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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819109#Comment_1819109

    I wouldn't call stealth a specific counter because that applies to almost every killer.

    Always being stealthy will hurt your team eventually.You HAVE to engage with him in a chase at some points in order to spread out that those hooks

    It can counter many killers, it just hurts Clown a lot more than others because of how specialised his power is. He can’t create pressure without fast, frequent downs, and they can’t happen without chases. Denying Clown chases hurts him a great deal, especially if the player has poor tracking/hunting skills.

  • I know I’ve already commented, but again, a Clown that knows what they’re doing is scary and devastating. I’m not inflating my own ego here. Every once in a while I’ll be up against a Clown that isn’t an idiot that just spams bottles, and actually know how to shut down every single escape option, and makes the chase completely hopeless. Clowns like this stomp the survivors. They simply can’t get repairs done fast enough to outpace how frequently Clown is downing people.

  • @Stop_camping said:

    Hello, I just wanted to ask if there is someone who can tell me how best to play against the clown?

    He is actually very fast and he still has he's fog, which then also slows you down. I just don't know what best to do against the clown.

    I’m a Clown main and here’s what you should and shouldn’t do:

    • Clown’s greatest weakness is survivor stealth. He only has power in a chase. Avoiding getting into chases in the first place by playing extra cautiously, without taking unnecessary risks hurts Clown a lot. He only has power in a chase.
    • Don’t loop a Clown, and never go for risky pallet stuns: you’ll get hit every single time. Just try and get as far from him as possible. Understand that unless the Clown is bad, and wastes bottles, then you’ll go down eventually.
  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818985#Comment_1818985

    Yeah. I tried to challenge myself by not running Ruin/Undying and ended up with a bunch of 2/3ks. It just made me sad that those two perks are so strong that you can play the exact same and do worse just because you're trying to go against the meta

    I know how controversial it is, but without those you have to strategically slug. I sound like a broken record repeating this but my most used Clown build is Coulrophobia, Forced Penance, Distressing, Sloppy, no add ons. Sometimes I swap Distressing for Overwhelming Presence or Deathbound. Anyway, nothing meta as you can see. I quite often have games where the first 2 or 3 gens pop early, but after that no further gens pop, and they get stomped. Why? I strategically slug a LOT. I end most chases with the goal in mind that I want that freshly downed survivor to be a DISTRACTION. I almost always want at least 1 or 2 slugs happening before I focus on a chase that results in a hook. This keeps any survivors out of a chase too preoccupied with helping teammates, and in a constant state of chasing their own tails.

    I’m not doing a flex here. Just trying to help.

    Without gen slow down a killer needs to shift their mindset: “How do I keep as many survivors as possible busy with distractions, including how do I USE some survivors as a distraction as well?”

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818983#Comment_1818983

    Did you keep your old name, and are you able to switch back and forth between names... also, how many total names are you allowed to/able to create?

    You can change your name first time for free, any additional changes have a cost, and I think it can only be changed a maximum of once every 24 hours.

    No, you can’t switch names back and forth once it’s changed. Once it’s changed, it’s changed.

    Sony do warn that some games may not be supported, and it may interfere with saved progress for some games. I’m yet to encounter any of these potential issues, with the only minor thing for me being Street Fighter 5. I still have all of my saved progress, but it still retains my original name, but this is most likely due to having had to create a Fighter Profile name that gets saved to Capcom’s Fighter Network servers (CFN). I’m not sure if I can do much about that and haven’t investigated it.

  • @Nobsyde said:

    little bump, since @TheClownIsKing is on console and I am as well, here's some tips I came up with:

    https://youtu.be/D9sHxCdAJhA

    ( https://youtu.be/D9sHxCdAJhA )

    Thanks so much for this. You clearly put a lot of thought and preparation into this.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818949#Comment_1818949

    It still shows that every killer is more than capable of winning at red ranks. I play a ton of different killers at red rank, including the ones people consider weak. Sure, you will have problems taking an M1 killer into a 4 man meta SWF; but most players are not god loopers or anything. Against an average SWF you can do fine. I also think it's up to the player to choose perks that will compliment their playstyle instead of slapping on ruin undying and expecting to win every game.

    https://www.youtube.com/watch?v=nx1k5TeOj8c

    You can watch this guy win almost every single game as perkless / addonless clown at rank 1.

