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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825147#Comment_1825147

    I was referring to old school MW2 online when matchmaking didn't matter you were always just thrown to the wolves , but if you tried you learned how to swim faster than you would've getting your hand held , for a game like this of course I think matchmaking matters but there comes a point where you should be thrown to the wolves and learn whats really supposed to happen

    There are games that handle that really well though, where players are in a kind of “kindergarten” until reaching a certain level, or certain number of accrued matches, then they throw them into the big bad ocean of other players.

  • @The_Krapper said:

    That's because games like that and call of duty don't matchmake off of ranking I believe , if you get thrown in with a 10th prestige quick scoper the game doesn't care if it's your very first time playing or not

    Shouldn’t they though? For the sake of player retention?

    Unless they deceptively manipulate their player base numbers for their shareholders.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823702#Comment_1823702

    You're awesome thank you! That makes sense as sometimes I will hit the person and they don't go down... I always assumed it was somehow the wrong survivor but it's probably the time after 60 secs but before 80.

    Again thanks. I've noticed you always seem to know your stuff when it comes to dbd.

    You’re welcome. Dragon’s Grip is one of the more confusing ones with how it presents its timer and cool down.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823226#Comment_1823226

    Sorry one other question. I'm sure you're correct. So when a survivor touches the gen, is the visual timer on the perk icon the cooldown and not the exposed timer? Or does the timer change after 60 seconds?

    This is what confuses me, what is the perk icon counting down?

    When you first kick a gen with Dragons Grip active, the perk first shows the 30 second time limit that gen can expose a survivor.

    The moment the 30 second timer expires, or the moment a survivor touches that gen and gets exposed, you will then start to see the 80 second cool down start on the perk.

  • @Shirokinukatsukami said:

    Just don't be attached to winning and play the game for fun.

    It is difficult for the game to be fun when a hardcore squad do everything in their power to ensure the killer has a miserable time, and feel totally powerless

  • '

    @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823150#Comment_1823150

    Thank you. So if it's not touched, cooldown starts after 30 and if it is touched cooldown starts after 60 sec exposed+ the amount of 30 seconds it went untouched.

    Is that correct.

    Incorrect

    This part is correct “So if it's not touched, cooldown starts after 30”.

    If a survivor touches the gen and gets exposed, this also triggers the cool down, not after the survivors exposed timer runs out.

  • Search SpaceCoconut on YT. He is an extraordinary Hag.

  • @JustHeretoHaveFun said:

    I just played 3 matches as Killer and got absolutely destroyed every time. I'm not tilted, the survivors played well, it's not their fault I'm being matched with them, but they were ridiculously good and I was ridiculously not. I'm a green rank Hag main.

    I feel like garbage now and I don't really know how to not feel like garbage after times like this. I'm sure most red rank killers went through stuff like this, how do I get better without feeling awful about myself?

    I personally always take a break when it gets this way, before my head spirals further downward. I also try to avoid playing killer at certain times because, although SWF are mostly a non issue, at peak periods I see dedicated 4 man death squads that show just how truly broken this game can be sometimes. This is why survivor queues during peak periods are so long. Players that usually play killer won’t put themselves through that torture during those times.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823099#Comment_1823099

    Are you certain? I'm not doubting you, I just truly want to understand it.

    Edit: if this is the case, does the visual countdown on the perk just count the cooldown, or does it go into a second count after the 60 second one with the remainder of it?

    100% certain. The cool down doesn’t start until either a survivor is exposed, or when the 30 second window to expose a survivor expires.

  • That’s just what Killer Instinct does. There’s no immunity to it. It’s why it’s highly conditional for the killers that have access to that effect.

  • The cool down starts when the 30 second window to expose a survivor expires, or when a survivor touches the gen and becomes exposed, whichever comes first.

