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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773782#Comment_1773782

    You can also grab people who are waking up via a clock. Kinda obscure and not useful at all but I found this out when I had to play Freddy for a daily.

    Plague can do this at fountains, and pig can do them at Jigsaw boxes.

    Rare as hell though as who is crazy enough to just allow that to happen.

  • @JesseJH28 said:

    Looks like grabs have been explained above. I've gotten plenty of hits through windows before, or I believe I've landed them over shorter fences as well. As far as I know it's a fair hit if the survivor is close enough

    I wish I could find that hilarious photo explaining how/why this can happen, by a dude holding a kitchen knife out of his window.

  • @DaKnight said:

    You can use them whenever you want. Just don't expect the killer to play nicely if you are sending them to a very survivor sided map.

    On the other hand, when I see a Lery's, Hawkin's, or Game offering from the killer I usually know it's going to be a really rough or cheesy game.

    Makes me think of this happening the other day, and how beautiful a moment it was.

    @TheClownIsKing said:

    I just chucked one on just for the hell of it, even though usually when I do nobody else has used a map offering anyway.

    So I’m survivor, I put the Sacrificial Ward on and the only other offering that pops up at the offering screen was Mary’s Letter. Straight away my mind goes “Oop. We got either a Doc or a Ghostface.”

    I was wrong.

    It was Scratched Mirror Myers.

    We spawned on Blood Lodge.

    They gave up half way through the game.

    🤣🤣🤣


  • (Oh oops. Deleted. Didn’t realise I was saying exactly the same thing in exactly the same thread)

  • @NomiNomad said:

    Hag. I don't think she's OP, but goddamn, I can never win against her.

    Hag for me too. I despise her.

  • Forced Penance & Deathbound. My goal is to keep survivors injured by making healing difficult, and having a slight drawback if they do heal

  • Coulrophobia. It’s a fantastic slugging perk, and even better when stacked with mangled.

  • I’m not sure if this answers your question, but as a Clown player I’m usually scanning the distance to identify where the survivor is likely going, gas those areas to deter them, hit them. Works 99.99% of the time.

  • I’m all ears is probably unnecessary as you can always hear where a survivor is going if they’re infected. Plus there’s black incense.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772654#Comment_1772654

    A 15 second nerf does nothing. You can hit any gen on the map with 45 seconds. Maybe if they reduced the perk to 10 seconds it would be better.

    Good god no.

    But I will say that I never understood why they buffed it from its original 30 second duration. 30 seconds was sufficient, and taught better map control habits.

  • @ohheyitsbobcat said:

    Probably why they had Mod Applications this month. It's also voluntary stuff, it's not like they get paid to sit on the forums and watch people be idiots.

    As an Ex-Mod on another forum for 2 years I can say it's not all that exciting work and is normally just moving threads around more then anything. Even more so if no one reports the bait stuff as you can't be expected to glance over every single comment in every single thread.

    I certainly wouldn’t do it. All the negative, disrespectful stuff here would give me burnout.

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770748#Comment_1770748

    1. It needs a direct hit for that addon to work and even then you would be better off playing huntress
    2. to counter the gas drop the pallet

    That’s IF you can get to a pallet in time. Any Clown worth their salt will prevent that from happening.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772139#Comment_1772139

    You, just didn't quote the OP.

    Literally every rework for killers has been for the better. Doctor and Cannibals were really good.

    Billy was kind of a shame although with the general reduction in Pallets I can see why they did it. Endfury instasaw billy would be a bit ridiculous on some of the new maps imo. There's way less pallets overall for someone who could chew through them that fast. New cannibal does it at about the same rate as old instasaw billy but he has no mobility.

    As Freddy has shown, slowing down the survivors is always riding a thin line between too weak and too strong. Then you consider someone like Clown who can equip gigantic gas clouds and doesn't even have to land the bottles remotely close to the survivors to get the effects.

    Yep. Stacking both gas expanding add ons pretty much gives the middle finger to every single loop in the game. Every. Single. Loop. These add ons guarantee a hit, unless the player is so bad they’re beyond help.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772364#Comment_1772364

    Just stop.

    You clearly don't understand what a hostage situation is and if a survivor crawls to an area with no hooks they obviously want to bleed out. The killer is not obligated to let them wiggle out just because they crawled into a corner.

    Thank you.

    It’s not “Escort to the gate by Daylight”

  • @Chrisko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771610#Comment_1771610

    Translation...because I am outplayed in a particular situation, I'm going to take the game hostage for 4 minutes or whatever time so I can get my 4k. That's the lizard brain in it's full glory. Win at all costs...because!..

