TheClownIsKing
TheClownIsKing
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1728985#Comment_1728985
I agree, If he has Wglf then let him rub your butt >:3
No. Just wait until they’re stopped, because that usually means they’re comfortable where they’ve hidden themselves.
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@Skywxrld said:
This heavily depends on the situation. If the killer is campy then sure crawl away while he's in the area chasing another survivor and I'll be finishing up a gen. But more often than not, in those situations, it's a good idea to actually recover up while the killer is slugging you for another survivor. It helps a lot. Don't be that kind of survivor. There's too many of them carried to rank 1 already.
No. It isn’t. Almost 100% of the time what is happening catches the killers eye, and so reviving is interrupted and the slug ends up on the hook anyway, or they’re revived only to be IMMEDIATELY downed again.
Very few killers are stupid enough to not be watching the hud/ui or just periodically being aware of what’s going on if the chase hasn’t taken them away from the area.
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@piggypablo said:
Do a Windows update, BIOS update, check for audio drivers, then do a KYF with you, or your friends playing doctor and see if you can replicate the issue. I played as him/against him the other day and didn't notice this.
PS4
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@piggypablo said:
Is the static blast only supposed to reach people within his TR? Are there no addons that effect the range of his static blast? If not, this is serious bug.
It’s strictly tied to his TR (meant to). So for example if he’s Undetectable at a time he fires off Static Blast, then the blast goes nowhere.
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The best killer perks are the ones you have the best understanding of, and know how to utilise every advantage it can give you.
The worst killer perks are the ones you don’t understand well enough to get the advantage they provide.
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@snowflake102 said:
The game is not dying. You have said this for sooo long. And it's not dead. So plz stop.
I know.
It’s ridiculous.
These claims are often borne purely from particular players dismay at the game, or personally experience long queues, or based purely off of steam stats.
Because, you know, Sony, Microsoft, Mobile, and Nintendo are myth and legend.
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If you’re absolutely certain no survivors are near it, and you’re not currently in a chase, then yes.
Many regression is better than none at all.
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I’ll admit I do like to be cheeky after letting someone open a gate by smacking them and making them crawl out the gate.
I’m sure they panic at that point that I’m gonna hook them anyway, but I’ll move away and do silly things like spin to make it clear I’m not coming back to pick them up.
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@BlindMole said:
https://forum.deadbydaylight.com/en/discussion/comment/1727878#Comment_1727878
Don't take what i say as something general, I'm not a very good killer in any way. It was for me, even though I can see what you say. Thing was, once the gates were open and someone got off the hook i had a tough time getting anyone due to the 7 second transition
Don’t feel bad about that.
That’s a common problem many Freddy’s made due to innocent mistakes. Freddy should have been doing lots of slugging a time endgame, and keeping an any survivor auras heading towards gate switches to prevent gate opening in the first place.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/203395/sigh-i-m-having-a-i-miss-old-freddy-day
Are you just playing Clown? If yes, try someone else, there is definitely another Killer which might look cool to you. Playing different things will keep you fresh into the game.
That's why I don't play mainly one Killer, even though I have much fun with Pyramid Head recently but I still try and play the majority of Killers, except a few ones including Freddy.
Yeah, old Freddy was much more fun even if you couldn't hit sometimes but with old Freddy you at least had to do something and pressure Survivors.
Most Freddys play scummy cuz those bad Killers can't win with anyone else except Freddy since he is to easy now for his Strength.
And he is boring for both sides, just spam snares till the Survivor is dead and then teleport to the next Gen with Pop and have a passive Slowdown with Swing Chains/Jump Rope/Thana.
I also play Doc and current Freddy, and little bits of Demo, Blight, Ghostface, Bubba, PH.
I also mained Plague a lot, (like religiously from her initial release for months on end) but I’m getting very over the constant bugs she keeps getting (and being awful since dedicated servers).
But Clown is the one I most click with, and most dominate with.
