glitchboi
glitchboi
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2561687#Comment_2561687
I don't think so, on the forum maybe, on DbD no way, i have already stopped to play killer, no way i continue to participate and favor this bullshit game design.
Developers are forcing more and more, i hope the community won't accept this time. Enough is enough.
That's what they all say...
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Scott already knew the game was survivor sided in higher levels.
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It has its moments, but they're more startling than scary. To be honest though, it's way too late for it to become scary, which is completely fine by me.
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Next up on Sluzzy:
No Way Out is unhealthy for the game and needs a nerf
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Lery's has already been reworked after Doc's rework, and then adjusted again when Doc's model update came out not too long ago.
Other than Haddonfield I just despise Mother's Dwelling it's so damn boring on both sides, not to mention it's the largest map in the game I believe, and it's super survivor sided. I don't mind Temple of Purgation, in fact I like that map (a graphical update to it would make it beautiful), but man do I hate Mother's Dwelling.
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As a Clown main, here are my ideas:
- Make it so that you can do actions faster 10% or 20% faster while the antidote affects you, so that you're able to get more value out of it while vaulting windows or breaking pallets (since you're basically wasting the speed value while doing so).
- Separate inventories could work because it'd give Clown an all-new playstyle in which you use your antidotes for mobility instead of chases and only use your tonics for chases. Plus it'd help during chases if you use the antidotes to close in distances in case you need more tonics to shutdown loops. Not too sure about separate inventories but I'm sure we could test it in a PTB.
- Increase the movement speed while reloading by 33%, aka old Smelly Inner Soles base-kit. Nerf said add-on to +33% movement speed so it stays the same.
As for add-ons, I made an entire thread for them.
@glitchboi said:
As one of the 5 Clown mains, I am very happy with the changes he got in the 4.5.0 patch. However, Clown could still use some buffs, particularly to his base-kit and add-ons, so let's get started!
Base-kit
- While the Clown is invigorated, he can perform actions (breaking pallets, vaulting windows, opening lockers, picking up survivors) 20% faster. Survivors are not affected by these buffs.
- Slightly increased (+33%) movement speed while reloading bottles. (Smelly Inner Soles' effect is cut in half to compensate, however the add-on will pretty much be the same.)
The changes I have here will make his already decent base-kit a lot more enjoyable to play. It will also allow him to do things a lot more quickly, so if you want to throw an antidote at a generator and kick it, it'll be even more faster!
Add-ons
I'm a fan of most of his add-ons, however some of them aren't that good, unfortunately. So here are my ideas for the mediocre Clown add-ons!
Rarities:
C - Common
UC - Uncommon
R - Rare
VR - Very Rare
UR - Ultra Rare
VHS Porn (C)
An all time classic.
You won't see things quite the same again.
- Colours Tonic Gas Clouds yellow.
- Colours Antidote Gas Clouds purple.
- The Tonic Gas Clouds will appear white for the first 2 seconds exclusively to Survivors.
- The Antidote Gas Clouds will not appear white exclusively to Survivors.
Will probably be able to fool survivors with this a bit more.
Robin Feather is removed, and replaced by the decommissioned Ether 5 Vol%.
Kerosene Can (UC => R)
A thin and clear combustible liquid which numbs the mind when inhaled.
- Intoxicated Survivors suffer from the Exhausted Status Effect for 5 seconds.
Basically brings back the exhaustion bottles, but a lot more balanced, similar to Huntress's exhaustion hatchets add-on. If that's too powerful, here's another idea:
Kerosene Can (UC)
A thin and clear combustible liquid which numbs the mind when inhaled.
- Both Intoxicated and Invigorated Survivors reveal their Aura to The Clown for 6 seconds.
Basically Tattoo's Middle Finger recycled to this add-on, but hey, it was yellow add-on tier, so why the heck not?
Spirit of Hartshorn is removed, and replaced by the decommissioned Ether 10 Vol%.
Bottle of Chloroform (R)
A sweet-smelling organic compound with strong anaesthetic capabilities.
- Moderately expands the Afterpiece Tonic and Antidote Gas Area of Effect.
- Moderately increases the Afterpiece Tonic and Antidote Gas Spread velocity.
I don't really get why these add-ons were split in half, but meh.
If we are going for the exhaustion Kerosene Can direction...
