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  • I don't think he is going to be a good killer, he needs a massive overhaul of buffs and changes if he is going to be decent.

  • @AChaoticKiller said:

    I don't think so, i have played like 20 demo games today and only had a single game where i lost since it was a full meta swf.

    You probably got really unlucky.

    lol I think so, but it was incredible how unlucky I got. I have never had more than 3 SWF groups who are good in a row before.

  • @Zarathos said:

    What time are you playing at there is a sort of witching hour where a lot of people hop on with friends and let me tell you co-ordinated teams tend to massively increase the difficulty. Mainly around evening periods and weekends.

    I was playing these games from a few hours ago so 6:00 - 8:12, or about that time. I don't think it is because that is the time when people get on since I haven't ever run into that problem before.

  • @QwQw said:

    Survivors definitely need some more ways to get blood points. Even with We're Gonna Live Forever it still doesn't stack up to what killers get.

    True, I also think that it would be a good idea to reward survivors more for playing well sometimes rather than escaping. Escaping doesn't always mean you lost, but the same statement can be applied to when you do escape.

  • @RepostRiposte said:

    But how else will I give survivors a shoulder rub while they work on gens?

    *puts hand on shoulder

    "You got this Dwight, you can fix the gen without blowing it up, I believe in you."

  • He may be an absolute joke of a killer, but I still kinda like playing him.

  • @Blueberry said:

    Honestly giving Oblivious to the person that just stunned you or what not feels pretty irrelevant since they are in fact already right in front of you. Instead of Oblivious to them, make it apply Oblivious to the survivor that just lost the Obsession status. IE the previous carrier of the status gains Oblivious for the duration when a new survivor becomes the Obsession.

    So if everyone at some point was the obsession, they would be afflicted with the oblivious status effect? Or would it only happen to the last one affected?

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054861#Comment_2054861

    Oh I didn't know that, then disregard my example.

    This perks purpose is to change obsessions, no matter how you tweak it it won't be meta because changing obsessions isn't meta. Yes, you can put aura reading on it but why would you do that, there are already many perks much better at tracking survivors so this perk would still only be used by the people who wants to change the obsession. If what you want isn't to buff this perk but to have a perk that shows the aura of a survivor when they leave your terror radius, we can have a separate perk for that.

    Alright, then I guess that makes sense, the point of this was to make the perk somewhat decent without the use of PWYF or other obsession perks.

  • @Blueberry said:

    Honestly giving Oblivious to the person that just stunned you or what not feels pretty irrelevant since they are in fact already right in front of you. Instead of Oblivious to them, make it apply Oblivious to the survivor that just lost the Obsession status. IE the previous carrier of the status gains Oblivious for the duration when a new survivor becomes the Obsession.

    I mean, I think it can give it a use, it just depends on the map (even with this buff it will be weak though). You can leave the person who just became the obsession and come back to them and if not, then they will be very on edge. Obviously, this would be situational and map-dependent, but it would give it some sort of use that is decent without the use of other perks.

  • @DawnMad said:

    The point of Nemesis is to change obsessions. Yes, we can add aura reading like this but no ones going to use it when they have much better choices for aura reading. If you want to buff this perk buff the obsession change instead. A simple way to do this would be adding more conditions for it to activate like flashlight stuns, Head On stuns etc. It is already the best choice to get multiple obsessions in a game though, so I don't think it needs a buff.

    It already does activate from every type of stun such as head-on or even firecracker blinds. It really doesn't have a use other than synergizing with like 2 other perks to get real value form it that is mostly niche.

  • No, it would make it a little too strong and encourage unsafe rescues. The perk is already pretty effective and would be able to be used even more offensively.

    The perk already encourages unsafe rescues for newer players which is very unhealthy.

  • Is it bad that she can? If she does, that's a 1/4 chance that a survivor will end up going to the one she is at, they will most likely get their trap off somewhere else. If she stays there, then she loses pressure on everyone else.