The only other killer I’ve had that same affinity with, and could just decimate a good team with, was old Freddy.
Today was just one of those days after needing a break from Clown, and I didn’t want to play anyone on the roster. I wanted to use old Freddy. And it made me a bit sad that that choice was taken away from me.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1727421#Comment_1727421
I don't see any reason at all to not remove the basic attack requirement from surge.
Why would it be too strong and unbalanced?
Guess i'm gonna stick to my super balanced BBQ,Ruin,Undying and Infectious on Oni then :]
For lack of a better word, it’s more a “fairness” thing rather than “balance” thing.
Why should there be a disparity between killers where some can only activate a perk (such as Surge) only one way, whereas others have the luxury two ways to activate the same perk?
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@BlindMole said:
I used to main old freddy, I loved him but his end game was tough! But i always loved playing the dark horse. Playing good killers just puts pressure on me to do well.
This has popped up again, and it’s so strange to me.
Out of all killers, old Freddy had one of the strongest end games, if it were done correctly. If the effort were put into getting all remaining survivors back to sleep again after the last gen pops, escape was going to be LOADS of hard work for the survivors unless someone could bang off a Self Care skillcheck, in which case Freddy just puts them straight back to sleep again anyway.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1727665#Comment_1727665
So did I, but Freddy was the most boring Killer to play as, new one is much more action packed.
Good to get rid off.
You were bored winning with a killer that was mostly misunderstood by many?!....
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@[Deleted User] said:
Plague imo is a killer that remembers a bit of Old Freddy, so I always play her when I get this feeling.
Plague is VERY similar to old Freddy in a lot of aspects.
Whack on Black Incense and Thana, and it’s as close to old Freddy as we’re going to get.
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@Clevite said:
Every time I load into a game and see the paint brush and swing chains, I miss old Freddy!
Lol, you’d rather deal with old Swing Chains?!
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@Emeal said:
I played Old Freddy, I do not see what you see in that mess that is better than what we got.
Then I’m too lazy to explain if you can’t see it yourself.
I coped, and regularly dominated at red ranks as old Freddy.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1727532#Comment_1727532
Wait, I tought his key part is teleporting ability.
You can also trick survivors into thinking it’s safe to cleanse a portal, and use Of The Abyss to check when they’re cleansing it, and then approach via LoS blockers to get free easy hits while the survivors closing the portal are affected by Oblivious.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1727528#Comment_1727528
https://forum.deadbydaylight.com/en/discussion/comment/1727532#Comment_1727532
Alright. Then what if when you out of portals, your new portal replace first portal, as it works with hag and freddy?
That still doesn’t address the points I made.
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@kaeru said:
What do you think about sealing demogorgon's portals? If portals were permanent, would it be balanced or overpowered?
Demo would lose a key part of his kit: using portals as traps.
If they can’t be cleansed, there’s no reason for survivors to be near them, and then there’s no reason for them to have Killer Instinct & Oblivious.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1727452#Comment_1727452
I agree. We have to look at it from the perspective of the best vs. the best. Good survivors know when to heal and when to not heal. If they are broken when they really need to heal up, then you are getting good value out of the perk. You aren't getting value out of the perk if they aren't broken or they can wait the 80 seconds before they need to heal up (often by working on a "safe" generator like those in corners, near jungle gyms, or on platforms). My main fear with the perk isn't that I will be forcing them to act optimally. I expect them to be doing that anyway. I only fear that they will not be broken when it would actually put them at a disadvantage.
Because of this, it seems more like a "win harder" perk that not only requires them to take a protection hit, but also requires them to be in a situation where healing is the optimal thing to do while they are broken. It just seems way too inconsistent of a perk compared to many other perks in the game.
You also have to consider that once the broken status expires, they may still not have the chance to heal when it’s optimal for them. You as killer still have increased odds catching them in a compromised position, such as in the middle of healing afterward.
