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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • I’d like to add that it’s more than simply avoiding a DS stun late game where it has more power. It’s also about altering the survivor behaviour. They simply won’t make the exact same kind of aggressive, obnoxious plays that they usually would while they still have DS.

  • @danielmaster87 said:

    I don't understand how people can say "Just take the DS". We would not make such a fuss about a perk if its consequences were not so heavy. Do you even realize how long a 5-second stun is in this game? It feels like 2 years! The survivor gets a huge lead on you, definitely makes it to a loop, and their teammates can plow through 1-2 additional gens at the least because you just gave up any pressure that you had.

    I don't care if you say you've 4k'd after taking 4 DSs, because that simply means you're went against absolute bot survivors and would have won anyway.

    Taking a DS earlier in the match does not lessen the pressure later either, because like I said, you give up all of your pressure when you get hit by DS. In many cases, that is what CAUSES you to do worse later because now you're at 1 gen and nobody is dead. You could tunnel that 1 person of course, but tunneling leads to ez gen rush. Or you can let that person go, basically getting stunned for nothing. You get trumped by DS no matter what you do!

    Why do people say to take it early anyway? "Because you don't want to deal with it later in the game." If I'm forced to camp someone as the exits are powered, DS is not necessary for the hooked person to get out, even though it helps as an insurance perk. All they need is for their rescuers to have Borrowed and/or body block for them. They get out no matter what in that scenario, so you "got the DS out of the way" in the beginning for nothing. Another lose-lose scenario for killer!

    You can also slug the person, but if they make to a locker they're invincible. And unless you're watching their body constantly for 1 minute, they will just get picked up and get away. If you do watch their body for a minute, gen rush happens. Another lose-lose, who could have guessed?

    This "counterplay" is as ridiculous as the "solution" to Tombstone Meyers as a survivor. With DS, just take the stun and hope for the best. With Tombstone, you jump into a locker to avoid getting insta-moried. So the counterplay is literally to get insta-downed. Both of these examples are laughable in that you avoid punishment by a perk or add-on by punishing yourself in an arguably less severe way. And the worst part about them is you don't even know for sure if the other player has them until they use it on you! You could be playing around something that they don't even have, and that's why these things are so polarizing to have in the game. When you, by default, play around something because you must assume everyone is running it, doesn't that show how broken the perk is?

    I think I've made my point. Taking the DS is not adapting or switching up your strategy. It's glorified Russian Roulette, and when you play it you lose the game most of the time, both metaphorically and literally.

    You’re not meant to keep tunnelling whoever just stunned you, you’re meant to simply get rid of DS, and then resume pressuring the other survivors.

    The goal is to make sure every survivor is very vulnerable by late game because none of them have their DS anymore.

    Never in any match where I have been intentionally going after someone I see that was recently unhooked to eat their DS early game or mid game have I ever regretted it. Not once.

  • @Terro said:

    It's reportable as long as all gens aren't done. Other than that you're outta luck.

    That’s not correct. If the Wraith body blocked for minutes on end, it’s considered griefing, and is reportable.

  • @GodDamn_Angela said:

    This sounds like a "get gud" moment.

    Victor isn't even that hard to dodge and then you can just kick him. What needs to be nerfed even? 🤔

    Can confirm that when I play twins, almost every single red rank and purple rank survivor easily dodged Victor. It’s very frustrating.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832733#Comment_1832733

    I don't want to wait 1:20+ minutes because one survivor camp under the hook

    That’s your choice to make, but it’s the strategically sensible thing to do. If they’re not giving you a reason to leave the hook, you probably shouldn’t.

  • Killer can already do something about it: camp.

    If the survivor is foolish enough to crawl their, punish them by making sure the remaining survivors are down 2 teammates helping them out.

  • You can puke on and infect everything that is interactable by a survivor (except the actual fountains)

    • gens
    • totems
    • items
    • chest
    • lockers
    • vaults
    • pallets
    • exit gate switches
  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832222#Comment_1832222

    Dunno where this logic is coming from, could you explain in a little more detail?

    If Undying is in play, then that totem will (in theory) regularly keep telling the killer when survivors return to that gen when passing by the totem to return (or when starting the initial repair).