  • Heard it from a friend after discovering it on youtube somehow. That was in late 2017 I think, during the winter solctice event.

  • @PlaysByShady said:

    If spirit is standing still she could be waiting for you to vault into her at loops, that's not a tell because you don't know if she is phasing or not.

    Her standing still isn't a mind game

    These two statements are mutually exclusive, so I'm just going to say it again. You don't know what you're talking about.

    By standing still, you don't know what she's doing, and she does... and she's waiting for you to make a mistake and vault into her. That literally is the definition of a mind-game! She's tricked you into doing something detrimental.

    How is it a mind game though if a spirit knows pretty much everything you are doing when you don't know where she is or what she is doing? You are just going to guess where she is or what she is doing, if you get it right that is still not counterplay, you just got lucky.

    Mind games are when both sides are on the same playing field so to speak. As I said before, a moonwalk is a mindgame where both the survivor and killer have an equal chance to outplay each other by having quick reactions.

    The spirit is in full control of what happens and if she plays correctly and is good, then the survivor is in a pretty hopeless situation. When phasing she is not mindgaming a survivor, she is not capitalizing on the survivors mistake either because they can't really do anything. They can only try to bait her into messing up. It is not a mindgame because it is one-sided.

  • Yeah, this has happened quite a few times to me. It is pretty frustrating to be blinded by someone who isn't even in your FOV.

  • If you are tired of seeing the NOED posts where people complain about them, don't click on them.

  • @Masterninja said:

    I will say the addition for bitter murmur isn't very original, because we already have undying and thrill of the hunt.

    For dark sense I thought in this: as long you are not in chase when a generator is finished, the aura revealing time is increased to 10s. This also applies to the last generator, from 10s to 15s.

    Very simple and easy for the devs to put it.

    Anyway your ideas are still buffs and improvements, which are better than nothing. :)

    Yeah, I guess bitter murmur could last on its own the way it is.

    The dark sense one though could be really useful, it would be a nice addition to solo queuing perks.

  • Play killer well.

  • SWF doesn't always mean an ez win for them, but it can be pretty hopeless depending on a bunch of things like maps, items, perks, how many people there are in the SWF, your perks, your killer, your perks, and your addons.

    It is definitely in the SWF's favor if you are a mid-tier killer and they are all stacking the same meta perks.

  • @Phasmamain said:

    Just run top knot the game will win itself tbh

    I have run it 4 other times, still didn't get it.

  • Because he was the first ever killer.

  • *The cursed legacy chapter would like to have a word with you.

  • I still want Jason. Trapper is a joke of a killer, it would be amazing if Jason was in here. Jason is the final licensed killer DBD needs to be added.

  • An anti tunneling perk

  • They would be cool, but no they would not work. There is so much poor balancing right now that passive abilities would just completely mess it up even more.

  • He is lowish middle tier because holding m1 is pretty effective.

  • @Mr_K said:

    When did the meta changed from no cleanse to cleanse?

    When they made one corrupt fountain base kit.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050750#Comment_2050750

    So you want to dedicate a perk slot for a chance of survivor getting hit, cleansing and picking up his item in span of 35 seconds? Because 35s is how long item is infected without add-ons. I'd say this is not gonna happen too often

    Like I said, it is a niche thing you can do if you use both of the infection time addons. I would use this if I was playing plague after prestressing her. And yeah, it is just a weak thing to do just in general.

  • @Amelio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049941#Comment_2049941

    this is a chase killer in a horror game, when he chases you you should feel pressure and I personally don't even feel the slowdown so much but you can really feel the "impaired vision" and slower vault in a chase but for a good player with pallets it's pretty worthless

    By the way, you shouldn't drop the pallet early, it's a pretty bad mistake vs clown, I guess you are a survivor main right?

    if as a survivor you get the buff you can do another loop or run away if you get a stun, 8 seconds is actually more of a nerf in the low level of play where player do mistakes and survivors can use that to have a pretty great advantage if they play actually thinking, you have some reason to go to the antidote 2 seconds are too little to get rid of the tonic and risk a bait for 5 seconds of a little boost is just a bad idea

    Just because you yourself don't think it his normal slowdown is not as impactful than people think doesn't mean that it is good.