Sulphuric Acid Vial (R => UC)
No changes to this add-on, just decreasing the rarity to compensate for the exhaustion bottle. If we're not going for exhaustion bottles, ignore this one.
About time we hopped into his iridescent add-ons!
Tattoo's Middle Finger (UR)
The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.
- Tonic Gas Clouds will now apply regression to generators.
I didn't really like the original version of the add-on to be honest, It was a yellow add-on tier add-on. This one can actually change Clown's gameplay a bit.
Redhead's Pinky Finger is now replaced with Iridescent Finger Bracelet.
Iridescent Finger Bracelet (UR)
Kenneth's most prized possession. A bracelet with four of his favorite fingers attached to it.
- The Bottle Carrying capacity is capped to 3 bottles.
- Antidote Gas Clouds are automatically activated upon contact.
Will also change Clown's gameplay. Since these ones activate automatically, you can just throw one below you and get that nice speed boost! However, the bottle count is capped to 3 bottles, and cannot be increased by add-ons.
And that's about all I've got! I think these base-kit and add-on changes will make him more interesting, but tell me what you think, and what ideas you've all got!
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Yeah, I mean it gives me info anyway. Plus, I don't care about winning that much, so meh.
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As a few others have said, NOED and Dead Hard are my picks. They're, well, simply put, second chance perks that have no downsides to them other than taking up perk slots.
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I would say Trickster. His purple add-ons give him additions to his kit: ricochet blades, piercing blades, blades that hurt survivors a bit if you miss them close to them. He has an add-on that worsens his kit on purpose, add-ons that make main event last longer, movement speed add-ons, an instadown add-on, insta reload add-on, man he's got a lot of add-ons. I would argue that he has some of the best add-ons in the game.
Other contenders include Wraith, Blight, and as you mentioned, Myers.
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I'm pretty much a Trickster main at this point. Not entirely, but he's one of my mains. I find him to be incredibly relaxing to play if I just want to turn my brain off and throw a bunch of blades at survivors.
So what does that have to do with this post exactly? Well... I thought Trickster would just be a killer I'd play every now and then, since he was a ranged killer that didn't really require precise aim (on PC at least). He'd be a killer that I would play when I wanted to relax and just throw knives at survivors, and that's pretty much what he was and I loved him. I didn't play him as often as my other mains but nowadays I'm playing him a lot more.
While his changes in 5.1.0 made him incredibly stressful to play, his additional changes in 5.1.1 made him less painful and he's a lot more enjoyable to play as. It also feels like he's able to handle shack WAY better than before 5.1.0.
And finally, the build I use on him. I tend to use no add-ons, but my current build on him is BBQ, Iron Maiden, Lethal Pursuer, and Bamboozle. BBQ is for bloodpoints and info, IM just feels like a must-have on him because of the amount of times you'll likely reload with him due to his lower amount of blades (I feel like Melodious Murder in its current state should be made base-kit). LP helps with his poor early game, and Bamboozle is really helpful to shutdown high wall loops with windows.
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It's a blessing of a perk. I like to have relaxing games so it helps to ease the stress of finding survivors at the start of the match.
I currently use it on my Billy, Clown, and Trickster in order to get a quick down at the start of the match while also being able to get info via BBQ to make finding other survivors easier.
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If you're bothered by the Undetectable status, you should just run Spine Chill. Pretty much negates stealth and stealth-related perks.
As I can see here however, you've become her plaything. Okay that sucked.
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@LuckyLucy1999 said:
The one without a million pallets and multiple loops on it.
Seriously though I actually like Midwich both as a killer and a survivor, it's a pretty balanced map imho.
I think Midwich ain't that bad. It's not as miserable as RPD because you can actually see the survivor and killer in the hallways, and you have the option to loop the killer with those pallets in certain rooms instead of holding W. The layout is also not as difficult to remember compared to RPD, which is lovely.
It's probably one of my favorite indoor maps.
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If it weren't for the Realm Beyond destroying both Asylum maps balance-wise, particularly Father Campbell's Chapel, Asylum would be my favorite realm. As others have said, MacMillan is a solid realm with perhaps the most balanced maps excluding Moaning Storehouse.
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For killer: I'll try a bit harder if I feel like it, but I don't take the game seriously enough to care. I just let them do their thing, while I try to do my thing. If they all escape, then congrats on them. I usually still have fun even if everyone escapes.
