TheClownIsKing
TheClownIsKing
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Yeah...
That’s what we need...
Less killers, and longer survivor queues...
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@Brhoom said:
I don't want them to buff him because I still don't know how to loop him. I need to learn before his buff.
You can’t loop him.
Just run, or play stealthy to avoid a chase in the first place.
You can only loop potato Clowns that waste bottles in stupid places.
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@MasonOliver123 said:
Please don't change the solvent jug - it's a very good addon even if you make it purple just don't remove it. Thanks :)
I’d be very surprised if they did remove Solvent Jug without giving Clown additional means of pressure. Exhaustion perks hurt Clown more than other killers simply because his only means of pressure IS THE CHASE. Without fast downs he simply cannot create alternative types of pressure for the survivors to keep those out of a chase occupied with things other than gens, except of course helping those that were downed or hooked.
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Despite playing for as long as I have, I’m in love with Visionary and almost never take it off of my survivor build. I play solo, and although most maps have gens in obvious places, i’m always very glad to have Visionary equipped when loading into either The Game, Hawkins, Lery’s, or Midwich.
I just like not having to think or remember where gens are. Just focus on finding them, repairing them, and avoiding a 3 gen set up for the killer.
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- “select all”
- ”copy”
before pressing post.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1838840#Comment_1838840
So you have to get all the trophies again? If so Wow
Is that so surprising?
This was no different than with cross gen PS3 & PS4 games. Trophies for PS3 games that had a PS4 version of the game didn’t transfer either.
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They can’t transfer because the console considers them as 2 separate games
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I am of the opinion that at least one aura reading perk is essential.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1837378#Comment_1837378
He has a global tell and the used portal's loud warning noise that happens WHEN the demo crawls out of them.
Even if the undetectable was 10 seconds long it wouldn't be over baring due to it having MULTIPLE TELLS warning you of the demo's movement.
@Rivyn said:
@TheClownIsKing I understand it can't be used to grab. But it can't even be used as a 'head start.' He gives off a global roar, his portals can be heard from eight meters away, and his stomps can be heard a tile away. That head start is negated by everything else in his kit. Not to mention it's two seconds at base.
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1837378#Comment_1837378
You can get a grab out of it IF the portal is far enough so the survivor doesn't hear you exit it and close enough so the undetectable status effect doesn't wear off too soon. Still the undetectable status effect should last longer.
However you also have to hope that the survivor doesn't hear your load af footsteps and they don't see you. but with properly placed portals it does happen every now and then.
All i’m saying is that Demo’s kit is already pretty large, and there are some exceptionally good Demo players out there, that making the stealth aspect that Demo has any stronger (I.e. removing some of the tells and cues) might become unbalanced. That’s all I’m saying. I think it’s intentional that survivors get a warning so that it rewards attentiveness.
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@Rivyn said:
Been running a few games with him lately. 'Trying' to get better with killers I don't play. I know he has a lot of issues, I'm just being refreshed in what they are. One that seems pointless, at least as it stands now, is the Undetectable status effect. What's the point of it?
He has a map wide sound effect when using his portals. Survivors will already be on guard when they hear it. Additionally, his loud foot stomps can be heard from a good jungle gym away, if not more. If you're not using the addons, it only lasts two seconds, on top of everything else.
So, what exactly is the point of it? At the moment, it feels like it was slapped on, just for the sake of theme, with no actual value in it. I know it's a small thing to be annoyed with, considering how bad his addons are, yet still, it bugs me.
I think far too many put it in the “pointless” basket simply because they’re never going to get a gen grab out of it.
But I think that’s kind of the point though. It’s simply meant to give Demo “a head start” on a chase rather than allow it to achieve sneaking right up behind a survivor successfully. If that were indeed possible, that would make Demo way too overbearing and powerful.
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Clown, for a number of reasons.
- The only killer that can quickly close the gap on survivors without giving up any base killer agility.
- Can deny most loops/pallets/vaults like nobody’s business, OR can clear the map of pallets very quickly because of how anxious survivors become in a chase dropping them early.
- The ONLY killer in the game that can exert significant control over the direction a chase runs. No other killer can usher/herd survivors in the same way Clown can. Survivors can still choose to run through gas, but we already know how Clown can punish that.
