TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1797186#Comment_1797186
Like I said, not all survivors will want to farm. Some won't believe that you want to farm at all.
There are also still a lot of fresh survivors too. Some of them are simply too terrified or/and confused to understand the bizarre behaviour being exhibited by the killer.
-
@ILoveDemo said:
Hello there. I try to Farm but the survivor refuse, they pre drop every pallet, make Gens and leave instand. Even If I Bodyblock and Nock my head they are still scared. What should I do?
I’ll try a few things.
- keep repeatedly hitting a generator I just chased survivors off of.
- repeatedly hit a pallet near a survivor
- regularly spin around really fast on the spot. Bonus points if it makes them laugh.
- Every time I’m spotted by a survivor I’ll just do a little stare off with them, then run backwards to see if they’ll chase me.
-
@SoylentPixie said:
Unhooking is entitlement now! Shock horror! Now I'll have to get rid of my ambulance build just in case I am labelled an entitlement enabler!! :O
This isn’t what OP is saying at all.
They’re saying whether a survivor gets another chance or dies first hook is completely out of their hands.
So they’re also suggesting that survivors should play keeping that in mind, instead farting all caution to the wind because the “sUrViVoR rULe bOoK” says a killer absolutely MUST give EVERY survivor 3 hooks.
-
@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1797085#Comment_1797085
Same. As a rank 1 Survivor I mostly run Diversion as my favorite perk. Head On, and Dilverance. The 4th I seriously just take any other perk that is hardly used. I was using Wake Up! like all last week. I beat Fungoose that week too. It's disgusting how broken Survivor is.
I like Wake Up. I’ll often use it in that same build I mentioned instead of Technician.
Wake Up can be a life saver when I’m the last survivor and killer found hatch first, even when the gates are close together.
Plus i just generally love that if I’m in a chase when the last gen pops, or any other distracting/disorienting thing occurs, I still know where to go, and if nobody else has started opening a gate, I’m telling them where to go too.
-
@Babatom said:
You're obviously under no obligation to go for unhooks, but 9 times out of 10, leaving someone to die on first hook will heavily shift the game to the killer's advantage. You have more chance of winning 4 against 1 than 3 against 1.
This game has a plethora of killer perks and killer powers that show it is designed to prevent you from staying stealthed and evasive: Killer instinct, aura reading, noise notifications, volume increase perks, scream perks, etc. It also has perks and powers to prevent long chases once the survivor has been found. The game is designed for you to get caught, so I find the implication that anyone who gets hooked just needs to work on their stealth and evasion kinda dumb.
If you're getting flamed for leaving people on hook when you could safely rescue them, they're likely flaming you for a poor team decision. Survivors do better when they look out for each other and work as a team, hence the huge issue people have with SWF 4-stack groups. Though if someone gets hooked later into the game when people are already dead, dying on first hook is pretty common and that person probably should have actually been less stealthy to take some heat off their teammates.
“This game has a plethora of killer perks and killer powers that show it is designed to prevent you from staying stealthed and evasive: Killer instinct, aura reading, noise notifications, volume increase perks, scream perks, etc. It also has perks and powers to prevent long chases once the survivor has been found. The game is designed for you to get caught, so I find the implication that anyone who gets hooked just needs to work on their stealth and evasion kinda dumb.”
The issue with this reasoning is that the myriad of ways that killers can counter stealth are never 100% ubiquitously prevalent. I.e. abandoning stealth entirely because they killer has ways to SOMETIMES detect survivors is also not a sensible way to play either.
-
@TheButcher said:
Survivors are incredibly entitled. They expect that they should get BT every time they make a save. They expect they should get DS every time they are unhooked. They expect they should get to get up every time they take Unbreakable. Most of all they expect they are going to get 2 hooks before being sacrificed.
Then you have the good survivors only getting hooked once, even if that much.
This.
I’m pretty anti meta.
My current build at red ranks is Bond, Technician, Visionary, Windows of Opportunity. Most would say that this is a bad build.
But guess what, I almost always outlast all other survivors in my matches, managing to be stealthy YET useful by doing saves, heals, repairs, and totem hunting. In most cases even if I still die, it’s when I’m the last one left and it was my very first hook.
I’ll check my team mates load out, and it’s almost always the same thing: any combination of DS, BT, Unbreakable, Iron Will, Exhaustion Perk. Something about these perks just seems to cloud many survivors judgement by playing far too recklessly.