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@LuffyBlack said:
I contacted him on Facebook messenger and Old Freddy says he misses you guys too. Right now he's with Jason and he's trying to help him cope with the possibility of losing his own game.
Cute.
I like this.
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I am tired, tired, TIRED, of the vitriol that injured survivors doing gens is bad. I.e. FP encourages gen rush. It’s so dumb.
Healthy or injured, survivors NEED to repair gens. They’re going to be on gens anyway. When needing to get into a fresh chase after ending another, where as killer do you go?! Sure, sometimes you can be lucky to come across survivors out in the open or off of gens, but Jesus, a killer is likely to end up starting their next chase with survivors they find on gens.
And when a killer DOES find a survivor on a gen they start a chase with, what’s the preference?! A healthy survivor or an injured one?! Quite obviously the preference is injured. Even as an Instadown killer it’s better to have the assistance of blood trails and grunts of pain over someone healthy and quiet.
Getting into chases against injured survivors rather than healthy ones is absolutely crucial for MOST killers.
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@thesuicidefox said:
You guys miss the point.
First, FP is easy as hell to get. If you EVER start a chase on an injured survivor and then hit a healthy survivor it will count for FP.
Second, you are using FP to keep Thana up as long as possible. It is easy to heal through Sloppy. 2 survivors healing will still only take 11 seconds. You CANNOT heal through Broken though. It doesn't matter what kind of medkit you have. Plus now they are scared to group heal when they aren't broken because if you find them they will all be broken again.
I just won a game and got 4 of them broken at once by slugging a bit and finding them group healing. With Thana active that much it crushed them.
I truly love the perk. It can have the same paranoid inducing effect as NOED when someone is on a hook, and the killer has no reason to leave. Except the killer is getting it all match round.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/1727321#Comment_1727321
Michael(The Shape) has an offensive power where everyone goes down in a single hit and he benefits greatly from Surge so why not someone like Billy or Oni benefit from surge if they also got an offensive power.
That’s not the same thing.
Myers is still using his basic attack. His power simply puts a status effect on the survivors.
He cant in anyway cause direct injury by pressing M2.
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Any perk (or the unique wedding ring) that decreases your chance of becoming the Obsession, will choose one survivor at random to be the Obsession, regardless if those other survivors or the killer are running Obsession perks or not.
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@kaeru said:
I will try, but I doubt it's better anyway. FP is pretty situational compared to SB. I don't often see someone trying to bodyblock. It happens like 1-2 guys in 4-5 games.
They don’t even need to be body blocking. Come across 2 survivors on a gen? Injure both in quick succession, and the second survivor gets Broken simply for being near another injured survivor.
I use Forced Penance quite a lot now. It’s surprising how frequently it does in fact proc
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@thesuicidefox said:
I've been using this perk a bit lately with the new Thana, and I've come to find that FP is actually much better than Sloppy at keeping survivors injured. It's 80 seconds guaranteed, and it's actually really easy to get protection hits as survivor so it's easy to get FP to proc. You just need to catch an injured survivor near another, start a chase and then hit the healthy survivor. It's a good counter to bodyblocking, and it prevents use of medkits (and by extension bottle time), and it can counter Adrenaline (which there are very few counters already).
You guys should give it a try next time instead of Sloppy.
I’m glad more players are coming around on Forced Penance. I actually use Forced Penance WITH Sloppy (or a Mangled add on) and Coulrophobia.
It works fantastically in keeping Survivors injured, and makes slugging WAY more effective.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1727340#Comment_1727340
Can't agree about endgame. Without Remember me and noed freddy often had hard time preventing gates open. Yes, it was little bit harder to wake up without gens. But when old freddy got to gates which was already almost opened he would need to drag survivor to dreamworld first. Survivor was invulnerable and free to open gates with no fear. You couldn't feel yourself more helpless with any killer in this situation.