    Why is dropping pallets early against Clown a bad thing to do? And no, I am not a survivor main, not sure why you would think that.

    In the low level of play, a Clown might make that mistake. But at higher levels of play that would almost never happen. The base speed duration is fine for Clown and his addons do help.

  • @ShamelessPigMain said:

    Well, I usually just prefer to puke on them instead of having to go through the entire process. It's really a waste to hit them before they're broken, anyhow.

    Not all the time actually, many plague players actually make this mistake. If you are at a loop and have already infected a survivor, it might be best to just smack them because it would be quicker. You should only try to fully infect survivors if they are in a dead zone or you are body blocking them.

  • @landromat said:

    Or you can just infect survivors before you hit them

    You can obviously, but what survivors tend to do if the killer is using franklins is they pick up the item afflicted by franklins and then drop it back down. The survivors doing this could be healthy so they would have to decide to let the item disappear or get infected quicker. It is a niche thing you can do.

  • @Gylfie said:

    You can puke on dropped items? :o

    yep, same for totems if you didn't know that either

  • @CornHub said:

    Do they cleanse more with this strat?

    They will, if they want their precious keys, maps, or toolboxes :)

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050584#Comment_2050584

    Green keys don't let escapes happen. I didn't suggest to change that. Broken keys are green, I only suggested increasing their charges for aura reading. Dull and Skeleton (purple and pink) are the only 2 that allow escapes.

    oops, I for some reason read "dull keys" and thought of broken ones. lol sry.

    I guess those are pretty good changes to keys then, it would force people to run a key instead of one guy bringing a key and everyone else medkits.

  • I disagree with making the green key only for one man escapes. It is a green item, meaning it is a rare item which means that it is a fairly common item and makes a huge impact on the match you are in for selfish escapes. So now survivors have an item that is common and is used for only one escape. This could lead to many survivors using their keys to escape and easily gather abundances of keys as well.

  • BHVR doesn't have time to make good changes to the game, they need to release the Trickster before they even think of giving us new skins. THEN we can talk about actually doing good to the game.

  • @balakhaton said:

    only good one is prayer beads rework, maybe you could hear her phasing but always, as in, you always hear the whooshing even if she’s on the other side of the map, kind of like freddie’s add on. not hearing grunts of pain would make her a f tier killer, especially with no collision, you. could literally stand still or walk and she’d have no idea where you are get evil cat shirt here Buy Kawaii Aesthetic Evil Cat Shirt from our Harajuku Fashion Store with free shipping & great reviews! We offer a wide variety of Harajuku clothing for all ages and sizes.

    Making the effect of the prayer beads base kit in this idea though would be kind of pointless honestly since you can already see that she is phasing. She would only phase without addons at most for 6 seconds, that is not enough to traverse throughout the map so any survivor would just keep doing what they are doing.

  • @PlaysByShady said:

    How did I demonstrate that I don't know what I am talking about? You didn't even back this statement up.

    I literally spelled it out for you. You know what they say about leading horses to water, etc.

    You cited examples of Trapper hiding his red stain (actually, almost all killers need to do at on some level), Huntress winding up her hatchet, etc. Guess what the Spirit's "tell" is... she's literally standing still!

    So if you see a Spirit literally standing still, then you play the mind-game. You might win, you might lose, but you can't complain you didn't know a mind-game was going on. In my experience, the best option when in doubt is to make distance, because if she is faking it, then it's just making the situation harder for her.

    Simples.

    When she stands still and you run, she will literally catch up to you most likely before you get to another tile.

    Err, no. If that's the case you let her get too close to begin with.

    A good spirit will almost never fake phasing by standing still.