-
@DemonDaddy said:
I play solo survivor and I just don't understand. Where does it state you are guaranteed more than one hook? I was under the impression that you only get 1 and your few attempts to escape it. Anything more than this is due to other survivors playing smart or making a trade in your benefit. If you die on 1st hook, I get that it bruises the ego, but that shows your evasion and stealth skills need more work. The title of "Killer" should explain enough not to expect any handouts and if your not swf don't think a stranger will risk it outside of the BP granted. Everybody gets 1, anything more are chances given and not to be expected.
Killers keep up the killing without mercy.
Thank you. I’ve been saying similar for years, and it’s great to FINALLY see others form a similar perspective on survivor gameplay.
The loss of a survivors first chase could be their LAST for the match. Far too many survivors play far too recklessly and cocky under the false pretence that they’re 100% guaranteed a certain amount of chances.
No. Your first hook could be game over for you, and that is perfectly within the game rules. If a survivor didn’t do enough to avoid the killer in the first place, that’s on the survivor.
-
@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1797021#Comment_1797021
Don't forget the vault speed buff. That really catches good survivors off guard, and with my proposed buff, it would be faster than bamboozle
Oh the vault and break speeds are a given. My point was that most players only consider the break and vault speed increases, and aren’t probably noticing or considering that they’re probably making small plays with the increased speeds to grab, pick up, drop that they otherwise couldn’t have made.
There have been tonnes of times 2 survivors have rushed a hook at endgame, i’ve grabbed one going for the save, and before the other can do the unhook I’ve dropped who I just grabbed, and then grabbed THEM as well. All thanks to Fire Up.
-
@Kebek said:
Yeah that'd be fun for the killer but imagine it for the survivor. You've worked your gen to some 90% then charlotte comes and kicks it, goes to victor infront of it and if you dare to go repair that gen you get grabbed for free since you can't tell if she's controling herself or victor.
I think it's better to have at least some amount of transition time, a bit shorter then the current one would be ok but there needs to be some to prevent such dumb free hits/downs.
I agree. It’s a small concession for how much power they already have. Once Victor’s locker block, and the exit gate entity blocker extension goes live, they’re going to be in a massively strong spot.
Even being kidnapped for 45 seconds isn’t anywhere near as bad as I presumed it was going to be.
-
@Exerlin said:
5% per token, and make it affect opening lockers. That's all it really needs honestly.
Agreed. It only needs the most minor number tweaks. Personally I feel its effects by mid game. It’s most underrated yet most useful feature is the grab, pick up, drop speed increases. This can totally catch coordinated hook save survivors off guard when they think they’re being clever taking advantage of animation lock.
-
@NoObzBoiYT said:
We got to stop using DS before they nerf it. So let’s hold off for a while and the DS pick rate can go down. Switch DS with “For the people” so the killer still thinks DS is in the lobby.
Seriously DS is fine. And no I’m not a survivor main. I do play a lot of survivor but nowhere near as much as I play Killer.
Remember, a survivor can only use it once. Once! So at MOST, a killer can only be hit with it 4 times.
I make an intentional point of trying to FORCE survivors to use DS as early as possible, rather than when the survivors WANT to use their DS for plays that HURT the killer (usually late game).
Someone unhooks in my face early? I see someone again I know was recently unhooked? Someone think they’re being clever jumping into a locker? Damn right I’ll down and pick them up again (or locker grab). If I get stunned, I let them run off happy that DS is wasted with still 3 or 4 gens to go. If they don’t have DS, well too bad for them, they’re going in the hook, BUT i’ll tend to go easy on them after that when on death hook by slugging them a few times if I see them again.
Honestly, DS only has power at lategame or endgame when the survivors are given the freedom to use those 60 seconds the way THEY WANT to. Don’t let them. Take that option away from them early or mid game. You’ll find your matches so much LESS stressful when you treat DS this way, AND you’ll dominate way more matches.
-
@Skycerer said:
Post your rank.
Not that rank matters, but I’m currently rank 5 because of the initial pips I lost while learning Twins.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1796588#Comment_1796588
Yeah I agree and then it's sometimes already hard enough to find the Survivor that he pounced on to begin with the Killer Instinct only pops up when it feels like it.
Killer Instinct only reveals OTHER survivors near Victor when he’s latched onto someone. For this reason I either don’t take Victor too far away from Charlotte, or I just accept I’m unlikely to find that Survivor, but at least they’re now injured.