That’s a big mistake many Freddy players made at endgame: not prioritising finding and putting to sleep every remaining survivor, whilst also keeping an eye on the already sleeping survivors to keep them off gate switches while finding the others.
Once that was achieved, getting gates open (even without remember me) was a nightmare for survivors. Remember, it’s not just because Freddy can see what they’re doing, it’s also because the debuff also affected gate opening speeds as well.
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@kaeru said:
I don't really like new freddy, but I didn't like old freddy either. His main advantage was great but his main weakness was terrible. Not being able to land a hit on survivor instantly is ridiculous. Adrenaline was so annoying. Survivors could heal up and wake up after last gen done. At the end of the match old freddy was completely harmless. That make sence why his perks focused on endgame. But he was absolute king of free hits on stealthy survivors. Only sprint burst could counter this.
And I also need to disagree about endgame.
The polar opposite of current Freddy, old Freddy was at his strongest after the last gen popped, PROVIDED the player knew what they were doing with Freddy.
However I will agree that Adrenaline was a big problem though.
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@kaeru said:
I don't really like new freddy, but I didn't like old freddy either. His main advantage was great but his main weakness was terrible. Not being able to land a hit on survivor instantly is ridiculous. Adrenaline was so annoying. Survivors could heal up and wake up after last gen done. At the end of the match old freddy was completely harmless. That make sence why his perks focused on endgame. But he was absolute king of free hits on stealthy survivors. Only sprint burst could counter this.
7 second transition isn’t that ridiculous. Do you know how many metres are covered in 7 seconds at 115% speed? 32.2m. So the same as a 32m TR.
So it gave EXACTLY the same “heads up” to a survivor, except the main difference is a dumb Freddy wouldn’t think about taking advantage of the intermittent visibility by staying directly behind a survivor, instead of trying to confuse the survivor and catching them with a hit where they least expect it.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1727321#Comment_1727321
It buffs killers that have a power
Surge activates upon a down. Some killer powers do NOT injure or down.
This would make such a change unbalanced and unfair. Why should only some killers get a significantly better advantage with a perk like Surge?
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No.
This indirectly buffs killers that have an offensive power, and handicaps killers that have a support power.
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@csandman1977 said:
I feel like that every time i turn the game on
Lol.
Missing old Freddy?
or thinking of turning it off?
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@Tricks said:
Old Freddy was cool and had a significant skill ceiling.
New Freddy is too easy to get good with. Low skill ceiling.
Yeah, new Freddy has too many passive buffs.
And although old Freddy’s debuff and aura reading could have been considered passive, none of that mattered if the player wasn’t ACTIVELY staying on top of putting survivors back to sleep on a regular basis.
And as far as the aura reading goes, again, that only matters if the killer is paying attention to what everyone is doing, and prioritising/switching targets accordingly.
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I honestly, genuinely wish they’d never done the rework.
I loved main’ing old Freddy. And I was good with him. This made wins feel extra special.
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@Nicholas said:
A week away from next-gen and still nothing official. Every current gen game getting an upgrade has outlined the details, date and most have next-gen trailers showcasing the upgrades but not DBD. @Peanits @not_Queen anything yet?
I think that’s because next gen DBD isn’t till 2021.
For now current gen will be BC on next gen consoles.
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@lazerlight said:
Freddy can fill up the bar up to 99%, then cancel his power, and after 5 seconds starts teleporting again.
And when he commits, after 15 seconds... can teleport again.
That's just not ok.
Clocks are automatically the farthest ones, he gets no slowdown when placing traps....
At the very least, his teleportation needs a longer cooldown.
I’ve suggested something similar before.
He should have much longer cooldowns on Dream Projection while survivors are awake (longer than currently), and shorter cooldowns for each one that’s asleep (shorter than currently).
This would make waking up against him feel like a much more meaningful choice/action.
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It’s apparently a problem with PlayStation network. You can see this on Sony’s site.
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@tippy2k2 said:
Everyone has already said it but I'll say it again!