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832597#Comment_1832597

    Just wondering, why would you take Overwhelming Presence over Franklin's Demise as an anti-item perk?

    Just as an all purpose item mitigator, particularly medkits as the purpose of the build is for slugging, and then making it difficult for teammates to help them up immediately. Plus it’s hilarious finding where an injured survivor went and catching them before they could heal, both because of how slow it’s taking and their med kit running out.

    Plus it just feels really good to still win when using an all TR perk build like this.

    Yeah, Franklins has a more immediate disabling effect, but the item can be picked back up. I’d just rather things like their flashlights and medkits running out quicker.

  • Meh...

    I do perfectly fine 95% of the time with Clown or Doc in reds by running Coulrophobia, Sloppy, Overwhelming Presence (or Forced Penance), and Unnerving Presence.

  • @Grandpa_Crack_Pipe said:

    Finding 5 randomly spawned totems all around the map is tough, man.

    Especially if you don't have a way to track them down, and especially if you forget how many were done in the heat of the moment.

    And ESPECIALLY if you're in solo queue.

    I get the feeling you didn’t read my post...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831885#Comment_1831885

    As someone who would occasionally attempt this with Pig crouch, no it's not. They are not afraid to just leave and do another gen. It is 100% in their best interest to call your bluff.

    You’re (seemingly) not accounting for the fact that survivors are already going to be on the alert against a stealth killer like Pig, and be more likely to err with caution

    Survivors don’t expect this kind of behaviour or strategy from the rest of the roster, not being intimidated in the slightest by rushing back to a freshly kicked gen as long as they can judge the Killers proximity by their TR, and they most definitely never (or rarely) expect Insidious to be used this way rather than hook camping. I’ve gotten some great snowballs from injured survivors rushing back to a nearly completed gen, only for my Clown to suddenly rush around a corner and go on a slug shopping spree.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832462#Comment_1832462

    if you alone are doing totems sure! but if everyone cleansed a totem when they see them then it won't be 2 gens. I'm not advocating people to just go searching for all the totems! I'm just saying we should cleanse totem. so if you cleanse one totem, i cleanse another, survivor c does and survior d cleanse a 4th that's 4 down in 16 seconds and no one is delayed. one more to go after that and who ever gets it gets it. you can't say that 4 survivors will ALL take 160 seconds to cleanse one maybe TWO totems! this is the fallacy people like you keep perpetuating and yes i will call you out! on that!

    Exactly this. It’s fine to be predominantly focused on gens, but if it’s obvious the Ruin Undying combo is in play, and fills that are spotted in plain sight on travels to and from gens, or pretty much right next to gens, then please, they shouldn’t be ignored.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832220#Comment_1832220

    You also need to factor in the time it takes to find the totem, not just the time to cleanse them. Their estimate is much more accurate than yours. And also consider that you have no idea how many totems are left on the map (unless you did them all yourself or are in a SWF) because we still don't have a counter for them. So you could've spent several minutes running around the map cleansing 3 or 4 totems only to find at the end it didn't matter because you couldn't find the last one and NOED proceed anyway, or you always cleansed Ruin and not Undying because of bad luck. And then when NOED does activate, the killer gets one down and the rest of you escape anyway because that's all NOED does. So nah I'd rather do the primary objective because I damn well know the survivors won't be.

    I’ll even run Leader to incentivise others to be the one to go over and cleanse obvious totems near gens we are on, especially with Thana being popular again, but nope, I end up doing it myself.

    (I use Leader for many other reasons. This is just one of them)

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832220#Comment_1832220

    You also need to factor in the time it takes to find the totem, not just the time to cleanse them. Their estimate is much more accurate than yours. And also consider that you have no idea how many totems are left on the map (unless you did them all yourself or are in a SWF) because we still don't have a counter for them. So you could've spent several minutes running around the map cleansing 3 or 4 totems only to find at the end it didn't matter because you couldn't find the last one and NOED proceed anyway, or you always cleansed Ruin and not Undying because of bad luck. And then when NOED does activate, the killer gets one down and the rest of you escape anyway because that's all NOED does. So nah I'd rather do the primary objective because I damn well know the survivors won't be.

