Avatar

TheClownIsKing

TheClownIsKing

About

Username
TheClownIsKing
Joined
Visits
0
Last Active
—

Comments

  • @WARW0LF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651787#Comment_1651787

    no?

    you don't know if bloodwarden is coming, how is leaving your team a counterplay lmfao

    Because the goal is YOUR survival. If you want to wait for your team before leaving then accept the risks.

  • @Deadeye said:

    Sounds good. Not sure yet if all three together (especially the "negative effects" part, as it would also target Broken from Second Wind or Legion addons, Hindered from Clown gas or Huntress addons etc. That could at least become a bit too strong in total

    Vigil new meta 🤣

    (buff vigil to include all status effects)

  • I’d like to see DS & Unbreakable get the Deliverance treatment. If the survivor successfully stuns/self revives, then they’ll incur Broken for a significant amount of time.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649753#Comment_1649753

    I think it's just because that's how exhaustion works. I'm not sure how difficult it would be to change, but it's a cool idea and a nice buff if survivors didn't know they were exhausted until they started to run. And it wouldn't be too strong because it would only be a surprise the first time it happened.

    Except the flaw in that is what if Meg is spotted before she gets on a gen and uses her SB in that chase? She’s gonna know Mindbreaker is equipped anyway the first time she can jump on a gen and notice her SB exhaustion isn’t recovering.

  • @BioX said:

    Mindbreaker still has the weird design choice of literally telling the survivor its in play the moment they are on a gen and will still have the nice little countdown telling them exactly when its over so they can use their sprintburst.

    so yeah, still trash...

    Cruel Limits idk, would have to test.

    It’s not a weird design choice. The survivor incurred a status effect. They need to be notified of that.

    And now that they know, after they first use their SB they have to decide: do they wait until their exhaustion recovers before touching a gen again? Or do they risk having their 40 seconds paused working on a gen and maybe get caught out by the killer before 50% is repaired without their SB ready?

  • @ImJustABeeBro said:

    Title

    Cruel Limits will still be far far too situational, whereby it only occasionally nets an actual reward during a chase.

    For the record though Mind Breaker isn’t actually a bad perk. Although the extra seconds of exhaustion sounds nice this isn’t really where the perks value lays. It’s value is in its ability to PAUSE existing exhaustion timers. I’ve ran this perk in conjunction with Blood Echo, and I’ve won matches against survivors running DH or SB and they NEVER or RARELY got to use it. Mindbreaker can also stall the game because some survivors with an exhaustion perk will actually WAIT till they’ve recovered their exhaustion before touching a gen again.

    My only wish was if the buff were changed so that the tiers were 50/60/70% repaired.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649417#Comment_1649417

    While that's 100% true, their job is literally to communicate with the community. Otherwise, why are they paid?

    They’re people.

    They’re susceptible to burnout from frequent bombardment of vile negativity just like you, or me, or anybody else.

    Throwing money or wage at somebody doesn’t magically make them cope with that.

  • @JimPickens666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648911#Comment_1648911

    So you go in expecting to be the first one hooked so you take a perk that MAY make it so you can unhook yourself and heal right afterwards because....

    Theres no reason. The devs know that thats why they talk about "Niche" builds because your thought process will lead you to use slippery meat maybe once or twice, and then stop using it or only use it in meme builds. The only way thats not the case is if its a ridiculously high chance, maybe you can even stack up that dumbass ace perk and offerings with a full SWF but thats literally memeing, you'd be replacing game changing broken perks with a perk that MIGHT let you kobe (may he rest in peace) and MIGHT be more useful than Deliverance IF you get the 1/4 chance of being the first person hooked, a statistic you can influence by just avoiding the killer until someone else is hooked mind you.

    I hate it. Its so not fun that the meta for survivors in DBD is so clear cut. This perk, like a lot of perks, is really cute but they refuse to actually balance the game so what does it matter.

    It’s not about expecting or predicting anything. It doesn’t matter how good you are at this game. Sometimes the opposing side causes things to occur that are out of your control.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649003#Comment_1649003

    I'd say this perk has provided me some of the most easy downs on M1 killers I have gotten while playing DBD against competent players. It is very hit or miss.

    Maybe it is on cooldown, maybe where you hit the survivors isn't a favorable location, etc. But when it works, it really works. Absolutely effortless downs and it doesn't' matter if the survivor is terrible or amazing. And when you consider that the game can be ended off one hook and one slug done early in the match......