  • @LexTalionis said:

    Dragon's Grip, unfortunately, as it is now, is fundamentally worthless, as generally the timer runs out before the generator is touched again, and even if it does not, with the gen pressure necessary to maintain map control, you are often too far away to make use of the Exposed status (survivor simply hides or goes to another gen). It is highly situational at best. Not to mention that after the first time it occurs, combined with Trail of Torment, whatever gen has Grip is highlighted in yellow for 60 seconds, almost ensuring no player will touch it.

    Oppression is a reasonably decent perk, and I run it with Surveillance for excellent information effects, as all regressing gens will highlight in yellow if touched before fully regressed. The skill check also takes people off guard and gives good information via that alert as well.

    Pop, Discordance is a staple for most killers, as it provides the most information and gen pressure. Combining with Oppression and Surveillance is strong.

    To clarify, because my last response was hurried, the point of Dragon’s Grip isn’t to reliably and regularly down exposed survivors, it’s to make survivors too scared to touch kicked gens, and allow the gens to get reasonable amounts of regression.

    I.e. you WANT survivors to waste time allowing gens to regress, and you WANT exposed survivors wasting a whole minute waiting the exposed timer out.

  • @LexTalionis said:

    Dragon's Grip, unfortunately, as it is now, is fundamentally worthless, as generally the timer runs out before the generator is touched again, and even if it does not, with the gen pressure necessary to maintain map control, you are often too far away to make use of the Exposed status (survivor simply hides or goes to another gen). It is highly situational at best. Not to mention that after the first time it occurs, combined with Trail of Torment, whatever gen has Grip is highlighted in yellow for 60 seconds, almost ensuring no player will touch it.

    Oppression is a reasonably decent perk, and I run it with Surveillance for excellent information effects, as all regressing gens will highlight in yellow if touched before fully regressed. The skill check also takes people off guard and gives good information via that alert as well.

    Pop, Discordance is a staple for most killers, as it provides the most information and gen pressure. Combining with Oppression and Surveillance is strong.

    If the gen hasn’t been touched for 30 seconds or more, that still gives the perk value, and gives valuable information

  • It’s good for fun until learning to use bottles efficiently in a chase. Then the reload speed becomes redundant.

  • It only procs if Charlotte is further than 32m from the hook

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821337#Comment_1821337

    It is a big deal to me, and to the pipping system. That person did not deserve to escape, forgive me for using the d word.

    You don’t know if they don’t deserve to escape. For all you know they could have been a solo, doing most of the work, but got screwed over by the other survivors.

    You’re saying survivors in that circumstance shouldn’t have ANY chance at all due to things completely out of their control?

  • I also like to run Technician because of this.

  • I have this issue too, especially on Ormond.

    I wish the skillcheck graphic was adaptive: goes black against bright back drops, white against darker/neutral backdrops.

  • @GhostMaceNotCrusty said:

    Would you like a badge?

    I’m really sick of toxic forum members...

  • @Chilli_man2400 said:

    People I need help I did the Twins adept achievement and got a merciless victory with her 3 perks and I didn’t get the Achievement it didn’t count even though I got a merciless victory

    You need to start a new post. This isn’t relevant here.

  • @GodDamn_Angela said:

    I can just imagine how frustrating the Twins would be on Controller. I don't play Killer anymore but I play on PS5.

    I’m on PS5, so the misses aren’t a performance issue. It’s the combination of how easy it is for survivors to quickly move left or right when Victor pounces. And being kicked every time this happens is just not a fun experience at all. It’s the most unfun killer experience I’ve ever had.

  • The only thing I would change is to have a blue indicator pop up when near another injured survivor so that they know why you’re attempting to heal them first.

    I’m sick to death of “who heals who first” wars, where they just keep fighting me and trying to heal me first instead.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819788#Comment_1819788

    Please tell me you're being sarcastic @TheClownIsKing ... I like you... and yeah, about a week or 2 ago I admit I messed up on responding to another user in these forums, but I've always respected your opinions regardless, and we've had some decent debates between us. Please tell me you are just being sarcastic with this response, despite all of the evidence to the contrary in this post I and others have vehemently presented. I'm not asking you to stick up for my beliefs, to each his own, I'm just asking that, if you are going to present a contrary opinion, please explain it in better detail for us than this short 1 and a half sentence reply, so that we may argue/debate it in a civilized manner.

