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TheClownIsKing

TheClownIsKing

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  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643801#Comment_1643801

    it doesn't matter if there's counterplay? don't you get it? if survivors complain they will get what they want, period. They're the majority of the players, they have more power. basekit billy was fine, but they nerfed him. Same goes with nurse. Or old legion.

    That’s not always true.

    The Devs have been pretty stoic on their stance regarding NOED, because of their feelings that survivors need to treat dull totems as an important second objective.

    Undying only further cements the emphasis that dull totems are not benign, and they are an important secondary objective.

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643744#Comment_1643744

    So, You think the debuff to gen speed will be so great that survivors will choose to heal in a situation they normally wouldn't, just to get rid of the debuff? This is not happening mate.

    They just said that’s exactly what they’re going to do: increase the debuff to all other action speeds (except healing).

    You’ve also got to keep in mind that the devs will also be considering things like if it were paired with Dying Light, or other debuffs.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643747#Comment_1643747

    Yeah, maybe it would be. Early in the game you'd be okay, but late game against a Bubba that'd be crazy strong. They'd definitely have to shorten the time of the effect to make it work (maybe 15 seconds), but I think tying it to the TR wouldn't necessarily be too OP. I like the idea of survivors having to gauge whether they want to pop a gen at a given time, kind of like when you have an RBT on.

    Agreed that just making it 32m will still be pretty niche, though. Tinkerer would make a lot of sense to pair with it, but even with just the range increase I think you get some use out of it. 32m feels like a small bump but it affects almost double the area of 24m.

    The only real effective use of Cruel Limits has always been pairing it with Tinkerer & Bitter Murmur since the release of Stranger Things. That’s 3 perks for a VERY BIG gamble that it pays off.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643751#Comment_1643751

    oh, they will nerf it trust me. Undying + ruin + tinkerer has spread out far too much to be ignored. They're balancing the game around yellow to green ranks, people who can't find totem. The nerf will happen.

    Again, survivors just need to not ignore dull totems. Undying has none to little power depending on what dull totems remain (and how many other Hexes are equipped).

    Survivor taps a gen to see if Ruin is active? Decides to search for the Hex? Spots dull totems on their search for Ruin, but ignores them because they’re not a Hex? Well that’s on the survivor for being an idiot by not thinking “just in case the killer has Undying”

  • @YaiPa said:

    I mean, they nerfed pop because clearly they can't nerf undying right now, since it's boosting a lot the dlc sales.

    Undying doesn’t need a nerf. Survivors just need to stop ignoring dull totems.

  • Makes me laugh in a sad way. The forum is flooded with complaints about how buggy Nurse is.

    Try playing Plague. She has Nurse beat.

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643665#Comment_1643665

    So you are telling the "massive" reduction of 4% to 16% prevents you from healing now? stop trolling yourself.

    You’ve got to remember that healing is more than the time spent actually healing. There’s the time spent finding someone to heal you, which then eats into their time, or the time spent finding a medkit in a chest of one wasn’t brought into the match.

    The last thing anyone should be doing (unless desperate) is using Self Care (without BK) while Thana is active, especially if the killer stacked it with Sloppy, which isn’t exactly uncommon.

    The current iteration doesn’t debuff repair enough to get survivors healing if they cannot heal themselves. The upcoming changes will actually change the dynamic of a match where stall is occurring either way: survivors persisting with repairs, or spending time healing.

  • @Boss said:

    Hi there!

    So: Plague's headpiece getting stuck, i wanna get on that for a moment...

    I was just on Ironworks of Misery, getting my final Tome challenge done.

    And while i wasn't playing as Plague, i immediately thought of this thread at a certain point...

    The entrance to the Basement spawned in the main building.

    And when i went to carry a David downstairs, even though i was just a Wraith, it looked like i went right under the ceiling there.

    My question is: Is this passable as Plague?

    Cause that really seems like a tight fit.

    Usually heading to any basement is where she commonly gets stuck. Why oh WHY they gave the headdress collision is beyond me.

  • @Han said:

    BHVR is trolling again. calling an at best mediocre perk a lose lose situation and overbearing.