Bare in mind that the above is not easy to do. Clown is deceptively simple looking, but it’s actually difficult to pull the above off. It requires constant scouting ahead of a a chased survivor to anticipate where they’re probably going, and determining on the fly where to gas in order to either coerce a survivor to change direction or punish them before they can reach where they’re attempting to run to.
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I’ve emphasised this for (almost) years now. Fast downs and regularly slugging can absolutely rival gen regression builds.
On Clown my most common, long standing “go to” build has been something centred around Coulrophobia, and either Sloppy or Sulphuric Vial. I already know how to get in hits extremely fast, and I think I’m also pretty good at hunting/tracking survivors. So I use “anti heal” to keep survivors injured and make subsequent chases even shorter. I end up getting a LOT of gen stall without equipping direct gen regression builds.
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Pyramid Head is the most disappointing here. Not because he’s underwhelming.
What I mean was it was initially very exciting having a killer that was presumably going to address a large list of frustrations for BOTH killer AND survivor.
Survivor:
- not dealing with being slugged, or being hook camped.
- Sure he counters hook activated perks, but on paper a survivor shouldn’t have to need DS or BT.
Killer:
- save a LOT of time after downs by caging, then immediately finding another survivor (or survivors) to pressure, without needing to resort to slugging to gain such time.
Unfortunately too many PH players learned how to play very scummy with him, and it makes me angry. So many killers complain about how some survivors play this game and their meta, yet PH players only serve to reinforce why so many survivors stick to their meta and milk every advantage they can out of teamwork. It totally undermines any arguments killers have for very legitimate balance problems when scummy things these PH players do.
I honestly believe removing the cage auras simply wasn’t enough. They also need to remove the location notification when a rescue occurs.
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I may or may not depending on the killer and their behaviour.
If it’s Hag though, then nope, you’re dead, and I’m not committing suicide going down there.
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Something a bit more simple like afflicting survivors with deafness like that Hag add on would be better
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@YOURFRIEND said:
I wish I had these perks to try it out :/ oh well. One day.
As survivor I can't ever hit those lullaby checks. I'm a potato.
You’re not a potato.
There’s just a lot of inflated egos on these forums and other social media, that can simply cope better with HL than others, but embellish that they can hit every HL skill check perfectly, and want to make other players believe its dead easy, and everybody else finds it dead easy, and make those that find HL hard feel like they’re the only one finding HL hard to deal with.
So no. You’re not a potato.
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I never nod.
I spin.
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@Ramxenoc445 said:
What a wild time we're in. Didnt even kill them. The person that says they're reporting died to EGC on their own but i just think its funny that someone is like. "Wow you were nice to me, im gonna report you now."
They’re probably new and misunderstanding the term “farming” in the report system, as what that’s meant for is when it tends to go hand in hand with working with one or two survivors to intentionally grief other survivors.
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@gatsby said:
The sad part is that I'm pretty sure Overcharge is bugged and only causes 5% regression not the 15% that you would assume
That sucks if you’re right because the 5% is meant to be additional regression on top of normal regression
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@RepostRiposte said:
Use Haunted Grounds or ToTH instead of Undying because Lullaby will lose its stacks on respawn
That’s the point. It means even though it loses stacks, and need to be regained, the extra 6% regression stays active, which is important for the Oppression skill checks.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1835929#Comment_1835929
Yes! When Lullaby gets going I get scared lol. It's tough to work through. I don't know what the previous version of Lullaby was as I'm still pretty new to the game, how did it function?
And yeah, I get that cooldowns are much less attractive to killers as, time is always of the essence for them unlike survivors. Also there are certain cooldown perks that aren't good enough to warrant their long cooldown and vice versa. I really hope Behavior will look into buffing some old perks with that problem because while Ruin Undying is good and great for certain killers, more variety is always appreciated! It makes things more fresh for everyone and not everyone can necessarily get Ruin + Undying either. It's good to have options
Lullaby used to notify survivors the very first time they hit a skill check, failed or succeeded, instead of now only showing after at least 1 stack is earned, or if a skill check is failed, whatever comes first.