    Exactly. Too many killers have made gen slow down the meta, without considering that gen slow down isn’t necessary if chases can be dramatically shortened.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648860#Comment_1648860

    https://us.v-cdn.net/6030815/uploads/48QDC4H41GX8/rekt.png

    This perk literally lets you 2 piece people at so many loops. Especially at the start before people know you are running it. This room is a great example. Someone ran upstairs, took a hit, and boom. Free down. "Just hold W" is a really bad argument. I am already identifying a ton of areas where Blood Favor is a 100% free down. The 4k at 5 gens at rank 1 (because of blood favor) is just an added flex for this picture.

    On The Game it’s an amazing perk

  • “Why would I run Slippery Meat instead of Deliverance?!”

    In case YOU are the first one hooked and couldn’t secure a save first. And to have the option of healing to healthy sooner.

  • @timbologna said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645745#Comment_1645745

    He's the only one I have pop with so i kinda have to because he's the only killer i have effected by it.

    It’s still flawed logic. I’m a Clown main. I hardly use Pop. I don’t feel handicapped as Clown at all.

  • @TheClownIsKing said:

    Now that I’ve started to get some valid use out of Blood Favour, whereby I can say chases were successfully ended because a pallet was blocked, here are some thoughts on the perk, and WHY it’s good that it’s a Hex.

    It’s been said a lot that because of it’s cool down, it’s too weak to be a Hex. I beg to differ. From the survivor perspective if this perk were NOT a hex, so if they’re having to deal with their primary form of defence being blocked up to every 40 seconds all match long, i’d predict it would result in a huge increase in survivor DC’s, especially if it were paired with Spirit Fury & Bamboozle. Having it as a Hex gives the survivors hope that they can get rid of the ability.

    Which brings me to one of the other great things about this perk, and why it’s best pairing it with Undying: Loads of wasted time. If Blood Favour were a standard perk, you would not get the benefit of a little extra stall occurring in the game. In the case of it being paired with Undying, then a LOT of extra stall in the survivors attempts to desperately rid the match of Blood Favour so that chases aren’t so dangerous. The killer gets the benefit of survivors wasting time finding Hexes, yet will still (mostly) get significant use out of Blood Favour for most of the trial.

    I’ve been saying this from the beginning. It’s a great perk, and additionally causes stall when the survivors start trying to find and cleanse it.

  • @darktrix said:

    Does it counter Surge?

    That’s a very interesting and valid question actually.

    I guess the same can be asked about overcharge?

  • @Breque said:

    I never play killer because i like to play with my friends

    and in the past all the matches that i play as killer i make 4 kills and like 2 gens was done was kind of easy ( probably cuz i was rank 20 )

    But now it look like that is so much harder to play ( i am still rank 20 ) and when i say so much harder i am saying that i jump of a level that i do 4 kills and no gen was done and now all gens are done and 2 escape ( i never play as killer the max rank that i got was like 16/17 maybe 18 )

    They change the matchmacking system or it just me that regressed

    Because the pool of veteran/experienced survivors is so much larger now. They’ve learned how to waste a lot of the killers time at every tile.

  • @KingFrost said:

    Say for example you are slugged and pick yourself up with unbreakable. This leaves you with... let's call it "Enraged" (I can't think of a good name for it, honestly) for the rest of the trial. If you're enraged, you can't use DS. Effectively DS and Unbreakable would be 'Enraged" perks. So if you use DS, you then can't use unbreakable to pick yourself up. Or if you use unbreakable, you then can't use DS when picked up the next time.

    This would limit the synergy between the two perks without absolutely destroying all synergy.

    Might not really fix all the problems, but just an idea I'm throwing out there.

    My solution would be successfully triggering the DS stun, or the self revive with unbreakable triggers the broken state for 30 to 60 seconds, and also adjust the perks so that neither can be triggered while in the broken state.

  • @daLenster said:

    Did they remove the drop penalty and make it so the timer recedes the longer you're on the ground?

    No, but they reduced the drop penalty when they introduced the sabotage changes.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647525#Comment_1647525

    Also remove all the things that reveal your traps. At the very least make it perk only. There's no commitment to bringing a rainbow map/yellow rope add on.

    Franklins & TTS, and trap the shiz outta that totem.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648371#Comment_1648371

    If a 4 man swf were to run Technician and Prove Thyself, it could possibly allow them to win the game faster.

    A team like that are unlikely to regularly miss skill checks.

    This Technician change is only really going to be handy for new players, or versing Doc, or anybody running Unnerving Presence or/and Huntress Lullaby.

  • @[Deleted User] said:

    While the complaints around PH's ability to zone with his power and most PH players reluctance to actually use the power were valid, I feel like the devs completely missed the point as to why PH players mostly fake it.