    Let me just remind you what thana does. In a best case scenario where all 4 survivors are injured, it reduces the healing/gen speed by 16% aka +2,5s for a normal heal. Even with selfcare it would only increase by 5s.

    In what world is this a lose lose situation or overbearing??

    And let's be honest, the buff to gen speed reduction will be minor, maybe +1% per stack.

    It’s not a nerf. Their reasoning makes sense. The whole original point of thana was to cause stall through constant healing, not the actual repair debuff.

    The upcoming changes will now greatly incentivise to actually spend time healing.

  • @ClickyClicky said:

    The worst part is the excuse they gave for nerfing Pop. It perfectly explains the situation with DS too. They've opened Pandora's box there.

    Not that it matters, I'd guess that upper management has them keeping survivor perks overpowered for the $$$

    Honestly I always thought the 60 second buff was totally unnecessary in the first place. 30 seconds was always fine, and taught better limited map priority.

    The buff to 60 seconds cultivated bad habits in the same way old Ruin did.

  • It’s not as dramatic a buff as many think.

    As @Aven_Fallen (I hope I got this right) said in another thread, before this change, if a survivor threw down a pallet early while Blight was rushing, he’d have to wait for the slam cool down to finish, then the ACTUAL cool down/injection before he could then either move or manually break the pallet, which was unfairly punishing.

    Its not like it will be more efficient to intentionally use this method to break pallets, because attacks can only be done from the second rush onwards.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641770#Comment_1641770

    6% faster vault speed when fast vaulting takes

    .5 second is imperceptible. It's only maybe noticeable when you combine it with Resilience, but that's only with you're injured.

    And you don't have to 100% always move sideways. First of all, you merely need to turn your head slightly and second, only when you're a handful of seconds away from the gen.

    The problem is not that the perk is too strong, it's that so many killers are too lazy to make even a slight adjustment to their playstyle. You know the old advice: adapt. The perk has been in the game for years. Stop complaining and actually do something about it if you're convinced it's that powerful.

    I do.

    I walk sideways. And it’s bloody annoying.

  • Make sure you’re also cleansing dull totems you see. Undying doesn’t work if there aren’t dull totems for Hexes to be transferred to.

  • Monstrous Shrine.

    Hooking survivors in the basement inflicts grievous bodily wounds. Survivors rescued from a basement hook suffer from the broken status effect for 180 seconds, and a 50% action speed penalty to repair, healing, sabotage, and cleansing until fully healed.


    This idea discourages basement camping, whilst lessening the anxiety of giving up pressure by allowing easy basement rescues. Plus it gives the killer a great reward for using a niche perk for a niche circumstance at the expense of other more universally useful perks.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641800#Comment_1641800

    The reload time is still quite significant, and as it stands is one of the reasons why Clown is widely regarded as the nadir of killers.

    And yes, from your name I can tell that you are a clown main.

    The 5 second reload is only a problem to players that waste bottles mid chase. Reloading mid chase shouldn’t be done, except at loops in an attempt to mind game the survivor.

  • @StarLost said:

    My wishlist (as a killer):

    • Clown now moves at full speed while reloading.
    • Wraith gains a low tier Windburst baseline.
    • Reduced terror radius for Pig, and slightly increased movespeed while crouching.
    • Spinechill no longer activates when a killer has the Undetectable status.
    • Object of Obsession must now be activated manually, lasts 15 seconds and has a 45 second cooldown.
    • Groups of survivors queueing together will always face a killer equal to or higher in rank to the highest ranked survivor.
    • Moris now only activate when a survivor has been hooked twice and downed.
    • Decisive Strike cannot be used if a survivor is grabbed.
    • Killers receive a 10% BP bonus for every player in an SWF.
    • Keys only provide an exit for the survivor holding them.
    • Spirit no longer leaves a husk when teleporting, but produces significantly less noise while doing so.
    • Orlom size reduced by 25%.
    • Haddonfield removed from the rotation, pending a serious rework and someone with hedge clippers
    • If a killer remains stationary for 8 seconds, all crouching survivors nearby acquire a faint tint (similar to Freddy's dreamstate).
    • Myers takes 25% less time to move from Evil 1 to Evil 2.
    • Pinhead announced as next killer.