    I’ve never done perkless and add on-less, but I frequently go totally add on-less as Clown, and do silly things like only equip one perk like Mindbreaker, or Zanshin, or Monstrous Shrine 😂

  • @WishIcouldmain said:

    Simple what perks are limited because they have a long cool down. Personally I believe Thrilling Tremors and Dragons Grip should have a shorter cool down. Like make your choice they should be at 60/50/40 cool down.

    I honestly believe all cool downs are fine except for 2 perks: Zanshin & WoO. These 2 perks shouldn’t have cool downs at all.

  • I have to disagree. Going to guess you had some tilting matches?

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818775#Comment_1818775

    I did mention that I did know that they are getting changes btw. I just am really hoping for them to be good changes, and I am questioning if they will be enough.

    I’m actually hoping they DON’T take Clown changes too far. I.e. I hope mechanically he still operates the same. Far too many still underestimate how powerful limiting/taking away the survivors mobility and evasive options is.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815622#Comment_1815622

    But you get robbed of your momentum either way, earlier in the game or later. There's many scenarios where taking the DS early is what causes you to lose the game. You have no way of knowing whether or not you can afford to take the DS. I've advocated for giving an indicator for when someone has DS so you don't have to play around a perk that isn't even there, or taking the stun unnecessarily by assuming they're bluffing.

    I can 100% assure you that in all my games I’m able to engineer “checking” if every survivor has DS early or by mid game, they lose, or at best one escapes or they get a key escape. Seriously, eating DS stuns early mostly hurts the survivors, not the killer.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814182#Comment_1814182

    Then the same argument can be made for the other side. "Hooking is done in an instant." Do you see the problem with that argument now? Both actions take about the same amount of time, so painting it as one sided makes no sense.

    Either way you’re missing the point entirely. The time spent carrying someone is actually a long time to not be looking for another chase. Yes, a survivor needing to leave a gen to do a save also consumes time, but they have a little assurance that they can cross their fingers that the other 2 survivors are hopefully still on gens.

  • Can the hatch stop being demonised?

    The hatch wasn't designed around intentionally “screwing the killer over”, or giving SWF “free passes”.

    The game is designed around strong consideration for solo survivors. And solo survivors can end up doing the best the can, and in some cases most of the work, only to get buggered by the other survivors incompetence or recklessness. The hatch offers a small ray of hope for these players, and ensures we have games that keep getting played till the end, rather than survivors more frequently just giving up,

    Like seriously? Are these the games a killer wants? Games where hatch doesn’t exist and the last survivor (or last two survivors) just noise spam to get it over with because there isn’t any point trying to survive anymore at that point? Does that sound fun?

  • @yakul1nausicaa said:

    Whenever i play survivor i sometimes get dramatic camera swings/drifts and was wondering if any other PS5 users experienced this. I'm trying to figure out if my controller is just defective or it's some kind of bug or something.

    I’m not experiencing this at all sorry

  • @TragicSolitude said:

    If some people can play killer and never ever slug, good on them, congrats. Being able to slug is purposefully part of the game, though. The game is designed with slugging as one of its mechanics. If slugging weren't meant to be a thing, survivors would always be able to pick themselves up, no Unbreakable necessary. Instead, being able to pick yourself up 100% of the time comes with high risk (Soul Guard only works if the killer has a hex) or a high penalty (being broken all match).

    I mean, I'm not trying to be overly simplistic here, but it's the truth. Things aren't kept in with the intent of them not being part of the game. Totems weren't added so they could be ignored, they're there as a second objective, and when NOED wasn't working and increasing the point gain didn't work, Undying came into the game to say "Hey, look at me! Dull totems exist! Stop saying you should be able to ignore us!" Now, killers aren't meant to leave survivors to bleed out, that's why they only get 50 crappy BP for it, but slugging is there, killers and perks are designed around the existence of slugging. And because the game is designed with slugging as a regular mechanic, refusing to ever slug will inevitably cost the killer games. Not every game, obviously, but there will be times when slugging would have been the right choice and refusing to slug results in survivors escaping.

