TheClownIsKing
TheClownIsKing
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@MadLordJack said:
I'm fairly certain OoO will still light upon the HUD, so it's not quite the counter you may be hoping for.
This is correct. It also still reveals the survivors aura to the killer when this happens as well, suddenly making OoO very dangerous when they have aura blindness. They’re likely to be the one that will waste significant time finding the hex, and will probably be someone the killer can easily catch at totems.
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/1671319#Comment_1671319
I agree with you that it's much harder to eject people from online communities, and that those practical difficulties enable toxic behaviour. But I don't think the answer is that we all have to resign ourselves to expecting the worst of people every time we load into a match. I also think that, in almost every situation, the list of behaviours that are socially appropriate to do is necessarily shorter than the list of behaviours that technically no one can stop you from doing.
I agree that reasonable people can have different ideas of what's socially appropriate and what's not. But I don't agree that, because there's no objective standard of how people should behave, that means no one's actions should ever be criticized. In order for DBD to even load, four strangers have to agree to play a video game with you -- how fun and cool and generous of them! Having no regard for their feelings at all seems callous to me.
https://forum.deadbydaylight.com/en/discussion/comment/1671406#Comment_1671406
I agree. I think there are very few actions in DBD that are always toxic. In almost every case, it depends on the overall context of the match. That's part of the reason that BHVR can't ever apply a patch that's going to stop toxic behaviour -- the toxicity comes from the social element, and not the raw game mechanics. It's totally possible to slug in a way that's legitimate within the context of the match and not at all rude. It's also totally possible to do it in a hostile, anti-social way. And there's no piece of software I'm aware of that would be able to detect the difference.
https://forum.deadbydaylight.com/en/discussion/comment/1671495#Comment_1671495
I care whether the people I play with have fun, no matter which side I'm playing. It hurts my feelings sometimes when it becomes clear that that care isn't returned, but I don't think the answer is that we should all act like psychopaths just because some people do. Every match we play is an interaction with new individuals, and I don't think it's right to punish the entire group because some of its members behaved poorly. If you see someone you recognize, and that person was mean to you, I'm not going to cry any tears over you being mean to them, too, but I don't think the general policy should be to assume that everyone's going to be mean.
If slugging were a toxic, unintended game mechanic, then we wouldn’t have perks encouraging it, and the game would be designed so that when a downing hit occurs, the killer is animation locked into automatically picking survivors up.
The only thing toxic is intentionally not picking up survivors when you know where they are, it is perfectly safe to do so (like when everyone is slugged), and they’re not in a hook dead zone where bleed out is the killers only choice.
Survivors don’t have a right to complain about not being hooked if they intentionally crawl to a corner where they can’t be hooked.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1672368#Comment_1672368
It's Got a 2 minute cooldown and it requires you to use a basic attack. I get most of my Blight hits with Lethal lunges.
Also it only lasts 30 seconds. Once smart survivors (i.e. the type of survivors I design builds around) realize you have it they'll just play around it.
Maybe other Blights are getting good use out of it, but I've been maining him since his release and I've found it pretty useless on him.
Survivors playing around it means you ARE getting use out of it. Survivors wasting 30 seconds every time a gen is hit, just so they can be absolutely sure they don’t get exposed creates significant stall
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@[Deleted User] said:
I'm not that old into DBD but I'm pretty sure at some point in 2016 killers could equip survivors' perks due to a bug and it would create funny situations like using Bond for perma wall hacks
Lol, that would be hilarious.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1672806#Comment_1672806
A Hex that affects player selection. Whenever you press the Ready button, your opponent/opponents/teammates will be picked to ensure the trial is as unfair as possible.
Players' levels will be 6/12/20 ranks apart and players' individual playtimes will be 10s/100s/1000s hours apart.
Hex:Matchmaking affects all players.
The effect persists even if the associated spaghetti code is cleansed.
"A curse is upon you, in the form of a job which has been pretty good so far."
THIS IS BRILLIANT 🤣
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HEX: MATCHMAKING
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672789#Comment_1672789
Also slender man and dracula
Unless in order to reduce the “cheese” he was referred to in game as “The Dragon” or “The Impaler”.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672789#Comment_1672789
Also slender man and dracula
Dracula might be...too cheesy
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1672779#Comment_1672779
https://images.app.goo.gl/9XtMizrpBaELmPd58
There was an action figure done by Todd Macfarlane
Oh my word, that is friggin cool.
