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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • @MusicNerd_TC said:

    Shadowborn is the perk to counter 360s.

    @MusicNerd_TC said:

    Shadowborn is the perk to counter 360s.

    It helps, but it still doesn’t address performance drops, and aim dressing disorientation.

  • @NursesBootie said:

    Like a stomping perk for beginners. Just stomp your feet on the around every sixty seconds for a 360 M1 in lunge range.

    It could have a cooldown so it’s not abused by experienced players.

    But even then if experienced players use it, it’s at the expense of a perk slot.

  • @bredbeddle said:

    I'm not sure what exactly that perk would entail. What would it do? When would it activate?

    Edit: I'm a tiny brain who doesn't read all the way, but I'd still be interested to hear exactly what you would like the perk to look like.

    I did say in my post.

  • AND if you find looping to be THAT frustrating, learn Clown.

    It’s exactly why I’ve mained him (and refined how I play him) since release. Gas where survivors need to run along the loop to reach a pallet or a vault, and 99.99% of the time you’re guaranteed a hit.

  • Some loops can be highly frustrating but here’s the deal.

    If you’re playing survivor, and you’re being camped on the hook, there’s is absolutely nothing you personally can do about it.

    If however you’re playing killer, and you’re at a particularly strong loop with a skilled survivor, you are NOT forced to stay there. You can choose to drop the chase and try and find a weaker target, or someone near weaker structures.

  • @Raptorrotas said:

    I'd say the passive reload should be slow if he gets to keep the normal reloading, but thats already being said alot.

    But his reload should definitely be changed from "Hold for X seconds to reload ALL bottles" to "Hold to reload X bottles per second"

    We could also always increase the gas lingering duration or the maximum spread of the gas, Improvements to how it spreads and behaves can always be a nice QoL change.

    It should be slow-ish, but not too slow. With my changes if someone wanted to throw on both gin and soda bottle for 7 tokens, manual reloading from zero to all 7 would take 14 seconds. So this, in conjunction with the passive reload prevents situations where Clown can frequently spam all 7 bottles.

  • @LegitLegendary0 said:

    I really like this idea But the auto recharge of clowns tonic is fine but needs to be at least 15 seconds to make it balanced otherwise he can just throw them repeatedly every 5 seconds which will not be fun at all. 15+ seconds maybe 30 seconds and 15 when not in chase. Otherwise just keep the reload or maybe have both if you like to spam for no reason.

    There are many situations and loops where Clown needs to immediately throw 2 bottles at 2 different locations.

    Someone just using 1 bottle every 5 seconds wouldn’t get a Clown player very far.

    That said, I did kinda imply I’m open to a tweaking of the numbers.

  • Are you kidding?!

    If anything, with current frame rate hiccups when survivors 360, and how awful aim dressing is, the missed attack cooldown is TOO PUNISHING!!!

  • I’ve been in support of this for so long to be honest. Hag is too unfairly punished by flashlights. But survivors without flashlights are too unfairly punished by Hag too. The opposites here are too extreme. Crouching (without Urban Evasion) is not an adequate counter, and it’s highly exploited by the vast majority of Hag players.

    When you play solo, it’s pretty much anyone is dead first hook. What Hag can do when there aren’t any flashlights is not balanced in the slightest.

  • Yes.

    BUT....

    If they remove this then they absolutely MUST remove Hags ability to place traps around hooks or the basement.

  • @MusicNerd_TC said:

    Just wondering, why didn't you change solvent jug, the most complained about clown add-on along with redheads pinky finger

    Because his whole kit revolves around pressure being created by quickly ending chases over any other way of pressuring the survivors. Sometimes that one perfectly timed exhaustion perk hurts Clown more than any other because he doesn’t have other ways to create stall or pressure (without specific perks).

  • @SnakeSound222 said:

    The inverted controls sounds really cool and can really screw with the Survivors. Will they be notified of it? It would be funny to see Survivors start freaking out as they run right into you.

