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TheClownIsKing

TheClownIsKing

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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363641#Comment_2363641

    ideally survivors shouldn't be getting benefits from clown's gas in the first place.

    The reason that exists is to stop Clown becoming overpowered. If Clown didn’t have to worry about Invigorating survivors then he could just spam them constantly without consequence.

    I love Clown. But I see WHY they’ve made certain choices for balance purposes. I.e. I can see how badly broken Clown would be if Antidotes didn’t have delay, and survivors couldn’t use them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363635#Comment_2363635

    Understandable, just seems a bit odd then. That kind of interaction isn't present for, well, any other Perk in the game. They either specify "Within your Terror radius" or are Aura specific.

    Could be standardized to show Aura's, which the Obsession could try to counter in a Locker, or show a generic effect, like with a Global Killer Instinct, necessitating the use of another Aura Perk to get specifics (and I'm also surprised that Killer Instinct hasn't be used for any Perks yet, it's a cool effect). Making all Survivors scream each time a generator is completed would seem a bit thematically excessive, and a TR requirement is just a straight up nerf.

    No. You’re missing the point about Rancor. It’s an alternative to Bitter Murmur, something survivors already CAN use lockers or aura blocking to avoid.

    The point of Rancor is to be getting information the survivors cannot block, but at the compromise that the killer cannot actually see what the survivors movements actually are, and the Obsession can see the killers aura to know whether or not the killer has correctly guessed which notification was the Obsession’s.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363659#Comment_2363659

    I think I had buckle up work... once.

    Or I was incredibly drunk and I just happened to be imagining things.

    Either way, I had a lot of fun.

    I just like it to know whether or not I’m wasting my own time travelling across the map for a downed teammate.

    Plenty of times (without Buckle Up) a team mate has been left downed, I’m super far away, they’ve been downed for ages now and I’m wondering “surely some one else is closer to help?!”, I run over and the survivor hasn’t bothered recovering.

    Yeah... that’s still a thing.

    So I like Buckle Up for this. Knowing whether it’s worth my time. And yeah when I get there after their aura is fully white, pop em up and we know where to NOT run.

  • @Laluzi said:

    If I had to guess, they'd probably be bad perks that come with characters, especially non-free characters. Like Buckle Up, Babysitter, Cruel Limits, and Furtive Chase. Perks like This Is Not Happening and Monstrous Shrine are total garbage, but newbies might run them for lack of anything else.

    I'd like to see BHVR make such a list, because maybe they could take a look at that data and buff/rework those least loved perks. They've already fixed some previously horrible perks like Deja Vu and Surveillance.

    I personally like Buckle Up, but all they need to do to Buckle Up is change it to be the downed/dying version of Kindred.

    • be able to see the recovery progress of dying survivors within 48m
    • See the auras of teammates to determine who’s closer to assist.
    • See the killers aura within 16m of the downed survivor.
    • You and the downed survivor see the killers aura for a further 6 seconds upon getting them up from the dying state.
    • Teammates get these features/benefits if YOU are in the dying state.
  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362909#Comment_2362909

    Good clowns won´t even start the match right now 😉

    Yeah, I’m not touching him until there’s something official fixing the Hindered bug.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361977#Comment_2361977

    reloading more with clown is not really a win and usually when your getting survivors that are doing that, they'll comeback to the loops they leave. Its like playing against bamboozle killers. It just shows weakness in the killer power. its sad that clown's rework has so much potential to be strong. if the yellow gas was instant like purple one, leaving loop might be punishing as you could become invigorated and hit a purple bottle to land a hit.

    There HAS to be a delay on the yellow gas, so that Clown can plan around making sure HE gets a benefit, and NOT the survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362684#Comment_2362684

    That seems more like a Bug, given it's using The Doctor's generic bubble effect instead of Killer Instinct. Hmm, actually Rancor could probably use a standardization passover in that case. Most Perks use Auras or Screams, both of which have some form of counter. Rancor would probably be going for Aura reads.

    It’s not a bug. Rancor shows the location of survivors everytime a gen is repaired, not the survivors auras. Lockers only protect auras from being shown, not location indicators.

    I had this confirmed by devs here on the forums multiple times upon the release of Rancor.

  • @Milo said:

    It doesn't?

    I swear it does.

    It’s supposed to. The same sound as Alert and Premonition. But Territorial Imperative has been bugged for a long time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362083#Comment_2362083

    And? You basically get the same effect with Bitter Murmur if you can tell the Aura's apart. Counter-play is still the same: try to hide in a Locker around when the last gen is done, being able to see the Killers Aura as the Tell that they have Rancor (so you know to hide in the first place), or hope to god you're by the Exit gate and can open it quickly.