    Except in the scenario I presented I’m regularly finding one of the last Hexed totems in plain sight near a completed gen. When a player is on auto haven doing a gen, and a dull totem is “well hidden” 2m away in between those 2 stacks of tires, there’s really no excuse for ignoring it either before repairing the gen, after finishing repairs, or if more than 1 is repairing, then SOMEBODY temporarily jump off the gen and just do the totem.

    There are so many games I’m in where Ruin (or other hex) could have been removed much MUCH sooner if it weren’t for stupid laziness like this.

  • @Aven_Fallen said:

    I would say that Insidious takes the spot because it has no strategic use other than camping. Knockout at least can work on slug-orientated builds on Nurse, which does not make it fun to go against and it does not work against SWF, but it is a better use than just "Ok, I camp that Survivor while not having Terror Radius".

    But I would be happy with Knockout getting a totally different effect, but this is unlikely since it got changed quite recently.

    This isn’t 100% correct.

    Waiting, using insidious, by a gen with significant repair progress that was just kicked is an effective use of that perk.

  • @VexTheHex said:

    She was the killer I mained for a long time. I played her back when she was like F tier where her teleport would stun lock her. She has always been under rated even then (though needed the changes for sure) and will always likely be so. I always played her web of traps more aggressive and surprising to end chases faster and get surprise hits or downs in spots people wouldn't think to worry. The thing about her though is I hate how most people play her. If I go off on someone is post game chat it's when I play against a Hag. 9/10 times they are the type to lay traps at the hook to either tunnel or/and use MYC for another down. There isn't much one can do.

    Cause these are the options.

    Option A - Run - Her traps go off. She teleports in and can down the unhooked person as they aren't protected by BT or can down the unhooker with MYC. As the other Survivor flees, she likely has other traps set up to take down that one as well. If not, she still got a trade in hooks.

    Option B - Heal - A Felix attempted to do this to me in my recent vs Hag match. He had good intentions but guess who came shambling over before the heal could finish? Her. Guess who had to run and set off traps? Me. Guess who died not actually getting to play the match after getting caught once? Me.

    Option C - Crouch Walk Away - Unless you got Urban Evasion, Hag will be sprinting back over and you're in the same boat as the above except MAYBE you got away from the trap at the hook in time before she is on you. Bad news is she is now chasing you and likely has the nearby pallets or windows trapped and gained distance on you while you crouched away from the trap. You're still boned and if the other Survivor takes the heat instead, MYC ends it still as a losing situation to the Survivor's.

    Also Mint Rag is busted strong. Most people don't put the points and effort into her to realize Mint Rag basically makes her the Queen of area denial whether it's some gens or a hook. I still hate IH and old Prayer Beads like 1000x more, but that's cause they are a lot more common than Hag and Mint Rag. I rarely ran it cause it made things to easy, well except the original version where it was keybinded to space bar and going over a window, smashing a pallet, or picking up a survivor could take you across the map instead which was awkwardly hilarious at times.

    Honestly the best option is to make it so she can't place traps near hooked Survivors and traps preexisting at a hook are despawned. I love the shambling monster lady, but I can't even remotely condone 99% of how Hags play her and abuse her camping and tunneling powers. It's also why I'd delete Leatherface's ability from the game. Like why does he exist as the ultimate camper?

    Applause. Well said.

  • @TWiXT said:

    Survivors Unanimous NOED posts for all these years: "NOED'S OP AND HAS NO COUNTER, PLZ NERF!"

    NOED Killers: "DO BONES!"

    Survivors: "AIN'T NOBODY GOT TIME FOR THAT!"

    Morgan Freeman Nature Documentary style Narration:

    "And so the story goes... No matter how many incentives the Killers give survivors to do a secondary objective, nor how many tools the devs provide to aid them, the survivors overall laziness will always trump basic logic. Some, more evolved specimens may speak from time to time in an effort help them change their self destructive nature, and eventually make Hex perks worthless to the Killers, but as long as they refuse to listen to reason over their desire to do gens swiftly and efficiently, teams will suffer for it, and the Killers will continue to thrive off of their ignorance."

    Entertaining and accurate.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831595#Comment_1831595

    Does the gen regress after the cooldown of Dead Man’s Switch?

    Yes.