It also used to effect ANY skill check. So snap out it and jig saw boxes. Not fun.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/215392/how-to-play-against-doctor
You have learned nothing and are still bad if you think the Doctor is difficult. Wait until you start getting Pro-Nurses who slug at 5 gens over and over.
- If you hear his terror radius, run away until you're out of it. This will allow you to avoid getting put in madness.
- If you are in chase, don't greed pallets, drop them early if you think he is good with landing his shocks.
- If he downs someone, get in a locker and wait until after he uses his aoe blast.
The Doctor is only difficult when you have potato teammates or if your team royally screwed up and 3-gen'd yourself against him.
As someone else stated, if you get him often enough, Calm Spirit is a good perk to basically make his power useless.
And Technician.
Calm Spirit and Technician are heavenly against Doc.
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Here’s how I personally play against Doc.
I won’t literally keep count of 60 seconds in my head, but if I hear the TR, and have a good sense that it’s been a while since he last used Static Blast, I get into a locker ASAP. The first time I get into a locker I will wait a good while after the TR is gone before getting out (whether he used Static Blast or not) because some Docs are crafty and will have Iron Maiden equipped to try and catch out survivors getting out of a locker immediately after Static Blast is used.
In a chase, I just don’t risk pallet stuns or looping. I drop early and just try to get as far as possible in the hope I can juke him at LoS blockers. Going through pallets so quickly, so early isn’t ideal against any killer, but eh what else can you do against Doc?
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I personally like Retribution. It’s a great meme combo with Undying.
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@gatsby said:
I had a game with an AFK Wraith and was afraid of de-ranking... so I was able to use Spine Chill in a similar way to Whispers to triangulate where he was. Completely invisible and hadn't moved all game. Just kept walking in different directions until the perk deactivated and coming back to an established center point to try again.
Farmed up stealth pip points to avoid the de-rank once I found him. It was like a scavenger hunt once the gens finished and super satisfying when I accomplished my goal. No joke, this was actually one of the more fun games I've had in awhile tbh
Probably because it gave you a compelling alternate goal/challenge. And succeeding such a difficult challenge would have felt great. Too bad you didn’t have a flashlight to rack up boldness points.
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@danielmaster87 said:
This game has a serious problem in that solos are too easy for killer and SWF are too hard. That's why, when I play killer, I'm gonna dodge if I see all survivors are my platform or all of them are from another platform. I have to assume they're a 4-man SWF, which is a very miserable experience playing against. If there's 3 and 1, I'll humor it because it might be hard but is almost close to a fair match. But I don't care if I have to lobby dodge 5 times or more, because I don't want to be a 4-man's plaything. Maybe with Spirit or one of my better killers, I'll break away from this strat, but not with Trapper or anything weak like that.
Sometimes it’s still worthwhile trying.
I’m fairly well known for being very off meta, usually almost always running Coulrophobia in my builds paired with something that inflicts Mangled.
I recently did that also with Undying + The Third Seal. Imagine my delight whereby sheer dumb luck/coincidence many of those lobbies swapped in a map last second, had a secret offering which we ALWAYS know is a Shroud of Binding, AND there was usually an OoO in almost the next dozen matches or so.
I can tell you that things went very badly for these teams very quickly due to a big part of the basis of their strategies going down the crapper.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/215226/overcharge-oppression-huntress-lullaby-undying
Ty for being a voice of reason around here.
I'm really tired of killers saying "ruin undying isn't that bad just do bones" and "my ruin undying gets cleansed SO FAST it's not that big of a deal just get better".
Pop + Oppression is a really great combo too. Fun fact, there are other gen regression perks aside from Ruin and they can potentially last forever unlike Ruin and sometimes they're even more fun.
Like, someone please tell me Pop isn't satisfying. You'd be lying if you told me that popping a gen that's almost complete isn't the most satisfying thing ever lol
And Oppression is severely underrated.
Thank you.
And yeah Oppression is definitely underrated. Too many killers see “cool down”, and then they immediately mentally switch off.