    Could the time be reduced to 4-6s instead of 8s, such that the generic alert bubbles from Rancor mask the Aura read for a greater duration? Sure.

    At the very least it does need to be paired with Rancor, so that's 2/4 Perk slots used.

    Rancor will still show anyone hiding in a locker...

  • @[Deleted User] said:

    So why not add an Obsession Aura read to the Perk as well? This means you can immediately go for them. Unless you're talking about the Obsession literally being at the Exit Gate switch when the last Gen is completed, which I don't think needs to be considered.

    For each Token the Obsession's Aura is reveled to you for 2s once the Exit Gates are Powered. It also fits the quote of "You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger

    That sounds pretty busted paired with Rancor though.

  • @humanbeing1704 said:

    I don't understand

    A few things:

    If you’ve used a Tonic at a loop, and the survivor leaves the loop, although still a “win” of sorts, that’s all you get.

    If you’ve used an Antidote at a loop, and the survivor leaves the loop, Clown still gets SOMETHING out of the gas when continuing to pursue the survivor.

    It’s also devastating when successfully combined with a Tonic. Throw an Antidote first when pursuing a survivor, it should be activated by the time you reach it, and THEN use a Tonic on the survivor to Hinder them while you are Invigorated. A survivor being Hindered at the same time you are Invigorated for a few seconds is nothing to be laughed at.

  • @glitchboi said:

    Remember Me in general is in dire need of buffs. It's outclassed by the new No Way Out.

    Remember Me could only be buffed if they changed the “when the gates are powered” requirement to “when the 5th gen repairs”. Even in its current state Remember Me makes escape for the last survivor impossible after the hatch is closed, no matter how far apart the gates are.

  • @GeneralV said:

    How about reverting Remember Me back to its OG version before changing this?

    I could only support this if Remember Me is changed to not proc if all 5 gens are repaired (like No Way Out).

    As it stands currently an extra 16 seconds for the last survivor alive after closing the hatch makes escape impossible.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/266154/so-when-are-3-gen-hiding-games-going-to-be-fixed

    How is evading the Killer considered an outdated mechanic? What exactly would you like survivors to do, if they realize they are in a 3-gen situation?

    The survivors are taking the game hostage which is against the rules. There’s only so long they can go without engaging in the objectives before it’s breaking the game rules.

  • Sounds like a bug. The only way Clown can prevent interaction prompts is with a direct bottle hit, and that only lasts for 1 second.

  • @Orion said:

    That's because a lot of survivors think like you.

    "There's nothing I can do against the Nurse, so why would I bother?"

    Fact is, there is a lot you can do, but it requires changing the way you play. The best advice I can give you is to play as the Nurse, see what it's like, and then try to develop strategies against her that work for you.

    Although correct, it’s also not incorrect that Nurse makes a match horribly one sided, even if the survivors DO know how they should be changing the way they play.

  • But why though?

    Blast Mine is way less impactful than it is to get a free hit from ToT.

    And what would killers do if they knew? Just never touch that gen again? Ever?

  • @Morpheus_7_ said:

    I could write a novel ... but I think the title is enough to explain what I think!

    SWF have been a part of DBD for years. The game is still here and growing.

  • @QwQw said:

    Unrelated to the build, but I've been playing a lot of solo-que in the past few day's, and you will not believe how many people were running Hunted Grounds. Like seriously, this perk showed up almost every single match I played.

    Is there some hidden Hunted Grounds meta I'm unaware of?

    It just sounds better on paper I guess.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360686#Comment_2360686

    Yeah running around being unable to find a generator or figure out how to get to a Jigsaw box, or to a slugged teammate, or to a hooked teammate, or back to a gen once a found one? Absolutely thrilling.

    ...and this is why I often use Visionary and Open Handed.

  • @Aneurysm said:

    Yeah it's a good one. You can also run doc with sniper addons to zap them off the totems which will only make them more obsessed with cleansing them

    This was EXACTLY what I was doing 🤣

  • @MrPsych said:

    This build sounds so stupid but funny. I'll try it if I manage to get these four perks on a killer.

    It’s an entertaining riot. I’ll make sure to pretend it’s important that I keep my Hexes by going after a ToTH notification, make the survivors more determined to try and cleanse them rather than do gens, then I let the chaos happen.

  • @CornHub said:

    I've been using Iron Grasp, Agitation, Starstruck, and BBQ on Nemesis & wanted to know what's a better perk than bbq to use besides Infectious Fright & Mad Grit? Also if there's a better killer to use the build on?

    Lightborn. For those foolish flashlight saves.

