them to get around the map to defend gens so that's an easy to use buff.
As for using the speed bottles in chase we just gotta wait and see. The PTB will show what the speed increase can be effectively used for in chase. Otz will probably test the speed bottles at every single loop in the entire game lol.
As pointed out in another thread, Clowns speed only goes from 4.6 to 5 metres per second. With only 4 bottles, and probably only having an active effect that lasts as long as tonics (2 seconds when out of the gas AOE), then it’s likely that the 3 second reload is going to cancel out any time saved once every bottle is used to get somewhere.
-
What they said makes sense.
As it stands currently, Clown’s greatest asset is that he exerts WAY more control on where survivors go during a chase than any other killer.
If there is somewhere I absolutely do not want the survivors to go, I already know where to throw gas in the survivors path to make that survivor change direction. Despite the survivor avoiding the gas, this planning still usually results in me getting in a hit.
Adding in something I can throw that ENCOURAGES where I want them to go AS WELL, will give Clown even more chase control, rather than the current “well I know where the survivor ISN’T going, unless they’re suicidal”
An easy example I can already think of is to throw a tonic at the shack if I can predict the survivor heading towards it. I can also quickly follow that up with throwing an antidote at another close by area that has no pallet or vault.
It’s about tricking the survivor to go exactly where Clown wants survivors to go for an easy hit. The survivors speed boost doesn’t mean anything the moment Clown also runs through the same gas.
-
@Yords said:
Another thing is, could the clown player just give themself a quick speed buff and throw an afterpiece tonic to make sure they get the buff and not the survivor all while making distance on the survivor?
It could be the reverse, but at tight loops in my head it makes sense to throw antidote first so that the survivor running through the white isn’t affected, followed up with a tonic at the likely location a survivor is heading for a vault or pallet, so that Clown gets this quick succession of him passing through the antidote the moment it goes yellow at almost the same time the survivor is then caught in the tonic.
-
@[Deleted User] said:
Remember that if players are not confident in throwing the Antidote, they can just play current Clown using only the Tonic.
Of course, but even after all this time I see Clown’s that still can’t get their head around how to use the bottles well. They just spam.
-
Clown is the dark horse of the roster. Heavily underrated, highly misunderstood, perceived as weak, but is actually a snow ball MONSTER when used properly.
He’s getting a rework in the very near future, which has me both excited and nervous.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/217633/i-m-really-sick-and-tired-of-survivor-culture
Or you could stop being overdramatic about it and just open the damn door to force the timer to start and the survivors to leave
I can’t if they still have 1 or 2 gens left to repair, and won’t.
-
If a survivor prefers to play stealthy, of course they’re going to cleanse.
-
@Shirokinukatsukami said:
I'm sick of Killer Culture that uses Ruin, Undying, Infectious Fright and Iri Hatchet in the same game.
I am too. But this isn’t the topic.
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1858069#Comment_1858069
Giving up is toxic ?
Exactly.
Duh.
If i’m anything but the survivors play toy, it’s toxic.
-
@Yamaoka said:
What killer did you play when you gave up? Just curious.
Against my better judgement, The Twins.
I was 3k 4k’ing again the moment I switched back to Doc n Clown. I just have to accept that for any killer that has a power that travels in a straight line, they’re just not for me.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1857484#Comment_1857484
I am horrible creative when it comes to stuff like this. For Bamboozle, I have to say that I hate this Perk, since it is used for situations where it is not needed. It was created as a band-aid fix for God Loops, but also used on structures which were fair. So I dont really have any idea.
For Coulrophobia, people will stop healing in the Terror Radius immediatly and the only use so far I have seen was on that one Oni-Build where the Oni-Player does not use the power to have big tracking ability. Maybe instead of big Slowdown, Coulrophobia can force a difficult Skill Check when the Killers Terror Radius reaches the person healing. But this would probably only be difficult for newer Survivors. And it would only be a ripoff of Oppression, but something I could imagine.
But honestly, I have no idea.
The thing is though Unnerving Presence already does this for both healing and gen repairs. I can’t see them making Coulrophobia almost identical but strictly for healing.
I’d honestly be surprised if they changed it. I’d honestly be surprised if the buffer it. As a slugging tool it can be quite oppressive.
-
@lagosta said:
Have you tried it on Doc? Maybe Furtive Chase + DMS. Maybe Make your Choice or Corrupt Intervention too.
Doc can remove multiple survivors from gens with his static blast and Furtive Chase only reduces Terror Radius during a chase.
Yes the same combo works great on Doc too, especially with Calm add ons for extra coverage and confusion.
-
@Speeddemonsaif said:
My brother and cousin suprised me with a ps5 holy crap i need to play dbd on ps5. Edit: GOD DAMN THIS IS SO GOOD.
It plays incredibly well on PS5. 60fps is glorious
-
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/1857567#Comment_1857567
Can you elaborate on how they were "trolling" before you went AFK? Trolling and "toxic" are thrown all around the place nowadays, so I genuinely can't tell if the survivors you played against were simply looping you well or actually clicking or tbagging (which you haven't specifically mentioned).
There are 2 perspectives to consider here, though. You may think they're wasting your time... but you too are wasting their time. They queued up to play the game, not for an AFK killer. So whilst your trying to get to the next game... they're still trying to play the current game!