    I think Clown reloading at full movement speed would be bad/too strong. There needs to be a feedback loop that teaches players to be economical with bottles, otherwise wasting bottles and reloading mid chase will allow the survivor to gain distance. What you’re suggesting would mean Clown could just spam away without any real punishment for it because he can still stay right on the butts of survivors while reloading mid chase. Not very balanced at all.

  • @Slashstreetboy said:

    I too have a weakspot for clown - he´s a staple in my roster so I´d love seeing some tweaks to buff him.

    I hope they´ll have the updates for the MacMillan realm ready. I expect a Killer update too. But which one?

    Could be either Trapper, Clown, Myers or Huntress. They are due for changes.

    Oh and I really hope they nerf Object so hard that the MoM nerf would seem like a slight adjustment in comparison. Fingers crossed!

    I think the only thing OoO to make it more fair is either the killer can reveal that survivors aura by looking in their direction (I.e. OoO cannot hide their own aura without Distortion, Off The Record, or SS).

    Or the killer should be able to hide their own aura (besides undetectable) by simply looking away from the OoO.

    Basically my opinion is the perk conditions should be EXACTLY the same for both the survivor and the killer.

  • I do think it needs some sort of adjustment or cooldown. Things like free vault speed for nothing during a chase is BS, and a killer shouldn’t have to 100% always move sideways never actually seeing where they’re going.

  • I actually find solo survivor quite chill, but that’s only because I usually use at least 1 aura reading perk (usually bond) so I can always have an idea of what’s going on. I still get frustrated sometimes, but it’s usually at other survivors rather than the killer.

    For example: last night I was on a first hook on Wretched shop with Kindred. A Claudette started getting chased on almost the opposite side of the map. A Feng who was closest starting making her way over to me to unhook me. The Claudette was leading the chase with PH right back over to my hook. By the time Feng reaches me and unhooked me, Claudette and PH had reached close proximity. Of course PH broke chase and targeted me. I stopped running after 2 seconds and gave up. Let him downed me, and didn’t bother struggling on hook. I wasn’t mad at PH. I was furious with that troll Claudette.

  • @Nemmy_Wemmy said:

    Did the recent patch help out plague any or were those bugs untouched?

    Lol, she has a new one now. The first attempt at a Purge during a match stalls for about 15 to 30 seconds, and then cause her to rubberband to somewhere else before Purge works “normally” again (I say normally in quotations because it still doesn’t work particularly great still)

  • @TWiXT said:

    To be fair...

    Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for them: I literally feel like Jane's booty is close to engulfing my whole head right before I give it a slap, Feng's cute little derriere defiantly bouncing in my face is begging for a good spanking, and David's rock hard buttocks just challenge me to see if I can bounce more than a quarter off them. The only times other killers get to see the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to soak it all in, but Blight gets it all the time as part of his hunched over base kit. If anything's gonna make me want to feel like a drooling maniac, so worked up he's literally bouncing off the walls while mindlessly charging at a tempting gaggle of college age cuties, its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.

    Face it, Blight's an ass man, lets just admire the lengths he's gone to for pursuing his dreams. 🤪

    🤣🤣🤣

  • @ABannedCat said:

    All killers except Nurse, Spirit, Ghostface, and Pig (when not crouched) have their camera placed below their eyes. Thats not an uncommon thing of Behaviour to do.

    His eyes aren’t swinging down by his “jewels” though.

    It’s like someone strapped a GoPro onto one of his knee caps.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640985#Comment_1640985

    How am i not willing to complete the rift when im just pointing out that after i have done ALL the challenges im not even close to finish the rift. And to ease the pain of hardgrinding the remaining levels i will use Mories to make that point.

    That can’t be true..

    I still have left over challenges incomplete and a reached lv 70 almost a fortnight ago just via playtime.

  • @Exerlin said:

    lol holy #########, I think this is one of the funniest metaphors I've read for this guy's tiny cam

    🤣🤣🤣

    In all seriousness though, why is it so low? Why is it still this way?