For survivor: Since I play solo queue it's pretty miserable as survivor, but 2 kill 2 escape games are pretty nice. I get tilted if I go against a tunneling killer but I keep it to myself and just move on. Like killer, I just keep my pace.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/2553065#Comment_2553065
Clown needs pinky finger and 2 extra bottles to be decent. Even then, Clown doesn't intimidate me all that much.
I mean, I do just fine with him without add-ons. He's probably at the top of the weaker end of killers, or barely average, but his chase is quite oppressive.
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I would say Clown. His chase is really good if you know what you're doing. The antidote can mainly be used to close long distances and counter W meta and help with certain tiles. Not to mention, his add-ons are not bad either. He can be a monster in the right hands.
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It's mostly just latency issues on the servers or the player(s).
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You take your sweet 2 seconds of damaging a generator only for a survivor to instantly negate that during a chase, barely losing distance. It's an unfair mechanic and needs to be looked at.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2552244#Comment_2552244
BHVR may or may not be party to a company selling some Pinhead digital art (the NFT) with BHVR's model of Pinhead, buying said NFT gives no in game benefit at all, some buyers will get the Pinhead DLC as a random bonus with their purchase.
Why this means everyone loses their ######### I don't know.
This has nothing to do with the game, this is about NFTs being scams and contributing to climate change. Don't use the whataboutism argument.
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I'm trying my best to believe that BHVR is the victim of this whole thing. Actually, I'm trying my best to believe this whole NFT stuff is fake in general.
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@shalo said:
I'm ok with that, it will be great to have another interesting NFT to add to my collection.
Bruh
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551677#Comment_2551677
multiple news sources have commented on it and all of them mention dbd
Pain.
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Oh god... please, whoever made that post, please, for the love of god, say sike.
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I 4k way less, but I don't really care about that. I don't necessarily focus on winning so games just feel the same as they've ever been. But hey, that's just my experience. Not saying I like SBMM.
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Classic Freddy was pretty much just a serial killer (who usually targeted children) with hilarious moments from time to time, but he was still pretty terrifying.
Now classic Freddy was a bad person, but the 2010 Freddy, I'd argue he was even worse than his classic self. While the classic Freddy was intended to be a kiddy diddler, they didn't actually make him that way. 2010 Freddy was a straight up child predator AND a child murderer.
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I mean I disagree but it's not wrong to have that opinion, or any opinion related to DBD at all.
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We'll see how it goes. However I'm pretty sure deep wound itself is a health state.
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It's very likely related to the fact that they're probably going to be in the next tome.
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Lord I need to try that out, it sounds really fun. Might be fun on Bubba, survivors don't see you coming and then you surprise chainsaw them. Or maybe Billy with Apex Muffler.
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It's a damn shame they didn't make him the way some have hoped, but tbh all he really needs at the moment is some changes to his base-kit and maybe changes to his add-ons. I still want the speed boost after contaminating a survivor removed, the devs shouldn't be afraid to try that out in a PTB.
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@Badonkadonk said:
https://forum.deadbydaylight.com/en/discussion/comment/2549517#Comment_2549517
I think it would be very interesting to see a survivor or killer walking around the map with a monochrome color scheme, though maybe from a stealth perspective it'd be quite noticeable or really strange. Which is sort of why I suggested skins as an option for this hypothetical killer/survivor, having both a black and white variation alongside a normal one more accurate to their real selves.
Tbh I wouldn't mind either or. A black & white map in general sounds pretty cool. And yeah, a normal variation for the characters would also be dope.
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I wouldn't mind it. I feel like there should be a black & white killer or survivor to go along with it. HOWEVER:
I'd want them to allow survivors and the killer to appear normal color. It would make a lot of sense with the theory that being the world was black & white in the past, while the other characters appear there in normal color because they're from the present/future.
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I wouldn't mind this change. Either this or base-line insta -5% regression from generators after kicking them.
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Idk, devs are just soooo killer biased. They ruined our precious Decisive Strike, and now people are complaining about Dead Hard. OP killers like Nurse, Blight, Wraith are still OP, and Trapper is about to become one of them. Of course us survivors can't keep our precious, precious weak perks. They weren't even overpowered, killers just loooove complaining.
completely disregards the Spirit nerf
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2549203#Comment_2549203
It's a lame, uninteresting power that I think can never find a balance between "not bad" and "not horrendously miserable." I say scrap it.