Because 9 times out of 10, it's survivors who want to be #########. Unfortunately for that 1 out of 10 person who legitimately wants to give a free hit for a few more BP, the 9 out of 10 have ruined it by sitting there t-bagging and then not even having the decency of letting me get the one extra hit in for the few BP it's worth.
So yeah, if I know you're all at the gate, you guys can sit around in your circle jerk all you want. I'm gonna wander away over here and hope one of you is dumb enough to mistime it and get yourself killed instead by The Entity.
This is similar to what I do. Identify the furthest corner from the gates and go there, then I get out my chair for a snack, go to the bog, or do some push ups.
If they want to flashlight click me, they gotta find me, and risk misjudging how much time they have to that before returning to a gate.
And I like the thought that they’re trying to get a reaction out of someone AFK.
Idiots.
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@piggypablo said:
Maybe 1 out of the 10 most recent games I've played, has the killer approached the exit gate. Even then, it was only with like 15 seconds left on the timer.
Because it’s completely pointless to do so. We want survivors to realise how much time they’re wasting just waiting inside the gate.
Just!
Leave!
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I experiment and persist with all perks, so I strongly disagree.
But I say this so often that I’m too lazy to explain my reasons why anymore.
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@Ecstasy said:
Don't hate the player, hate the game.... wait, I actually mean that.
You're not describing player incompetence; that's Dead By Daylight's stubborn refusal to ever explain much of anything.
This game loves blending incredibly complex with maddingly obtuse. DBD damn near requires players whip up their own tutorial when it comes to new characters/mechanics by either using the wiki, guides, or watching other players. So it's a necessity to study, or you gotta sink a buttload of time into discovering those innerworkings via trail and error... mostly error... a whole lot of error, and with players eager to give you hell and calling you 'brain damaged' along the way for not already knowing these things.
Only reason I know about it is because I watch at least one video guide before starting to learn any new killer so I can actually see the essentials first and learn all that common stuff that their descriptions leave out entirely. Also reaaaly helps having even mild qualifiers for those terms like "moderately increases" when they're all over the place anyhow. Or maybe you happen across the right tooltip instead. Idunno.
It's down another circle of hell entirely for new players too.
After at least what, two years, that play-tutorial is still the exact same and the most barebones breakdown of the game ever. There's no way to ever practice outside of live gameplay or someone willing to AFK for you. Even the descriptions were changed to make them LESS helpful by removing the most basic definitions of the numerous game statuses like whatever "blindness" or "exposed" actually mean.
(No joke, this month was the first time I learned the statuses are even still listed anywhere in the game/ I was randomly dicking around in that about gameplay section that I thought launched the tutorial and found there was a written tutorial part at all, with them at the verrry end)
Their naming conventions ain't that hot lately either.
Trapper: you pick up traps. you place traps. catch. repeat.
Nurse: you blink... ok it just means teleport, but sure sounds cool, right?
Executioner: Well, see, you use the rites of judgement to place trails of torment that activate killer instinct and if a player is tormented by your trails of torment that enables you to send players to the cage of atonement, and the players can only remove torment by saving someone else from a cage of atonement or being saved from the cage of atonement, and you can also switch from your rites of judgement to a punishment of the damned. ...What wasn't clear about that?
You gotta imagine how they reads to someone reading for the first time. Yikes.
“This game loves blending incredibly complex with maddeningly obtuse.”
I concur. I have to agree with you.
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@dugman said:
Yeah, I'm guilty of breaking pallets as Pyramid Head, it's just habit really. On the bright side, a broken pallet is still superior to a dropped pallet that you do a ranged attack over, it's actually slightly easier and a bit less risky to get a melee hit in a chase then it is to time a ranged attack when someone is vaulting a pallet. Basically you are guaranteed to get a melee hit within a few seconds if they run through a spot that had a dropped pallet while with the ranged attack they may bait the vault or you may mistime your charge or direction and miss and then the ranged attack recovery plus the pallet in the way means they gain a ton of distance.
