TheClownIsKing
TheClownIsKing
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@Fornicaras said:
https://forum.deadbydaylight.com/en/discussion/comment/2367421#Comment_2367421
You can play every killer using a controller. It's your own lack of skill that prevents you from playing well, not the controller. Practice more.
Thanks mister 14 posts 😒
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After all this time it’s still a decent perk. I swear more survivors in red ranks should be using it. I play solo in red ranks, and the amount of times the rest of the team 3 gen us... grr. Makes my blood boil.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2368418#Comment_2368418
Oh my bad fair enough then. You could try running the common hound add on and free up a perk slot for something else too
Nah, I’m testing zoom zoom for a bit longer to see just how broken it is.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2368410#Comment_2368410
Aren’t you running all seeing blood? I don’t see the need for either of those if you have that add on
No, windstorm blood and windstorm white. Zoom zoom. Especially with 3 easily obtainable PWYF tokens.
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@Phasmamain said:
Thing is survivors still have feedback on what you are doing. It is really strong though
True, but I’m just focusing on hit n run. It gets so easy after a while when they can’t heal fast enough before I’m finding them with Blood Hound and Shadowborn.
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@TicTac said:
I dont see how this two are similar. Spirit can move fast around the map, but even basekit wraith is better with that. Spirits strength is her chase potential and while i think that speed wraith is dangerous, some pallets are still impossible to play around and he needs prep for pwyf.
I’m not even bothering to play around pallets. I’ve been sticking with his teachables + PWYF, and doing his hit and run style, eventually catching out injured survivors not able to heal back up in time. I’m moving around so damn fast they can’t get themselves out of a one hit state fast enough. And with the big shift to trying to heal as frequently as possible, gens start slowing to a crawl.
And i’ve been absolutely wrecking every team I’ve gone against (rank 4 to 1). I’m not even a Wraith main. Yet these have been the easiest games I’ve played in a long time. And it’s peak sweat squad period here in Australia currently. These add ons with PWYF is stupidly broken.
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Omg PWYF + double Windstorm is so damn fun.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2367734#Comment_2367734
I disagree, that ability needs to be buffed & his oblivious status effect should be nerfed.
Nope. Oblivious is fun *evil maniacal laugh*
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I just remembered 2 hilarious times I was using Cruel Limits.
1 was on Gideon. I was approaching the gen at the foot of the stairs of the meat grinder, that has the vault at the top of the stairs drops players down to the lower level. 2 injured survivors finished the repair as I was about to enter the room. They ran upstairs instead of through the newly opened sliding doors. I don’t need to elaborate further.
2nd time was on Haddonfield where the 3 remaining survivors finished the last gen in the house with the basement. Again, this was just as I was entering through the front door and going up the stairs. I also had NOED. It was a massacre. They had nowhere to go.
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@humanbeing1704 said:
Considering bamboozel and crowd control if you ask me are infinitely better vault blocking perks
The funny thing about Cruel Limits is that it CAN punish survivors that are bold enough to finish gens in your face.
Oddly, when I start observing this behaviour, and equip Cruel Limits to combat this, suddenly survivors no longer do this, so I get no use out of it.
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@Boss said:
Don't worry, ringing your bell isn't a Special Attack.
https://deadbydaylight.fandom.com/wiki/Basic_Attacks#Special_Attacks
True, but there are a lot of “special attacks” that aren’t offensive/fatal. Throwing Clowns bottles for example uses PWYF tokens. This is why I thought I’d ask.
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@coppersly said:
You basically just get looped and pallet stunned for 5 minutes by any decent SWF if you aren't downing them in a few seconds with an S tier killer. You have to play every single tile 100% perfectly or they can restart it at any moment, and they're able to make a serious amount of mistakes before it punishes them. I just don't understand how people enjoy the lower tier killers against the sweaty survivors.
