TheClownIsKing
TheClownIsKing
About
- Username
- TheClownIsKing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1791955#Comment_1791955
You know, I'm actually really unsure about Charlotte's speed, I've only been chased by her a couple of times and something just felt... Off
She’s meant to be 4.6 but all 4.6 killers feel slow and clunky atm. I thought it was just in my head about Charlotte, but the moment I switched to my other mains I immediately thought “hang on, something’s not right here”. Tested a few other 115 killers and they also feel slower and clunky.
-
@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1790251#Comment_1790251
I wish it was base for him, I don't see people's auras when he's on them and my memory is garbage, so having some effect with him that isn't from an add on would be great! Also Charlotte's walk is really clunky and at first I thought she was super slow even in a chase, but maybe her animation is just throwing me off.
I think there’s something wrong with the movement speed of all 115 killers. I play Doc n Clown and they feel slow and clunky after this chapter went live.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1791136#Comment_1791136
Remember the time they announced Trapper resetting his traps? I'm betting it's going to be something like that.
Just a little clip at the end showing Clown resetting Trapper's traps.
Lol. He’s so courteous.
-
As long as we get some extra Clown rework info, I’ll be happy.
-
There is a brief moment during the unhook animation where both survivors are invulnerable for an extremely short amount of time. Always wait until the unhook has completely finished to avoid this period. I.e. wait till the moment both survivors can move again.
As for the no sound indicator for a cleansed hex, that could be a bug. Lots of bugs with this chapter unfortunately.
-
@MadLordJack said:
I like a lot of the concepts. The fact that we've got 2 new perks for chests is cool, I think Elodie has both an amazing design and lore (seriously, she might become one of my mains, she is about as close to John Constantine as DbD is ever likely to get if Constantine was somehow not selfishly evil), and I like the idea of the twins as opponents even if it currently feels like I'm playing a bully sim.
I actually really like Hoarder (when it works). Twice it’s led to a down and hook in the basement, and basement hooks are always advantageous.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1790835#Comment_1790835
Estimated by whom and how?
That’s a fair question actually.
-
@indieeden7 said:
From the pattern that they're taking, I'm assuming that they'll change Coldwind and maybe either Crotus Prenn or Red Forest
I’m almost certain they’ll do Crotus Prenn next with the upcoming Clown rework. More circus assets in Chapel would be awesome.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1790343#Comment_1790343
I don't know why she didn't recall Victor.
Can you still recall him after 45 seconds? She was Red Rank and didn't do this.
Probably tilted
-
@MadLordJack said:
Wait, he doesn't? I was blinded every time I had Victor though. Damn, I legit must have been going against Twins that were just using the Blindness add-on, I'm so dumb I forgot to check.
That at base would admittedly be more useful than Broken as Broken is redundant in a state where the survivor cannot heal/be healed anyway.
-
@Chrisko said:
Since Victor can injure survivors and down them, should he have a red stain to help survivors with looping. It looks like guessing at the moment.
Thoughts?
No. He’s already easily, and extremely punished for just one miss. Charlotte is disproportionately much weaker and already has a red stain.
-
@DoritoHead said:
This is my post about how bad the new chapter is. There are many like it, but this one is mine.
Here's a convenient list made by a fellow forums user about all the issues this chapter has caused.
it's at least 60 "features", if I remember correctly.
Anyway, I'm not going to just say "fix the game" and drop the mic. I have a very predictable suggestion: A health chapter. Remember when Rainbow Six Siege released operation health instead of new content? That was an improvement to the game. I know you said you wouldn't do it, be the game NEEDS one, now more than ever. I don't think any developer would see this. But on the small chance that they do- PLEASE make a health chapter for the game, because what you're doing now clearly ISN'T cutting it.
Petition for what though?
Most of these are things the devs have already stated are known days before the chapter release, and are already endeavouring to fix/change them ASAP, but they said these fixes/changes won’t be ready at the release of the chapter.
They stated their reasons for publicly stating this was so people are more informed on whether to still purchase or wait.
So you’re petitioning for something the devs are already working on anyway.