@crowbarman said:
I agree they are fun, but am already seeing signs of red ranks making it really hard to pounce. They will have to fix the pounce cool down and ridiculous switch time to make this long term viable.
When you jump on someone's back and it takes 5 seconds to switch but they can be thrown off in 8, sometimes I don't even get Charlotte pointed in the right direction before he's tossed off. Stupid.
I was originally ticked off at how easily a missed pounce is punished, but now I don’t care. Victor respawns so quickly that I have him out and scurrying about again very quick.
-
@Sonzaishinai said:
How are you finding Coup de Grace?
Haven't had a chance to play with it myself and i really want it to be better then it looks on paper
I honestly cannot notice the additional distance it gives, but I forget I can lunge further when I have it, and so I’m still lunging from a distance in circumstances that i’d lunge anyway. But it’s always resulted in a hit though.
-
I don’t and I’m doing fine.
I just dominated in my last 2 matches as Clown running two different builds.
1) Coulrophobia, Distressing, Forced Penance, Sloppy Butcher.
2) Franklins, Hoarder, Blood Echo, Mindbreaker.
-
@gatsby said:
Felix, Blight and Elodie are all playable characters directly tied by the game's lore to Dyer Island. It's probably the most lore based location in all of Dead By Daylight.
Dyer Island was a former prison camp, contains Talbot Grimes secret laboratory, is owned by a secret society (The Imperriati, which Felix and Elodie's parents were part of) and was undergoing a renovation with new buildings and restoration headed by Felix himself before he disappeared.
It seems to me that the end goal of these chapters without maps is to release Dyer Island because many of the characters being released are connected to it. Saving Dyer Island for a later Chapter gives the Devs more room to work on updating old maps and its eventual release ensures that the newer characters won't be left without a map because Dyer Island is connected to all of them.
Very good, plausible theory.
-
My answer is obvious
-
@shiffpup2 said:
I can't stand playing against SWF. They always know what you're doing, WILL (not try to) stop you from getting anywhere, and are as toxic as a toxic barrel. How am I supposed to deal with these people?
They’re hard work, but they’re usually very predictable too.
There should be certain plays you should regularly expect from a team you suspect is SWF. Use that to your advantage.
-
@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1792831#Comment_1792831
thanks for linking me here, though i hope there's more! but it was a preview
That’s the only information shared so far. It’s enough to get lots of speculation happening.
-
@Zippy said:
???
Nothing’s been done to Freddy yet. What are you talking about?!
-
I wish we’d stop behaving like slugging is this big problem. It’s an intentional part of the game. If the killer chooses to slug instead of hook to create pressure, that’s their prerogative.
It should be hugely apparent at this point, with how easily Victor can down injured survivors, that it should be prioritised to heal wherever possible.
-
@onemind said:
I made a discussion saying exactly this
Title. "Slowly nerfing huntress/death slinger"
"Ok so this may just be conscience but with the graphical updates I've noticed there are way less nooks and crannies to throw hatchets or shoot though new autohaven maps can't shoot or throw though the border windows on shack you can and another streamer/ youtuber also noticed -coconuts rts - yt made clips on these changes conscidence?"
And in a separate comment also also said why was this moved/closed did I put it in the wrong place but now I'm curious why was that closed? I didn't day anything offensive or harmful towards a person
I mean it’s basically click bait.
All these “insert killer name has been nerfed” are usually rubbish posts that have little to do with the killer, and are about environmental changes in the map(s)
Or they’re about a very obvious bug.
-
@TicTac said:
Do you look for the best build for a specific killer or do you create a build and decide then which is the best killer for it?
How important is the synergy with the killer power for you? Or perk synergy?
Do you test many possibilities or are you using the same most of the time?
I usually think about how I want to approach pressuring the survivors, and what the killers power is.
Or sometimes I just want to experiment how particular perks may work in different builds.
-
@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1794985#Comment_1794985
Deep Wound does literally nothing to stall the game compared to a down/injure. Taking a hit with BT is absolutely optimal at any point in the match considering you then have DS to protect you if the killer decides to follow up.
I'm not of the opinion that BT or bodyblocking in general needs a nerf, but it is a little ridiculous that a survivor is almost invincible immediately after being ripped off a soul-sucking meat hook and beaten half to death.
It’s not amazing, but it’s better to get a survivor wasting SOME time rather than no time.
It’s always been a a fairly reliable approach for me as killer.