YES PUT HER IN THIS GAME!!!
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I still find the most satisfying yoinks are ones from using Dark Devotion on killers that survivors expect a large TR on, and they potentially still hear The Obsessions TR in range, giving them that false sense of safety.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1672733#Comment_1672733
Also Ghostface doesnt announce his presence across half the map with his breathing.
I do love his breathing though. It’s so sinister and immediately puts me on edge when I hear it on the other side of a wall.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1672115#Comment_1672115
Killers get almost nothing to work with? What? every killer has a way of cutting time off chases. A few of them aren't that great (Myers, GhostFace and Wraith) but the majority of killers now can shut down loops before they even start. If you really don't like chasing survivors might I suggest playing Hag or Spirit more.
Some killers aren’t even meant to engage in extended looping. I see Wraiths make the mistake of committing to a chase after missing a surprise hit on a healthy survivor. That’s simply going to waste way too much of Wraiths time with his kit
Drop it. Try and catch somebody else off guard.
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@dugman said:
I’d be down for a Medusa killer who causes negative effects on survivors that look at her. Something like
- While a survivor is looking at Medusa a Horrifying Visage bar builds up charges at the rate of one per second. While not looking at Medusa the bar begins regressing at a rate of one charge per two seconds after a two second delay.
- If there is any energy on the bar the survivor is Hindered
- If the bar has at least 1 charge then the survivor is Blind
- If the bar has at least 2 charges then the survivor is Oblivious
- If the bar has at least 3 charges then the survivor is Exposed
- If the bar has at least 4 charges then the survivor is Broken
- If the bar has at least 5 charges the survivor is Immobile
- The bar can hold up to 6 total charges
So basically the survivors want to avoid being able to see the Medusa as much as possible while of course evading her in chases. The specific conditions and numbers I gave above are just spitballing it to show the concept.
I also thought of a “don’t look at the killer” killer, and wonder if The Blair Witch would be a good fit for DBD.
Only problem would be coming to a consensus on she is supposed to look like for the game, because she’s never been shown/seen.
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I’m more curious about whether we’ll ever see another AoE effect killer, with an ability tied to TR like Doc. I find TR a fascinating and under-utilised game mechanic, other than changes in size, and the only 4 TR perks killers have access to.
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Also you’re not being punished if survivors kill themselves on the hook. The goal isn’t to rank up. Brutal killer is still a “win” of sorts.
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At the end of the next match spend some extra time on the emblems screen, and highlight each emblem to read what is required in order for you to do to earn no emblem, bronze, silver, gold, or iridescent in that respective category.
It’s how many emblems you earn of bronze, silver, gold, or iridescent (or no emblem at all) in each category that determines whether you receive Entity Displeased (de-pip), Brutal Killer (safety pip/no pip), Ruthless Killer (1 pip), or Merciless Killer (2 pips).
Hope this helps.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1672420#Comment_1672420
I just want to point out that Whispers is a really good perk on Doc for this exact reason.
Hmmm... I personally don’t use Whispers on Doc because I already feel confident in my tracking abilities, freeing up a perk slot for something else. With a massive 60 second cool down I always wait till I either spot a survivor, or start a chase with one before I use Blast so I’m 100% guaranteed at least 1 survivor always goes up a madness tier whenever I use it.
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@Rareware0192 said:
There’s the obvious ones like Spirit and Oni. I’m assuming Nurse is also deceased. Anyone know who all the dead killers are?
My presumption was all of them. My understanding is that every survivor and killer experienced a kind of death when being taken by the fog, without it necessarily having felt like dying.
I.e. they’re not even aware that they’re dead.
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@sluc16 said:
Seriously, the main thing killers need to get good at is tracking survivors, the doctor completely eliminates that need. Plus of course he can block you from vaulting, dropping pallets and using items. Waw so much skill needed
I’m tired of “Doc takes no skill at finding survivors” rhetoric.