  • @Aven_Fallen said:

    Why should it be faster? It is already a Buff. You are not supposed to use this ability to break the Pallets (you would need to slam before anyway), but it helps when a Survivor drops a Pallet while you are approaching, because before you would have to end your power, have the fatique and then you would be able to break the Pallet.

    This ^

  • @lucid4444 said:

    Probably because they're panicking and trying to find the next pallet or jungle gym?

    That’s really not excusable when the hooked survivors aura is highly visible.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639583#Comment_1639583

    The only things Clown is incredible at are annihilating pallets, removing exhaustion perks, and camping.

    He’s not great at camping at all, and is usually a desperate move.

    The only thing his power can do when camping is reveal other survivors skulking in the area (when thrown high), and be lucky enough to interrupt an unhook attempt with a direct bottle hit.

  • @OrangeJack said:

    I would recommend doctor

    I also main Doc. But I’m still more at home with Clown.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640453#Comment_1640453

    Ah okay thanks. I may play her but I seemingly don't know her XD might have to do with me not playing her more than a couple of games.

    Her lofty height gives the illusion that she moves slow.

  • @Warcrafter4 said:

    The plague has too much counterplay in her kit to ever truly be powerful.

    She in my opinion needs to be reworked to be more rewarding to the killer player and be less dependent on what the survivors are doing.

    In a 4 V 1 the 4 SHOULD NEVER control the 1's power.

    I get why there needs to be limitations and restrictions on CP use. It is still indisputably the most powerful ability in the game while active.

    But how it’s currently implemented just isn’t good. Either Plague needs something else in her kit to help in a chase without CP if survivors don’t cleanse, or how Plague acquires CP needs to be overhauled.

  • @BigBrainMegMain said:

    Gotta be more aware and make sure the minute has passed.

    Sorry, not their fault. That's all on the killer.

    That’s not so easy.

    Counting down a minute while nothing else is really happening is fine. Trying to do that while chaos is occurring all around you isn’t likely to be very successful.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640154#Comment_1640154

    Isn't she also a 110 killer because of her ranged power?

    So if survivor have less incentive to cleanse, resulting in a non-lethal power combined with less movement speed and weak to no mindgame.

    She’s 115%

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640345#Comment_1640345

    They have tried that by giving her the bless apple baseline so she can activate her 2nd power once but its not really enough given that RNG dictates where you can even activate it and only one CP might not even help that much depending on the map.

    She is a good killer in both theme and concept but she needs a rework like how the Doctor got:

    Keep the general power and thematic idea the same but make both parts of the power more reliable and proactive for the killer instead of reactive to the survivors.

    I already addressed how the free fountain is still problematic

  • @shelobster said:

    I just love it when you melee with her and end up teleporting two meters from where you were facing the wrong direction. /s

    I love Plague. My favourite killer by far but her melee is so broken right now. If you miss you've already lost the chase.

    Yep. She’s so much more screwed than any other killer just from 1 missed hit.

  • @Warcrafter4 said:

    The plague has too much counterplay in her kit to ever truly be powerful.

    She in my opinion needs to be reworked to be more rewarding to the killer player and be less dependent on what the survivors are doing.

    In a 4 V 1 the 4 SHOULD NEVER control the 1's power.

    It wouldn’t be so bad so that Plague doesn’t feel handicapped if survivors decide to not cleanse. Perhaps if every time survivors puke they experience hindered for a few seconds? What if vaulting where dramatically slowed down? What if it saps their strength so that pallet dropping takes twice as long, forcing survivors to drop it earlier?

    My problem is that, yeah, broken survivors go down eventually, but it takes way WAY too long to do so in comparison to gen repair times. So many chases need to be abandoned, but some just absolutely have to be committed to. It’s simply no good that survivors are in an easy to track, 1 hit state if it can take up to half a minute or longer doing laps around 1 loop JUST to get them to drop the pallet. And then do it all again at the next tile.

    If survivors don’t want to cleanse, fine. But there needs to be SOMETHING else that assists her in the chase other than what sickness currently does.

  • @Sonzaishinai said:

    Lol so many people trying to concince you Blight is better then Clown

    This isn't a clown is better then blight post. It's just a player prefering the playstyle of a killer they already mastered to the playstyle of a killer they still are learning

    For the record, I DO think Clown is better than Blight, but that might be some extreme bias.