Huntress Lullaby is also still hugely underrated. Even with the nErFfff (let’s be honest, it was a very fair and needed change) it’s still an extremely powerful hex at 3+ stacks. It’s often completely overlooked how it greatly hinders healing as well, which means it’s a hex that can still have power IF the survivors still manage to finish repairs without finding and cleansing it, something that Ruin DOESN’T have after survivors complete repairs. To this day, i STILL get a fair portion of games whereby if I get 5 stacks on HL, and the survivors have trouble finding the totem, they sometimes just give up the next time I find them.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/215208/i-m-sad-we-haven-t-had-more-clown-news-yet
I really like clown the way he is and hope they don’t turn him into an easy killer like Freddy but I am optimistic judging by the doctor and bubba reworks
I don’t believe they’ll go down the over bloated Freddy route. I’m pretty confident they’ll keep Clown very chase focused.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1835290#Comment_1835290
Are you certain it does?
I ran Oppression on Freddy with the add-ons that adds regression and shows aura for sleeping survivors and I never saw a single aura from Oppression caused skill check failures. And I did this for a few games just to be sure.
I don't think Oppression counts as a repairing skill check.
It definitely does.
You probably didn’t see the auras because those add ons are stupidly designed in that the noise notification obscured the auras, and the time window for the aura reveal ends about the same time as the mouse notification
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@Taingaran said:
Overcharge gives only 5% regression. Overcharge does not stack with the normal and cradle penalties.
Incorrect. It’s an ADDITIONAL 5% regression.
So it’s the standard instant 10% regression for a failed skill check, + the 5% instant regression that Overcharge gives.
And I’ve had it confirmed by a dev in the past that this does stack with other failed skill check regression (so Huntress Lullaby, Freddy’s skill check add ons, etc.)
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@VicThor said:
Does HL affect Oppression skill checks? I typically like to use Unnerving Presence as well. I might try out this build tho.
It definitely adds the extra 6% regression if they fail the skill check (16%)
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1834061#Comment_1834061
People assume a lot on the forums. Like a LOT.
My favourite assumption is the one that just won’t die: if anyone consistently wins with an off meta build, some how it’s because the match making algorithm by sheer magic has been matching that player with terrible opponents for 100% of their matches.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834549#Comment_1834549
Yeah, that is kinda the problem though. I keep coming back, I shouldn't be doing that.
I feel like I should help kick start up a DBD Anonymous or something, for people struggling to quit this addicting but punishing game, when they feel it's affecting their mental well being...heh.
Just be cautious when embarking like something like that.
I’m not saying it’s a bad idea. It’s just that they’re usually a knife edge. It can very easily slip into a black hole every body slowly sinks deeper into.
I’m not saying don’t. I’m saying take caution, and be self aware enough if something like that also becomes unhealthy.
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I think you don’t really need further words of encouragement.
You’ve identified the issues, how it’s making you feel, and a healthy solution to recover from these anxieties.
Come back when you’re ready. We’re here for you on these forums.
Best of luck, and wish you good health.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1834206#Comment_1834206
" If you’re going to use a perk like Oppression which also gives survivors the opportunity to wake up, then you may as well get extra regression out of the failed skill checks."
I haven't considered this. I'm actually losing value by taking them out of the dream world and merely getting an alert in return. Or they just win the check and nothing happens. I'll take it off. It made more sense on my Ghostface but now I see it's not worthwhile.
https://forum.deadbydaylight.com/en/discussion/comment/1834204#Comment_1834204
This sounds great. I'll do that. I can't use whispers because it's hard for me to focus on, so I may opt for Discordance or Tinkerer. I did run Tinkerer for awhile and it was amazing. I also had luck with Dark Devotion and Tinkerer as well. Now that you mention it, I may take off DH and Oppression for these two.
Thanks guys :)
Don’t use Dark Devotion on Freddy as you wont get great value from it. It doesn’t transfer the Lullaby, only the TR. So the Obsession, now being asleep after getting hit, isn’t going to suffer any confusion because they won’t be hearing a TR, and will know if Freddy is close or far by the Lullaby.
And only awake survivors will be confused by the Obsession, and an be snuck up onto. But just say 2 survivors are on a gen that you’re sneaking up onto, if one is awake but one is asleep, your cover is already blown. The awake survivor is already going to know why the other survivor just bolted.
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@TransverseCaster said:
If you've seen the other thread about playing Freddy, this thread is a development to that. I admitted to sucking, was told I sucked, and now I've identified what the problems are. But now I need people with solutions. The first thing is the build, I'm running: Oppression, Pop Goes the Weasel, Devour Hope, Barbecue and Chili.