  • @MadLordJack said:

    All instadown perks are good on Ghostface. His ability to stalk is often too awkward to use.

    As much as I like to occasionally use him for fun, I have to agree with you: his stalk is awkward. If mid Stalk I’ve managed to get revealed it feels like a waste to reset a Stalk meter by hitting them. But at the same time waiting for the cooldown to elapse to try and get them, or someone else later is far too long. Gotta keep pressure up somehow. I don’t like the meter reset mechanic.

  • @Sonzaishinai said:

    Dark devotion is also one of those "you wouldn't think it works but works surprisingly well" perks

    After hitting your obession your power would be on cooldown anyway and not a lot of survivors expect a sneaky ghostface shortly after stabbing someone

    That’s excellent. And a good point. I use DD on Myers. So funny when he’s in T3 EW

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359177#Comment_2359177

    Throw in Corrupt and NOED as basekit and make Hatch/Key a basekit feature. If the Survivors are not competitive enough to get gens done, at least the last one/two can try to escape.

    You must be joking.

  • @glitchboi said:

    I think the only way to make 2v8 easy to execute, is to just make it exclusive to custom games. Allow more than 4 survivors and more than 1 killer, and allow players to start with only one person. They made the new HUD to add more features, I bet they could fit in more survivor icons.

    That still doesn’t address how defenceless survivors are if the killers stay paired up, and make sure they always pincer at a vault or pallet.

  • @[Deleted User] said:

    It can "work". It's just not going to be balanced, for quite a while at least. At most an occasionally monthly "shakeup" game mode that's run for a few days with the expectation that it will not be very stable.

    So what’s a survivor supposed to do at a pallet or vault if one killer is on one side, and the second killer is on the other side?

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359115#Comment_2359115

    I always imagined it followed a type of point system. Like a certain killer is worth the most points, and if they were selected any killers who had equal or near the same amount would be blocked off. Preventing you from selecting them. Like, if you selected Blight, Hillbilly, Spirit, Oni, and Nurse would be blocked off. Select Trapper and Freddy, Deathslinger, Legion, Clown, and Pig wouldn't be selected.

    In addition of some killers having their power nerfed for the game mod. Like Pig's trap can't insta kill or the timer just shuts up if a different killer is within some range.

    Fair enough. That doesn’t change the fact that an additional killer will be profiting off of everytime Doc makes survivors scream, or when they’re in tier 3 madness.

    Would be very OP for whoever that killer is.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359115#Comment_2359115

    I guess if the killers had comms together, but I would think they won't get the same info.

    A survivor screaming, is a survivor screaming. That isn’t going to be mute to another killer playing with Doc.

  • Any killer paired with Doc would be an OP duo because Doc will always be able to constantly reveal survivors locations for the other killer. Imagine Doc with Blight or Nurse. Doesn’t sound fun.

  • I second this. It’s annoying equipping each prestige piece individually.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356505#Comment_2356505

    Firstly, the clip you showed is the second strongest killer in the game, with two add-ons that tremendously increase her lunge distance, with a basekit ability to increase her lunge distance. It's disingenuous, and literally every other killer bar a Tier 3 Myers has a much, much less useful effect from Coup.

    Second, if you're playing a killer with an instant down ability like Bubba or Billy, using a perk for basic attacks is a little silly. You'll be using said power more times than your basic attack, in most cases. On Bubba I can maybe see its use, if everyone stays injured, but all it takes is people dropping pallets to counter this perk.

    Lastly, please don't use the argument of facecamping Bubba to justify how a bad perk is good. Monstrous Shrine is also good if we take facecamping Bubba into account, as faster entity progression in the basement means less time spent camping and quicker access to a 3V1. Also, who uses NOED on Bubba, the killer with the most easily accessible, reliable, and arguably most powerful instadown power in the game?

    I use CDG on Twins all the time, and it’s ridiculously useful, especially against Dead Hard that use it for distance.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356773#Comment_2356773

    @indieeden7

    I agree. This change is right up there with the new Franklins change.

    Take the being obnoxious part out of the equation, to me, it almost feels as though they do not want us to use items, period.

    You should feel like you want to use these items but instead you are left feeling like you have to “protect” your charges. Using a flashlight is a skill of its own, considering how easy they are to evade.

    They need an item overhaul in general and add new items because so far all they’ve done is nerf the ones that were already there.

    The thing with Lightborn/flashlights is that a flashlight save resets a significant portion of killer progress. Like, a lot. It’s a wasted chase.

    However a survivor having flashlights rendered useless doesn’t prohibit the survivors from progressing their own objective to repair, power the gates and escape. Even in a situation where Lightborn is preventing a flashlight user from saving a team mate on death hook, this still does not disable theirs, or the other remaining survivors ability to repair remaining generators.