    So gens won’t regress while they’re blocked by the entity, but after the block ends gens affected by Surge or Oppression regress as normal.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831670#Comment_1831670

    If this is how it's "supposed to be" then it's ridiculous. He was about 10 meters away and still heard me? While I was sneaking, not leaving any blood trails, no aura, no grunts? And he was even in a chase while I was healing up the tractor, yet he still heard me and made a beeline for me.

    That's completely absurd and ridiculous.

    https://forum.deadbydaylight.com/en/discussion/comment/1831671#Comment_1831671

    If he heard me in the grass (there was no grass) why would he lie about the breathing? Still there was no grass and I was in the tractor healing, he came by chasing a Nea when I was about 70% done healing and he still broke chase with Nea to head straight at me. He heard me and he was pretty far away. Think I'm in the middle of the tractor top and he wasn't hugging the bales or the railing on the side. If a killer can hear your breathin from that distance no wonder stealth doesn't work.

    Did he have Stridor?

  • @Noz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831656#Comment_1831656

    I disagree. I think working on the gen is better.

    Until it gets to 90%, Killer chases you off, go down, get hooked, get saved, but by the time I get back to the gen it’s at 0%.

  • Its supposed to be this way.

    Killers are meant to rely on audio cues and crows if a survivor isn’t leaving scratch marks.

    It’s what separates the amateurs from the pros.

  • @Noz said:

    I wonder why all the dbd streamers with thousands of hours never do totems. But I am sure you are correct to do totems, not like gens need to be done. Survivors have all the time in the world.

    I already made a point of saying IF a killer is keeping up enough PRESSURE that doing gens while RUIN is ACTIVE that THEN totems should be searched for. However, if someone KNOWS Ruin is active, and there is a dull totem right next to that gen, with Undying being as popular as it is, survivors SHOULD be cleansing dull totems they come across and clearly see.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831464#Comment_1831464

    Dead Man's Switch! I forgot that perk existed. Yeah, that probably explains it, they have very similar art - at least similar enough where one could mistake one for the other if it was just a tiny symbol in the corner. So it was probably Dead Man's Switch + Surge/Oppression. Probably, anyways.

    Yeah, most likely Oppression + DMS. They work extremely well together. Add in Furtive Chase or Nemesis for extra DMS procs.

  • @GannTM said:

    I personally just don't like hag because of her ability to camp so efficiently. Defending hooks is the best strategy for hag if you want to play her to her maximum potential.

    The devs need to nerf her ability to camp, but to compensate, they need to buff something in her base kit as well. Hag should be unable to place traps within a 12-meter radius of the hooked survivor, and also any traps that were previously in that radius are washed away.

    A good buff would possibly be to make her teleport slightly faster and/or can teleport from a slightly longer distance than in her current state. What survivor mains need to understand is that, when you nerf a killer, you need to address the main issue everyone has while still keeping her just as strong as she is, just in a different way.

    Survivor mains that ask for killers like spirit, hag, freddy, etc. to be nerfed to the ground need to understand that they're not the only people playing the game, the killer players still need to have viable options otherwise it's an easy win for the survivors every single match, and no one wants that. Removing the issues while still keeping the killers just as viable will make the game healthy for both sides.

    I'm a spirit main and I get the frustrations people have with her, but when they ask for nerfs, they don't want any buff in return. Having that kind of mentality proves that you don't have any sympathy for the other side. I am truly hoping that spirit gets a rework so her power is more interactive and fair, but still keeping her as strong as she is in her current state.

    Finally.

    I’m glad there are finally others that echo my feelings on Hag.

    I truly am flabbergasted that she has gone under the radar for so long with these add on passes and reworks.

    Flashlights are simply far far far too strong against her, and I feel sorry for Hag players dealing with a team that always get rid of every trap. But then there is the polar opposite experience where if there are NO flashlights, a hook trapping Hag is impossible to deal with. It’s just a horrible experience just getting caught one time, because after that any escape attempt is pointless. I’m not after popularity points, so I don’t care about people’s thoughts on me doing this, but I just suicide on my first hook against Hags that just trap the hook, especially the basement.

    Why should I bother? I already know what’s going to happen if I’m unhooked.

  • @Mandy said:

    I'm not a fan of playing against Hag because of the particular playstyle that a lot of Hags choose - ya know the many traps around the hook type of Hags, which do lead to an unfun playing experience.