    Lol 😂

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640189#Comment_1640189

    You were the one that sold me on Bond so now I run it all the time but I'm looking at these forums and wondering exactly how many people are solo and how many are SWF? Because if people are going solo without aura perks isn't that a little odd...

    Bond is by far one of the most useful solo perks in the entire game. It can give so much information even when you don’t see survivors auras.

  • Because it’s (mostly) permanent, and helps a lot on Lery’s, Hawkins, Midwich, and Gideon. I can start avoiding a 3 gen straight from the start of the match, instead of assessing after the first gen is done.

  • I love aura reading perks.

    One of my current builds is Open Handed, Bond, Visionary, and Windows of Opportunity.

    It tells me everything I want/need to know.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640123#Comment_1640123

    You are going to say plague won't have enough of a power when calm spirit does what it does to the Doctor already? Hardly anyone even uses it.

    The threat of always being a 1 shot down should be enough; especially since she is given a pool for free now. You will get cleanses naturally as plague by applying enough pressure to the survivor team. If the whole team is a 1 shot; you can force them to trade hooks or slug until the guy on the hook is dead...or the rescuer has to go and cleanse.

    Let me elaborate why Iron Will and/or Calm Spirit would be terrible for Plague if they were changed to counter coughing/puking.

    • She cannot mindgame with her power. She’s so damn tall, and easily visible. This is intentional design so that survivors stand a small chance when Plague has Corrupt Purge. This means she cannot mindgame loops very well at all. She also cannot fake her power like other killers to trick survivors and immediately go in for a hit. Even stacking her strongest reduced cool down add ons still won’t let her do this. But what she DOES have is that survivors cannot juke her when infected/sick because she can always hear where they’re going. If Iron Will and/or Calm Spirit took that away that would be beyond broken. She would be facing survivors that she BOTH cannot mindgame and have great difficulty tracking, meaning the survivors one hit state is meaningless. Even with your example with Doc, he still has restraint add ons, and can deny vaults and pallets with well timed shocks.
    • Iron Will against any other killer still allows the survivor the freedom to heal themselves or be healed by others when they want/need to, without the risk of that INCREASING the killers power. Against Plague, remaining sick/broken whilst still remaining silent (if the perks did this) would greatly reduce the incentive for survivors to cleanse, and nullifies the whole purpose of her power: risk vs risk. There will be no need to risk corrupting fountains against a killer that is easy to track, and is easy to juke.

    The whole point of vs Plague is the survivor deciding which risk they’re willing to take. Do they deny Corrupt Purge? If so they need to accept that they cannot hide or juke her and will go down in one hit. Or is stealth far more important, at the risk of if they’re spotted while she has CP they might be in a lot of trouble.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640112#Comment_1640112

    "If a perk like Iron Will countered that she would become completely powerless. At least in her current state if survivors don’t cleanse she still has a power: easily finding survivors."

    I feel like you are implying having the entire survivor team being a 1 shot down isn't good enough for a power.

    But I don't think it makes sense that either calm spirit or iron will doesn't stop it. I feel like it should probably be calm spirit that does since iron will is good enough as it is.

    Note how are these survivors are going to be stabbed, shot, beaten with a kanabo wielded by an 8 foot demon, run over with chainsaws, and then get shoved on meat hooks completely silent. But COUGHING? They can't summon the willpower to quiet that down.

    No, I mean that in either case: cleansing or not cleansing she still has a power. If her ability to easily track infected survivors had a counter that would be really bad for her and unbalanced. Iron Will users and Calm Spirit users would never have any reason to cleanse if the perk(s) worked against her.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640071#Comment_1640071

    Care to tell me how almost being perma tier 3 myers all game for splashing 1 drop of AOE puke on the survivors is a bad power?

    You would probably see her more if her power wasn't just so incredibly boring, cause she is super strong. I don't even mind if nobody cleanses because then I don't have to deal with the janky dedicated puke hitboxes too much.

    You’ve confused me.

    I never said Vile Purge & Sickness was bad.