    BHVR condones this behavior or they would allow a speed-up of bleed out for the survivor. Until this option is available, we'll all be the mercy of players like the one who posted this...

    That’s a pretty offensive, and immature take.

  • I feel I create huge amounts of pressure running Coulrophobia, Forced Penance, Deathbound, and Sloppy on Clown, by slugging super frequently.

    Chases end so quick once they’re injured, and I regularly interrupt heals they can’t finish in time when they become desperate and sick of being downed in one hit so quickly.

  • @MandyTalk can this be forwarded to the relevant person?

    I was going to advise to “restore licenses” until I read that they’ve tried this already.

  • @Eleghost said:

    Pretty annoying. I don't understand the survivors need to sit at the exit gate an inch from escaping crouch spamming. slugging the last survivor doesn't make sense and forcing bleedout is pretty toxic and i don't get that either.

    The only time I do a bleed out with a survivor is if come back to find a slugged Survivor, but they think they’ve been clever crawling to a corner where it’s a hook dead zone.

    “Sorry, but no, I’m not giving you a free pass with a guaranteed wiggle free”

  • @Aven_Fallen said:

    The actual Tombstone (the pink Add On) is actually not that strong. Because you usually run both pink Add Ons and it takes a huge amount of stalk to get to Tier 3. Also this Add On has a Downside because you lose Movement Speed.

    The Tombstone Piece however (purple Add On) is stronger and it does not take that much Stalk to get to Tier 3. His best Add On and hopefully they change it at some point.

    But to answer your question, Myers is a pretty old Killer, during this time of development there were a lot of busted things which were added to the game. I doubt that Add Ons like this would be created nowadays.

    They’re also thematically fitting as well. That was probably a strong consideration first and foremost before fairness was considered (at the time)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771107#Comment_1771107

    To one of the weakest killers in the game? We would manage, it's significantly easier to nerf something than buff it even if they do end up overshooting things.

    Honestly my big problem with clown is that he is so heavily add on dependant; he is actually fun if you have like every addon to choose from. So I would rather he just got a rework to his addons and ability itself. Kinda like what they did with the Doctor.

    He honestly truly isn’t add on dependent. Base tonic works very effectively.

  • @VexTheHex said:

    I've face a lot of Clowns recently and most of them stomped the matches. I do think he needs reworked and brought up in power, but I am a little worried his chase dominance will be very over bearing if he gets too much love.

    Exactly.

    He only needs incredibly minor tweaks.

    He’ll become too overpowering otherwise.

  • @WishIcouldmain said:

    It's likely on the next PTB where they'll update some more maps Coldwind and Haddonfield I hope. Maybe some perks. And Clowns rework. Hopefully he'll get to C tier at least.

    If Clown is set for next mid chapter, i’d expect disturbed ward and chapel to be the next maps done. They’ll probably add more circus assets too.

  • It’s totally unnecessary. He can already reduce survivor movement speed by 15%. 20% if he uses flask of bleach.

    That means anytime a survivor is (correctly) gassed, Clown is moving 30 to 35% faster than that survivor for the duration they’re intoxicated.

    Too many Clown players simply make the mistake of throwing bottles at Survivors (and often missing), instead of throwing them AHEAD of survivors so that survivors are affected longer by the full gas cloud.

  • @Yamaoka said:

    Personally I think when the devs are done reworking the Clown he will be such a beast at base that he won't even need any addons.

    As for the effects of his reworked addons:

    I'm fairly sure his addons will affect gen repairs, healing or windows because the devs really seem to love giving reworked killers their teachable perks in form of an addon.

    Imagine this:

    Addon 1 (based on Coulrophobia): Survivors hit by the gas suffer a 50% healing penalty for 60 seconds.

    Addon 2 (based on Bamboozle):

    Windows within the gas radius will be blocked by the Entity for the duration of the gas.

    Addon 3 (based on Pop):

    Regressing generators within the gas radius will lose progress 25% more quickly.

    @TheClownIsKing what would you think about this?

    I’m not too sure about this, despite what the devs did with Nurse, Bubba, and Billy. Clowns perk effects would be difficult to incorporate into add ons.

    A Coulrophobia like add on stacked with the perk Coulrophobia would be pretty broken. Anytime Clown approaches survivors attempting to heal, the healing action would stop entirely (100% reduction).

    I DO however like the idea of a bottle thrown at a vault ahead of a survivor being blocked by the entity. If that existed then I totally wouldn’t mind if Solvent Jug lost its exhaustion affliction.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771110#Comment_1771110

    But survivors can still somehow dead hard his shock.