I’ve versed PLENTY of Docs that completely waste their Static Blast multiple times per match because they haven’t spotted any survivors and are just blindly hoping some are nearby in the TR, or haven’t gotten into a locker yet.
Doc’s tracking ability is SECONDARY. Madness is meant to WASTE THE SURVIVORS TIME, not primarily be a way to find survivors.
Anyway, just try going against good survivors and spam Blast just because you haven’t found anybody yet. It won’t get you very far. Not at all.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/197081/calm-spirit-is-a-must
How Does Blight make you scream? Are you talking about his perk Dragon's Grip? Because I only ever use that on Pig. It's kinda wasted if you use it on Blight TBH.
As a rank 1 surv/killer I should say that at high ranks survivors don't care at all about their location being revealed. We WANT to get chased. It's how we have fun in matches. Calm Spirit is antithetical to that.
I should also mention that the true power of Calm Spirit is that you don't startle crows. Then again, only the best killers (Hi!) ever use crows to track survivors.
How is Dragons Grip wasted on Blight with how fast he can return to a gen?!
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@LqF said:
Wait, does BBQ have any interaction with calm spirit?
No. But a popular build emerging is BBQ, Infectious, M&A or Distressing, and Iron Maiden, meaning survivors are damned within the TR, or damned getting into a locker to block BBQ. They’re revealed anyway. Calm Spirit completely breaks this killer strategy.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/196914/proxy-camping-is-it-a-problem
What you just described is just camping. Proxy camping is camping using a proxy. This means a killer doesn't have to be near the hook at all as long as they have something near the hook doing the job for them. So think trapper trap or a hag trap. The killer isn't there but the trap is so it's camping by proxy.
YAY someone else who gets it.
I eye roll at how often posts on these forums mistakenly use proxy in place of proximity.
The only killers in the game that can camp by proxy are Hag, Trapper, Demo, potentially Freddy if the hook is near a gen, and to a lesser degree Huntress.
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@JordanMalicious said:
Hey all, I'm a player of both Survivor and Killer, but I definitely prefer to run as killer.
I find myself proxy Camping a lot these days because almost every lobby I go against will dive bomb hooked survivors moments after I start to walk away. I don't feel great while proxy Camping, but if I see someone trying to crouch around where I just hooked someone, I'm going to stay near the hook, unhooks aren't free, especially if you're trying to unhook in my face. Obviously borrowed time is a thing, but I find that usually 7 out of 10 times, there is no BT, just bad plays.
My question is, do you feel that proxy Camping is just as bad or worse as camping next to hook? Try to be civil in the responses please ☺️ We are all here to enjoy Dead by daylight 👍
If the survivors give you no reason to leave the area, then don’t.
I tend to leave first hook to see if that’s the kind of behaviour the survivors exhibit. If that hook goes boom before I’ve even gotten the same distance away as my TR, then damn right I’ll proximity camp future hooks.
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@Sonzaishinai said:
Most killers i see will afyer hitting a survivor keep chasing said survivor
I generally go back to pressuring gens or finding other survivors.
I know this is mostly based on circumstance but what do you do most often?
And what is the most optimal of the 2?
I usually let them go because the speed boost will most likely take them somewhere safe
Like yourself, it’s highly situational.
If I catch a group together, and my kit has no other way of wasting survivors time, then yes I’ll hit n run to injure as many of them as possible. I like to run Coulrophobia together with Sloppy/Mangled add ons quite regularly. So survivors either waste LOADS of time healing, or I get shorter chases later if they stay injured.
And committing to a chase with a survivor I found on a gen will depend on how much repair progress that gen has.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/197093/mindgames-and-loops
This is one of the reason's why I'm a Spirit main!
- Spirit can actually do something no matter the situation she's in
- Spirit deals with looping differently
- Spirit flips the script on survivor's which is why "She is a product of what's wrong with looping"
- Spirit doesn't have to rely on survivor's making a mistake or out positioning them
When I play killer's that aren't Nurse or Spirit, mindgaming and dealing with looping in the same manner gets old and boring! When I'm playing survivor and I'm looping, I'm feeding off of direct counterplay information and using common sense and to me that's just not rewarding because I feel like I'm not using any skill to outplay my opponent!
This is exactly why I’ve stuck to Clown for so long.