    I'm not faking the power because it's too punishing to miss. That's certainly part of it, but the bigger issue is that there's way too much of a telegraph on it and there's not enough flick on it. You can't hit anybody good with it unless they're animation locked or in a choke point. It's a very low percentage power. The survivor only needs to move perpendicular for one or two steps to avoid the attack and PH can't rotate fast enough to compensate.

    You can reduce the cooldown on misses all you want, but that's not what is causing me to avoid using the ranged attack. It will always be less efficient to use the attack repeatedly and miss. All the survivor has to do is look at you and stay on your shoulder. They missed the point.

    This ^

    It also why I’ve already stopped using Blight.

    They’ve made it too easy for survivors to avoid these powers by simply looking backwards.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/194026/so-blight-can-now-break-walls-pallets-with-his-power-but-he-still-has-crotch-cam

    I'm losing survivor/scratch marks in grass because hes so short. its awful. I cant even tell if the survivor is still looping even on the low Azarovs/Purgation walls!

    This is my greatest issue: losing track of Scratchmarks because of the limited angle of downward view. I even lose downed survivors in grass much easier as Blight than any other killer, and annoyingly I still do not have Deerstalker unlocked on him yet.

  • @Nemmy_Wemmy said:

    Yeah i wanted to start getting into and learning plague but idk if its even worth it..

    Look at how long nurse has been bugged, Plague has been..plagued by bugs as well for awhile lol

    Are there any plans to fix her soon? Have they acknowledged a plan fix for plague? If not im just not gonna bother and stick to other killers.

    That’s the heart of the issue with Plague though. She does in fact regularly get “fixed”. The problem is either the “fix” introduces new unexpected bugs, or she’ll be fine temporarily until a new chapter or mid chapter release and THEN she’ll have new bugs.

    I predict it already. This mid chapter Plague will have something entirely new wrong with her, or an old bug will return. She always does.

  • @[Deleted User] said:

    people off work

    therefore more swfs

    therefore more pc swfs

    therefore deth

    Yeah well they can go get Foxtrot Unicorn Charlie Kilo’ed.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646461#Comment_1646461

    sure consider DS + Unbreakable. either down and leave surv gets up or don't touch, 60 seconds of invulnerablity on a gen. not a good thing at all except for the survivor. it ensures 60 seconds of not being messed with what so ever and the ability to get up during that time if downed and left. but pop gets blocked by ruin if you want to use them together. I'm sure that's been considered. and sure there is NOTHING you are supposed to be doing while DS is active, then fine, if DS is active you can't interact with anything but a med kit or being healed by another. but honestly synergy in survivor perks is wanted, killers get no synergy at all. Killer perks are getting cool downs and the only cool down's survivors have now are sabo and exhaustion perks. (if i missed a perk its because i don't use it that often).

    If it’s early enough in the match, eat the stun. Survivors can only use each perk once.

  • @BabyCameron10 said:

    If anything it made keys have no counter if I am being honest. If it was a 4 man swf, it guarantees that at least 1-3 players escape, if they have a key with them. So you would have to play fairly scummy and slug to even get a certain amount of kills. I feel like they would be more balanced, if the killer could do more. Maybe break hatch? Idk, what do you guys think of the offerings, that literally nobody asked for?

    Obvious one is so survivors can plan that around a key.

    For killers, so they know exactly where to go to close it.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644579#Comment_1644579

    They said on their twitter flashlight and pallet saves.

    It is incorrect though that tokens could already be acquired this way. It has only been safe unhooks and protection hits for a long while now.

    And being able to quickly heal slugged teammates is a buff. This could be great paired with BK

  • @Slashstreetboy said:

    You have 3.3k hours yet you ask these questions?

    You really should have the basics down, if it´s teammates that screw you over often maybe try a more self-sufficient build.

    There´s always advanced stuff to watch though. Fungoose has nice educational content for example.

    This isn’t an entirely fair response. I agree however that a solo survivor needs to be able to rely on some degree of self sufficiency, but sometimes things just go south because of the random, emergent nature of the game.

    To the OP, my advice is to re-embrace caution. I don’t mean slink the whole match. Just treat the beginning of the match as reconnaissance. I.e. it’s best to know what you’re dealing with before immediately jumping on a gen. Spawn with other survivors? How are they behaving? Are the immediately recklessly running everywhere leaving scratch marks? What if you all spawned near the killer? Do you want to get caught out because of reckless teammates? These are the kind of things I focus on in the beginning. What am I dealing with, and how are the other survivors behaving.

  • @Grimmy_Bluues said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645960#Comment_1645960

    True, but I don't imagine the devs want it to be "overbearing", so the numbers are probably gonna be crap. We'll have to see I suppose.