    Thank you

  • Because every once in a while, miraculously it works. I was Felix in his P3 on Ormond once, against an Oni. Was working on a gen towards the outer area of the map. Could hear Oni on his way and I dashed. Somehow in a bit of a hard to remember blur, he lost me around the loop joined to the gen, as I just crouch walked into the middle of the snow out in the open. He looks in my general direction just as I stop moving. It worked. For some strange reason he didn’t see me crouching out in the open snow, and resumed searching around the loop and then gave up.

  • @Decarcassor said:

    One shouldn't be looping near a hooked survivor in the first place. They should do their best to lure the killer away.

    I was going to say the same thing, but an observer waiting for an opportunity to do the save can’t do anything about another survivor being an idiot

  • @tt_ivi_99 said:

    I seriously dont see the point on applying Broken Status to survivors. I mean... If they're not healing they're just gonna rush the gens, why would you want that? I like Sloppy more, doesnt have such specific restriction and it makes survivors waste more time + it's also good for tracking injured people.

    Meaning that when you next find them on a gen, they’re injured and 1 hit, and they can’t do anything about it

  • @Freddy96 said:

    You know that iron maiden an extremely useless perk is quite a good choice for huntress.

    I found out that forced penance can be a pretty usefull perk for the twins. Tried 5 games with it and got so much value out of victor's ability to snowball made possible by forced penance.

    I'd like to know if someone of the 3 players in the community that play the twins have already tried it

    Iron Maiden is also great on Doc for very obvious reasons

  • Try to create distractions or diversions that draw the killer away from the hook

  • @Unicorn said:

    Hey guys,

    Just had a game where I was body blocked by a player on coldwind in one of the little wooden cubbies where you cleanse a totem. The Killer decided to take the initiative and advantage to down and hook me. Is this reportable and if I do report it, will there be anything done? I wasn't held there for more than 15 seconds but I couldn't avoid being hit because of my teammate.

    You can report it as griefing for the survivor that blocked you in.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817204#Comment_1817204

    It also completely undermines them being separable to begin with.

    Whats' the point in switching to victor whose hyper mobile(150%) if he's still chained to a 115% killer?

    This ironically makes them un-viable outside of slugging/camping(The locker change heavily hit their slugging).

    They obviously don’t need to be baby sitting each other, but being on opposite sides of the map from each other doesn’t seem like that’s how they’re meant to be played either.

  • @TheRockstarKnight said:

    I refuse to believe it was an intentional design choice.

    They probably just coded Victor to be killable after lunges and didn't think about it applying to successful hits.

    Afterwards they decided to just not mess with it unless it made The Twins too weak.

    I do think it’s intentionally actually.

    I think they want players to never separate Victor and Charlotte super far from each other.

  • @Exerlin said:

    Over a year ago, I played a hag game with poor matchmaking and ended up stomping the survivors. I felt bad and decided to give the last guy the hatch. Then, in the post game chat, the same guy I gave the hatch to started calling me slurs and stuff. I didn't give anyone else hatch for a good while after that.

    You’re kidding?!

    What an ungrateful jerk whoever that was.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817080#Comment_1817080

    Tbh with myers and huntress and them; I find my problem is people with urban evasion man that can be brutal as hell. One more thing clown can just sorta bypass too haha.

    That’s not even a “killer power” thing for me. I learned long ago that stealth hurts Clown incredibly bad, so I forced myself to learn to be hyper sensitive and attentive to crow activity, and think about where I would hide as survivor.

    Though a bottle thrown high up into a tree helps every now and again if I’m stumped as to where the heck someone went.

  • @[Deleted User] said:

    hard to zig zag a myers too haha.

    Lol, true. Won’t achieve much against him.

  • It’s getting boring seeing the word “boring” everywhere.

    It’s losing its meaning.

    I get messages from survivors claiming how boring, or toxic, or unbalanced it is when I stomp them with Clown running Coulrophobia, Forced Penance, Overwhelming Presence, and Sloppy Butcher, with no add ons.

    “Boring” is just another empty buzz word when a player doesn’t win.

  • @AgentF said:

    I just hate it when I down a survivor on the other side of the map and then some Blendette runs up behind me in my animation (which lasts like 6 seconds btw) and just kicks me and gets up the injured person anyways. It makes the ability so pointless. Like I'm literally punished for playing the game good. Not to mention that if they go in a locker I'm ######### because I only have 6 seconds (it takes Charlotte 4 seconds to wake up so that doesn't count) to get there and by that time they're probably gone since at most I can travel 27.6m before they get out and on most maps that isn't #########.

