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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @[Deleted User] said:

    what if you are in a chase when they are cleansing, and it's an important chase. you either have to go defend your totem at the cost of letting the survivor go or you chase the survivor and you let them cleanse.

    There’s nothing wrong with abandoning a chase to give attention to a stationary target. It also needs to be considered that in the case of SWF, they’re going to intentionally try and lead chases as far away as possible from Hexes so they can tell team mates to cleanse.

    Also, worse case scenario, even with successful cleanses, survivors are wasting far more time doing this with ToTH and Thana. Any wasted time is good time for the killer.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851939#Comment_1851939

    There are 7 addons and 2 perks which apply the status effect. Which one would apply the healing regression?

    I’ve already previously stated that I think it would be fair if Sloppy had Haemorrhage removed.

    I think it should stay on Blood Echo. That perk needs improvement, and this would indirectly buff it.

    And as for add ons, that means the killer is choosing whether or not to use Haemorrhage in their loadout over other available add ons that they’d usually prefer to pair together.

    Lastly, the healing regression doesn’t need to be fast. It could be slow. Something that would only lead to full regression because the injured survivor doesn’t have a med kit or healing perk, and cannot find/reach a team mate at all at any time.

  • @ReverseVelocity said:

    Why not make it the Ruin of healing?

    Good skill checks regress healing by 5-10%, while great skill checks grant no bonus progression.

    :P

    This is also an interesting idea, and I like it.

  • @th3 said:

    Make self care basekit then.

    Good god no.

    It’s not as though I’m requesting healing progress regression be base kit. It would need to be put in a build. This survivors still need to consider their own builds when it comes to healing. It’s not like brown med kits are rare in the blood web.

  • @chieften333 said:

    Jesus, that's actually a pretty good idea.

    It would actually make that debuff something to worry about, and make the associated addons actually useful to some degree.

    It could be a slow regression, but just enough to make the 99% strategy unviable, and enough that extra time is wasted with a follow up heal if an interruption of the first instance of healing occurs.

  • @Withered8 said:

    Like the idea, but like others said you would need to definitely then review some of the perks that cause that status, like sloppy and bloodecho, as it could make them too strong.

    I think taking Haemorrhage from Sloppy would be sensible. But I’d leave it on Blood Echo as it would be the perfect buff for it.

  • @Deadeye said:

    Just as a side note: that would also mean that a missed skillcheck with for example a brown medkit would completely render the medkit useless, as you won't be able to finish healing anymore, also meaning that you will lose all the progress shortly after.

    I still like the idea, but I think this ios probably not as niche as on first thought. I would probably even try that with Unnerving presence or something.

    It would force survivors to not get too greedy trying to hit greats.

  • @TheRockstarKnight said:

    I'm not really sure I see this being too useful.

    Like generally Survivors finish healing themselves after they start healing.

    They don't start healing and then stop unless you're interrupting them.

    And if you're chasing them, you'll ideally be downing them, not just leaving halfway through.

    And if you do abandon them, any advantage from Hemorrhage will probably be overshadowed by the time you'll have wasted on an unsuccessful chase (which is time the other Survivors will be doing gens, totems, or healing).

    Like, the only time I see this coming in handy is if a Survivor is 99%'ing to benefit from Resilience, if the Survivors are solos who run around doing random things randomly, or if the Survivor is healing in your face.

    And, like, all those are already not that dangerous to you as Killer.

    Like, I don't think this would hurt to be thrown onto Haemorrhage, but I also don't think it would really make it a powerful or good status effect. It'd still just be, "Oh, haemorrhage. Ok."

    It would also curb survivors doing partial heals during lulls in chases when the killer is behind an obstruction. (yes I still get this in my games)

  • @TheBigBingus said:

    that's actually a really good idea, that would counter 99ing a heal and popping it mid chase. i honestly like it, it turns a garbage status effect into something actually useful.

    That’s what I was thinking too. It would be a niche counter, but still a useful one for how somewhat common that survivor strategy is.

  • @PleassBuiltInNoed said:

    https://us.v-cdn.net/6030815/uploads/9876UDA92ZML/image.png

    I dont get the DS change but I'll take any nerfs on it for sure.

    Sounds fake

  • @Zeon_99 said:

    Whenever I see flashlights in a lobby I just think "oh, free m1s and wasted survivor time". Honestly that item does more harm to a team than good.

    Pretty much

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850571#Comment_1850571

    You'd be very surprised how much you can get away with because of the sound of that damn chase music and the killer focusing on the chase instead of on what's happening outside of the chase

    It’s pretty fascinating now that I think about it. Being a Clown main has forced me to learn to be attentive to these things. If he isn’t quickly in another chase after ending another, he’s powerless. So I can’t “afford” to miss hiding survivors. Plus by the very nature of how his power works most effectively, it forced me to learn to pay attention to the surrounding (and distant) environment, not just the currently chased survivor.