    No sarcasm.

    Not everything needs to be balanced around elitist play. No cool down on Oppression would make late game hell for low rank/mid rank survivors due to the sheer volume of difficult skill checks. They’ll hit some. They’ll miss some, and experience heavy regression. And if the killer did in fact engineer a genuine 3 gen or 4 gen set up, there’s no way survivors in those ranks are getting the last gens done.

  • @pseudechis said:

    Its not about winning though, teams that want to get into chases and taunt and BM after everyt pallet are easy to destroy because its a really inneficient way to play survivor. I've done the hardcore play to win thing but at higher ranks its just ring a ring a rosie simulator.

    I like the immersive feel of not running meta builds (which is a euphemism for easiest build to use), survivors fleeing from you rather than trying to get your attention constantly with just obnoxious behaviour.

    I don't need the shallow reward of destroying unpleasant gamers because I'd rather just not play with them. But sadly its online PUG which means its a toxic quagmire that feeds a toxic quagmire in return.

    Sadly accurate.

  • @AggressiveFTW said:

    It literally makes NO sense at all for Oppression to have a cooldown. I mean it's not like it regresses faster than the normal regressing rate when kicking a gen. If anything Oppression should make gens regress faster when kicking a gen by maybe 10-15% or something.

    Of course it should. It 3 gens without actually having to 3 gen

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819553#Comment_1819553

    Wouldn't equipping Spine Chill just be better though? In that scenario I'd see Spine Chill + Empathy / Alert being the better choice. You'd have more diversity / utility with your perks and you wouldn't be fully reliant on another survivor being bait.

    No, I get way more constant reliable and usable info with Bond and Open Handed. It’s only ever off from aura blindness (so rare these days). It even gives me info when I DON’T see other survivors. If I see an injured survivor on the HUD, I know that chase is miles away.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819467#Comment_1819467

    Honestly, Open Handed just needs a buff so it increases aura range more and doesn't stack. Because right now its best in a SWF, but most aura perks are obsolete with a team in voice chat

    I can assure you that just an extra 8m on Bond is very powerful. Against 24m TR killers or less, it acts like 44m Spine Chill if I suddenly see a survivor running my way.

  • No, Open Handed is fine. It’s meant to come with the caveat of either only helping your teammates, or only helping you when paired with an aura reading perk (or perks) because that extra 8m of aura reading is actually very powerful information. Plus Open Handed stacks.

    Ever been up against 4 OoO running 4 Open Handed so they can see you anywhere from within 104m?

    I have! And it’s awful.

    So no. Open Handed doesn’t need a buff. It’s very powerful when used intelligently.

  • @deadbydweet said:

    lol. RIP. With the chest retaining the unlocking progress, this perk is basically garbage and a survivor perk in disguise. The only thing that'll make this perk shine is when you pair it with franklins, which is counterable with plunderers, a single survivor perk. And with the overwhelming amount of chest, do you really think most killers can stand a chance in defending them?

    Just a terrible perk, nerfed to oblivion. I would run if it made chest unlocking slower and resets the progress everytime you let go, like totems.

    @Demogordon_Ramsay said:

    That 64m detection range is useless to most Killers for the same reason a gen being blown up from across the map is. Like cool, you have the information. Now what? Unless you're Blight, Spirit, Nurse, et cetera, you're not gonna be able to get there before the Survivor hides or, in this case, gets the item and then screws off. It's worthless information.

    And even if it weren't worthless, it's still not that good seeing as how it spawns 2 extra chests in a trial.

    Hoarder is the No Mither of Killers because it helps the enemy team in exchange for an upside that isn't useful.

    @BigBrainMegMain said:

    It's a meme perk, I haven't taken any of the Twins perks seriously.