I’ve just learned to accept you can’t (against elite SWF). I do pretty damn well with a range of killers that aren’t highly regarded, but sometimes you just get those teams that are so well coordinated, it’s quite genuinely impossible to keep up. The game was never designed around that degree of survivor coordination. It’s horror. There’s supposed to be an amount of unknown/unpredictability that naturally slows the game down because of times where survivors are expected to be cautious because they’re not 100% aware of what’s occurring at any given time. Teams like we’re describing completely mutilate the core ideas of what makes horror “horror”.
So i’ve just accepted it. If they’re only interested in repair simulator, making the game super boring for me, and a complete waste of my time queuing up (especially with current killer wait times), I’m gonna make it boring for them by waiting by a gate switch and refusing to interact further. I’m hoping that survivors come across this enough, and get bored enough of the game, they’ll stop playing DBD altogether.
Because we’ll never see killers buffed to a point to cope with that in a reliable, regular way. Most SWF are very casual and just want to hang with friends, and solos will just never stand a chance (if killers were buffed) because these players are playing the game in its intended way.
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/2367477#Comment_2367477
Ace looks happy all the time.
🤣🤣🤣
Ace was probably drunk before being abducted, so he probably now never ever sobers up.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2367477#Comment_2367477
Not if you scrub their memories for the most part removing any semblance of time or repeated experiences!
But we know according to the lore that doesn’t occur. Survivors are completely aware of every trial they have ever participated in.
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@CornHub said:
Can't go 5 matches without seeing one, someone's DCing in some point in the match, & they're all running meta perks(nothing wrong with that). The same way there's stridor spirits there's boneclapper wraiths & I can't go a game without seeing one.
Similar experience. Plus double windstorm makes Wraith almost as fast as Spirit, so why hinder yourself by losing visual on survivors while phasing.
The only thing I passionately hate with Wraith is “All Seeing” - Blood. That add on can be kicked repeatedly in the nuts.
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@Jarol said:
I wonder why the developers put Jonathan sad in the lobby, look at him, he's very downward looking. As well as who Chris is talking to in the lobby, whom he is trying to contact.
https://us.v-cdn.net/6030815/uploads/S97TBEZ7INAJ/whatsapp-image-2021-07-17-at-17-14-25.jpeg
He’s now stuck in an endless cycle of dying over and over again. Shouldn’t every survivor be sad?
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@LittleSagey said:
I dig twins, and i love the sound of her releasing viktor, so ominous
Twins is great. Sounds so menacing.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2367394#Comment_2367394
He still lacks map pressure and his counterplay is to just pre-drop pallets. Doesn't sound that interactive and clown just boils down to if survivors can take advantage of his poor map mobility.
I was thinking his tonic clouds should stay on the map longer, maybe as long as plague infecting objects. Giving him some way of controlling the map, since survivors will be blinded while they work on objectives.
Meh.
I personally still don’t find this much of a problem.
I don’t need to be everywhere on the map to pressure.
Mane they wanna help me clear tonnes of pallets early? Sure go ahead.
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@GrimoireWeiss said:
Using the bell doesn't consume tokens. PWYF is quite good on him because it's easy to farm stacks (just cloak to immediately end chase with obsession). I tried this before his basekit buff and it was insane, I think I'll try it again.
Ok wow. Thanks. I’m looking forward to getting PWYF in his Bloodweb. Currently using Coup De Grâce to turn super lunge into mega lunge. It’s quite funny.
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@Phasmamain said:
The mid chapter buffs make him pretty good
I fear that it’ll still be pointless trying to play him using a controller...
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You effectively have 2 stacks of PWYF available to you whenever you please. That’s strong stuff.
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@Salty_Pearl said:
I have started getting back into Clown since he is apart of the next tome and while I know it has been awhile since his rework, I was wondering what everyone's thoughts on it were? I used to play Clown a lot previously but I just moved on to different Killers. I am not too much of a fan of his rework. Like I said, I'm not a Clown main at all so I could be totally wrong about this but I don't get the point of his Afterpiece Antidote, why does it benefit Survivors?
What is everyone's general thoughts on his rework?
He’s really good. Much, MUCH more depth to the various ways you can strategise mid chase, and attempt to control the direction survivors take.