    Actually, they do it a lot, because survivors often mind-game themselves and run back into them at loops and pallets, etc. I do it. You know when I stop doing it... when the survivor makes distance once I'm standing still! That's counter-play! The Spirit attempted a mind-game, and you responded to it.

    Bottom line, you react to Spirit standing still. Simples. If in doubt, make distance. Simples.

    If spirit is standing still she could be waiting for you to vault into her at loops, that's not a tell because you don't know if she is phasing or not.

    Her standing still isn't a mind game, it is just her waiting for you to vault into her because you guessed that she was phasing, you don't know if she is or not. And you know what? If she is standing still and you somehow know for sure when she is phasing, what can you do about it? She could still just be phasing but standing still, or she could be heading towards you. You still don't know what she is doing.

    This doesn't take into account what addons spirit players can bring, duration and speed are the ones that can increase the maximum distance she can phase after you. She might make it, or she will switch targets.

    Survivors are not "mind gaming" themselves by running into you when standing still they are just guessing, there is no indication that the spirit is phasing so they are just guessing and hoping that they are right. Guessing correctly does not mean counterplay.

    If you always run away to try and make distance on a good spirit, you will more likely than not end up getting hit since you are making noise for her to follow.

    In a very polite way, I think you don't understand what counterplay is. Counterplay as I have said is an action you perform in the opposite of what your opponent is doing. The spirit gives no information to survivors when phasing, and standing still is not a telltale sign of when she is phasing or not. Is she phasing when standing still? Probably. But do you know for sure when at a loop? No, you don't. You also can't track her when phasing as well which is another thing.

  • "Man I hate how I just went against a full toxic 4 man squad, lemme play some iri head huntress because survivors deserve it."

    Pretty accurate for some killer players.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050369#Comment_2050369

    Doesn't the cage move to the opposite side of the map from the killer?

    It does, but it disables survivor perks like BT or DS. This means that once you go in there unless someone saves you in time there is no way you are getting out. Even if the P head doesn't camp like this, it still means he has a great opportunity to never use actual sacrificial hooks. He would be able to spam them out which is not the best strategy btw, but if the POTD attack inflicts torment then it won't matter.

    If he does use hooks though he can still camp and hit both survivors while inflicting torment on them as well.

    It would be very unfun to go against.

  • Literally OP.

    Imagine sending someone to a cage, camping it and then hitting two people (downing one) and doing it two more times).

  • It isn't exactly easy, it can be tricky to play her sometimes, but yeah I agree that she needs counterplay.

  • Clearly you have never gone against really skillful survivors. Also, you seem to be losing your touch Sluzzy, the last bait post you made felt more authentic and real like you were speaking from the heart... Have a nice day.

  • Pretty sure someone said that there are 25 pallets in that map... disgusting.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049995#Comment_2049995

    They did that for shirtless David and a regular Huntress one lmao. They at least know what the community wants regarding merch lol

    Afterpiece tonic bottles merch when?

  • @Alice_pbg said:

    what about his S tier laugh?

    How could I forget?

  • I don't agree with the extra hindered buff. Without addons, it would be eh. However with the addons that give you 3 more bottles together? People would find Clown very unfun to go against, not because it is strong but boring to go slower.

    The duration of an 8-second invigoration effect would be too much and also be unfun to go against. It is also still completely countered by dropping a pallet early.

    I don't think Clown needs addons to become base kit or too much else, but he needs something that gives him pressure on all survivors. His 1v1 does need buffs to his base kit, but maybe not the ones suggested. As for the map pressure ability, I have no clue atm.

    Maybe after being exposed to the intoxication effect a few times or for a certain amount of time, survivors could suffer from sickness for the remainder of the trial that helps the Clown. That's my idea for map pressure on the Clown.

  • I like to use

    WGLF, WMI, kindred, and BT

    You could also use bond (for being a little more selfish), sprint burst, BT, unbreakable.

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