    All 3 of them are laughable. The second I saw Blight's perks I knew they were going to take it VERY EASY on the next killers. Blight changed/upgraded the Meta. Can't say the same thing about the Twins.

    Why is this suddenly being revived?

    I still stand by its usefulness to know when a dropped item is picked up again, particularly at broken hooks when a survivor is sacrificed, and for starting off immense pressure catching someone going for the basement chest.

  • @redvelvetcake13 said:

    what's your opinion on it coming back ? but this time to the store, I honestly feel like this kinda defeats the purpose of grinding the rift.

    My thoughts are that they’re doing exactly what they said they were going to do before they started doing the tomes and rifts: that select cosmetics will eventually be in the store for shards or cells at an undisclosed time. They were 100% transparent about this.

    This shouldn’t mean players should bank on not bothering to grind the rift. A cosmetic someone may want that they hope will eventually arrive in the store might actually never happen.

  • As a bit of compassion, i’d like to extend an olive branch. This first post doesn’t leave a great first impression, so I’m gonna guess these forums probably don’t seem very welcoming based on the responses, mine included, which I do feel sad about now.

    Not really sure what inspired you to post this as your first post. Yeah, there are a lot of posts bashing other players, or survivor vs killer posts, but truth be told most of us are against encouraging a culture like this, especially when it’s clearly about new players.

    We want to welcome newer players, just as we’d like to welcome newer forum members.

    Just humbly put this down to a mistake, and try to leave a better impression with your posts in the future.

  • @TragicSolitude said:

    I am so sorry that the new player bored you with their attempts to learn how to play killer. Obviously they should have used Dead by Daylight's extremely thorough tutorial to learn all the ins and outs of the game like aiming hatchets, looping, predicting survivors' movements, and pressuring gens. How dare they attempt to play before being able to win against survivors with more experience than them! /s

    Sorry, but it takes no effort whatsoever to reach rank 17. Given how lenient the emblem system is for ranks 20-17, it's actually difficult not to hit rank 17. But ya know, keep throwing around that attitude, survivor queues are super fast during peak hours so obviously there's an overabundance of killers and chasing new ones away is no biggie.

    Don’t forget DBD’s cutting edge solo practice mode...

    ...oh wait...

  • The Mr. Puddles outfit was an unlockable cosmetic from a rift a few months back. It will be hitting the store soon for players that weren’t able to unlock it from that rift, at a cost of either shards or auric cells.

    Who you saw was someone that had earned Mr Puddles from that rift.

  • This is an incredibly rude rant.

    If you were complaining about someone that had reached purple or red ranks playing this way, I’d understand.

    But between rank 20 and yellow, the emblem system is extraordinarily lenient so that the game doesn’t feel so punishing to newbies in the match results screen.

    And what you’re describing is essentially to be expected from players that are still obviously very new to the game.

    If they’re brown or yellow rank, try to be a bit more understanding on why they’re not playing well.

  • Bamboozle is strongest on Clown due to his very nature that he can turn one vault into a hazard before completely blocking another with Bamboozle, forcing a survivor to either abandon a loop entirely, or simply take the hit running through gas going for the vault that isn’t blocked.

  • @Abbatoir_Blues said:

    I happily found DbD via an Xbox gold offer months back. It is infinitely more fun and more of a challenge than the only previous assymetrical horror survival I'd played, Friday the 13th. At this point, I can claim to be, at best, an intermediate beginner, having played mostly Meg and being tragically incompetent with the killers I've tried, despite the videos I continue to watch for tips for improvement. Since joining the community, I have constantly read both sides of the arguments regarding survivors/killers being either too op or too nerfed and/or it being too easy to kill or escape. I can't be the only newish person for whom both escaping and making a sac is still a challenge, as I continue to try to improve both, which is all mostly a matter of logging the time necessary to gain experience. As I pursue that, I am taken aback regularly at just how petulantly toxic and obnoxious some obviously very experienced players have become, no doubt from frustration with issues and changes in the game. I understand that level of disgust with a loved game, but never have I allowed it to justify trying to drive people from the game. To all the super-toxic people who have played for the past 4 years, please, for the love of the Entity, take a break, find a new game, or find some other outlet. If you truly love the game, and you qualify as one of the aforementioned, stop being so blatantly obnoxious to those of us who are new to it and trying to enjoy it as much as you claim to have in the past.