You're wasting their time but are also complaining about them wasting your time. It's hypocritical. But if you do elaborate on what you mean by "trolling" I might understand your perspective more clearly.
It’s not hypocritical at all. It’s clear they’re going to win. There’s no point me continuing.
So just win and get out. Don’t troll. Don’t delay repairs. Don’t wait at the gates. Get out, and get into a more “fun” game.
-
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/1857567#Comment_1857567
Can you elaborate on how they were "trolling" before you went AFK? Trolling and "toxic" are thrown all around the place nowadays, so I genuinely can't tell if the survivors you played against were simply looping you well or actually clicking or tbagging (which you haven't specifically mentioned).
There are 2 perspectives to consider here, though. You may think they're wasting your time... but you too are wasting their time. They queued up to play the game, not for an AFK killer. So whilst your trying to get to the next game... they're still trying to play the current game!
You're wasting their time but are also complaining about them wasting your time. It's hypocritical. But if you do elaborate on what you mean by "trolling" I might understand your perspective more clearly.
Not before AFK, afterward.
-
@Snipsnappy said:
https://forum.deadbydaylight.com/en/discussion/comment/1857571#Comment_1857571
I'm talking about survivors saying how we shouldn't punish people for killing themselves on hook because they got bored/tired/other excuse not to play the game they basically signed up for next 5-15 minutes just like other 4 people did.
Killer standing still and not interacting with survivors is more or less the same thing - refusing to participate in match and just waiting for it to end without you.
Except the survivors aren’t disadvantaged in this scenario.
The killer is acknowledging they’ve won, and is handing them the remainder of the match.
Instead survivors suddenly decide they’re no longer interested in winning, they want to be trolls.
-
*last gen*
-
@CashelP14 said:
Hey mate I need to be honest and ask you something. You share a lot of your frustrations here in the discussions you create and I just want to ask why?
I'm not trying to be toxic or start an argument but you seem to do it a lot and I'm wondering why. I feel like your just asking for people to be toxic back and it's not worth giving them a reason to annoy you further.
We all get frustrated by this game for different reasons but if we all created posts every single time it happened the forums would be much bigger.
Saying nothing does nothing but there's nothing worse than acting out on frustration rather than waiting till you've cooled off and thought about it more.
I hope I don't sound mean I'm just trying to be honest with you.
I get where you’re coming from, and appreciate it.
I just want to enjoy the game I’m supposed to like. I’m tired of trolls.
-
@thrawn3054 said:
Both sides are full of #########. Nothing you can do about it other than not let it bother you. If you're done with the game face a corner and go grab something to eat/drink. Grab a bathroom run. Toxic little shits are as bothersome as you let them be.
I don’t WANT to have my time wasted!!!
I WANT to get into a fresh match!!!
Taking a crap, or making sandwich doesn’t fulfill my want to just have it over with and find a fresh match.
-
@Pepsidot said:
? You went AFK half way through the match and want to tell the rest of the players how to play the game?
Sounds like the survivors WERE playing the game, but playing well enough in chases to be not caught by you... which you describe as "frustrating". Ok, it might be frustrating... but judging from your post they were simply playing well in chases since you didn't mention them tbagging or the like. So you are the one that is in the wrong here, not them.
Of course they'll be bored if you decide to not play the game and AFK.
All the more reason for them to hurry up and get out. Stop holding me hostage and preventing me from starting a fresh match. I’m f they just repair and leave, maybe their next game is more “fun” with a killer that’ll tolerate trolling.
They won. I’m making it clear they won by giving up.
GET OUT.
-
@Aven_Fallen said:
If anything, Clowns Perks. So Bamboozle and Coulrophobia.
What do you suspect they’d change about those perks?
-
@Bond4ever said:
Now, do you think those toxic survivors are going to change their mindset cause someone on the internet said it?
Well, if you want to waste your energy.. that's on u
Nothing was ever changed by saying nothing
-
No, not ok combo. It works great on Twins because of how quickly Victor can do a lap of the gens. Can get a similar result with Blight, but have to deal with his rush tokens cool down.
-
@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1857306#Comment_1857306
Oh, well that's disappointing. Sorry to bother you
You’re very confusing.
You’re not bothering me, and why are you disappointed? If you had read the post you would have saw who I gave credit to.
-
@HealsBadMan said:
Wouldn't it work better wit Nemesis? IMO Furtive Chase only beats Nemesis in niche scenarios like using it with MYC.
Some survivors will drop pallets early rather than attempt a stun. FC gives a guaranteed Obsession swap I have better control over. Of course both perks could be used too.
-
@Timeman63 said:
Making a note here, because I'm going to have to somehow explain how to make Dead Man's Switch a usable perk in my Bad Perk University posts.
Ok?
-
@PeaceNGrease said:
I really love your idea here. Good find
Not solely my idea. I just thought to also use Furtive Chase for more activations of DMS
-
@jrinkwater said:
Whrn is this patch?
Most likely towards the end of this month. Christmas/New Years throws the usual scheduling off.
-
@Aztreonam78 said:
I hope that after Pop and Moris being reconsidered keys and at least Decisive will get some significant and yet fair changes in the upcoming mid-chapter patch, but something tells me this is not gonna happen..
I think we’ll see some exciting stuff, even if it’s not the changes we were hoping for.
-
Oni.
Myers the first time he sneaks up on me.