-
@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1790882#Comment_1790882
they are reworking the clown??? :0
Yes. Check the latest Q&A post pinned to the top of the forums
-
@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1794959#Comment_1794959
That makes sense. The next time I am running from a relentless killer in real life. I am going to stand in his way so he can just hit me.
It doesn't even make realistic sense most of the stuff Survivors do.
Nothing in DBD is realistic. Just let go of that idea.
-
@Elena said:
I'm interested to hear people's opinions on this question.
I think my answer is pretty obvious.
-
It’s weird isn’t it.
My PS5 version wasn’t remembering either, but now it is remembering which killer I last used, but still not which survivor I last used.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1792293#Comment_1792293
Legion needs a different power to become a strong Killer. You cannot make him strong with the power he currently has, vaulting Windows and Pallets needs to go to make him strong.
Why is vaulting bad?
It just needs to be fine tuned so that survivors can’t easily avoid Legion still by just sharply turning and vaulting again.
-
@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1794959#Comment_1794959
I'd agree with you if forcing the Killer to eat a BT hit when they have no intent of going after the hooked Survivor exists.
Because you should totally be able to use the freshly-unhooked highly vulnerable Survivor as an invincible meat shield, right?
Even when survivors do this it’s dumb.
If it’s end game, well too bad, that was likely a lost game anyway. Get your hits and points in, then move onto another match.
Any other period during the match though, it’s just dumb for a survivor to intentionally eat a BT hit like it’s some sort of “my peen is bigger than yours” gesture.
Seriously, think about it. That survivor is willingly choosing to give the killer a bit more time because they’re now forced to find somewhere to mend. It’s only 15 seconds, but every second counts.
So weird how much survivors roll their eyes at Legion, but they’ll willingly take DW just because they got unhooked. It’s actually just really dumb.
I in fact always make a point of hitting who was unhooked (if it was in my face) so that I can intentionally activate DW before turning my attention back to the rescuer. I can now chase that survivor knowing that other survivor HAS to waste some time doing SOMETHING other than gens for a short period. This actually works to MY advantage if this occurs multiple times per match.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794947#Comment_1794947
I don't think it can be abused by swf since the effect would take place because of the killers actions.
Yes it can.
They tried a similar test in the past as an experiment whether or not it should just be in the base game. SWF quickly abused this by making sure a teammate would keep the killer within vicinity of the hook.
-
Just hit them.
I quite regularly get survivors body blocking on my way to the hook. It’s entirely possible to get 2 or 3 hits in and STILL get whomever i’m carrying onto the hook. I’ve even had survivors dumb enough to actually take two hits and go down while body blocking, only for me to still hook who i’m carrying, making what they did a complete waste of their own time.
As for mid chase? Well it happens. Just hit whoever is body blocking and just think about the extra points, instead of stressing about targeting one particular survivor. The more injured survivors there are, the better.
-
Personally I don’t believe it needs a buff, but rather a quality of life change.
Like many other perks that give either a blue or red global indicator next to the perk load outs, Camaraderie should also tell the remaining survivors that someone in the struggle phase has it. This way solo are better able to know that they’ve got increased time on a gen before going in for a save, and can be more cautious on their approach once the additional 34 seconds is activated.
-
@dspaceman20 said:
Make it activate when the killer is in a certain range of a hook or make it work for other survivors on the hook.
It could be either, but not both. You’ve got to keep in mind how SWF could abuse it in gen rush strategies.
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1793345#Comment_1793345
We have no idea. Devs said he's gonna get changes, along with clown and Wraith. And Huntress and Demo are getting some tweaks too. Again, they've said very little about all of this so who knows what they mean.
...but, that being said, if you're a Freddy fan I wouldn't have high expectations because it will probably not be a good change overall lmao. He's likely gonna get nerfed in a lot of areas, but hopefully buffed in others to give him some defined strengths and weaknesses, because right now he doesn't have any imo which is the biggest thing that contributes to his snooze-factor on both sides.
Agreed about Freddy. Old Freddy was focused. Current Freddy is a mish mash of obvious indecision as evidenced by add ons that completely change his power.
-
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/1792826#Comment_1792826
Yeah I'm also upset that anti-heal perks are basically worthless on her since forcing survivors to heal is one of the biggest timesavers for a killer. However this aspect of the gameplay does not exist on her so people pretty much genrush her into submission and then cleanse just to open the gates and get outta there while she gets nothing. It's quite terrible to play as her.