    A friend of mine plays Hag perkless and addonless because he's a very good Hag player and playing against his Hag is a lot of fun, despite the fact that I always die. It's just that so many Hags do play in an unfun way.

    I’m relieved that someone, even if it’s a mod, from BHVR acknowledges that Hag can be used in a very unfun way.

    Yeah, technically every killer can be used in an unfun, frustrating way if the player chooses. But no one can make life as miserable for the survivors as Hag. She can make it quite impossible to get away from the hook after a save. Literally.

  • @GodDamn_Angela said:

    It's really annoying when players don't do totems. Especially when it is a Hex Totem that's clearly visible.

    Hell, I literally just did a match where the Killer had Devour Hope and got to 4 stacks. My Fiance and I looked everywhere for it and while I was being chased he found it next to a Completed Gen. A Gen that was the second last one to be completed and was worked by the other two survivors.

    Not only that but one of them was hooked right next to it and was pulled off by the other after the Killer left (for that 4th stack), then they both (I'm assuming) worked on and finished the Gen. So it was already in effect but the other two Survivors decided not to cleanse it, for some reason.

    I would’ve thrown my controller across my room in a game like that.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831422#Comment_1831422

    Going around and doing totems isn't a viable strat against Undying/Ruin unless it's an organised SWF making sure it's just one person doing it while another gets chased and the other two are on gens. Doing this in solo queue is giving the win to the killer because you're not really doing anything productive.

    And I'm someone who has no issue with this combo; we just need to see it as it is - punishing to solos, and pointless against well organised teams.

    Ignoring ones in plain sight though is simply idiotic. Or any of the ones a player comes across while deliberately searching for a hex.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/214957/for-the-love-of-god-cleanse-the-damn-dull-totems

    Gonna say this, I did my cleanse 20 totem challenge last night in 4 matches. For whatever reason absolutely no one wants to touch totems anymore.

    It just makes me so angry when dull totems are ignored when we now have Undying in the game. So apparently even NOED and Undying isn’t enough to get many survivors doing totems unless they’re running Inner Strength.

  • Happy holidays everyone

  • @The_Bootie_Gorgon said:

    this...

    We all already know the answer to why this occurs.

    Players that would normally play killer don’t want to put themselves through the masochistic experience of what it’s like dealing with the hardcore sweat squads during peak periods.

    There are better ways to ruins ones mental health.

  • @Yords said:

    I am mainly talking about Deathbound and forced penance, I feel like trail of torment is fine as it is.

    Maybe for death bound it could make the person who healed a person out of range suffer from hindered (-5% movement speed) as well as oblivious and reveal the aura for a short time (3-5 seconds) when straying too far from the healed person. Maybe it could have a powerful effect on killing a survivor in any way.

    Forced penance also feels underwhelming and not very useful even with the buffed duration. I don't really know what kind of buffs to give this one honestly.

    Seriously?

    Forced Penance is one of my favourite released killer perks in the past year. It’s extraordinarily good against hardcore altruistic SWF, and lead to quick snowballs when finding them again doing their best to smash out gens.

  • Coulrophobia. By a very large margin.

    It’s a great slugging tool, especially when paired with Mangled, and once the survivors are too scared to remain injured, it becomes a great area control perk by getting survivors to waste huge amounts of time running as far away as possible in order to waste more time healing.

  • @Squirrel_Thicc said:

    The only way you'll ever win as clown is if the survivors are garbage, so no.

    Yeah...ok...thanks...

    Feels good that apparently by magic every single survivor I’m up against is garbage 😒

  • @bubbabrotha said:

    Clown is probably one of the best killers in the game. Discuss.

    I’ve been saying this for a long time, and it only falls on deaf ears.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828529#Comment_1828529

    Isn't every survivor perk technically abusable in a coordinated team?

    Eh... not really. I can’t see Killers complaining about This Is Not Happening any time soon if that perk suddenly popped up times 4 every single game.

  • Yep.

    I’ll jump, swear, then laugh.

  • @GoodBoyKaru said:

    [This game was played solo, btw. Checking their profiles revealed the other 3 to also be solo.]