Now I've been facing loads of teams so I need a build that counters SWFs. I'm thinking of taking out Devour Hope and Oppression can go if you have a better combo idea. Or Pop can go if you think Ruin is viable.
The second thing-and this is *huge*- is that I don't know how to win shacks quickly. Whenever I play survivor teams they ALL just run over to shack and loop the crap out of it until they've used the pallet and the window has sealed itself off. I can't just ignore it because everyone now just heals if I leave them alone for half a minute so I can't have a safe zone like that where teams are basically indestructible. Do I have to play Trapper to win shacks or is it possible as Freddy? (don't bullshit me about "oh just juke once" either,I've tried jukes in every different way)
Don’t use Oppression on Freddy unless you pair it with Wool shirt or Dress add ons so that extra regression is applied to the gen. Or go even more nasty by adding in Huntress Lullaby. If you’re going to use a perk like Oppression which also gives survivors the opportunity to wake up, then you may as well get extra regression out of the failed skill checks.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1834042#Comment_1834042
If you're looking for good clown advice.Then i'm sure our friendly neighborhood clown main @TheClownIsKing could help you out.
Also,there is the fact that the clown will receive a rework/buff some time soon so look forward to that :)
Thanks.
@ineedsleep said:
https://forum.deadbydaylight.com/en/discussion/comment/1834037#Comment_1834037
The gen pressure thing would be helpful, except for the fact I’m a clown main. At this rate I’m going to start bringing distressing with ruin undying he has such poor map pressure. I don’t even really bring devour, but I’m saying in my opinion totem spawns in most cases are either too op or too bad (I’m looking at you lery’s)
What trouble are you having exactly?
Clown’s pressure comes from fast downs, which means taking advantage of regular slugging so that 1 or 2 survivors are instantly “out of action” frequently throughout the match before chasing another survivor with intent to hook.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1833998#Comment_1833998
Yeah, something like a Red head's pinky finger rework where hitting a survivor directly results in 2x regression speed
I also agree RHPF should be changed. Clown doesn’t need exposed. I always suggested that it should remove the direct hit requirement, but make survivors Oblivious until injured or downed. Would make for great run n gun style gameplay. Inflict Oblivious onto a group of survivors, then some of them can snuck up onto later
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1834014#Comment_1834014
I'm looking forward to the party bottles. They actually made a meme addon that wasn't just "your power is terrible now", they made one which is "your power is terrible now, but you have confetti to show for it".
I’m totally going to run this add on, hide in the basement, and when the survivors get curious enough to wonder where I am and find me, we’re gonna “party in the basement”
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1834007#Comment_1834007
I can see why it isn't too popular. I rarely get to use it because killers rarely slug me and if they do there's usually no hex totem (anymore). If I wasn't a Silent Hill fan I would probably run something that comes into play more frequently.
But it feels so awesome when it really does something for the team. I had 1 awesome match in particular.
It was a Hag that tried to NOED-slug the entire team. I allowed her to down me on purpose after 99-ing an Exit Gate, then crawled to the slugged teammates using Tenacity while the Hag was searching for the slugs all over the map, then got up because of NOED hex, picked them up and we made it to the gate together.
It felt so good to use the element of surprise.
Beautiful.
Sounds fitting for my other post about sheer luck perk choices.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833417#Comment_1833417
Is would be shocked to find myself in a game where I get hit by DS and ONLY 0 or 1 gens have been done. But like I said, unless you're against bots the stun will cost you a gen or 2 more.
It’s pretty offensive to imply that for those of us this strategy works, we just must be coincidentally be matched with terribly bad survivors 100% of the time.
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@HealsBadMan said:
Personally I'm looking forward to the QoL improvements and other fun aesthetics- fun addons that reflect Teachables like the last few Killers, no grunting when vaulting a window, amazing TR music, and if I pray hard enough- jiggle physics return.
Clown’s perks would be the hardest to transfer into add ons.
An instant 25% gen regression for throwing a bottle at a gen would be out if the question.
He already has Sulphuric Vial for Mangled, so again, an add on that reduces healing speed by half like Coulrophobia would be out of the question, especially if that again was stacked with actual Coulrophobia and Sloppy or Sulphuric Vial.