If she's going to get a rework she should be able to determine via addons which effects and debuffs her sickness would transfer to the survivors. Those effects could be blindness, exhaustion, brokeness, etc. depending on the rarity of the addon.
Her sickness should also slow down repairs since it makes no sense for a heavily infected survivor to be able to focus on gen-repairs while they're coughing like crazy as they experience a terrible fever. Her fountains could still exist but they wouldn't instaheal survivors anymore.
At the very VERY least, it should be that the repair actions is automatically interrupted every time they puke and until they’ve stopped puking, kinda like repeatedly failing a skill check without the actual 10% regression.
This would still slow down the game significantly if all survivors refuse to cleanse.
-
@Woodywool said:
A lot of ppl that playing PTB including me have bad impretions about this perk even the fact that in PTB it was stronger. As we all know on Live servers devs reduced bonus lunge distance from 100% to 60% at level 3.
But this perk is really not bad at all! If you use m1 instead of lunge in situations when the surv's will get a hit for 100%, tokens of the perk don't be used. And this perk is really helpful in strong loops to down or hit a good surv quickly in the situation when you probalbly spend a lot of time to reduce distance without that perk in loops like TL walls, jungle gym, the shack, fun bus e.t.c.
Also, it really fits on killers that have a secondary ability that punishs survivors. Especially it can be very strong, even tier 1 perk, for Plague (but I need to test it). Can be really useful for m1 instadown killers too. For Example, the Shape (Myers).
I played a couple of games with that perk on the new killer and this is really can be helpful and like I said before this one will save a lot of time for your side. And this perk is counter any actions to Dead Hard users (Approved by myself).
I’m still having trouble actually noticing the increased distance to be honest. I’ve been getting hits, but I’m not actually feeling like I’m travelling further than usual.
-
@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/1793374#Comment_1793374
https://forum.deadbydaylight.com/en/discussion/comment/1793492#Comment_1793492
youre contradicting yourself. Overcharge works on the other 3 gens damaged by oppression, and overcharge will regress the gen no differently if you fail it...
No I’m not. Perhaps I didn’t word it properly.
Overcharge adds a difficult skill check to any gen that is kicked directly by the killer. Failing an Overcharge skill check adds an additional 5% instant regression on top of the normal 10% instant regression.
Oppression will effect up to 3 additional generators after kicking a gen. Those additional gens will either start regressing at the normal rate as though they were just kicked, or if survivors are working on them they will face a difficult skill check that looks the same as Overcharge. Failing this skill check still only causes the normal 10% instant regression.
If Overcharge and Oppression are combined, only the gen that is directly kicked will have the skill check that can incur the additional 5% instant regression, not the additional 3 gens affected by Oppression.
-
@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/1793374#Comment_1793374
Yes it does. Had a game today where oppression went off at a gen 3 of us were working on and we all failed the skill check
That’s the normal thing Oppression is meant to do. What I meant was that failing those Oppression skill checks only regresses 10%, not 15% like Overcharge.
-
@RepliCant said:
Have you tried that combo with the fourth perk being overcharge yet?
It doesn’t add Overcharge to the other 3 gens if that’s what you’re curious about.
I’ve pretty much stuck with Hoarder because it seriously catches survivors off guard, and can lead to an easy basement hook.
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1793123#Comment_1793123
you can easily get pop to work at least 6 times in any game, i've been using oppression on the twins and 6 times is around the average i get it to go off meanwhile pop activates at least 12 times and if you stay on it all of those activations can be used on a gen for major regression. Also pop gives WAY more value then 3 gens regressing with a random chance to throw a survivor off for mediocre regression which btw is a 1/4 of repair speed. being able to do that every 80 seconds isn't worth running.
i used thrilling in that example because it replaces surveillance in your combo and does a better job at giving you info because if a survivor is on a gen and you use oppression and they get do the skill check you don't know which gen they are on or if their even is a 3rd gen with progress and if there is did oppression hit that gen?
i'm just saying that your combo isn't worth using to what's available mainly because of oppressions cooldown, if that cooldown gets reduced to at least 60 seconds preferably 40 i would say it is a combo worth using since you can get it's limited value more often and that would make it more in line with other regression perks major values such as pop's 25% regression or ruins equal instantaneous regression to repair speed across all gens which gives you enough value to be useful as long as it stays for at least 2 downs if no gens get done.