I don’t necessarily need to worry about loops being mind-gamed. I gas the paths around the loop that are the optimal way for the survivor to run. If the survivor doesn’t leave the tile, they’re taking a hit. If they make a run for the next tile, they’re taking a hit.
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Nobody here is addressing the fact that there are survivors playing this game with so much experience, they already know what potential mind games to expect from a killer, thus know what tells to look out for.
It also doesn’t help that killers are very limited in their ways to attempt a mind game, meaning that while a pallet is still up, or a vault isn’t blocked, these kind of survivors always have the upper hand.
There are just too few ways a killer can be unpredictable at loops. Which makes it too easy for these survivors to predict what a killer is attempting.
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@Slashstreetboy said:
Well, you´re entitled to your opinion. Against a Totem Killer I at least can do bones. Against a DS+UB/SG user I have literally no option other than leaving them be if I don´t want to throw the game.
Just eat the stun. Eat it early. Presume every survivor has it, and attempt to try an eat 4 stuns by mid game. Problem solved.
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@itsmetimohthy said:
As a killer main, I just want everyone to be aware that if you run Ruin/Undying you are no different than a survivor running DS/Unbreakable. You all have a smol pp. Thank you for coming to my ted talk.
I run Distressing, Coulrophobia, Sloppy, and Deerstalker.
I have big fat pp?
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Lol.
Every few weeks to few months this suggestion resurfaces.
This forum needs a pinned permanent post that says “No. We’re not going to support a paedophile.”
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1671592#Comment_1671592
How is toxicity a matter of opinion? Doesn't that make it a moot point and distort its definition into "something I personally dislike"?
Lol.
I mean, spend a day scrolling through this forum.
There’s a prevalence of “toxicity” mistakenly “a matter of opinion”.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/1670295#Comment_1670295
Why do you seem so dead set on spine chill being the most op broken perk in the game. If you think someone has it and are sneaking up on a gen dont look at it. If you are in the open going to a gen chances are they saw you before spine chill. It does very little to help in chase. Also how many people do you know that know to look for the smoke over a loop. Very few people would even think about it and you are unlikely to go against players that know this when you play her.
Approaching gens isn’t my issue. I know how to work around that if I’m using a stealth killer.
My problem with Spine Chill is that there ARE in fact many survivors that know how to pay attention to Spine Chill to nullify any attempts at mind games the killer tries at loops that have LoS blocked.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1671406#Comment_1671406
I agree with slugging being perfectly fine. There are killers who’s whole play style is basically slugging. Oni and Myers are obvious. I’d say Myers HAS to slug in every game. With how his power works fishing for a snowball and ending the game in one Evil Within is best case scenario. I just think it’s definitely more boring all around than an actual game with hooks being in play.
As a Clown main I absolutely have to. I ideally try to go for a one on the ground, one on the hook, one in a chase approach. It drastically slows the gens down.
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@SlavJenko said:
Lately when I'm playing games as Blight or Hag I'll down someone, look around to make sure no-one is hiding tp flashlight save, and then I can't find the person I've downed. It's happening too much on maps with tall grass and it's nearly impossible to found the person I've downed. I don't want to waste a perk slot on deerstalker but the devs need to make it so that downed survivors have a little glow, like when they are in the dream world for example, because I shouldn't get punished because I physically can't see the person I've downed. And before someone mentions listening for the groans, I do exactly that just to find out the downed survivor is in the complete opposite direction l.
All I ask is that downed survivors get a little glow that can only be seen when ur within 2-4 meters so that I can actually pick up the person I've spent 2 minutes chasing
I HATE trying to find downed survivors as Blight. I could be trying to immediately pick up someone I’ve just downed in grass, and I’ve already lost them even though I can hear them. I spam the pick up button, but nope. Can’t see em, not luckily picking up by spamming either.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/1671104#Comment_1671104
I get the point you are making its a game its meant to be fun. But there is no agreement between parties that the game is friendly. Unless you are playing with you friends in a KYF custom then sadly you are playing with random people on the internet. Some of these people will be the kind of folk no-one would play with at anytime, we all know at least one person you don't want at game night. Those people are in abundance online. That said...