-
@Sonzaishinai said:
Calling something "free" it's meant as with little or no effort.
For example if you're caught in a deadzone against bubba he get's a "free" down cause compared to most other killers it's with little to no effort.
It's not an argument it's a manner of speech
Exactly. It’s the way I refer to Clown getting free hits at loops. Provided I’ve gassed the correct spot between where the survivor is going and a pallet, I’m going to hit them without any further effort other than having thrown a bottle in the correct place for maximum effect.
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1786554#Comment_1786554
I feel that way too. I have seen the devs' livestreams and from what I can tell, they seem like cool peeps. They clearly love their game. However I just don't understand why they keep doing what they do and I think that they are just doing what they are told.
These are my feelings as well. It’s evident they’re incredibly passionate about DBD. It’s someone higher up forcing them into embarrassing situations.
-
Hmm... I didn’t have this problem. Freddy and Quentin have reappeared for me, at the level I had them in PS4, and all their accumulated inventory.
It still thinks I need to buy the chapter again, but this isn’t affecting my ability to use them again.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1788031#Comment_1788031
To be honest I think it’s another killer that is much easier to use with mouse and keyboard. Like Demo’s Shred, as you mentioned - I rarely ever miss on PC but with a controller it’s harder to land. Same with Victor.
Possibly, but I have little trouble getting direct hit accuracy with Clowns bottles. And that’s only improved since the switch to PS5 because of the better performance making it easier to track survivor movements. Go figure. I can get a bullseye with something that travels in an arc, but can’t hit much with something I’m using moving in a straight line.
-
@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1787950#Comment_1787950
They really need to specify you can't release victor near the hooks. I was annoyed thinking it was another bug until I read about it here on the forums. I usually hook someone and then send Victor out to the nearest BBQ aura.
They also need to clarify that she doesn't have a terror radius when controlling victor. I wasted a few games using Insidious on her.
I've had Victor stuck in the ground a handful of times which is probably the worst offense.
It’s probably not a waste to use insidious on her. You could probably stand still by a gen and trick survivors into believing Victor is being controlled as they start working on the gen.
-
I’ve actually found it incredibly difficult to successfully land pounces, even using the cat thingy add on that gives a pounce location indicator.
40/60 land/miss. Survivors seem to be able to dodge it just as easy as Blights rush and Demo’s shred. And I’m punished as severely as Legion missing during FF. I know he respawns quick, but being crushed after one miss feels way too punishing. I’m also having a frustrating time figuring out how to pounce over/through vaults/dropped pallets.
-
@kaeru said:
I didn't played recently but I also noticed in some youtuber's video (probably Otz or ScottJund) that killer feels walking slower.
I’m going to put it in bug reports
-
@Dustin said:
Overall though this would maybe indicate Clown is getting various tonic addons that change his power similar to Freddy with Snares / Dream Pallets.
That would be very exciting.
As long they don’t make it worse by doing 1 for blurred vision, 1 for hindered, 1 for coughing.
That would be an awfully large nerf, lol.
-
@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1787977#Comment_1787977
Blight's camera probably closer to the ground. It makes effect that you walking faster visually.
Blight also felt slower than usual to me.
-
@Dustin said:
https://us.v-cdn.net/6030815/uploads/DJ4HG8QNRUAP/image.png
That's actually pretty neat. Maybe they're finally making the Clown affect the map like how Pig does for example and stuff is made more festive for Clown. Maybe special lockers, chest and other things?
Well either way that's clearly the speed limiter for Clown but cool regardless.
I don’t that’s a clue to how his power will usually work. This just another “extra bp” add on they have a trend with.
I’m more curious what Afterpiece Antidote is.
-
@Pig_Is_Pog said:
Im not sure but charlotte definitely feels slow when using her. if it does affect 115% killers do you think it would slow down there abilities too such as hillbillys chainsaw?
Yeah Charlotte feels sluggish, but I just put it down to the way they animated her stride.
I got sick of being bullied by survivors and switched to my most used mains: Doc and Clown. I get shocked thinking “wait... why do they feel slower? Is this in my head?” I tested a few other 115% killers and they absolutely feel slower than usual, as I play this pretty much daily so I’m pretty sensitive to such small changes.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/210080/killer-movement-speed-feels-off
I'm not sure, but I've definitely felt the same thing.
