ONLY WAY CLOWN TO COMPETE! – Dead by Daylight TOP MMR!



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28 thoughts on “ONLY WAY CLOWN TO COMPETE! – Dead by Daylight TOP MMR!”

  1. 1) He doesn't know that antidote cures intoxication
    2) He doesn't know the duration of the exposed effect when he does a direct hit
    3) He uses yellow bottles instead of pink for a few of the loops, speed up + aura reads will NEVER trump over slow down + insta down M1
    That's not how you play clown, sorry to say

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  2. I feel like it's an unwinnable argument to always claim the majority of the maps are survivor sided and the majority of killers aren't viable at high level, and the game would only be balanced if you buffed the killers and changed the maps. I feel as though the reason most of the killers can't win at higher levels is due to a different problem entirely that can't just be be fixed by buffing killers and nerfing survivors and reducing the number of pallets.

    I don't think pallets are the problem. Let's remember that pallets and windows have been nerfed time and time and time again over the years, and I believe you could probably take all the pallets out of a map and survivors could still manage to do three gens before you down somebody just from the perks and strategies to waste your time like holding W at first sign of terror radius and hiding with spine chill. Most of the perks survivors use that are meta have been in the game just about forever now without that many changes to their effectiveness. Yet the problem continues to grow worse and worse as the meta solidifies and pushes weaker killers out of higher MMR rankings that they could've managed to sit at with enough skill.

    So let's ask ourselves why this is? What do survivors have that the killer simply cannot account for or do anything about? Obviously it's the communication advantage from teaming up in SWF, which is something the devs can do something about but refuse to, map sizes being far too large, and also the generally increasing skill of the playerbase as the game grows much older and more people are able to complete their grind for the several necessary characters to get their meta builds completed (I mean purchasing them in the first place as well, as many people are unwilling to drop 20-40 dollars for DLC characters unless they've played the game for a while, and they won't always appear on the bloodweb). Basically, this game will continue to get harder for killers as survivors equip themselves better and all start to realize, even down to the trash tier MMR levels, that certain strategies that require little skill like holding W are ALWAYS preferable to gambling playing loops and having to actually put yourself at risk.

    One way I thought of is to increase the distance at which a chase begins, so killers can get bloodlust sooner. Also increasing the speed at which bloodlust is obtained can help against people who hold W and force them to actually play loops, perhaps tied to how long a survivor is in your direct line of sight. This still would allow crafty survivors to break line of sight and get distance via misdirection, which isn't the same thing as holding W. Also obviously decreasing the square area of the maps is extremely important as well and can indirectly buff several killer perks that are tied to terror radiuses. Lots of ways to fix the issue, but I don't think decreasing pallet spawns any further is necessary.

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  3. If the devs ever decide to buff Clown I'd love to see his gas not allow survivors to quick vault, similar to how Pinhead's chains restrict vault speed. If Survivors couldn't quick vault pallets while in the gas it could make him a serious threat.

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  4. @tru3 the bottle expose have been changed since the clown update… now after hitting them directly, they are exposed till they are inside of the cloud.. so if they get out they are free of the expose

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