    Perhaps I’m being too harsh starting this thread then? I.e. am I taking it for granted that all killers eventually learn this?

  • @Alphaphalt said:

    They aren't becoming more predictable, you just finally caught up to everyone else after 2 years.

    Thanks so much for a side of “condescending” with my coffee 😒

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850562#Comment_1850562

    Unironically yes it happens more often than you'd think. I just have to run in when the survivor is nearly downed so the chase music covers my scratch marks, usually with a 99'ed sprint burst. Then wait. Killer picks up, I run around, and save with +1 WGLF stack.

    Wow, ok...

    I guess perhaps I’ve just become ultra sensitive/attentive to this stuff then.

    Nothing gets past me anymore these days after a down. Footsteps, breathing, a crow, groans. I always hear it if somebody else is nearby.

  • @GoodBoyKaru said:

    Idk I've used a flashlight almost every game for like, 2k hours at this point I thought I was already incredibly predictable. Nothing becoming predictable about it; always done it and probably always will, just how I've learned to play the game and have fun.

    As in you still manage to consistently get flashlight saves?

    Are there really that many killers you’re up against that don’t hear or notice these things before a pick up?

  • It’s not a character for me, but a behaviour.

    If I see a survivor really really struggling quite badly, and things are looking pretty hopeless for them because of the way the other survivors are just throwing the game, I feel really really bad for them, and will let them escape.

  • @Heartbound said:

    You're just good at the game now, creeps up on ya don't it?

    Hehe thanks.

  • @bjorksnas said:

    you just have better instincts

    They’re just way too obvious. It’s like they presume we play on mute. And on the odd occasion I can’t even detect that a different survivor is also nearby after a down, if I remember there was at least 1 flashlight in the lobby, I do a quick sweep anyway. They’re usually pretty easy to find based on where they’d need to be to do a save upon pick up.

  • @Exerath1992 said:

    I can say I see this ONLY when its a team of 3-4 flashlights. If its only one flashlight mixed with keys, toolboxes, and medkits, the flashlight user usually is a bit better. I think when you see a bunch of clicky-clicky bois and gals they're usually practicing, meme-ing, doing a challenge or know they're bad and think a flashlight swarm will make it better for them.

    Someone needs to tell them "the killer just needs to look down. If in a pickup animation, they will usually counter by looking at a wall. And a lot of us will fake a pickup to draw you out for a free hit."

    I love it when someone thinks they've blinded me and starts tea bagging just to get slashed in the face. I even get hits while blinded pretty often because they get cocky and i have a good headset.

    I don’t even bother with the pick up. I know they’re there, so I go after them straight away.

  • @MrGrizzly said:

    Yes. It's a bit stupid that the survivor has to let go of the generator... might aswell use thrilling. Atleast this little buff makes him more unique.

    I think you’ve missed the point of what DMS is for. It’s to counter the survivor strategy of having another survivor immediately jump back onto a gen after the killer engages in a chase with another they chased off of the gen.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850315#Comment_1850315

    As awkward as this may sound: I really like your dedication to Clown. It's oddly satisfying.

    @topic:

    Bubba. Ever since he was released he made me feel like an actual killer that survivors have to avoid at all costs unlike literally every other killer in the game. This feeling hasn't changed in all these years even though there's some killers that are mechanically stronger.

    Thank you.

    Honestly, my persistence with sticking with Clown is that I simply don’t have the patience for endless looping, and long chases.

    Getting to the point of knowing exactly how survivors will run most loops means that Clown can quickly kill almost all of their chase options, or get survivors wasting pallets at amusing rate. That might make you wonder why I never picked Nurse up. I just like that Clown doesn’t need to be attacking/approaching in a linear fashion. I can remove all the survivors options, and reduce their mobility without compromising any of Clown’s base mobility.

  • @Huge_Bush said:

    Trapper when I get someone in the basement. There is no getting out if I don't feel sorry for you.

    He also made me feel powerful because I loved it when I notice survivors are actively avoiding plain old grass.

    Trapper still makes me incredibly paranoid. Hesitating at every patch of grass, corner, and vault before proceeding.

  • Clown. It’s becoming increasingly easy to down survivors the more experience I accrue with him. Survivors that don’t care about stealth, or are just not good at stealth die very quickly in my matches, no matter how good they would usually be in a chase because I screw with all of their chase options as Clown.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849158#Comment_1849158

    So you prefer bad teams who arent competent than good teams who are?