The only movement speed thing I've heard of is that Legion lost his extra Frenzy speed and Lunge range.
Ok, I confidently say after quite a few more matches with Doc, Clown, Demo, Blight, and Bubba that there is definitely something wrong with 115% m/s killers. They all feel sluggish as heck since the chapter release.
-
@BioX said:
I mean....why do you care? you are learning, you are bound to do poorly because you are trying to do different things and not nearly all of those will work, thats literally waht you are doing and the survivors show you what does not work and why it doesnt.
Really dont understand the mentality of killers being upset of doing poorly in red ranks with a killer they literally just started playing with.
You can run around the map as Victor all day just figuring out how he moves, how he jumps, what he can and cannot do, you will lose some rank obviously and....who cares? rank is meaningless....
I want to be able to practice SOMETHING at least. If the survivors are being merciless and the game is over in mere minutes, I’m not able to get a feel for anything.
-
@Boddy604 said:
If you just wanna try the new killer, start a custom game dude.
People still wanna rank up. It's not their fault you dunno what you're doing.
I don’t have players I can do a custom with. It’s not my fault there isn’t a practice mode either.
-
@Felnex said:
You are absolutely insane. They release garbage despite growing as a company... and you think throwing MORE money at them will teach them to change their ways? Do you have stockholm syndrome???
I was asking reasonable questions, not suggesting that I think this is exactly what should be done.
-
@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/210043/the-twins-are-not-weak
Your posts are so delusional and survivor sided that I usually know that its your post before I even click on it lol
“I disagree”
There, I fixed it without all the being a disrespectful jerk crap.
-
@Nobsyde said:
I think you misinterpret the reason why DLCs come out regularly (every 3 months). It is not merely for the financial income of the DLC itself, it's for the income they get for everything that come with that, that can be summarised in player engagement.
After 3 months a game like DbD becomes stale, especially for older players, but with the introduction of new characters this can be avoided for mainly two reasons: curiosity and grinding.
The latter is especially true - the reason why Bloodwebs are so grindy is because players need to engage with the game in order to level up, meaning more users actively playing and, ultimately, a live game.
Everything I said in turn ends up in more financial income through cosmetics (which, I suspect, is actually their main source of money - in fact cosmetics have increased in price, e.g. legendary outfits), premium passes and publicity through twitchers and mouth to mouth.
By increasing the cost of a DLC and delaying new content for an additional let's say 2-3 months, I think the outcome would be disastrous for them: a player can come back to the game after a few weeks of hiatus (that is, after they were burnt out from the lack of diversity) to check new content, but if the wait becomes so long, it will be increasingly more difficult to have them come back.
What I said before implicitly answers also the proposal to "abolish shards as a currency for new DLCs". Maybe they'll get an higher immediate inflow of money, but in the long run I think this will just be detrimental - players can choose to not buy a new skin that is locked behind auric cells and still play the full game, but locking all the killers behind a paywall will certainly decrease the player base.
Reasonable points
-
@Unseen_Force said:
One of the worst posts/ideas ive ever seen on these forums, and thats saying alot.
Congratulations
I was putting forward some questions.
I didn’t say that this is what in fact should be done.
Why do so many forum members have difficulty with basic comprehension?!
-
@TheRockstarKnight said:
I don't think financial pressures are the reason for the four Chapters per year cycle; I think that's more something to keep people interested in the game - especially considering that Killer Reworks are often during the Mid-Chapters between those Chapter releases.
I could be totally wrong, but I think the devs get more money from the store and Rift than their DLC. The DLC exists to ensure player retention, which theoretically encourages more people to buy cosmetics and the Rift.
If they shifted away from their current format and merely just improved the quality of what released, I personally don't think it would help them. Yes, a lot of people hate bugs, but they don't love having no bugs - they love new content to keep the game from getting stale.