    And i don't know,maybe his rework will be that good that he doesn't need this addon anymore

    Possibly.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771078#Comment_1771078

    Well there's a possibility that it could go.Doctors exhaustion addons got changed with his rework as well

    Doc wasn’t harmed by that change though. He can already deny pallet drops and vaulting, and madness causes survivors to waste LOADS of time.

  • @Clevite said:

    I think clown 🤡 is losing that exhaustion addon!

    He won’t. Maybe reduce its severity. But it won’t go. Clowns only means of pressure is ending chases fast. Thus exhaustion perks hurt Clown a little more than other killers that have other means of pressure or distraction.

    So Solvent Jug won’t go. They just might reduce it from 30 seconds seeing as there is also now Mindbreaker and Blood Echo also available.

  • I can confidently say that I think Red Heads Pinky Finger should be changed.

    I don’t think it should expose anymore. What I’d like to see is that it causes Oblivious, and a survivor remains Oblivious until either injured or downed (whatever comes first). It would make for a great change up of “run n gun”. Get a few survivors oblivious, then catch them out shortly afterward when they least expect it. Remove the direct hit requirement for this add on too.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770957#Comment_1770957

    That's just dumb teammates mates for you. I wouldn't have went near there because Hag reasons lol

    The games where a survivor camps shack pallet are big ones. Late game it doesn't bother me as much but at the beginning of the game it just angers me lol it's hard to describe the scenarios where I make that decision but I know when I make that decision it was the right one.

    Bond and Buckle Up help me easily make those same decisions 🤣

  • @CashelP14 said:

    I will let bad players die. If they make a mistake then it's fine but if they make some really really bad mistakes then I want to let them die.

    In my opinion it's better letting them derank so I'm less likely to get matched with them again.

    Oh man I feel this.

    The other day was dealing with Hag on Wretched Shop. Basement was in there and a meg went down nearby, so of course she gets hooked down there. Dwight and Ace kept repeatedly going down to save, and subsequently hook trade. Even the Meg was dumb enough to go back down to rescue either of them.

    I’m just on gens, getting rid of Hexes thinking “Nope! I’m not going down there!”

    Get a message from the Dwight post game going OFF at me. How bad and crap I am (despite me doing 3 gens on my own, getting rid of Ruin and some other Hex, and healing a few of them successfully getting out of the basement)

    Like man, no, it’s not my fault you all completely ignored the proven fact that going down to the basement against Hag is suicide.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770895#Comment_1770895

    There's probably 50 better perks to choose from than Coulrophobia. If that build isn't a gimmick then why does nobody run the perk?

    Because they’re not as enlightened as me 🤣🤣🤣🤣🤣🤣

  • @bubbabrotha said:

    Say your controversial opinions about game balance. No sugar coating. Ill start.

    I use moris because they are fun. I know they aren't balanced, and I don't care.

    I don't use keys because they aren't fun for me. Unless the killer is right there, and its a narrow hatch escape, keys aren't rewarding.

    Survivor: I can play stealthy AND get objectives done and assist hooked or injured teammates. I’m quite regularly the very last survivor alive, and I don’t feel guilty about that. I’m not responsible for other survivors reckless behaviour, or responsible for their lack of respect that the killer is indeed an actual threat.

    Killer (Clown): I really don’t care how taboo it is, I slug a lot as Clown. It’s absolutely necessary with him. First survivor downed is usually slugged. I waste no time in trying to find another survivor to chase. I don’t be toxic and just stand over survivors watching them or nodding at them, or let them bleed out for no good reason. But I do regularly leave downed survivors on the ground to immediately find someone else and move onto another chase. Clown creates huge pressure this way because of how quickly he can end chases, or at the very least injure and abandon.

  • @Timeman63 said:

    I would definitely appreciate some tweaks that make Clown more interesting and fun to play, but it's definitely a tightrope walk in balancing him. A good Clown can end chases faster than you might expect. If the Clown you're up against knows what they're doing, unless you are perfect and run the strongest perks, you are going to lose the chase even if you never run into a single gas cloud (since by evading a well placed gas cloud that was tossed at a vault or pallet, Clown will still gain distance on you). Even though Clown in theory has no map pressure, him ending chases quickly means less time chasing (obviously) and more time patrolling generators.