It makes Clown a little bit more difficult getting the most out of combining Tonics & Antidote play, but very rewarding when pulled off, making it impossible for a survivor to avoid getting hit.
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@humanbeing1704 said:
Vigil could also use a percentage buff
This. And I also don’t think it would be that bad if it provided immunity from Mangled.
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I use it when i run aura reading builds, and I’ve come across killers using blindness add ons often, so I can recover from blindness faster.
I definitely feel that Vigil needs big buffs though.
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I’m rank 3 and I just obliterated a team of rank 1 & 2’s using Wraith with Blood Hound, Predator, Shadowborn, and Coup De Grâce.
It is indeed possible to play, and win, without Ruin + Undying.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2366054#Comment_2366054
I’m Ghouled_Mojo and I approve this msg.
Thanks 👍🏻
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@humanbeing1704 said:
Is the perk fine? Should it be reworked? Buffed perhaps?
I think it’s decent. You’re always guaranteed to know where you can get help (or know if that person needs help), until one of you is either dead, or an Obsession switch occurs on you.
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They’re actually not that awful if you think about the way Wraith is intended to be played.
When played with the hit n run ambush style, the idea is stall should be occurring due to survivors healing often because the last thing you want while working on a gen is to be surprised by Wraith in a one hit state.
Blood Hound lets you see where injured survivors have run off to hide and heal, so you can ambush them later if you catch sight of bright red blood. This is especially useful when survivors are using Iron Will.
Predator is just good for making sure a survivor genuinely can’t juke you mid chase if a chase is committed to.
Shadowborn pretty much ensures survivors are much easier to spot, and cannot hide from you, at all. This is pretty powerful on Wraith: being able to more easily see survivors whilst Wraith is more difficult for survivors to spot.
These perks only lose a lot of their value if Wraith is constantly committing to a chase on a survivor he’s just injured, or worse, a healthy survivor that successfully avoided his super lunge.
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@WishIcouldmain said:
If this had suffered the severe limitations of Surge. M1 requirement, cooldown, range. I wouldn't have used this perk. But, currently with 30 second cooldown, no range limit, or M1 requirement. This perk is awesome especially good with PGTW. But, sadly I've only seen it on me and a few others. Any one else using this perk a lot?
I love it. Makes kicking random gens feel much, much more worthwhile.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/2365789#Comment_2365789
If a survivor is caught in an area where you can unload.. try aiming at the hamstrings and slightly move the right analog down to compensate. Similar to managing recoil in something like R6 Siege. If a survivor is moving left to right constantly you can try mirroring their movement by rotating left stick up and left to right in a semi-circle or down and left to right if you want back up smoothly while aiming. If this made sense the way I described it then you should have an easier time focusing on keeping you thumb on the right stick down a bit. To avoid recoil altogether then throw one knife at a time or a burst of 3 or so and reset yourself if you need to. Eventually you’ll get the feel for it and become more comfortable.
If this doesn’t help at all I apologize but hopefully it will.
You can also rebind R2 to R1 or vice versa if you’ve already changed the input. A swap like that can subconsciously make you hold the controller differently and possibly increase your control over your movements/inputs.. sometimes it does the opposite though.
Thank you
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@Phasmamain said:
You answered your own question. It’s territorial imperative
It’s not a terrible perk. On some killers, catching out a survivor in a compromising position in the basement can totally turn the match around, especially with the subsequent warnings when a basement save is about to occur.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2365843#Comment_2365843
It definitely affects spirt and hag but I’m unsure about nurse
Ok, thanks. I’m gonna have fun trying this on those killers.
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@Phasmamain said:
Try it on windstorm wraith too. The lunge is ridiculous
I was just about to ask this. So it DOES affect post uncloak lunge. Interesting.
I wonder if this is the same with Spirit, Hag, and Nurse?
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@OniWantsYourMacaroni said:
He's absolutely awful on console.
The lack of proper controller settings really hurts.Constantly making tiny adjustments (on 100% sensitivity) to hit your target is really exhausting and my thumbs actually start to hurt if i play too many games with him.