To that end, I think they would benefit more from releasing original paragraphs occasionally instead of original chapters. They focus primarily on the next new licensed chapter and making sure it has a lot of content available (Map, Survivor, Killer) and that the content included works, with the paragraph being a much smaller affair more to keep people interested in between bigger releases.
Ideally it would be just a Survivor - seeing as they're just a cosmetic with new VA and 3 perks, but just a Killer, or maybe a Survivor + Map or a Killer + Map would also work. Nothing huge or demanding - just something to keep people engaged in the game.
-
Obviously, this is all assuming BHVR is under some duress at the moment and that they don't derive most of their income from chapters.
If everything is fine with them and this chapter was just a fluke, they have no reason to change anything besides being more careful next time.
And if they are under duress and do get the bulk of their revenue from chapters, they would indeed probably benefit more from just making newer characters acquirable only through chapter purchases or Auric Cells.
Ok, yeah, this perspective makes sense. Never thought of it as about retention rather than profit.
-
@Darkandsinful said:
logged in tonight bought the new killer with shards and i don't get why you can't buy the new survivor. why is one paid the other isnt. just strange to me
This properly needs to a different post entirely. It doesn’t add to this conversation.
-
@luvcraft said:
...but nope.
I’ve only done one match on wretched shop, but Victor latched on definitely blocked the exit for the survivor he was attached to in that match.
-
@Yords said:
No, there is no way they have not made a surplus of money. Ever since they added full on cosmetics and skins they should have gotten waaaaay more money than previously before. Look back at a few weeks ago, they MUST have paid Ninja a LOT of money to show up on stream to support the game. If we give them more money, then they will think they can get away with terrible choices and ignore core issues with the game.
That’s a fair point. They can clearly afford endorsements.
-
@Heartbound said:
If you make the game free you open it up to botters, but the game is getting heavy on the DLC side so they should give more killers/survivors for free at the base game for current price imo. The older ones, y'know?
To increase the player base substantially? In the hope more DLC is sold?
-
-
@seki23 said:
well keep nerfing killers while survivors remain the same. what a nice treat for killer community, always reminding us who are more important (nothing new)
Can we please stop screaming “nerf” for things that are obviously bugs?!
There is absolutely nothing in the patch notes that state this is something they intentionally implemented for Freddy.
-
@MadLordJack said:
I cannot tell of this is sarcasm or not, but all I'll say is that if I "patrol" someone in one side I rarely lose. Although the centre could do with a good nerf, I hate getting chained maze tiles.
No sarcasm.
The map seems killer sided, until you get hyper aggressive survivor teams that know how important it is to not let the killer control one side of the map.
All it takes is one to slip past and successfully repair the centre gen, and one on the side you intend to protect, and it’s game over for the killer.
-
This has been an issue with Plague ever since the implementation of dedicated servers.
The combination of the purge arc, the slow velocity, and server validation will frequently make it appear that Purge has connected, yet infection won’t occur.
What I focus on (more of) instead is infecting vaults and pallets during a chase, force the survivor to use them, abandon chase, then let them passively become sick.
-
Personally, I like them very much.
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1783930#Comment_1783930
he was strong because you could make the game last long enough to where there was nowhere safe within distance a survivor could go. however if you versed gen rushers who properly split gens you had no chance of winning with the perks at the time.
he had nothing to help land a hit in a chase at best he could maybe hit a survivor when they fell asleep but good survivors with headsets could still avoid that with pallets or decent vaults.
Even the "good" freddys that mindgamed with the dream transition couldn't pull it off constantly against good survivors who got to pallets/vaults it was literally just a weaker version of wraith even at that time when wraith didn't get a speed boost. the only thing that made him better was the natural slow down.
Disagree. Freddy was run n gun. It was impossible to gen rush a Freddy that was keeping tabs on who woke up, and immediately prioritise putting them back to sleep again.
Seriously. I held my own consistently in red ranks with old Freddy. If he was being gen rushed, he was being used completely wrong.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1783954#Comment_1783954
Nope,it was exactly the same.