    That’s not what I’m saying at all. A player can be competent without being obnoxious.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849329#Comment_1849329

    He sucks to play as.

    He can't flick, FPS is lower so he can't react as fast, FPS drops and freezes screw him over, render distance and buggy collision.

    I can assure you that it’s no better on PS5 with unfailing 60fps. It’s the problem with any power that needs to travel and strike in a linear fashion: analogue sticks just don’t offer the finesse required to deal with a survivor dodging at the last moment.

  • @Seanzu said:

    What is "bullying" in dead by daylight?

    Being better than the other player?

    Flicking your flashlight?

    T-Bagging?

    Offensive end game chat?

    Using perks you don't like?

    Hitting the survivor on the hook?

    Having survivors swarm the hook to do saves?

    Flashlight saving?

    I'm genuinely curious as to how you were bullied, and also - unless you're reporting people for end game chat you can, and probably should just hide it, or leave the end game lobby after the match there is nothing to gain from being there yet people will sit in it and read the chat (and usually reply) and then come to the forums without reporting or even considering to hide the chat and complain about their experience.

    I get and appreciate where you’re going here, but there’s more to communication than the written and spoken word.

    There’s always a clear distinction between in game behaviour that’s simply playing the game, and behaviour that’s intended to make the experience for another player as miserable and as frustrated as possible.

  • @azame said:

    What do you think of teams of throw the game to "harass" you. I'm saying harass because lack of better words. This team might thirst flashlight saves and tbag to get you to chase them. Is this a fun game?, a boring game, do you dislike or like versing these. I genuinely want to see what people think.

    I hate any of this type of obnoxious behaviour

  • Killers that just be a total troll to the very first survivor they spot by tunnelling that survivor to death, when that survivor in no way whatsoever did anything bad or toxic to the killer.

  • They don’t care. It’s a sad fact. It’s a disappointing fact. They just don’t care.

  • @SnakeSound222 said:

    How do you know they aren't trying? They could be trying but don't get it off because of how inconsistent his reveal is. I don't think that there's a way to tell as Survivor if someone else is trying to reveal him. All you see is the flash when he is revealed.

    Regardless of the server issues, when Ghostface is standing still, and the survivor also isn’t going anywhere, GF gets revealed very quickly.

  • @dspaceman20 said:

    It seems like a balanced perk. It gives a great benefit to the survivor if you earn them, by taking protect hits. Taking protection hits are easy as you can take a hit if another survivor is being carried. It just doesn't make sense why it's not used more. I refuse to believe survivors are too lazy in order to get a protection hit.

    Because of exactly what you said: it has to be earned.

    Many players want passive, brain dead perks, like DS, that don’t actually require the survivor to do anything to get it active, other than the one skill check they have to do IF it even needs to be used at all.

  • @Inji said:

    Yes it affects them. If Freddy has the fake pallet addon and Hex: Blood Favor, then the fake pallets will be held up by BF if they are in range.

    Interesting.

    I wonder how that appears to any awake survivors in range of that occurring.

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848291#Comment_1848291

    They need a fundamental rework, doing some buffs here some nerfs there will not work, I do not want their power replaced but i do want to see counterplay and interaction between victor and charloette as well as victore and the survivors. right now getting crushed is barely an issue cuz you literally are just an m1 killer for 6 seconds and then you hjvae the unfair power that after that. I think victor should be risk reward not just reward reward. as for victor and survivors there needs to be interaction and weaknesses. A way that allows survivors to outplay victor even on the worst maps and vice versa.

    The game lacks a flow with them, they have good base detection, lethality and you can't play "bad" with victor unless you're a complete idiot smashing your head on your keyboard

    “you can't play "bad" with victor unless you're a complete idiot smashing your head on your keyboard”

    This isn’t a fair statement, as playing on console/controller is an entirely different story. I’m red ranks, and against red and purple survivors they find it incredibly easy to dodge Victor. They dodge so frequently that it becomes pointless using Victor at all. This is the same story for any of the killers that have a power with a wind up that only travels in a straight line. Survivors just dodge dodge dodge because no matter how patient I am, no matter how high the stick sensitivity is, there just simply isn’t the level of control to make those last micro second flicks to counter a survivors sudden turn or back step.

  • Interesting question.

    @Inji ?

  • @UkilledLegion said:

    Why survivors can jump through window,drop pallets,use dead hard and no run slowly when Victor on survivor's back?Its a joke?

    Good example jockey from LFD2 ! Ithink victor must have same things as jockey!

    Ur thought?

    No. Because if Charlotte always waited until she was fairly close to a spotted survivor until she released Victor, then for all intents and purposes, she almost becomes an insta-down killer because of how 100% guaranteed she will be to down that survivor upon awakening from her dormant state.