Never had that problem in any other game
Lowering your sensitivity might help a bit with the aiming part but then turning around gets really awkward and slow.
I just wouldn't touch him until we get some more advanced controller settings in like 50 years or so.
Play Deathslinger and Huntress instead
Yeah I’m gonna give up, and wait and hope the next killer isn’t a ranged one.
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@DwarvenTavern said:
Yes King... Yes.... Join the dark side. Ruin the survivor's time...
Be... Leg...
Edit: Autocorrect struck again by changing Legend into Leg, but I left it because it made me laugh.... join the dark side....
Such a good perk on Myers.
I’m starting to understand exactly why the devs were conservative with CDG, and didn’t leave it at 100% faster/further.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2365801#Comment_2365801
I'd honestly just give up unless you like pain or if you're stubborn. That's what I did tbh.
I honestly regret buying this Killer to give them a chance. I don't know why I thought a ranged Killer would somehow be better than Huntress, I guess I wanted to form my own opinions... not a good idea in the slightest.
The only thing good about Trickster is his perks and that's pretty much it. He's more of a Twinkster with how easy it is to bully a console Trickster who has to M1 constantly.
Well... I’m at least happy I have the perks. I like his perks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2365751#Comment_2365751
I'm fairly prodigious with Killer. I'm able to pick up and learn every Killer very quickly, the only exceptions have been Nurse (who makes me physically ill to play) and Trickster.
He's damn near impossible to compensate for and its so frustrating to be cucked by something you have no control over.
Yeah... I’m sadly thinking I need to not bother, and keep dismissing my compulsion to keep trying.
I really, REALLY hope (beg) that the next killer isn’t a ranged killer.
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@MadmegMain said:
Territorial imperative is a mostly useless perk at this point. However, my fiancee has come up with the perfect buff for it. Keep in mind survivor mains she has never once played killer and only watches me play killer.
territorial should activate once a survivor finishes descending the stairs into basement. Once territorial procks not only does the killer receive a notification but the basement will be blocked for 15,25,35 seconds depending on tier. This will be blocked similar to how blood warden blocks the gates.
the difference is the killer can pass through into the basement
Good god, no. I can see how highly abusable that would be.
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@stikyard said:
I've faced some Tricksters who are quite good. He is not as weak as everyone thinks he is.
He denies you any loop that isnt tall, you will get injured or go down if you try to play them.
You can loop him but, you will inevitibly get hit and eventually injured or down.
Missing with Trickster is very forgiving, you just keep throwing.
Indoor maps are probably his weakest point but, if his hit requirement goes down to 6 instead of 8, I think he will be pretty tough.
Thanks, however none of this helped answer my questions about HOW/WHAT I should be doing on my controller.
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This is the cycle I’m currently in. I try a few games and I’m not having fun because I’m fighting the recoil so much. I land so few knives on survivors. So I give up. Then I feel compelled to try again “I must be missing something here.”, only to be in the vicious cycle again. Trickster isn’t like other killers where it took me awhile to “get them”, I.e. a lack of understanding on HOW I should use the power, or the breadth of strategy to a power. My problem with Trickster is an entirely mechanical one.
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@Msterflex said:
Ya Im able to use him decently. Just like with Oni you won’t be as precise with controller
How are you landing knives? What tips do you have for exactly how your using the controller?
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@Trickstaaaaa said:
Dude on pc we get recoil if we hold M1. I'm assuming since you guys are used to hold R2 when playing FPS games, you guys are holding the the button. Try tapping, I tap on pc so I don't get recoil.
It kinda feels at this point that the ability to rapid fire is pretty much pointless, and should be removed.
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@Trickstaaaaa said:
Dude on pc we get recoil if we hold M1. I'm assuming since you guys are used to hold R2 when playing FPS games, you guys are holding the the button. Try tapping, I tap on pc so I don't get recoil.
I tap or burst. Still feels awful, and far too easy to miss.