Awake survivors had terror radius and sleeping survivors heard the lullaby
No, this is incorrect. He had a Lullaby while survivors were awake, and a 24m TR for asleep survivors
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1783946#Comment_1783946
I thought old Freddy was the opposite of current Freddy, so he had a lullaby instead of a TR when the survivor was awake?
Yes, but this was before the advent of oblivious, and the clarification that the Lullaby wasn’t a TR. Overwhelming Presence, Unnerving Presence, and Coulrophobia all worked on awake survivors.
-
@Healthore77992 said:
Old Freddy was weaker than Clown, i don't want to wait 7 seconds so I could hit survivor, I don't miss survivors healing in front of my face when i can't literally do anything. New Freddy is fine.
He was incredibly strong when used CORRECTLY. So few used him CORRECTLY. Waiting till being right on top of a survivor to use Dream Demon, even though it is a ranged power was just dumber than dumb.
-
Despite some of the concerns, I’m still looking forward to trying them out and just having fun.
Plus I’ve got build ideas for Hoarder and Oppression.
-
It’s meant to be used with Babysitter.
Babysitter tells you straight away whether or not it’s safe to immediately heal at the hook (to meet the Second Wind conditions), or to leg it and use your aura to lead the killer away from who you’ve unhooked, while they take advantage of the 8 seconds no blood/no scratch marks to follow.
-
@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1783581#Comment_1783581
Call me back when you make Monstrous Shrine viable
I said “most”, not “all”. I know Monstrous Shrine needs work.
-
Many MANY players have gotten effective, game winning use out of Surge. You’ll find many posts on these forums alone supporting how underrated it is. With that in mind it’s safe to say that if these players are stomping survivors, then if Surge’s cooldown were removed it would be way too OP.
Unnerving could use maybe some small tweaks, but it’s not totally ineffective. Players get too caught up on its current effect on gens, and dismiss how it also affects healing as well. With that in mind Unnerving can actually compliment a slugging build pretty well. Survivors trying to help teammates up before the killer has left the area are much more likely to be less focused on the smaller skill checks because they’re too busy trying to get their teammate up and watching for if the killer returns.
It’s really silly to form a solid opinion on Coup De Grace until after it’s been extensively used live. Remember, sometimes what changes the course of a game can be that one down that occurred fast instead of a long chase. Think of instances where an injured survivor goes to vault a window but a lunge just misses. In theory Coup De Grace could guarantee a hit in those circumstances even when initiating the lunge earlier than usual. All I’m saying is screaming “weak” after only a fortnight of use to a limited player base is way too early.
-
@kaeru said:
I'm a killer main but I play survivor for challenges. As killer I don't care about anything survivors can have against me. SWF, OoO, keys, Teabags and Clicks, any sort of BM. It's never make me mad. As survivor I don't care about camping, tunneling, slugging, incompitent or selfish teammates. It's not nice but it never makes me mad either. I understand and accept all of this things.
But one thing make me hate killer player personaly is a mori after first hook. This is ridiculously scummy. It feels so unfair. Why devs allow this to be in game? Keys doesn't feel so unfair because survivor only can escape when they amost lose or when game almost ended. But first hook mori ends the game right from beginning. How do I suppose to have fun when I lose at the game start? What should I learn from game like this? Don't get downed twice? Be a god tier looper? Hook stages is a valuable resource for whole team. Get rid of one player at 4 gens left and it's unwinnable for survivors, unless killer is potato.
Never thought I will make a rant post because there is no such things in this game that make me feel this helpless. Most killers don't use mori because they want to play a normal match without survivors disconnect or suicide on first hook. And it's not realy healthy for the game to have such things.
It IS HEALTHY.
There is this horrible fallacy floating around in survivor communities that every game is supposed to entitle every survivor to 2 extra chances.
So few survivors respectfully fear the possibility that losing their first chase could be game over for them. And so they repair in the killers face, or wait until the killer is close because they believe they have god tier looping ability. Pretty much any and all behaviour that implies “it’s ok, I’ve still got 2 hooks to go”, something the killer isn’t required to adhere to at all.
-
Most aren’t as useless as many claim. There just isn’t a willingness to either experiment with them to properly understand them, or unwilling to change the way they play to get the best use out of the perk(s).