    Yeah I thought it would be good as an add on, but wanted it to replace flask of bleach’s existing function, because inverted controls PLUS extra hindered would be way WAY too strong. It would probably need to jump up to purple rarity too.

    I guess it would be fair to have a flask of bleach red icon like Freddy’s rope and chain notifications.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683592#Comment_1683592

    having the recharge speed for bottles be faster than the effect of the bottles isn't balanced. Even though clown is weak I don't think making survivors always 85% speed in chase against him is a balanced change

    Oh right. Gotcha. I was actually thinking that perhaps the passive recharge might need to be 4 or 5 seconds per token to be honest.

  • @bjorksnas said:

    passive recharge rate of 1.5 seconds with addons for an effect with a 3 second duration, balance just have them always be 85% speed

    I don’t quite understand what you’re suggesting

  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/198055/my-proposed-clown-tweaks-and-changes

    Seems the same mostly besides the charges. Gotta be honest though I don't like the red head pinky change. Oblivious is useless in chase as it doesn't hide your red glow. Survivors are already going to be watching the clown through being intoxicated as you need to keep track of him so oblivious is extra pointless in chase. And frankly his insta down is already balanced and no one uses it because they think it's toxic. It's no different than billy using his saw. You need the same distance to be fair and both can be dodged relatively easily.

    My proposed change to RHPF could offer a more hit n run play style. Afflict multiple survivors with Oblivious, then attempt to catch them off guard later. Or momentarily break chase at structures with high walls, and circle around in an unpredictable way.

    This would be especially good when unwittingly gassing 2 or 3 grouped up survivors with 1 bottle. Start chase with one, and the others remain Oblivious till injured or downed. That would make for tense and interesting moments for those survivors knowing they can no longer hear Clowns TR semi-indefinitely.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682618#Comment_1682618

    He does, a clown is not capable of downing 2 high rank survivors in under a minute, unless they messed up.

    If clown truely was capable of that, I would see more infectious fright clowns.

    I, in red ranks, do this very regularly WITHOUT Infectious Fright because I’ve learned how to track/spot new survivors very quickly after ending a chase with another. In fact most of my Clown builds are centred around Coulrophobia, and keeping survivors injured or downed. So I don’t even run the meta.

    Just because YOU don’t see this, doesn’t mean it CAN’T be done with Clown.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682401#Comment_1682401

    I guess there's also the way you could make all sound non-directional when intoxicated. There's a lot of fun gimmicks you can do with his gas.

    Yeah that’s a good idea too

  • @tylxr_jay said:

    clown sucks because he has no map pressure. hes already a monster in loops.

    This would just make him even stronger in loops then he already is but it wont affect his map pressure at all meaning he will be just as weak as he is now, he needs a second ability or something to give him map pressure.

    He doesn’t need map pressure. If two survivors are downed in under a minute, which Clown is regularly and easily capable of, any other remaining survivors DEFINITELY feel pressured.

  • @Pawcelot said:

    You should add two more things;

    • The Clown no longer makes a noise when vaulting a window. Helps his mind-gaming game.
    • Intoxicated survivors can no longer see the Red Stain. Also helps with mind-games.

    I don’t mind the vault grunting. He is already good at everything else chase wise. But I do like the idea that survivors cannot perceive the red stain while intoxicated idea.

  • @Nemmy_Wemmy said:

    I like this. Sounds pretty cool!

    Thank you.

    I wanted to keep in mind keeping him specialised in dominating the chase, and tweaking those aspects, whilst also reducing the severity of often complained about RHPF, whilst it still having a strong and useful effect.

  • @Slashstreetboy said:

    Neat, you obviously put a lot of thought into that!

    What I find problematic is the passive token recharge. Since it´s quite a significant buff, something like 15-20 seconds seems more reasonable, since active recharging is still possible.

    Yeah that could be tweaked.

    I just thought that even though the reload mechanic can be used for mind games (semi successfully), Nurse, Blight, and Bubba highlight how outdated Clown’s reload mechanic is.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682219#Comment_1682219

    If you really want a treat, use All-Seeing (Purple or Pink, it doesn't matter, they're both ridiculously strong) and Windstorm - Blood. I don't play much Wraith, but those are just so fun. You zip around the map and know exactly what's going on around you - what more could one ask for?