    Because of this, the devs have to be careful in whatever they are planning to change about Clown, since making him both strong in chases and good at map pressure may lead to a Freddy-like syndrome where he can feel very oppressive. I also hope they don't dumb down Clown's mechanics, since many players mistakenly believe that throwing bottles directly at survivors is the correct way to use his power, when usually it's better to throw them in front of survivors. I am curious to see what becomes of the rework, since I like seeing competent Clown players and would like Clown to shine more.

    Oh wow. It’s good to see someone else who gets it. Clown used properly creates his pressure through incredibly fast downs. And exactly as you said, when bottles are used correctly, a Survivor is usually “damned if they do, damned if they don’t” whether they get caught in the gas or evade it. In most of my personal experience I’m usually trying to deter a survivor from going a certain way, and so even when they run around it/change direction, I’m able to hit them anyway.

    I’ve firmly stood by this for ages: Clown only needs minor tweaks. I like that he’s a true specialist where he has immense power in a chase. He’s already quite oppressive in that regard (when a player knows how to do it well). He doesn’t need extra tools for different kinds of pressure because two downs in a short span of time and still quickly getting into a third chase creates HUGE pressure felt by EVERYONE.

    The devs need to be careful with Clown. A lot of players can’t see just how overpowered Clown could become with even the seemingly most minor of changes. But I can. He could very easily become overpowered.

    I’m tentatively excited and curious, but mostly apprehensive about what changes the devs have in mind.

    Oh, and lastly.... Coulrophobia is great perk. It’s heavily underrated. It’s even more useful in combination with Mangled now that WGLF is much more popular.

  • @brokedownpalace said:

    Tbf he doesn't need an overhaul like Freddy. He needs some base kit buffs and tweaks to add ons.

    Coulrophobia could use a rework, too, IMO. It's only "good" on gimmick builds.

    Slugging isn’t a gimmick. Noticing someone in your periphery running towards a slug, and then the killer quickly heads over to pressure them as well, with Coulrophobia that’s the difference between that survivor “tapping” and then the killer having to choose which survivor to chase, or reaching them because “tapping” isn’t enough to get them off the ground and that survivor takes a hit and gets chased off, and now the team are dealing with more pressure.

  • Get your friend to read this I posted the other day.

    @TheClownIsKing said:

    Both of these perks are divisive, with many viewing these as bad perks. Most of those feelings stem from the fact that so many use these perks purely on their own.

    This a poor way to use these perks. They’re meant to be “insurance” for in the event a toolbox or med kit runs out of charges.

    Saboteur: this perk should be used with a tool box. If your prerogative is to regularly try and save carried team mates by sabotaging hooks, you should simply be using Saboteur to take advantage of the aura reading, but use your tool box to perform the sabotage. That Saboteur allows you to sabotage a hook without a tool box is simply “insurance” in the event your tool box runs out of charges mid sabotage.

    Self Care: bare minimum is that if you’re going to run Self Care, you should always be taking a med kit too so that you’re able to get an additional 20% of usage out of the med kit charges. Exactly the same as I explained with Saboteur, Self Care’s ability to allow self heal without a med kit is meant to be insurance in the event your med kit runs out of charges mid heal. Much more ideal is that Self Care really ought to be paired with Botany Knowledge and a Med Kit. This way a balance is struck between having a perk that is useful to your team, allowing you to heal yourself or teammates quickly, and get a whopping extra 53% of extra use out of your Med Kit charges when using med kits to heal yourself.

    Summary: when using either of these perks without the complimentary and relevant item, you are simply hurting yourself and your team.


  • Pretty much.

    It honestly reminds me of the uproar when old Ruin was changed. I.e. it highlighted just how many players were dependent on it, and thus had formed bad habits while playing killer.

    This thing with BL is exactly the same thing. History repeating.

  • @yobuddd said:

    As many have said already, if you need a break, take a break. I’d like to recommend Farming Simulator (I’m being serious). It’s very engaging and challenging, but without the win/lose mentality.

    My current “I just need to chill right now” game is No Man’s Sky.

  • Howdy.

    First, I know exactly how tilting this game can get, so I sympathise.

    Secondly, you need to focus on some self care by doing a few things you absolutely know are good for your mental health, and know from experience will lift your mood.

    Thirdly, it’s ok to take breaks/breathers from this game from time to time. DBD is my favourite game too, but like others sometimes this game also drives me crazy. So I’ll have a break when my head gets that bad.

    And lastly, set yourself gaming sessions where you stop focusing on winning. I went through a frustrating period with Clown at one point where I had to “go back to the drawing board”. I started playing him without any perks or add ons, and just committed myself to one thing only to practice. I was doing this before cross play so I could message the survivors and explain what I was doing, and ask that they use all their best chase skills and to not go easy on me.