    We aren’t all this way.

    Some of us think broadly and abstractly, making it both easier to understand why some changes are implemented and can adapt better.

    Some of us unfortunately have only played one way, with the same build, with complete tunnel vision, leaving us incapable of seeing the big picture with some of the ongoing changes for either survivor or killer.

  • @UkilledLegion said:

    Survivors can see some perks for example dying light or franklin's demise..

    survivors can see some add-ons for example legion's smile or doctor's chess or freddy's add-ons

    survivors can see time for franklin's demise...how many time have survivors to take medkit or repair box

    BUT

    Killers can't see deep cut

    Killers can't see timer of pig's trap

    Killers cant see info about perks and survivors add onns

    and i have 1 question

    Why survivors can see info about killer?

    Maybe better that noone see info about perks and addons?

    So that survivors don’t get confused, and assume the killer is hacking or cheating in anyway.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819210#Comment_1819210

    If the person you are chasing is really good or heads towards a strong setup then you are risking to lose more time that slugging bought you.

    Ok, that’s a fair point.

    But that then falls down to a judgement call whether to continue engaging or not.

  • /

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819157#Comment_1819157

    To add to point 4)

    Only slug if you see another survivor that you're confident enough to down relatively quickly or else it will backfire very quickly

    Backfire how? Even when/if they’ve been revived, they’ve either had to waste unbreakable, waste time recovering as much as possible before they were assisted, or been healed by another survivor which means both survivors time has been wasted. Either way it slows down repairs simply by means of less survivors on gens.

  • @SnakeSound222 said:

    I think they work with all games. It looks like they aren’t tied to anything specific and you just give them if you think someone played well or was friendly. Not sure how to give them though because I’ve never tried using them.

    It’s a feature that doesn’t seem to be working yet

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819091#Comment_1819091

    This sounds so fun so go against, but darnnit I know it is effective. Have you run into similar Clowns when you surv?

    not running the same build, but definitely ones that know what they’re doing, and how important it is to move on from one survivor to the next as quickly as possible by not always hooking every single down. They’re rare, but incredibly difficult to beat.

  • @aidNbsns said:

    Just as the title says, if the 3 other generators than the one kicked are regressing if it is touched will it have an Overcharge Skill check? Likewise if a Gen is being worked on and is given the difficult skill check from Oppression will it stack with Overcharge? ( Just like Overcharge and Unnerving presence)

    Just for fun if the oppression skillcheck and Overcharge do work, can it stack with Unnerving Presence?

    All Feedback is appreciated thank you

    I use these together.

    No, the “up to 3 other generators” will not be given an overcharge skill check. If those gens are ones survivors are working on when Oppression activates, they get the difficult skill check (which looks the same as overcharge skill check), but if it’s failed the survivors only incur the normal 10% instant regression, not the additional 5% (15% total). These effects from overcharge only apply to the gens the killer directly kicks.

    Oppression and Huntress Lullaby though is an extra special treat.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/213102/which-killer-s-do-you-think-are-underestimated-in-strength

    Bubba I absolutely agree with.

    Demo I do not. His jack of all trades style means he isn't really good at anything. His Shred is pretty awful on Console and is easily juked. His Portals do offer mobility, but everyone knows when you use them and they are static. He has very little map pressure because of that. He excels at nothing and is painfully meh at everything. In short, I really WANT to like him, but Demo is mediocre and bland, which is painful because it's so cool in the show.

    The thing with Demo is that so few seem to actually think about taking advantage of the fact that survivors know you’ve teleported. I don’t hold Shred in high regard, but portals work brilliantly as a trap that tricks survivors into letting their guard down.