    I don’t have the patience to suffer through however many matches from lv 5 until those start appearing in the bloodweb at whatever lv that is.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682219#Comment_1682219

    Well, you are. I´ve encountered some pretty good Wraiths though, guess there are people that main him hardcore and can make him work.

    In case you´re doing that for the archive challenge, do it with the silent bell. Almo gave decent advice here, too, but in the end it´s really hard to land those suprise hits.

    @Almo said:

    Uncloak from the otherside of a wall, and use the speed burst upon appearance to run around the wall and hit them.

    This exactly what I’m attempting to do.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682253#Comment_1682253

    Just keep grinding until you get one of those add ons then. Bone clapper is only a yellow so it shouldn’t take too long. Just be mindful that without those add ons you’re giving the survivors a huge “I’M HERE” signal everytime you go for a surprise attack.

    Truth be told Wraith is trash. He’s bad in a chase and sprint burst and spine chill both put a stop to any attempt at surprise attacks and both are in the meta right now.

    Oh I’m not bothering. I feel like I’m unnecessarily handicapped using Wraith.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682163#Comment_1682163

    It’s still possible to avoid it by looking at walls for sure, just at a proper angle.

    What angle?!??

    If a blind can occur from 100% perfectly perpendicular, then looking straight at a wall achieves nothing, and if you turn slightly away, the survivor can simply run to the other side

  • @ClickyClicky said:

    What add ons are you using? You need the silent bell or bone clapper for surprise hits.

    I’m level 3.....

    Like I said, I’ve never bothered with Wraith, other than messing around here and there. I unlocked all his perks via Shrine for other killers.

  • @Slendy4321 said:

    Just because disconnecting penalties are back doesn't mean the disconnecting will stop. I just had 3 games in a row where survivors either disconnected or killed themselves on hook. I love the 3v1 with 5 gens left it's my favorite especially when the survivor gets caught in the first 10 seconds of the game. To make matters worse there's about 90% of the time a second survivor will either disconnect or kill themselves on hook. I'm dropping the game until this gets fixed or the next tome comes out because this is just ridiculous

    Because players won’t put up with a miserable experience.

  • @MadLordJack said:

    First off, Wraith with no add-ons is arguably the worst killer in the game for good reason, so if you don't have any add-ons then that might be your problem right there. Second, there is no reason to play Wraith over Ghostface, except that wraiths add-ons change how he plays, or just personal preference.

    And third... It's Wraith. There's not much to expect. Like Trapper and Myers, his kit makes him waste too much time and doesn't refund it with a proper snowball unless some extreme conditions are met. The best advice is probably to play hit-and-run. It's weak and basically relies on noobstomping, but it's better than noobs stomping you. Also, hide til the first note of the bell rings before popping out of cover, his legs are glowy stockings for the first part of his uncloak and it really does give him away.

    Never mind. I’m giving up already. I feel like I’m just severely handicapping myself by even trying to use Wraith.

  • @Mister_xD said:

    according to the game any hit achieved within like 5 hours after uncloaking (as long as its the first attack you lunge after uncloaking) counts as a "surprise" hit...

    but in general, try to bodyblock pallets / windows when you approach them. that way they eigther run into you getting hit or need to look for another opportunity to avoid you. and your speedboost allows you to catch up should they run away.

    the speedboost can also be used for loops, though thats a lot tougher to do.

    wraith is also more of a "hit and run" character.

    hit them and leave. now they are injured and need to heal - Nurses Calling is amazing for that, as you can then ambush them from somewhere and get an easy hit. if they dont heal, they are injured on gens, which once again lets you get an easy hit in (even easier than with nurses, as there wont be someone to bodyblock).

    you dont need to catch them with the speedboost you get from uncloaking, that just helps you to catch up - only attack when you are sure you can hit them. if the chase gets too long, cloak and go for someone else.

    if you suspect some of them having spinechill, try looking away from where you are going. that way it wont trigger and you might actually surprise them.

    he is not a good character though, so you will find yourself having a harder time than with other killers.

