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venusmoder

venusmoder

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venusmoder
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  • The health state is totally fine as is. However the hook state removal is incredibly powerful and the killer alternative doesnt really come close to it. I personally think the hook state tonic should be removed

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055489#Comment_4055489

    If you could adjust the class's abilities, then, what would you lean towards?

    well i am not a fan of the endurance in the unlockable skill, so that is the number 1 thing i would change. These abilities would be powerful in normal 1v4 but because in 2v8 killers can't slug because of class abilities being unbreakable, and killers not knowing where cages are, this never comes into play in my experience. And additionally, it feels very unfitting for the class that revolves around flashlights to give random endurance.


    I would change the unlockable skill to give you 50% haste while using the flashlight (just like champion of light) and the flashlight to recharge upon getting a pallet stun (and maybe upgrade the rarity?) just like exultation.

  • The ability to start with a flashlight is what carries this class, its awesome starting with an item. but generally i find the other abilities to be quite lacking, The flashlight runs out very quickly and theres no way to recharge it, and the special unlock ability doesn't ever do much in my testing. I'm surprised the class doesnt have something like champion of light built in.

  • Arinad, a very skilled and dedicated clown main who is famous for making a really long clown guide and pushing his meta, has just released a video talking about how he dislikes the changes and why.

    Its 2 hours long of course, and I wouldn't expect anyone at BHVR to dedicate that much time towards watching a video because I imagine you are all very busy, but he also provided a shortened slide show to share about the changes he would like to see. Since I know the developers read this thread, I figured I should pass it along here. I urge you guys to take a look at it. Thank you!!

    https://bit.ly/ClownPTBSuggestions

  • I think i should also talk about clown for a little bit.

    The design goal of clown is to make yellow bottles used more and purple bottles spammed less, because purple bottles aren't super interactive or interesting, you throw on a survivor and thats it. But by removing the delay of yellow bottles, you have essentially removed the skill ceiling for clown, its now super easy and mindless to just throw a yellow bottle at your feet and throw a purple at the survivor. The delay of the yellow bottle would force the clown player to think ahead and set up where they want to run to so that they can get the haste, and there is a lot of nuance to angling the throw to get it to land in the right place, so that the speed boost activates right when you walk through, but not too far that it gives the survivor a boost too. But now that skill ceiling, all that nuance? completely gone. I think the "buff" that removes the yellow bottle delay actually makes clown a lot less fun to play as and against, and it should be reverted.

    the overall speed difference has also just been nerfed, beforehand it was a 25% speed difference (29% with flask of bleach), but now its 24% (and 26% with flask of bleach). this is just a clear nerf, and the overall less hindering time and the nerfed addons make clown feel really bad. Cigar box has such a small aura reading range now that its basically useless.

    I can get behind decreasing the purple and increasing the yellow but the speed difference and duration NEEDS to remain the same. Clowns only strength is his great antiloop, but like every other m1 killer he really struggles with prerunning and holding forward and these changes only serve to nerf his antiloop while not addressing any of his main weaknesses. If the goal was to make clowns yellow bottles aid his mobility, then a 2% increase really isnt enough. I would say it would be interesting to try and swap the yellow to 15% haste and purple to 10% hinder, but this is already the ptb and such a big change REALLY shouldnt be rushed to live. Clown really needs more time and consideration.

    I love a lot of the survivor changes, but i sincerely hope this iteration of clown does not go to live. A lot of these changes really need to be reverted.

  • A few things to note:

    Apocalyptic Ingenuity doesn't show the aura of broken pallets at all. It also rebuilds the pallet in around 5 seconds instead of 8 seconds like the perk description says (so i assume the perk description is incorrect).

    Last Stand's fast vault sound effect doesn't play, at least on the survivor side. It also feels really clunky to use, the killer isn't stunned until the very end of the vault which means trying to use it to stun the killer by vaulting into them just results in you getting hit before the stun comes in, or for the killer to end up being stunned when you vault away which visually looks very strange because you're already far away from the killer. In gameplay I usually only get the stun when the killer tries to swing for a vault that i already would have made without the perk. Its also very weird being a 1 time use, and its killer dependent because against stealth killers i find i can never use this perk at all. Perhaps it would be better suited as a perk that activates when you get unhooked?

    Conviction's broken timer can be affected with vigil, which means if 2 survivors heal you after you pick yourself up you can completely bypass being downed. A simple solution to this is to make the broken status permanent and only end when you get downed, similar to moment of glory and clean break. You can also use plot twist to down yourself during the broken timer to ignore the downside and become healthy when you recover.

    Keys are bugged with residual Manifest and Scavenger, if you open a chest with a key and then rummage the perk will be used up but you wont get an uncommon flashlight or toolbox, you just get a random rare item. I think both of these perks should get a sports flashlight and commodious toolbox instead of uncommon, so maybe that is a way you can fix these perks. otherwise, they are currently non-functional.

    Teammates rummaging through a chest that you opened with a key also counts as you opening a chest for moment of glory, apocalyptic ingenuity, and specialist. This is most likely a bug, but if its intentional then the perk descriptions should be updated.

    If you use appraisal to rummage through a chest you opened with a key, you are also guaranteed a rare item for each time you rummage through that chest. This does make appraisal super fun to run with keys so i urge the developers not to remove this, but to instead update the wording of keys or to allow appraisal to guarantee rare items. I personally have been having a super fun time running chest builds, and using keys to open chests feels great and allows for a lot of fun, I would be disappointed if this gets nerfed.

    I should mention that better together is still very confusing for solo queue because survivors dont know if the yellow generator is a blast mine or trail of torment. It should work like the guide class in 2v8 where it highlights the generator in red and reveals your aura to your teammates, so that the perk accurately portrays information instead of confusing your teammtes.

    Overall as a survivor I really love the item changes, maps feel useful now, keys are super fun to use with chests, and the fog vials are a blast to use. Though from some footage i gather fog vials don't always hide survivor scratch marks, which i assume is a bug.

    I appreciate the addon design for maps and keys, though i do wish there was an addon for the key that directly affected the way they interact with chests. Personally i would really like an addon that reveals the auras of chests when you channel the key, as they can be very hard to find without running plunderer's instinct. As for the fog vials, most addons don't really feel that impactful other than the iridescent addon, they could use a bit of tuning but i still appreciate the design of making each addon unique and useable. I'd love to see an addon rework for medkits, toolboxes, and flashlights in the future with the current addon design philosophy. I feel many of those addons are outdated.