    One gaming session all I did was practice direct bottle hit accuracy for every game in every chase. Never hitting. Never downing. Just practicing how to be accurate at a distance while still chasing.

    Another session I just focused on how I can best use a bottle at every loop to guarantee a hit before the survivor can do another lap and either vault or pallet stun me.

    Another was focusing on predicting where ahead of survivors I should throw bottles.

    Eventually it led to a whole new set of skills and understanding of Clowns power.

    Sometimes it’s also healthy to periodically play matches where I do nothing but be stupidly silly in the match. They de stress me A LOT.

    Despite everything I’ve said here it’s extremely important for mental health to accept that this is the sort of game where it doesn’t matter how good at it any player gets, no one will ever get so good that they’ll never lose again. An expectation of getting so good you’ll normally always win will only lead to frustration and misery, because it’s simply not possible with all the random factors that contribute to how a match will play out.


    Hope this helps. Wish you the best. Be kinder to yourself.

  • @JoeyBob said:

    I'm getting queue times upwards of 10 min. Before it took like 1-2 min on average, now its like 7 min on average.

    Is it just my rank (purple atm) or is it happening at all ranks?

    The BL experiment probably turned away many killers this weekend.

    Which is silly.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768662#Comment_1768662

    I saw your idea and I loved it so I shouted you out to say it wasn’t my idea at first but I also added that off the record makes it so you don’t drop pools of blood for the duration.

    👍🏻

  • @Chilli_man2400 said:

    I just saw a thread and came up with a great idea of how to buff Off the record. This idea came from @TheClownIsKing im implementing it here.

    Once you are unhooked or you unhook yourself off the record activates, for the next 60/70/80 seconds. grunts of pain is reduced by 100% and your aura will not be shown to the killer and you will leave no pools of blood. This affect applies to survivors you unhook.

    what do you think if this buff?

    🤣🤣🤣 this is identical to what I meant.

  • @GreyBigfoot said:

    One time I was playing solo survivor and my other teammates were a 3-person squad.

    Not only were they pretty good at the game, they all had Open Handed and Kindred/Bond, it was amazing that I had Bond that game too.

    Bond is also still one of my favourite perks. Regularly seeing what your teammates are doing is valuable info that’s always useful.

  • @GreyBigfoot said:

    One time I was playing solo survivor and my other teammates were a 3-person squad.

    Not only were they pretty good at the game, they all had Open Handed and Kindred/Bond, it was amazing that I had Bond that game too.

    So a 60m range?

    Sounds very cool. I’ve only had a max of 52 so far.

  • @CashelP14 said:

    Gonna be honest mate I don't think I've ever saw anyone complain about Nurse's Calling before.

    Genuinely thought you were joking for a minute.

    I was serious.

    I was extra salty after an extended play session of seeing NC almost every single bloody match, on lots of indoor maps.

  • @Sonzaishinai said:

    I didn't even know openhanded stacked.

    That sounds insane with kindred Why don't swfs do this? That's tabs on the killer in a 48m radius around the hook

    Kindred is the only one that has a hard cap. It’s limited to a max killer aura reading range of 24m.

    But you can extend everything else.

    OoO can be a 104m range for example.

  • @MrDardon said:

    I once had a 52 Bond as well. I was confused cuz my brain turned off and I thought Bond can also take only 1 Open Handed like Kindred. Then it felt much more than 44 metres and then I realized it stacks.

    Yeah, Kindred is the only one that doesn’t stack. Anything else can stack up to an additional 32m if all 4 survivors use Open Handed.

  • @Ryuhi said:

    bond's distance is its situation, which you want diluted in a way that would make the other perks pointless.

    I’m not saying “buff Bond”

    Bond is fine, even without Open Handed.

    I just would like the fun and joy of maybe one day being lucky enough to experience for myself Bond having a 68m range.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767624#Comment_1767624

    yeah man why bother having wallhacks be situational right?

    I’m not criticising those perks.

    I’m simply saying that i prefer Bond always being on.

  • @Ryuhi said:

    could always use 128m empathy, or global kindred...

    They’re not “always on” though. I like Bonds persistent nature.

  • @AhoyWolf said:

    It would be nice if it wasn't useless without an aura reading perk. :(

    I was against a SWF once that used 4 Open Handed, even though only 1 survivor used an aura reading perk.

    So 3 of them didn’t get direct benefit from Open Handed.

    Can you guess what they were using it for?

    Object of Obsession.

    That Laurie could see me from within 104m, so pretty much the entire map.

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