Some people might play to win, some might play to muck about, some might not care, some might care more than others. Any real pre-game agreement between parties is imagined. You place importance on everyone having a good time, that's great but its a competitive game some people play to win it.
Yes there are behaviours that are more obnoxious than others, but if the play is within the confines of the game rules (without abusing flawed mechanics) then its fair game.
The takeaway point here is that you can play the game anyway you like within the confines of the rules and you should expect people to play the game any way they like, because it's highly unlikely that everyone will play the game in the same manner that you choose to.
Getting upset at the game and crying toxic because of slugging is just silly, same as if you got flashlight blinded multiple times, or tunneled, or camped, or seriously looped, or 'Gen rushed', or body blocked on your way to the hook, or keyed out or 1 hook mori'd. All these things are in the game and you should expect them to happen.
I'm not saying people should do them but neither am I telling people that they shouldn't, I play in a way that I enjoy and hopefully isn't too obnoxious for the other players, but I'm not overly concerned about whether or not they find it "fun" because their definition of fun may be completely different from mine.
The main goal is if you understand how this game can be played and have realistic expectation of what can and might happen, then often you are more pleasantly surprised than annoyed at how things play out, at least I generally am.
Hence my statement that you are not responsible for anyone's fun and neither are they responsible for yours.
Applause.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1670839#Comment_1670839
Regularly slugging not slugging everyone at once and going for 4 hooks.
A strong team might not give a killer a choice.
Theoretical scenario: killer only manages their very first down after 3 gens have already been repaired, and is really feeling the pressure. They notice new scratchmarks and immediately investigate. It’s someone hoping to flashlight save. Killer downs them. Returns to first slug but catches someone else trying to revive them. Killer reaches them before the dying survivor can get on their feet, chases the survivor attempting to heal, downs them. Killer again tries to return to the first downed survivor but then notices the fourth survivor doing a desperate run to the survivor downed with the flashlight. Again killer chases to intervene, because the last thing the killer wants is the flashlight holder revived with other slugs to hook. Killer managed to successfully down 4th survivor before they’ve managed to help anyone up.
Sometimes the killer is not being in anyway toxic. Sometimes the game plays out in such a way where new chase opportunities present themselves in quick succession to a killer sensibly paying attention to environmental queues. Opportunities that would be foolish to ignore.
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@Aven_Fallen said:
Most likely on the 20th, this would be 3 weeks after the PTB. But no official Date is confirmed for now.
Yuck.
Im too impatient for the 20th. Lol.
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@xtr4me said:
This perk was introduced before the Endgame Collapse and was out of date, what changes would you make?
I don’t think it really needs to be changed much.
Perhaps if it reveals survivors auras while interacting with a gate switch, PROVIDED the EGC hasn’t yet started (so it can’t screw over the last survivor in the trial if the killer closed the hatch)
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@CaulDrohn said:
How come nobody mentioned that it's actually Fungoose playing there, one of the best / well known educational DbD Streamers out there, not some random player.
I genuinely didn’t know. I’ve never watched him before.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670998#Comment_1670998
Interesting, I use Myers and Oni to farm points in that way (don´t think they need addons anyway).
With Clown it depends, usually brown, if the Survivors seem strong or I just want a relaxing game, I take out the good stuff.
Haven´t quite seen a build like yours, looks pretty unique! Maybe I´ll try it out soon.
My go-to Clown build is BBQ, Brutal, Surge, STBFL with BBQ just for the points basically.
I constantly experiment with builds, but pairing Blood Echo with Mindbreaker is a current fav, and will work even better if the devs leave the ditched 50% requirement in the PTB. I.e. I hope that still goes live.
Another one I like ATM is Overcharge, Dragons Grip, and MYC. Makes survivors paranoid touching gens or unhooking.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670711#Comment_1670711
I agree. Clown is part of my core roster and he definately is underrated. In fact, he becomes really strong with good addons (pinky finger not included). To be played on a higher level he requires a good understanding of pathing and how the Survivor will behave on top of all the little tricks one can pull off with the bottles. Seems to be an unpopular opinion we share.
I don’t even bother with add ons a lot of the time (I haven’t been using add ons recently because I’m using Clown to farm points for other characters, so I don’t want to burn through my Clown stock).