Blocking a vault by throwing a bottle at it could be interesting, but again there would need to be strict limitations so it can’t be spammed, thus giving survivors no chance of escape at all.
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@Yamaoka said:
Jokes on you! being a Silent Hill fan I'm typically running:
in all of my builds! (insert evil laugh here)
Oddly, I don’t see this perk very often despite how insanely popular Undying + Ruin is. I don’t run that, but nonetheless I would expect to see survivor loadouts centred around dealing with Hexes.
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@Aven_Fallen said:
It will probably take a while until the PTB for the Midchapter-Patch (last time, it was mid-February), so it would be quite early for News.
I’m greedy
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@ReverseVelocity said:
Yeah, I can't wait for the PTB. I wonder what they're gonna do with him.
My guess is that there will be 2 additional gas effects. One that is switched out from his standard tonic, and one that’s only produced when he mixes the 2 gas clouds together.
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@HealsBadMan said:
Was doing my totem cleansing challenges for the Rift, brought Small Game cause why not and faced 3 Trappers and a Hag. Good times lol
Never mind, lol, silly me.
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*raises eyebrows*
The last thing we need is for just 100% of the player base to be all together in red ranks.
I know it’s kinda “everyone thrown in with anyone” now, but that suggestion would make this worse.
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@xenotimebong said:
If I have the choice between eating a DS at 4/5 gens or respecting it and them trying to force me to eat it at 1 gen, that is not a difficult choice. Getting their DS out of the way means they can’t use it to pull a risky play later, since you can kill them.
Obviously you shouldn’t be chasing down recently unhooked survivors and going out of your way to try and force a DS out of them if they’re trying to avoid you or if you have another potential target. You’ll throw the match doing that. It’s if they do something like jump in a locker in front of you. You have the choice between leaving them (you have no pressure) or just taking the stun (you have no pressure but now their DS is gone), and the second option is better.
“Obviously you shouldn’t be chasing down recently unhooked survivors and going out of your way to try and force a DS out of them if they’re trying to avoid you or if you have another potential target.”
This.
Sorry, but if you were unhooked in my face, I’m first testing if there is BT, and if so, I want you wasting a little time mending.
No BT? Sorry, but I’m picking you up to test if you have DS, and force you to use it.
I happen to see someone freshly unhooked while resuming patrols or mid chase? Again, I’m gonna try and get DS out of you.
It’s no different that Pallets: get the survivors to waste their resources as quick, and as early as possible. The more coordinated and skilled the team is, the more important it is to do this.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1833264#Comment_1833264
This advice is awful. Pressure is how you win games never surreneder an inch. Eating ds loses you games. It detremental to your success as killers victory condition is best defined as removing as many hands off gens and snowballing your downs.
You will lose the attrition game. You will lose the tunneling game never ever give someone ds. Your 100% right op. Slugem up and have a clock close by to count the seconds if there on the ground then thats just as good as them being hooked. Seek other chases in the interim and if you see someone heading back to the slug smack em down.
If you don't regret giiving up pressure your blind to the consequnces of your actions. This is another active survivor and precious time surrendered to potetntially tunnel someone down later. Ds will always be a problem perk but understand the slug method is best. If you wanna burn a powerful perk let it be there unbreakable not the ds which will just drain way more time.
“Eating ds loses you games.”
I already made it explicitly clear that I do this, and never regret it, because I still win most of my games.
And yes, this is at red ranks.
So no.
No it doesn’t lose me games in a majority case.
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@Customapple0 said:
Depends on the situation. If I can see my teammates are at least putting up a decent chase against the killer & gens are getting done at a steady pace, then I have time to scout for totems.
Otherwise if the killer is applying constant pressure you’d lose the game trying to find & cleanse totems. You are better off doing gens.
I’m not saying have everyone run around searching totems. But if totems are spotted on travels between gens, or are simply right next to a gen, and is easily visible, then it’s dumb when a survivor doesnt cleanse them when they’re already there.
I shouldn’t be finding Ruin (or whatever) transferred to a totem next to a completed gen. That just shows that Undying could have had WAY less power earlier in the match. But due to one survivors laziness, the rest of us are still suffering through a Hex.