    I said there’s a point to why it reduces survivors to a 1 hit state that can’t be healed from, and leaves them in an easy to track noisy state: so that survivors feel threatened enough to actually cleanse.

  • @unluckycombo said:

    As others said, sick noises are not grunts of pain. I'm not sure if Calm Spirit negates the sick sound instead, but I would assume it would since it counters screams from Infectious and Doctor.

    No. Calm Spirit only suppresses screaming. It does not suppress coughing (and puking).

    This is the same as running Calm Spirit against Clown. It will suppress the initial scream from being gassed, but Clown will still hear (and track) their coughing.

  • @Magerchub said:

    I'm talking about the coughing sounds you make BEFORE youre totally sick and puking. Why does iron will not hide this sound? Doesn't make a lot of sense

    Because that’s the whole point of Vile Purge, and the infected & sick states.

    It’s supposed to be threatening enough that it encourages cleansing.

    • 1 hit state.
    • Easy to track survivors.

    If a perk like Iron Will countered that she would become completely powerless. At least in her current state if survivors don’t cleanse she still has a power: easily finding survivors.

    If you’re a survivor that needs to stealth, just accept that you should cleanse, and hope that the others cleanse fast enough that it resets her fountains.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639329#Comment_1639329

    It's not about irgnoring dull totems though, but about having to look for and find so many totems to get rid of Ruin. Especially the newer maps have much better totem spawns so having to find all totems can waste a lot of time.

    If you are getting too unlucky and have to cleanse Ruin 4 times, that's a lot of time wasted not working on gens while they regress when nobody is working on them. I don't think the combo is really op, but in those scenarios it's a bit much, which is why I think a limit of having hex totems transfer twice and no more would be good.

    Ok, let me reword what I meant.

    If survivors don’t presume every killer has Undying, thus seeing a dull totem yet ignoring it, that’s on the survivors.

    Again, Undying has little power when there aren’t dull totems to transfer Hexes to.

    Example: survivor taps a gen to see if Ruin is at play. Curse pops up. Survivor decides to start looking for Ruin straight away. Spots a dull totem close by while searching for Ruin. Ignores dull totem. Bad move.

  • @ad19970 said:

    Ruin really only gives you good value if you know how to apply pressure though. So I don't quite get the argument that its only for killers that don't know how to pressure gens. Sounds like just a salty comment of someone who got beaten by killers with that combo.

    I do think Undying should have a limit of 2 times to its hex perk transferral, so survivors don't have to cleanse ruin 4 times if they get unlucky and don't find Undying. But other wise I am just happy we have another meta build in the game. More meta perks are always welcome.

    I disagree about your Undying suggestion. If survivors are ignoring dull totems, thus leaving standing potential hex respawn points, then that’s on them.

  • @Raccoon said:

    Ruin requires continuous gen pressure and chases to get any value out of it....or for it to do anything at all, really.

    If you're complaining about a meta that literally forces the killer into chases, forces them to engage multiple survivors, promotes killers playing the way survivors 'think' they should play, and prevents survivor games from becoming an M1 snorefest, it might really be a good time to take a break or move on, as you'll never be satisfied with survivor gameplay at this point.

    Well said.

  • @Onyx_Blue said:

    Ruin + Undying + Tinkerer

    Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.

    These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.

    Hmm... you say these players don’t know what pressure is to save their life, yet that build only works if they actually apply pressure.

    Ruin doesn’t do anything if the killer doesn’t pressure gens.

    Tinkerer means nothing if the info it gives isn’t acted upon.

    I get that you’re frustrated vs the build, but its only effective when the killer knows how to pressure.

    Anyway... I’m just gonna stick with my Nurses, Coulrophobia, Deathbound, Forced Penance build.

  • @Customapple0 said:

    ToTH should make totems highlight in yellow while they are being cleansed. It’s so easy to miss the notification when you are tied up with chasing a survivor.

    I guess another buff could be to remove the token system and have the cleansing time be a fixed amount rather than going down with each totem cleansed.

    I think the reasoning behind the way it currently works is to try and encourage survivors to find and cleanse dull totems first before attempting the Hexes.

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