My current build is Bamboozle, STBFL, Blood Echo, Mindbreaker (those 2 are because I’m not using Solvent Jug). I can’t wait for the new Mindbreaker to go live.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1670532#Comment_1670532
New or not he acknowledges what hes doing isnt fun. He then justifies it by saying it's not his job to make it fun for others. I'll just wait for a good swf.
Well that’s a contradiction.
Regularly slugging is a necessary way of dealing with SWF.
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It’ll be fascinating to see what they’ve done for next chapter.
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@BigTimeGamer said:
For the past several days, both on Killer and Survivor, it feels like every game now I'm running into people who just hold W and don't even look behind them in a chase. Countless games now are immediately complete slaughters as they are often 2v1s or 1v1s, or on the flip side when i'm killer, I could be asleep and still 4k without a single gen being done.
I get rank doesn't mean much, and at the risk of sounding like I have an ego; but as someone who has been Red both sides for ages and is generally better than the average player, it seems like I'm getting more and more rank 15s in disguise, dunno how everyone else's games are going.
I know the game was on sale recently across many platforms.
Newer players?
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@TheCoolDBDGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1670701#Comment_1670701
yeah i guess so i mainly just saw the title and then watched his video, thought he did some really good plays
He definitely mostly has the right idea of WHERE to put gas at loops: where the survivor needs to run to reach a pallet or vault.
Clown is so much better than most give credit. And he definitely doesn’t need gen slow down. All Clown needs to understand to slaughter (most) survivors is how THEY need to run each loop optimally, and then Clown knows exactly where to put gas to ensure the survivor can’t possibly escape a hit before vaulting or dropping a pallet.
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@TheCoolDBDGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1670683#Comment_1670683
I wish, nah i'm not.
Just saw his yt video. :)
First, i’ll respectfully give him kudos for winning.
Secondly, it’s always hilarious when survivors DC against Clown.
But...
There weren’t any secret strategies going on here. Any killer currently can be carried by Ruin + Undying + Tinkerer. And interrupting survivor actions with direct bottle hits isn’t new.
He was also doing a few Clown “no no’s”. You don’t engage in a fresh chase with zero bottles. There were a few chases he would have ended quicker had he reloaded straight after a down or hook, even though those survivors would have initially put distance between them and Clown.
There were a few dodgy long throws he shouldn’t have bothered with, and loops he should have thrown bottles at the ceiling for more coverage rather than the floor or wall.
I will give some credit, he certainly performed much better than most Clowns I’ve seen stream, and definitely knows more about what he’s doing than most others, rather than spam bottles at a survivor all the time.
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@TheCoolDBDGamer said:
https://www.youtube.com/watch?v=PkLnBKSPWjg&ab_channel=Fungoose
Works at Red Ranks :)
Makes clown more viable.
Oh dear...
Before I post anything insensitive, are you the streamer?
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I do similar things if the survivors are really struggling against me. If I’ve gotten multiple hooks, and a death and they’ve only managed 1 gen, I’ll let the remaining survivors know they can repair and escape, and I’ll just do silly things in the meantime
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@Zayn said:
https://forum.deadbydaylight.com/en/discussion/comment/1670365#Comment_1670365
Very situational points. The threat of Unbreakable which is meta is also always there so you can do those very things by playing normally. Which does happen, at rank 1 especially, killers when slugging a survivor usually come back right before they can get up with unbreakable if they had it except when that survivor just came off the hook in which case they may have DS as well.
Situational, but not rare.
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@Mikeasaurus said:
I mean, the crows worked as intented. You stood still for too long so you got classed as AFK. Maybe just accept a chase instead of playing the part of a tree?
I don’t think they’re talking about AFK crows. They were simply up against a killer that pays attention to disturbed crows.
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@goodkitttcat01 said:
I dont mind the Idle Crows. But I dont think you should be able to get them while within the killers terror radius. Had a game where that was running around my generator (as a claudette in green/white/brown I love tall plants) looking for me so long I got a crow and he found me. Apparently the game expects you to be able to walk/run around with them right next to you.
That’s the entire purpose of crows for the killer.
Survivors can already hide scratches by walking, and there are DOZENS on nooks and granny’s for survivors to hide in on every map.