Yes, that's your opinion, but people find Legion fun, including me. The same thing happened with Freddy, and look where we are now. No offense, don't take it personally, but your mindset here is quite selfish.
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As long as they don't give them Freddy-like reworks, I'm excited for them to get changes. Their add-ons are horrible, and they could use buffs in general (well, all GF really needed was a rework to the reveal mechanic and a way smaller cooldown but meh).
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If anything, it needs a rework, which is highly debatable to begin with.
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Whoa, it looks dope! Gl on your cosplay, I can already tell it'll be awesome.
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Even if you're trolling, these type of posts can harm the game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2548183#Comment_2548183
Well, when I say that. I bet the Developers are looking at how much skill is required to use a Killer compared to how "powerful" the killer is. Since Wraith is an extremely easy Killer to use, then maybe they decided he shouldn't be as "strong" as other high skill killers.
He's nowhere near as strong as those three though. Those three are able to counterloop tiles that Wraith cannot. I think he's decent enough for the low amount of skill he takes.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/285836/why-are-you-nerfing-wraith
My guess is Wraith was over-performing in SBMMR.
Wraith gets absolutely bodied in high MMR though. That's why you only see Nurse, Spirits, and Blights in high MMR, they're the only three killers that can compete in there.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2547333#Comment_2547333
Seriously? How hard is;
He's cloaked, so pallet camp without room for him to put himself between me and the pallet. He's uncloaking and will come around the corner a bit faster so I drop the pallet faster.
Also He's cloaked so i'll stand infront of this window till he's nearly uncloaked and then vault.
Wraith even after the buff was always a non-issue.
Seriously, it's unbelievable how people have difficulty playing against him (All-Seeing Blood aside). His chase is average, his lunge is only good in certain tiles during chases, and the only other thing he has going for him is the ability to counter W meta. Some tiles, such as shack, require him to play like a basic M1 killer which is quite easy to loop if you know what you're doing.
With this nerf, his already barely average chase power is going to get nerfed, encouraging more people to play him with the boring hit & run strategy.
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Because some people have no clue to run a Wraith, apparently.
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Being a jerk in endgame chat, leaving a negative comment on one's profile because they need an ego boost, slugging someone for the rest of the match, abusing game-affecting bugs/exploits to ruin a player's experience, and cheating (obviously).
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I won't miss it but I sympathize with those who liked the map. I personally did not enjoy it, but as you can see here many people liked the map, not to mention it's taking part of the map variety.
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Clown:
Tattoo's Middle Finger (UR)
The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.
- Tonic Gas Clouds will now apply regression to generators.
Iridescent Finger Bracelet (UR)
Kenneth's most prized possession. A bracelet with four of his favorite fingers attached to it.
- The Bottle Carrying capacity is capped to 3 bottles.
- Antidote Gas Clouds are automatically activated upon contact.
Bubba:
Chainsaw File (C)
A file whose purpose is to hone Chainsaw chains.
- The chainsaw is now activated by holding down the power button. Fully charging it up and releasing the power button will unleash the chainsaw sweep. Releasing the power button without fully charging it up will immediately cancel it.
- Reduces charge count to 1. The charge count is capped.
- Increases the base chainsaw sweep duration by 1 second.
- Increases the revving threshold of the chainsaw by 5 seconds.
- Charges immediately replenish.
I think you already know where the above add-on is going.
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Overwhelming Presence is so forgettable it didn't even get mentioned here!
Seriously though, the only times I ever see it mentioned are in killer roulette videos, and that's it. I rarely ever see that perk mentioned, and it's completely justified because it's sadly outclassed by Franklin's.
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@Altarf said:
He is boring. Not particularly strong, not particularly weak. No real areas where he stands out. Average at most things. Easy to play, basically nothing to learn in order to properly play as or against him.
It's a sorry state, really. It's probably never going to happen because of the ever-important statistics, but I hope one day they revisit Freddy's power one more time to try to make him more like his original version. Current Freddy is just an underwhelming, boring Clown with a teleport, a worse chase power and pseudo-stealth, all of which rely on survivors not waking up.
Damn, well said.
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He's decent, however not very fun to play as and has horrible add-ons.