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@Mooks said:
playing on Steam but with Controller, and while i haven’t played Trickster for a while the recoil I actually got used to and could compensate, though I definitely didn’t have perfect accuracy. I will give him another chance after the Midchapter buffs.
I am doing okay with Deathslinger, Nemesis, Clown and Plague. Demo, Victor and Pyramidhead it depends..
I can’t hit anything with Huntress, Oni or Blight though, even after getting their adepts/achievements I gave up on those, Trickster is definitely one of the easier controllable for me.
What technique are you doing with the controller to compensate for the recoil?
Short bursts? 1 knife at a time? Something entirely different?
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@ThiccBudhha said:
Now I am scared to buy him. I didn't even realize he had recoil. Like, what?
I play a lot of fps games, so maybe it will be fine, but that sounds clunky.
In fairness I’m not great at FPS and so always go for a shotgun or demolitions. So you might be fine.
Tricksters recoil is very strong. Despite the ability to rapid fire knives, it’s completely pointless because the aim starts going everywhere. It’s not a fun experience fighting against your own power in the game.
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@TapeKnot said:
I feel like The Shape could definitely use an add-on pass. Some of his add-ons are useless (Vanity Mirror stalk speed add-ons) and his ultra rare add-ons, along with Tombstone Piece, are very unhealthy for the game.
Vanity mirror is great fun. And stall speed add ons work great with vanity mirror and scratched mirror.
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@entilted_but_balance said:
Check it out yourself, this tiny 90 cm fense blocks my attack,YET I can attack from the other side of a window, where's the logic in that?
Most killers are useless on Haddonfield
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2363577#Comment_2363577
I'll underestimate Monstrous Shrine all I want. The part I'm afraid of is Hag with Agitation. :P
https://forum.deadbydaylight.com/en/discussion/comment/2363671#Comment_2363671
I just watch whether the slug is moving. No? Then wait ~30 seconds and they're ready to pick up. Yes? Are they going really fast? Tenacity, they're probably healing, and unless it's a Tapp, I'll suspect they've got plans of their own circa Flip Flop and Power Struggle. Otherwise, that person isn't healing and I should ignore them. Mostly reliable, and I'm not willing to spend a perk slot on the ones that fall through the gaps.
Buckle Up has the ghost of a good concept, but there's so many things wrong with it. The aura read being 48m instead of mapwide means you have to run across the map to check if the person is worth picking up in your scenario, because being super far away doesn't tell you anything. And the core idea isn't that strong due to being able to reliably guess the answer most of the time; it needs to actually give clutch benefits around slugging the way WGLF and Soul Guard do. The after-the-fact aura read isn't that useful. There's generally two situations you pick up a slug; either the killer is chasing someone else/left the person because of DS and they're otherwise occupied, or they are nearly on top of you and you don't need an aura read to tell you that.
That said, I really like the proposed idea of giving it a Kindred killer aura read whenever someone gets downed; that'd be exceptionally useful information for whether it's safe to pick up a slug/creep forward for a flashlight save; it tells everyone the difference between the killer stopping to kick a pallet and the killer leaving the area. The one issue I see with that is that if the killer slugs and then starts chasing another player, the slug can crawl towards where the survivor is looping and give total aura read to the teammate. Could be kind of busted in conjunction with the slug moving under a pallet, because the killer can't pick them up to stop the shenanigans. It's different looping the killer above a slug than it is looping them around a hooked player; the time limit on the latter is much more strict.
True...
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2363732#Comment_2363732
what do you mean, he has only 4 bottles and has to reload. is that not preventing spam? survivors do not get benefits from other killer powers. not sure why you think clown should be giving benefits to survivors.
It’s only 3 seconds. I play (played) Clown a lot. You learn when you should and shouldn’t reload to make the 3 seconds a total non issue.
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They didn’t “buff” Iron Will to counter Stridor. They changed the way Stridor interacts with sounds to be multiplicative instead of additive in order to remove Stridor’s unintended bug with Bite The Bullet & Self Preservation. This means that Iron Will unavoidably counters Stridor from now on, until they change Iron Will, something I’m sure they’ll probably look into.