    Lookie here, look at this!!

    https://us.v-cdn.net/6030815/uploads/P6D4TMGN80ZO/image.png

    Look at the absolute absurdity of this match! Head On absolutely carried everyone here, it was used to stun her once! How absolutely overpowered, it won us this game singlehandedly! Omg BHVR please nerf Head On it's too op; it should break your arms from the force of opening the locker, damage you one health state, and give you the broken status effect for the rest of the trial it's so OP!!!

    Honestly, if a RuinDying Stridor Spirit can't beat Head On, how do you expect anyone else to cope?! It's so ######### busted how did this even make it past PTB?!?!?!

    The first survivor sacrificed themself for the team, to commit to a generator and then they sadly couldn't make it to the gate despite us trying to bodyblock. They will be held in our hearts forever.

    And yes, I escaped with 4 WGLF stacks. How OP.

    (at this point i think i make these posts just to post my wins lol)

    As much as I get your point/sarcasm here, the truth is that Head On in a coordinated team actually is a busted and highly abusable perk.

  • @ReverseVelocity said:

    You think Head On is bad? That's nothing compared to what Windows of Opportunity can do.

    https://us.v-cdn.net/6030815/uploads/0JBIWHM42G5J/image.png

    WoO + Open Handed = I am a god.

  • It’s most definitely still horror.

    Horror is more than “scary” or “gruesome”. Horror is also uncertainty, unpredictability, tension, overwhelming odds, sudden turns of good luck, and sudden turns of extremely bad luck. DBD definitely embodies these concepts very close to its heart.

  • @MakeDBDGreatAgain629 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828247#Comment_1828247

    No offense bud, but you’re nuts if you honestly think swf isnt breaking this game right now. More than it ever has tbh. Every day that goes by Killers get weaker and swf get stronger.

    Been playing for roughly 3.5 years (whenever Freddy came out). The only SWF that break this game are 4 man squads that play with absolutely NO ONE else, with 1000’s of hours under their belt.

    And they’re not anywhere near as common as most claim they are.

    For the most part SWF can make a match harder work for a killer, but also usually ridiculously predictable. This makes the games winnable by acting on their obvious predictability, but it just requires the killer to work extra hard.

  • I do fine solo, thanks.

    This is supposed to be the kind of game where things can dramatically shift from other one side to the other in an instant. It’s horror. It’s supposed to be unpredictable and uncertain. Sometimes that’s going to lead to frustration.

  • @Malum_Midnight said:

    With the changes of all perks slowly not affecting Killer’s powers, like small game, I have to wonder: Will PWYF get the same treatment? If a killer can’t benefit from certain perks like STBFL or Remember Me, then the opposite should apply where killers don’t get punished if we make an attack while using a power by not losing a stack. Thoughts?

    I have to hard disagree. Increased movement speed is a very powerful tool. Its current restrictions and caveats absolutely need to stay in place.

  • @SweetTerror said:

    At first I had a lot of fun with the Twins, but as you get higher in rank it starts becoming a sweat fest, and it's not hard to see why. All the power is in Victor, but if you play as Victor none of the perks that you have equipped apply.

    Tericho uploaded a recent video talking about this, and he had a similar experience that I did where perks like Tinkerer went off, but I had no way of knowing because I was using Victor at the time. Charlotte has no power at all, so naturally you're incentivized to use Victor as much as possible. Simply put, I think there needs to be more of an incentive to use Charlotte. Maybe kicking Victor should be a high-risk, high reward situation where if you kick Victor, Charlotte goes into an enraged mode like Oni where the kicker is exposed for 20 seconds. But at the same time if you kick Victor, it also benefits the survivors because it increases the amount of time for Victor to respond back into Charlotte.

    I don't know. Either way I think there needs to be a buff with Charlotte because as it is playing a game with the Twins means that half the time you don't get to reap the benefits from any perks, and that's rough.

    As I’ve previously ranted, I’m also sick of how most red rank survivors easily dodge Victor’s pounce. It’s pretty infuriating being in matches with survivors that can’t be pounced on and getting kicked for a single miss.

  • @TheClownIsKing said:

    Sometimes I’ll play with only Zanshin Tactics and nothing else. It’s hilarious when I still when.

    Win

    edit post function seems to be broken

  • Sometimes I’ll play with only Zanshin Tactics and nothing else. It’s hilarious when I still when.

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