So yeah, breaking pallets is optional, but it's not necessarily a "bad play" in the sense that creating dead zones is still a good thing in general.
You’re not considering the fact that leaving pallets creates/engineers more situations for more hits because of how hard wired survivors are to immediately bee line to a dropped pallet if they see one.
Even if they suddenly realised their mistake against a PH, it’s probably too late.
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@piggypablo said:
https://forum.deadbydaylight.com/en/discussion/comment/1723164#Comment_1723164
Not bannable.
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT:
- Camping
- Slugging
- Tunneling
- Streamsniping
- Teabagging
- Bodyblocking
- Looping
Source:
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
No, not just simply slugging. This is not what the OP described. The killer was doing what was described as extending the bleed out timer. They were able to pick the survivor up, and were doing so, and there was no reason to carry them anywhere other than to a hook.
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@darktrix said:
Wow there are so many...
Monstrous Shrine - sure it's bad. Killer perks overall just seem badly designed...vary too wildly from useless to giving too much.
Mettle of Man after the rework - sucks royal. Three protection hits is hard enough, then it gives the killer an aura read on top of it. No thanks.
We're Going to Live Forever dropped off my list as there is actually a perk component to it rather than just encouraging bad plays.
No Mither - might actually consider this a perk if grunts of pain were reduced 100%. Having the injured music playing all the time is also stupidly annoying.
The reason No Mither isn’t 100% is because it’s the only perk that reduces grunts in the dying state.
The point of that, in conjunction with the no bleeding, is if the chance prevents itself when you’re in the dying state, you’re meant to try and crawl away first.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1724778#Comment_1724778
I support. @TheClownIsKing you wanna give your opinion?
also it be interesting
🤢🤢🤢🤮🤮🤮
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There’s some good advice here.
I’ll tell you what works for me, and hope it helps you as well.
Firstly, being able to quickly find survivors is key number 1. Practice getting better at picking up on environmental cues. I’ve learned to become extra sensitive to crow activity.
Secondly, gens are bound to pop early, don’t stress it. It’s what you do with/after your first chase that counts.
Thirdly, you can’t just be thinking about getting into chases and pressuring gens. You have to be thinking of how you can use your killer and their loadout to create DISTRACTIONS for survivors outside of a chase that gets them off of gens while you are in a chase with someone else. Some of these naturally go hand in hand, for example, a hooked survivor eats into the time of another because of a rescue.
- Slug regularly. I.e. use some of the time you would usually use to pick up, carry, and hook, to IMMEDIATELY try and find someone else to chase. You’ll be surprised just how much more pressure you can create if you find someone else quickly, whilst a third is needing to assist the slug.
- Injure as many survivors grouped up together as possible.
- How else can your power or loadout cause wasted time for the survivors?
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Beast of Prey.
It can SOMETIMES be useful if whomever you are chasing leads the chase near other survivors free an easy hit in a switched target, but the conditions for that to happen aren’t usually worth it.
But its a perk that presents a conundrum for balance purposes. How it be buffed to work better in a chase without it becoming broken?
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@Crypticghoul said:
Leader. All the things that it buffs are one man actions aside from healing and they don't buff you. So you're just standing next to somebody watching them do something all for a 25% speed increase if you want the perk to have value.
I do agree though that Hex: Blood Favor is pretty god awful. It has no right being a hex perk with how weak its range and duration are.
Wanted to edit in that Off the Record is pretty awfully designed too. 80 seconds of Iron Will and no aura reading on you when you get off the hook but why not just run Iron Will at that point?
I think the point of Off The Record is it gives the player the opportunity to heal after being unhooked without worrying about BBQ when the killer next hooks someone, or worry about A Nurses Calling.
Well, these are my theories anyway.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1724513#Comment_1724513
Even uglier than The Game? 😳
Gideon is meant to be grungy though