  • @freddymybae said:

    change my mind bet you can’t

    survivor main btw

    This can’t be a serious post?!

    I, and many other killers, can do just fine in red ranks without even using Undying, Ruin, or NOED.

    These at base would just break the game, and lead to horrible builds for survivors to deal with.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847398#Comment_1847398

    which is the main problem with it?

    whats the counter to the hexes being transformed onto a dull totem? cleansing dulls preemtively.

    so by defending dull totems Undying basically negates its own downside.

    Not really.

    The killer can’t know in advance where the dull totems are, and they simply need to have luck on their side that they’re looking in the general direction of a revealed survivors aura during that 6 second window.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847398#Comment_1847398

    This makes the most sense. Thanks for opening up my eyes. I am rather slow.

    No problem. A lot of players overlook this, so don’t feel bad.

  • @Huge_Bush said:

    Survivor auras on active totems. This way, if the killer wishes to maximize their aura reading potential, they would have to run more Hex Perks.

    No.

    Undying doesn’t work if there are no dull totems.

    Undying how it currently works gives killers the option to defend dull totems (if they so choose)

  • I’ve said this so many times that’s its starting to exhaust me: Self Care isn’t supposed to be used on its own. It’s an insurance perk.

    Self Care, at bare minimum, should never be taken into a trial without a med kit (for the efficiency bonus). Ideally, it should be Botany Knowledge, Self Care, and a med kit, so that the player has immensely boosted efficiency for the med kit, and can both heal themselves and others very quickly, making them a much more valuable teammate, rather than a time waster by just taking Self Care alone. Self Care in the above builds is meant to be insurance in the event the med kit runs out of charges mid self heal.

  • @brokedownpalace said:

    Is no one gonna mention Hag's mori? Huntress' is brutal as well. The whole point if this game is to literally murder people and they are screaming for their life the majority of the match. Plenty of people would say that it too intense for a 13, 14 or 15 year old.

    Agreed.

    The themes matter more than the visual representation.

  • @Ryan489x said:

    After playing it for a few years even with long breaks, I have ask this question.

    The worst you see is a splash of blood when you get hit and moried. There are no visual consequences for any action moris included.

    you get a hook through the shoulder, no blood it's just a visual. and I'm not counting the blood on the screen.

    Examples.

    • The reverse bare traps don't rip your jaw open, just a splash of blood and you're dead
    • Freddy impales you through the back, no visible damage.
    • the demogorgan apparently eats your head and spits it out, but you still have a head.
    • Leatherface and the hillbilly kill you with a chainsaw, no damage to the body.

    This is beside the point but also some people play this game like a bunch of 10 year olds. We have to do the most annoying things possible because we think it's hilarious. I've played on and against teams that do that.

    I'm not expecting Mortal Kombat levels of gore for things, that's over the top as it is. The swearing doesn't count either, the only survivor that talks is Ash and the worst he says is #########.

    If you think this game is suitable for anyone younger than teenagers, then you seriously need to see a shrink.

    ...and stay away from sharp objects.

  • Although situational, it would be cool if it were the one perk that blocks Killer Instinct.

  • @Blueberry said:

    People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.

    The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.

    People aren't saying NOED is unbalanced. It's just unhealthy design.

    I wouldn’t call it unhealthy. It fits with the horror theme of ignoring a potential danger could possibly be fatal.

  • A bit of optimism is never a bad thing.

  • @Metalhead said:

    I agree, getting hooked while in tier 3 madness should drop you back down to tier 1 or two.

    Absolutely not. It completely defeats the purpose of madness as a time waster

  • @SilentHillOnDvD said:

    The last time I saw someone play him in my matches was 2 weeks ago and it was a 1 perk pyramid. Why don't people play him? He is a very strong killer but I guess people think he's weak? Don't like DS? He is perfect for you

    Strong how?

    His POTD is too easy to dodge when trying to play him on console

  • Similar story. I currently run Bond, Leader, Vigil (or Technician), and Visionary, and I do mostly fine at red ranks as a solo survivor, and make sure I’m as helpful as possible to the team (provided they aren’t total idiots or trolls).

  • @Exerlin said:

    I'd normally put this in the Feedback section of the forums, but I think that this is a suggestion with various pros and cons that I am overlooking.

    If you could have, say, one perk slot that changes depending on the map, and you get to decide what map gets what perk for each one, would that be a useful and good addition to the game?

    Sounds unnecessarily complex for a game like DBD. It also makes planning a build problematic if you don’t exactly know what effect the customisable perk will give, unless a map offering is used with fingers crossed another player doesn’t also use a map offering.

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