40 seconds would be way too short. You have to remember that when it’s down to 4 gens (two repairs left) every kick with Oppression active guarantees every single gen is affected (if the all have repair progress). That’s an incredible time saver.
-
@Hopesfall said:
it's sad when your whole build revolves around babysitting gens when you're supposed to be a "killer"
Well that’s the beauty of this combo. I don’t need to be babysitting gens at all. A single down, and single kick after a hook can have a very far reach, and saves a tonne of time to just focus on the hunt and chase.
-
@[Deleted User] said:
Does Oppression synergize with Unnerving Presence? If anyone could clear that up for me that'd be great.
It should as it currently affects Overcharge skill checks. So provided that any of the other affected gens by Oppression are within the TR, and survivors happen to be working on them.
-
@Yords said:
Ruin and surveillance regardless of undying is still way better than oppression with surveillance.
Unless Ruin disappears at the beginning of the match. That’s something that can’t be done to these gen perks with cool downs.
-
@AUTOAIMISDIABOLICAL said:
https://forum.deadbydaylight.com/en/discussion/comment/1793052#Comment_1793052
Right now it's an awful experience for killers. What is the quote? "Play survivor or play something else."
In an asymmetrical game you're always going to have one side which is worse off than the other. Additionally due to how pervasive ruin+undying is at this point my suggestion won't create any kind of horrible experience for the survivors beyond what they already have, meanwhile it will create actual interesting killer playstyles because you don't have 2 of your perk slots taken up with absolute necessities.
It's a similar thing to how borrowed time and unbreakable should be innate survivor functions rather than needing perks.
Yes, it would be horrible.
Killers would then have two additional perk slots free to compound how awful Ruin at base would be.
-
@AUTOAIMISDIABOLICAL said:
Nothing will ever come close to ruin (except old ruin :D) because everything else either requires kicking which means you lose out in terms of cost-benefit as the killer or has a cooldown.
I mean just think about it, if you are patrolling, see a gen, take 2 seconds to walk to it 2 to kick it and then 2 to get back on your patrol route then the gen will have to be regressing for 24 seconds in order for you to just come out even on that trade as the killer. When is that likely to happen considering it can just be tapped?
Ruin as it is should be the way generators work in general, at 200% regression rate with the ability to kick gens to make them regress at 400% (so they regress at the same rate they are solo repaired).
“Ruin as it is should be the way generators work in general, at 200% regression rate with the ability to kick gens to make them regress at 400% (so they regress at the same rate they are solo repaired)”
What?!
Absolutely not!!!
That at base would be an extremely horrible experience for survivors, and would lead to some awfully oppressive builds.
-
@Bard said:
Oppression just isn't very good.
- If somebody's on the generator it applies to, and they land the skill check, the perk gives no value.
- If it randomly applies to a generator that was already at 0% progression (which it can), the perk gives no value.
- It requires you to take the time to kick gens to get value; Pop gets away with this by having massive, guaranteed value immediately, but you can't guarantee that with Oppression.
- It has an 80 second CD.
- IF they hit the skill check. IF!
- IF it applies to 0% generators. IF!
- That’s not that long of a cool down, and that’s why I’ve paired it with Surge & Pop, so there’s almost ALWAYS something making it difficult for the survivors to get repairs done.
-
@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1792684#Comment_1792684
Jane is fast despite all that cake, maybe Charlotte is just an absolute unit and therefore slower
No, there’s definitely something wrong with 115 killers at the moment. There’s been dozens and dozens of reports of this since this chapter went live. They feel slower and sluggish. I’m not catching up to gassed survivors as fast as I usually would when using Clown.
-
@xenotimebong said:
Not directly related to the topic, but I wish they’d buff or change blindness in some way so it wasn’t utterly useless against SWF. Seems pretty stupid to have a status effect that only hinders solo players, who are already hindered by a lack of information in the first place.
The problem is how though?
Its impossible to take anything that’s strong against solos and have it be equally as strong against SWF.
I thought about things like Blindness also removing noise notifications like when a hook occurs, but that will hurt solos more than SWF.
Blindness is the status effect one takes the risk of hoping they’re not a 4 man SWF. At the very least, TTS temporarily hurts any team reliant on an OoO doing recon. So Blindness can still be a nuisance to SWF.
-
Thank you so much.
And oh man, how exciting. Clowns getting at least one additional tonic, and by the looks of it, if gas clouds are mixed, it creates a third additional effect.
Ooh, my mind is racing with possibilities.