    I know he’s “hit and run”. It’s the “hit” part that’s the problem. Every survivor is seemingly clairvoyant. At least with GF survivors have a much more reduced time to react.

  • @thefallenloser said:

    Hold a flashlight up to the sides of your vision and you’ll still be affected lol.

    For the purposes of balance a killer should have an opportunity to try and avoid a blind if they can move their camera, or move around.

    Right now, looking at a wall before doing a pick up doesn’t a avoid a blind. That’s not balanced. It makes flashlight saves guaranteed and foolproof, making them complete skill-less.

  • @ClickyClicky said:

    The devs don't care. Keep it all on one button even if it's junk.

    You spend so much time messing about trying to pick them up whenever they're near something else that it allows other survivors to get in position.

    Still though the contextual system should be much smarter than it is.

    It should know/detect that there is no reason a killer would want to vault instead of pick up.

    Why does the game think I want to drop a pallet instead of heal a dying survivor?

    Right now getting the correct contextual action popping up is very fiddly.

  • @Eareland said:

    https://forum.deadbydaylight.com/en/discussion/comment/1677275#Comment_1677275

    I read this from the wiki

    • "Monitor & Abuse works by setting the default Terror Radius to +8 metres and applying a temporary reduction of 16 metres to it whenever the Killer is not in a Chase."

    English isn't my native language so I didn't exactly understand what this means, even tho I understood every word I read there.

    So does M&A increase my terror radius by 8m or 16m when I'm in chase?

    I assume it's 16m, but I'm not sure.

    The wiki is a mess, so don’t trust everything you read their.

    M&A is +8m in a chase, and -8m out of a chase. So on a 32m TR killer (with nothing else equipped that alters TR), M&A will make their TR 24m when not chasing someone, and jumps up to 40m when chasing someone.

  • @ABannedCat said:

    Yeah, I did some tests a while ago. You can blind the killer from almost 90°, even though the killer FOV doesnt even reach 45° to the sides.

    It’s ridiculous!!!

  • @DrFeelgood said:

    Play "Wholesome Wraith". You'll get no complaints.

    Unless you kill them, of course.

    Basically - outplaying a survivor makes their game "boring".

    Lol, exactly. “Boring” is code for “the killer didn’t let me escape”

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680281#Comment_1680281

    There is also 3: He hard-counters hook perks and can absolutely tunnel survivors with no punishment just by getting everyone tormented a single time.

    Although that's a playstyle issue and not a killer issue and doesn't really apply in this case.

    oops, yeah I forgot about that, lol.

  • 2 reasons.

    1. the damned if you do, damned if you don’t scenario. Right now at pretty much most vaults, PH is guaranteed a free hit no matter what the survivor does. If they vault, they’re hit with PoTD. If they instead fake that they’re vaulting by doing a last second dodge, PH can immediately cancel RoJ and immediately do a regular hit to the survivor instead.
    2. The same thing that survivors do not like about Nurse: obstructions don’t matter, and can’t protect them.
  • Screw the meta 🤣

    I’ll stick with my:

    • Coulrophobia, Deerstalker, Distressing, Sloppy Butcher, and go on a slugging spree.
    • or Blood Echo + Mindbreaker combo to stop those annoying exhaustion perks, or severely limit their use.
  • Now do those same numbers with Coulrophobia and Sloppy.

    (Devious laugh)

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679039#Comment_1679039

    You know I try to tell people on the forums that "ending chases fast" is a good means of getting pressure which is why Deathslinger is good and actually has a ton of it, but they never listen. "He's good at chase but has no pressure at all11!!1" bruh, the map pressure comes from you being good at chases and downing fast.

    Oh exactly.

    A killer doesn’t need to be everywhere at once. 2 survivors downed in under a minute puts a HUGE amount of pressure on whomever isn’t downed.

  • @KingWeeb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679039#Comment_1679039

    Thank you dude! I've mainly threw my bottles at loops without any thought into it and hardly slugged. Thanks for the tips!