  • @C3Tooth said:

    I tried Slippery Meat (+4%), Moderately Luck offering (+2%). For total of 10% luck, 6 attempts and I failed to unhook myself. With up the Ante may help. But you may need to kobe at the beginning to increase self unhook success.

    While for me, the best use of self unhook is everyone still sit on Gen for 60sec then you unhook yourself.

    Deliverance allows you to stay on hook for pure 59sec and unhook yourself, those 59sec can have 2 Gen done. Having 2 Deliverance in a match is much more powerful than 4x Slippery Meat, 2-4 Un the Ante and some more Luck offering.

    If of course they’ve been managed to be activated, yes. But as stated earlier, this requires an initial dip in efficieny as you need to unhook someone.

  • @Zeus said:

    Luck should be reworked and should reduce the chances that a killer camps or tunnels you.

    Lol, I mean how would that work anyway? Beam mind control out of the screen? 🤣🤣🤣

  • It it helps, here are the numbers for people to determine what you (and your team mates) can get with what’s currently available in your inventory (and your team mates inventory).


    Base chance (Luck) is 4% per attempt. 


    Up The Ante applies a stack-able 1/2/3 % bonus to Luck per token for all Survivors, up to a maximum of 3/6/9 %.


    Slippery Meat increases Luck by 2/3/4%.


    Chalk Pouch increases Luck by 1%.


    Cream Chalk Pouch increases Luck by 2%.


    Salt Pouch increases Luck for every survivor by 1%.


    Ivory Chalk Pouch increases Luck by 3%.


    Black Salt Statuette increases Luck for every survivor by 2%.


    Vigo’s Jar of Salty Lips increases Luck for every Survivor by 3%.

  • I’d like to add that Up The Ante gets a bad rap, but seemingly so many forget that Up The Ante stacks.

    If you can get into a team all happy to equip Up The Ante, and all use Salty Lip offerings, everybody then gets a 72% chance to self unhook.

    This may not sound that significant with Deliverance as an alternative perk, but here are 2 important points.

    1) you might get hooked before you get the opportunity to activate Deliverance.

    2) If everybody is aware they have an exceptionally good chance of unhooking themselves, and everybody manages to achieve this first hook, this skyrockets efficiency tremendously. Not having someone in the team running to the aid of someone on their first hook speeds up gen repair progress. This is of course up to 4 times per match. This doesn’t even take into account if Slippery Meat is used to raise Luck even more. Up The Ante on its own may be risky, but the more Luck that’s stacked with itself, the more powerful Luck becomes from an efficiency stand point.

  • @IlliterateGenocide said:

    every single game ive played, me and a teammate do 1 gen, then the rest of the time they just sit around and do absoultley nothing, im doing a chase thats 3+ minutes and not a single teammate is on a gen once i go down, not a single gen pops, its like they are litterly allergic to gens.

    anybody else have this problem

    This is why I had the idea for “Sashay Away” perk.

    @TheClownIsKing said:

    “Call Me Mother”

    You’re a living legend, someone others aspire to, which in turn leads people to try and be better versions of themselves. Other Survivors within 4m of you gain the Haste Status Effect. The Haste Status effect persists for 5/10/15 seconds for survivors when they are no longer within 4m of you. 

    “Lip Sync For Your Life”

    It’s important to put on a convincing performance, so synchronisation between a vocal track and a live performance is critical. After performing cooperative actions with other survivors for an accumulated total of 120/105/90 seconds, the next time you are injured by any means, gain the endurance status effect. 

    “Sashay Away”

    This ain’t RuPaul’s Best Friend Race! It’s unfortunate, but sometimes the weakest performer needs to go. Whenever other survivors out of a chase have not interacted with a generator, totem, healing action, unhook, chest, or unique killer item for 40/35/30 seconds, that survivor is revealed to you via a blue aura until they next engage in an interaction. When you have accumulated a repair total equivalent to 3 generators, The Entity prevents the appearance of The Hatch if you are eliminated from the trial.


  • @TwitchyMike said:

    Just wondered if any of his perks worth unlocking? I mean I am a completionist so eventually I want them.

    Open Handed is his best perk. This with Bond or Visionary is phenomenal.

    Up The Ante can be fun for self unhook builds with Slippery Meat and Luck Offerings.

    Ace In The Hole is probably best used when you take in an item with really good add ons you’d really like to keep.

  • @Jarol said:

    It is obvious that chapter 21 will be licensed and is nothing more and less than Candyman, according to these tweets are after the revelation of the Resident Evil chapter.