    If I’m sure survivors are in the area, but can’t actually find them, I’ll place a portal down and teleport to another close by. 9 times out of 10 when immediately returning from where I just teleported from I catch out unprepared survivors that have just come out of hiding on that freshly created portal or a nearby gen.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819079#Comment_1819079

    You can change back to any name you have had previously at any time for free.

    Really? Ok I didn’t know that. Thanks.

  • @Ghoste said:

    Well it doesn't help that lots of people complain about Survivors playing stealthy. I've read plenty of posts on here of Killers saying not being able to find a Survivor is super frustrating.

    Plus stealth doesn't earn you points. You get nothing for avoiding the Killer, so might as well get into a chase.

    It doesn’t actively pop up with points in a category, but it strongly contributes to the survival emblem.

  • They don’t hate stealth. They just don’t want games where the killer indefinitely cannot find any survivors all game, and they don’t want games where the survivors have an impossible time detecting a killer all match long. There needs to be some give and take in forcing some interaction against stealthy survivors, and giving survivors some sort of chance against stealthy killers. We don’t won’t lopsided matches.

  • Issue 1) Start playing a few games where you don’t focus on winning or downing, but focusing on each loop and strongly analysing which direction is the strongest way the survivor should/would be running. Conversely this should also get you thinking about which direction should YOU FORCE them to run to either get in a hit within the fastest time possible, or at LEAST get the survivor to drop a pallet as fast as possible and get rid of it. If a survivor still is difficult to hit, I personally find it ok to abandon a chase and find someone else if the chase still allowed me to get rid of 2 or 3 pallets.

    Issue 2) Always chase the survivor instead of kicking the gen, unless you specifically are running a gen specific perk that offers additional strategy (eg. PGTW, Dragons Grip, Overcharge, Oppresion. I think you get the picture).

    Issue 3) This will come with time. Just accept some gens get lost. Make a judgement call on whether who you’re currently chasing, or who is on the gen is the easier target. This said, it’s usually always beneficial to the killer to keep as many survivors as possible injured. Even in the instance you described of a survivor healing, that’s still their own wasted time or a teammates.

    Issue 4) if all 4 survivors are still alive, and you’re feeling time pressure, slug often. Just 1 slug while you’re in a chase with another survivor means only 1 survivor is able to be on a gen.

    Issue 5) little can be done about this. The game is cruelly designed where many embarrassing losses will be accrued while practicing the more technically demanding killers. Just keep reminding yourself that you’re still learning so losing is ok.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819091#Comment_1819091

    Interesting. You're describing one of my Legion builds I tried with Distressing, Coulorophobia, Blood Echo and Nurse's Calling. The Survivors couldn't heal and they really really really struggled to pick up the slugs. I got 4ks with it but I scrapped it because the bloodpoints and emblems were so low.

    Part of the reason Ruin/Undying is the best build is because you can farm the most points and emblems with it, while still being effective. Slugging works... but you lose like 5-10k bloodpoints per match by playing that way and are more likely to get brutal and ruthless than merciless. Killer isn't my favorite role and a lot of my incentive to play it is the better points compared to Survivor. Especially since I hit Rank 1 pretty quickly each month on both roles

    My best Pyramid Head build is literally Ruin/Undying/Thrill of the Hunt. Because I can heavily protect the totems and don't have to slug because the torment status lets me tunneling through Decisives (or get free downs and hits because the Survivors know I want to tunnel and will willingly go down rather than step in my trails or lose massive distance and time crouching through them. The Survivors just don't have enough time to do everything with that build.

    Hmm, I tend to never have trouble getting iridescent and gold emblems at the very least by playing in this manner, with 29k to 32k bp. Unless they’re incredibly hardcore SWF, or I simply screw up super bad with stupid bottle tosses.

    Anyway, the point is to try and always be thinking about survivors out of a chase, and how they can be incapacitated or too distracted/preoccupied to spend all their time on gens. I’m not implying that it’s easy. It requires some bloody intense mental gymnastics, lol.

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