    The devs will sensibly consider numbers whereby the perk is still useful on its own to trick survivors into healing, whilst also still considering potential stacking with other perks that could become too overbearing.

  • @GreyWolfofNorth said:

    I was perusing the forums and I came across a discussion about a certain particular post from last night. The post from last night was about adding a pregnant survivor.

    Naturally I understand why the discussion was yeeted out of existence. But it got me thinking about how Dbd is a horror game. And horror movies are generally pretty boundary pushing as far as topics they got into (child killing, trauma, pregnant ladies dieing).

    I'm curious on what everyone's thoughts are on why horror games generally won't let themselves do stuff like that. This game is rated M for adult players so I'm not sure why we wouldn't be able to explore more horrific things Id even argue that horror games are "Horror Lite" instead of true horror.

    Disclaimer: I am not saying we should add a pregnant survivor I am more curious on the discussion related to horror movies doing unsettling things while horror games particularly Dbd generally don't go too crazy.

    There’s also a commercial reason why. Going out of the bounds of its current rating in certain regions could cause it to become banned in places that already have an established player base. Which of course would be bad.

  • @BigTimeGamer said:

    But... as clown you hold w and that’s it

    he is worse than Legion

    That only works again terrible Clown’s. The kind of Clown’s that are throwing bottles at the survivor with bad aim, instead of focusing on where they might be going, and putting gas in front of the survivors possible pathing.

  • I’d guess that highly likely.

  • @OniKobayashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638803#Comment_1638803

    When I get the rare Clown games, most of time they aren't too good with their usage of the tonic. If they use it at all. Clown also gets bullied hard. I think all Clown mains know he's bad, but we still love him regardless. We love his laugh when he cuts people, we love the Solvent Jug, and we just love playing a wicked Clown killer.

    To be fair, I am worried about how they plan on buffing him. His power is too simple to be buffed without sacrificing something. If they make him worse, I'm outright quitting DBD because they somehow someway managed to ######### up the weakest and most simple Killer in the game. I have no faith in their abilities beyond that point.

    He’s not bad at all. It’s as you implied: most just play him badly.

    My feelings are they do actually need to be careful with any buffs to his existing power. Used properly, survivors are 100%!getting hit/going down, no question. There are very few ways to safely escape a Clown.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645169#Comment_1645169

    Since Pop is quite literally your perk I agree. Not sure why everyone's going crazy. Who needs more than 45 seconds to kick a gen?

    To this day the original Pop buff was one of the more surprising buffs to me. I was like “oh really?! That’s excessive. Why do the devs think 30 seconds isn’t enough time?”

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645037#Comment_1645037

    Doesn't need to be used by everyone. I think sometimes people want every perk to work on every character which just isn't going to happen. I know it's a must have perk on Plague now. I'd say on Legion it's also extremely good.

    It doesn't effect healing anymore but we've already got better perks for that anyway. I have to give them credit for making a lot of decent changes in this update.

    Hallelujah. I’m glad I’m not the only one NOT dumping on the proposed perk changes.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645094#Comment_1645094

    If it could only be used by itself then that 32% would be fine. Problem is combine that with every other slowdown perk in the game and it becomes a bit too much.

    It all does depend on what the new numbers are. I'd assume that it'll be maybe 4/5/6% which I think is fine.

    I agree. 6% repair debuff per injured/dying/hooked survivor sounds useful, whilst staying conservative enough that it wouldn’t be outrageous stacked with other slow down.

  • @xGodSendDeath said:

    Peanits agreed months ago that hopping on a generator in the killer's face with DS active is complete BS, so I was surprised they didn't change that at all. It probably is about cash. BHVR does nothing about racist, homophobic trash talking SWFs because they buy up pink hair cosmetics hand over fist

    This is indisputably false. Where legitimate proof is provided about racism, homophobia, or any other prohibited discrimination, the devs DO take action against those players.

  • PGTW never needed to be buffed from its original 30 seconds to begin with.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643875#Comment_1643875

    Seriously what good is an 8m increase to Cruel Limits when the fundamental idea behind the perk is flawed?

    Yeah this is the only perk change I think isn’t great. The extra range MIGHT be good if two adjacent gens pop at the same time or quick succession.

    Everything else is great though, contrary to everyone else’s opinion.

  • @OmegaXII said:

    Well, shouldn't killer be rewarded for more if he is capable of downing people fast? Isn't that survivor's fault for getting downed within the duration of pop? Isn't it the same as DS, where killers are punished for being too good?

    Not to mention there isn't always a gen nearby that has some progress to be regressed.