    I’m starting to get the impression that a player isn’t meant to separate Victor so far from Charlotte, and vice versa.

  • @Dpooly said:

    I've been enjoying the combination of Opression, Dragons Grip and Pop lately. Especially when Survivor's 3-gen themselves...really potent and almost always turns into a hatch game in my experience. Gearhead has always just seemed kinda 'meh' to me and haven't really used it to fairly evaluate is usefulness or lack thereof.

    I've been doing this with doc with overcharge

  • @Heartbound said:

    Unless he's a 500 IQ god, Blight can't handle loops. Treat him like an M1 killer in loops. When he's trying to catch up, hug debris in the field...unless you're in a corn field. Just stay away from places Blight can bounce around. You'll get hit eventually like with every M1 killer, sure, but that power isn't as strong as it seems.

    Exactly.

    It’s exactly why they gave him blood favour

  • I play blight

    survivors are constantly avoiding me by stepping left or right.

    it’s very annoying

  • This game is neither survivor sided or killer sided. It’s the most balanced it’s ever been.

  • @DaKnight said:

    Because all the gens can be done in 4 minutes, unless the killer is able to create pressure.

    Which a killer is able to do. The tools are provided. It all falls down to player choices.

  • @Saltjar34 said:

    If you really like Solidarity then I would suggest replacing Iron Will with Desperate Measures. If everyone is injured, that is when Desperate Measures and Solidarity shine the most. You can even take it a step further and put Resilience as a replacement for Prove Thyself if you can handle being injured for long periods if time

    I actually like solidarity because of how much time it saves in the cooperative healing process. This is especially true when healing a slug, and continuing to heal them to full health. Either you’re automatically healed to full health, or your teammate spends next to no time at all healing up the remainder to bring you to full health. It’s an especially great combo when paired with WGLF since its buff.

    The only small problem I have with Solidarity is when survivors get into a “who heals who first” war, where they simply refuse to let me heal them first before attempting to heal me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815591#Comment_1815591

    Apparently they fixed that with the last update.

    As for "sneaking up to Victor"...does crouching negate the killer instinct effect or something?

    Correct. Victor only detects Walking, Running, or crawling survivors in the dying state.

  • @Massquwatt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816066#Comment_1816066

    It's a very mediocre outcome for what you get though, tinkerer is just superior because you aren't restricted by the basic attack requirement all the while it gives you undetectable letting you sneak up on the people repairing generators or getting around elsewhere without being known. Like I said, you can smack somebody twice and down them but by the time you get them to a hook gearhead is already half over and because of how popular bbq is lots of survivors will take their hands off a generator and hide in a closet completely negating any value out of the perk anyway. Gearhead is probably one of the most inconsistent perks in the game, there's no sleeper or underrated status to it. It's just not good, especially compared to it's far superior counterparts.

    That’s why Gearhead is a slugging perk. I.e. don’t waste time carrying to the hook all the time. Go pressure any revealed gens immediately.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816045#Comment_1816045

    Oh man, there was one where the killer was supposed to down Exposed survivors while running some perk, I forget what, pretty sure it was one of the hexes. But screw that noise, I just put on Myers lol.

    Probably Devour Hope.

  • Cruel Limts + Bitter Murmur can actually be pretty decent on some maps, especially paired with Tinkerer so the killer can prepare to take advantage of both those other perks proc’ing.

    On Haddonfield it’s actually very devastating to the survivors with some of the gens being on upper floors of houses.

    I once got a 4K on Haddonfield running CL, BM, Tinkerer, and NOED simply because 1 survivor was already dead, and the remaining 3 survivors popped the last gen together in the main house above the basement. They had absolutely no where to go as I was coming up the stairs. It was shooting fish in a barrel.

  • @TragicSolitude said:

    I don't like the "complete in a single match" challenges, either. Sometimes they can be quite frustrating, especially ones where it feels like the stars need to align.