    The new Candyman movie will be released next month and next month, we will have the reveal of the new chapter.

    https://us.v-cdn.net/6030815/uploads/P8B3RF0DAB7R/2021-07-12-282-29.png

    https://us.v-cdn.net/6030815/uploads/8VFSQD85SXBH/2021-07-12-283-29.png

    https://us.v-cdn.net/6030815/uploads/FCQGXVYYF3YH/2021-07-12-284-29.png

    In short, the Candyman actor is hinting that he appears in Dead by Daylight, as it is now the horror hall of fame. I spoke for a long time saying that he made voice recordings for a project, I think that makes sense since it also happened with the episode of Ash vs Evil Dead, I think the wait is over and it is time to know what his ability and his perks could be.

    Where is he hinting at this?

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/265858/wraiths-add-ons-need-nerfing

    No, nothing needs to be nerfed about wraith. Just... git gud.

    This is always such a dumb, unhelpful response. Grow up.

  • @GoshJosh said:

    It’s a bogus perk with no counter play or feedback, punishes a survivor for simply trying to use an item for its intended purpose. There’s no other perk like it in the game, should be nerfed/reworked.

    All of the survivor perks that were thought to counter specific killers were changed; why is a perk targeting one specific item still okay?

    “OH NO. I CANT BLIND THE KILLER. NOW REPAIRING GENERATORS AND ESCAPING IS IMPOSSIBLE!!!”

    😒😒😒

  • @Yamaoka said:

    Quote: "and then I’m presuming they were all SWF and it was communicated I’m running Lightborn, because then EVERYONE else DC’d"

    That really doesn't mean anything. There is no DC penalty and survivor queues are faster than killer queue times at this moment so if one survivor disconnects some people will think

    "well, this match is done - back to the insta-lobby"

    As for the topic I have yet to try Lightborn but always think it's a wasted perk slot as most people mess up the flashlight blind anyways.

    It’s not exactly an illogical assumption though. The only time I’ve had 4 survivors DC during this period of no penalty is the one time it was all 4 bringing in flashlights whilst I was running Lightborn, and after one of them realised I was running it.

  • @GrimoireWeiss said:

    As a GF main I can confirm PWYF and STBFL are godly on him. Insanely good perks for him, especially if you're good at stalking and 99 your obsession to avoid losing stacks from both perks. But he makes good use of I'm All Ears and Thrilling Tremors as well, and Furtive Chase needs a rework anyway.

    I don’t think FC needs a rework. Just some QoL changes. Like keeping stacks once the Obsession is dead.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355819#Comment_2355819

    How the heck can someone even post those ideas and not realize that 2 and 4 would be gamebreaking?

    There are 5 fountains on the Map, so Survivors are able to cleanse 5 times and afterwards, they cannot complete a single Gen. Yay, good idea. I see you put much thought into this.

    @Topic:

    Plague is fine power-wise. She is a strong Killer. However, there should be an incentive to cleanse so that she gets her Corrupt Purge more often. Being injured the whole game with non-removeable sounds is not enough apparently, so there needs to be more.

    In exchange, her Corrupt Purge should be nerfed a bit. It is a very strong ability (which is the reason why Survivors dont cleanse).

    “How the heck can someone even post those ideas and not realize that 2 and 4 would be gamebreaking?”

    Someone who hasn’t spent enough time with the killer to fully understand (and fully utilise) their strengths.

  • Can we stop saying “console” and start saying the specific platform?

    PS5 is a console. These issues aren’t present on PS5.

    I’m not bragging. Im just pointing out the fact that it’s important to be clear and concise instead of vague.

  • @Lord_Tony said:

    I feel like something special should happen when all the pools are corrupted but they just reset, so boring

    That’s to prevent Plague intentionally steam rolling the survivors when they’re all broken and preventing them from removing infection and broken.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356564#Comment_2356564

    http://www.youtube.com/watch?v=s2JYrnBfPKs&t=28m0s

    Heres like 2 hours of the world record holder for DBD win streak (as far as I’m aware, 720+) absolutely wrecking face with coup de grace myers.

    Turns out ignoring a whole pallet, lunging 60% further for 2-3~ downs, and 1 shotting is a lot of power to pack into 60 seconds and is enough to break most teams.

    That super lunge in tier 3 🤣🤣🤣

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356319#Comment_2356319

    To be fair, most killers don't have to play around the last gen or two and so have this idea that any lost gens is bad and not worth it.

    Which is absurd haha. Because consistently winning regularly at 5 gens just isn’t going to happen. May as well get something out of losing a gen.

    Guaranteed down anyone?

    Guaranteed Dead Hard counter anyone?

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