    I honestly don't understand the reason behind it.

    PGTW was nerfed because any killer that knows what they’re doing doesn’t need 60 seconds to make good on the perk.

    I’ve played Clown (and his perks) since the release of Curtain Call and the perk never needed to be buffed from 30 seconds to begin with.

  • @AetherBytes said:

    I went up against a freddy who looped me around a gen. The looping degraded to a point where he'd kick the gen and I'd immediately tap it in front of him and he'd try to grab me, fail, and miss the swing as well. He'd kick it again and I'd immediately tapped it again. I did it just cause it was wasting a lot more time then him actually chasing me would, and honestly was a lot more fun then vaulting windows.

    Do you guys have any such stories?

    Oh the poor dear. He was clearly stressed, unfocused, and probably very inexperienced as killer.

    Still sounds funny as hell though.


    I kinda do what would be deemed toxic, but not in a way most survivors would presume judging from my behaviour.

    If an unhook has occurred in my face, I WILL smack the unhooked survivor for 2 reasons:

    • if BT was used I WANT that survivor to waste time running somewhere safe to mend.
    • I also want to intentionally eat a DS stun to get rid of that obnoxious perk. Once they’ve stunned me, I just let them run off. I’m just happy that’s one less DS to deal with at endgame if the match reaches endgame.
  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644348#Comment_1644348

    4man toxic SWF are very, very rare.

    Just because 4 friends who are decent at the game play together and use flashlights, it doesn't make them toxic, it makes them people who are good players working as a team and using the tools they've been given.

    Although I agree, flashlights are obnoxious. I’m not saying they’re overpowered or easy to deal with either. Simply that they’re obnoxious.

    ...

    ...

    ...

    AND THEY MUST DIE 🤣

  • @Science_Guy said:

    RIP???

    Thana is getting buffed outside of slowing down healing. Sloppy Butcher exists.

    And you seriously ever need 46 seconds to use PGTW?

    Quit whining.

    This ^

    The whole point of Thana is to trick survivors into healing. The proposed changes sounds like this will be achieved more successfully

    And if a killer needed the whole 60 seconds to get use out of PGTW, then they simply have terrible map control.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643911#Comment_1643911

    I thought the same for Blood Pact. At first I was like, ok yeah that seems pretty decent since I use it all the time as a Solo player, but then I thought, hang on. Staying within 16m. So an example: I heal the Obsession, they get buffed. We're at Killer shack. In theory I could just sit in basement/locker and let the obsession run the killer around because they have infinite speed boost? Then there is also the SWF aspect you mention. Those 2 could remain together at all times and you'd never catch them without hitting Bloodlust tiers. Hopefully PTB sheds some light on wether it is OP or not.

    Honestly, I think it should be reduced to between 8 or 4m. That way if this strategy is attempted, they BOTH risk injury or being downed.

  • @MadLordJack said:

    I think it's a nice start. I'm excited for Trail of Torment, especially, and Blood Pact. I don't think the Pop nerf is particularly... Smart. It's not going to affect the problem users, namely mobility killers, so it's just a nerf to the killers that actually needed it. However, with the new Ruin/Undying mobility killers probably aren't even using Pop any more so we'll see.

    Wait, as I'm writing this I'm realising how OP blood Pact is about to become. Chasing a 107 survivor because their SWF buddy is near? Okay, yeah, maybe gonna have to nerf that. Wow, I actually didn't think about that til just now. Depending on how big 16m ends up being in terms of looping the same tile, that could be a huge problem.

    I’m worried about the same thing. But on a positive note, that means two survivors preoccupied at the same time.

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643888#Comment_1643888

    And did Thana prevent gen rush before? No. Do you really think it will now? Come on.

    Good grief.

    Are you only half reading the responses to this post?!

    No, most didn’t run it for gen slow down. Most of us agree on that, making your “does anybody run it now for gen slow down?” comment ignorant.

    This is WHY the devs are changing the perk. Slower repair speeds, but healing WON’T be debuffed so that it will now actually ENCOURAGE survivors to heal to remove the repair debuff, which STILL causes game stall anyway. So whether survivors spend time healing, or put up with the new repair debuff, it WILL slow the game down better.

  • @Pulsar said:

    Not sure how I feel about this. I think it is very likely that Thana will not be buffed enough to compensate for the lack of heal speed reduction.

    They won’t go crazy with the numbers because of the semi popular pairing of Thana + Dying Light

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643814#Comment_1643814

    They said "increasing the action speed penalty" not all other action speeds. So most likely gen and sabo.

    That’s exactly what I meant.

1 … 96 97 98 99 100 … 110