    You do realize that with the "8 gens with PGTW," you only need to kick 8 gens during a single match? You don't necessarily have to hook a single survivor. PGTW doesn't have to be active when you kick the gens, you just need to have it equipped. I put on Discordance, PGTW, and Surveillance and so I knew every time they touched a gen and was able to go right back and kick the thing.

    This.

    The descriptions often trick us into thinking the player needs to get the direct outcome from the perk in question.

    I remember having an infuriating time with the Devour Hope challenge a few tomes back, embarrassingly misunderstanding that I simply need to have the perk equipped and mori, not literally get 5 stacks and mori via Devour Hope.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814745#Comment_1814745

    Actually now that i think about it I think it was you yea LOL.

    Agree, it does it's job far differently to that of other gen info perks and it seems alot of ppl go: is this better than thrilling or bbq? If not it's garbage.

    Exactly. It’s like directly comparing TT or BBQ. They both provide different outcomes, and a killer is just limiting themselves by comparing them. Neither is better than the other, and both have their shortcomings. There’s also nothing entirely wrong with running both BBQ and TT, just as it’s perfectly fine/viable to run both Surveillance & Gearhead If a killer chooses to.

  • @monstermaster42 said:

    Weak killers make me sad

    Good for you.

    Thats not relevant to this conversation though.

  • Please understand that I’m saying this in kindness, and hope to help you, but this was probably your fault.

    Killers need to stop being so frightened of DS earlier in the match, and intentionally try to eliminate it early so that survivors can’t use DS late game in the way you described.

    I’m not advocating out right tunnelling, but what I do is if an unhook occurs in my face, or I see someone recently unhooked, i WILL down them again and pick them up because I want to see if they have DS and force them to waste it. If I get stunned, I don’t care, and just let them run off. I know it’s gone and that survivor is very vulnerable later. If they didn’t have DS? Well oops, they’re going on the hook anyway, but I won’t hardcore tunnel them after their next unhook.

  • I can say from personal observation by the way Survivors behave in my matches that many Survivors underestimate Clown. They take a lot of very silly risks that they end up regretting because of how fast that I can down Survivors in a chase.

  • I’d also like to add that sometimes solos can just magically work in beautiful, amazing synergy.

    I’ve been in games where another player or two are intuitive enough to read the match and what I’m doing/about to do, and likewise me them. We just worked so well cooperatively as though we were SWF, but nope, complete strangers with no comms.

  • On what?!

    I’m still getting 60fps on PS5.

  • @chieften333 said:

    A lot of people I've seen on here talk about solo que survivors as if they are helpless at all times. But that isn't true, a good solo survivor can carry a team under the right conditions.

    Plus, solo survivors will always seem weak in comparison to SWF. Who can sometimes be scary to go against, but most of the time are just two people screwin' around.

    What is the issue however, is matchmaking ( who would have guessed? ) that allows everyone to be corralled into one rank with enough playtime. If BHVR improved it ( as MMR was supposed to do ) then I'm sure everyone's teammates would be the appropriate skill level. Which would hopefully keep the potatoes in the low ranks.

    But, as we have experienced, BHVR is not the best at implementing changes like this. So enjoy your boosted teammates everyone.

    Thank you.

    I’d say my weak point is the chase (as survivor).

    But despite never running meta perks (current build is Bond, Visionary, Wake Up, Windows of Opportunity), I usually get a lot of repairs done on my own, clear a few totems or Hexes, help quite a lot of injured survivors, a hook save here and there, be a distraction whenever I think it’ll help someone else, and generally pull my weight.

    Even if the killer wins, I’m usually (but not always) the very last survivor alive, and it’s usually my first hook.

  • @gatsby said:

    Why doesn't it make the Obsession and the Blood Pact person heal eachother faster?

    Seems like something that should've always existed because the perk is centered around those two Survivors healing eachother.

    Because there already are perks that increase healing speed?

    I think it’s nice that Blood Pact sets itself apart by providing Haste.

  • @AggressiveFTW said:

    It's SO slow when you click on things in the main menu on console. The cursor movement speed when buying things in the bloodweb is also very slow. How come we've had this main menu performance on console for this long?

    I think this is problematic as it sometimes makes me not wanting to play the game because of this.

    You can’t just say “console” in a post anymore. You need to be clearer, and specific, as this issue doesn’t exist on PS5.

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