    Yeah. Don’t throw bottles at vaults, or at pallets, or directly at Survivors (though THERE IS a time and place for that). Instead, think about which way the survivor would need to run the tile in order to get their fast vault, or to get back to a pallet. Gas the pathing, and force them back through it.

  • I sympathise.

    Killer can already be an uphill battle sometimes. Connection issues on top of that can just exacerbate frustration.

    My advice: turn chat off. When your frustration gets that intense, have a break. Take a short walk outside and just focus on your breathing.

  • @Lunairtic said:

    Hex: Undying does so much but for it to also reveal survivors for doing unlit totems, which is supposed to be a means to counterplay this very powerful hex, is a step too far. What are we meant to do against this is we are being punished no matter what measures we take?

    Well part of the point of the perk is that the killer can choose to defend dull totems so that there are some still standing for hex transfer.

  • @KingWeeb said:

    You guys were wrong.

    I just bought him and I feel under a lot of preassure playing as him.

    Slug straight of the gate.

    I know how divisive that is in this community, but Clown is one of the fastest when it comes to downing survivors next to insta-down killers, so slugging is a necessary pressure tool Clown HAS to use. Grouped up survivors can be downed, or all injured VERY quickly when THOUGHT is put into WHERE bottles should be thrown.

    At every loop think about what the optimal paths survivors need to run, and gas along those paths, which either forces the survivor away from the tile, or they become foolish and try their luck trying to still reach the pallet or vault.

    Clown is for players that are already very very good at finding survivors, because Clowns pressure comes from fast chases. If you struggle with this, chuck on the Whispers+Spies combo till you feel confident about tracking and hunting. Clown may not have map pressure, but those gens slow down very quickly when Clown achieves 2 downs in less than 30-40 seconds.

  • @DTJObe said:

    Whether it's a solo player or the more common 2-3 stack, I'm encountering OoO fairly often lately. It's becoming common, actually. I'm having to dust off stealth killers to not have my every movement telegraphed to the other players.

    60% of my games today featured at least one OoO.

    Is anyone else experiencing this?

    If you find it common, run blindness perks or add ons.

  • He needs something. He’s awful.

    How is it that I have no problems getting accurate hits with Clowns bottles, despite the arc, but getting hits with Deathslinger is so damn difficult?!

  • @musefan said:

    First off, what a great thread concept and some really good suggestions so far 😂

    Here are my contributions and maybe more to follow because its pretty fun to do them 😁

    Ass in the Hole.

    At the start of the trial, all survivor items are placed into chests that only you can open.

    Unbalanced Landing.

    You never did learn how to land on your feet. A fall from any height puts you straight into the dying state and inflicts Broken for the rest of the match.

    Better Apart.

    You cannot perform any actions while within 20 meters of another survivor. While within 20 meters of another survivor you gain 100% haste.

    Breakup

    Once per trial you can breakup with another survivor. This causes the other survivor to disconnect from the game.

    Nervous Spirit

    Disturbing crows causes you to scream and freezes you on the spot for 10 seconds.

    Workers Strike

    Your union rep prevents you from working on objectives until the entity agrees better working conditions. After 2 minutes you are awarded a 3rd health state, and are permitted to return back to fixing generators.

    Detective's Lunch.

    You are unable to perform any work until you have found and consumed 10 donuts.

    Lack of Empathy.

    You just don't care about anyone else's feelings. The auras of dying and hooked survivors are hidden from you and you cannot perform healing or co-operative actions.

    🤣🤣🤣

  • @chase131119 said:

    Tunneling because you have no other choice to to create pressure is fine. 4 survivors and 2 gens left, if you have the opportunity to easily wipe out a survivor then do it.

    Tunneling at 5 gens and the beginning of the game is a dick move and you should stop playing the game if any of you do that.

    Nobody, other than moderators, are in any position to tell anybody whether they should or shouldn’t be playing the game.

  • Oh yeah. Welcome.

    Anything else, just ask.

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