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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Is Clown still bugged?

Just played against a Clown and holy ######### he was giga deluxe edition fast. Actually impossible to make some tiles. If this is intentional :,D than he is kinda crazy ngl

Answers

  • littlehoot
    littlehoot Member Posts: 155

    Yesterday I was playing solo queue, loaded into a game and the second we all heard the glass bottle breaking sound, indicating the killer was clown, all three of my teammates DC'd on the spot. Honestly? I don't even blame them, playing against him is miserable.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    Fully agreed! We have plans to share this more widely, but while we're in the post-hotfix whirlwind of replying, wanted to make sure we started getting this in front of folks who were directly asking or talking about this :)

  • Birken13
    Birken13 Member Posts: 144
    edited August 14

    Okay, good thinking! 🙂

    Also, could you pass this to the team? We’ve seen quite a few recent changes where the majority of the community disliked them. I think it’d help to have a system for gathering player feedback before future changes are developed and before they reach the PTB, not for every update, just for changes where the devs themselves aren’t sure how well they’ll be received, so dev time isn’t wasted.

  • LilythGeist
    LilythGeist Member Posts: 21

    If I were to suggest something, having a "sort-of" microblog that documents all the (more widespread) community complaints with information what is happening to them would be a god-send.

    Entry 2137 - Clown reported as unbalanced - Gathering feedback [Link to Form]

    Then the gathering feedback part could get changed to Sent to Devs/Fixed under development/To be deployed

  • 4thdslip
    4thdslip Member Posts: 338

    If they changed the Known Issues section of the forums into something like this, it'd become my home subforum within hours. Especially good if they posted issues periodically to social media to encourage players to use the forums more.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,314

    Never had an easier time getting an adept achievement though.
    I didn't play Clown beforehand, aside from a few matches testing him out like way before the changes.
    But man oh man.. I felt so bad for the survivors in the game, that I had to write an apology in the end-game chat. They had no chance of making ANY distance on me, despite running Lithe and such.

  • Reinami
    Reinami Member Posts: 6,605
    edited August 15

    His haste is 2% faster, his slowdown is 1% less, his haste activates 1 second faster, and his slowdown lasts 1 second less. (and sure, reload speed and such but nobody is complaining about that)

    He is 1% faster (in speed difference) than he was before, but his yellow bottles are easier. Everything he is doing now he was always able to do, its just that it was harder to do and most bad clown players didn't use the yelllow bottles.

  • Reinami
    Reinami Member Posts: 6,605

    That's not entirely true. Lunge speed is set to 6.9 m/s and lasts for 0.8 seconds. Things can stack on top of it, but a 2% extra haste means prior to the change you would move at 7.59 m/s, for a total distance of 6.072 meters of distance. After the change the 2% extra makes it 7.728 movement speed for 6.1824 meters of distance.

    You aren't going down because the clown is able to lunge 0.11 meters further.

  • Reinami
    Reinami Member Posts: 6,605

    .11 meters of distance moving at that speed is covered in a time frame of literally 0.015 seconds. For a game which runs servers with a tick rate of 60, this is literally like not a factor ever. We are talking like, tiny fractions of a tick.

  • Valuetown
    Valuetown Member Posts: 813

    Again, a significant amount of window vaults are either made or missed in that time frame. That's just the fact of the matter, and it's even more exaggerated when killer hit validation takes priority over survivor validation.

    If 2% is not that much haste, then why was 3% for made for this such a big deal? If 2% haste is nothing, then surely 1% more at 3% is next to nothing, yet every killer main swears to the moon and back that the perk was busted. Which is it? Is it broken or is it no big deal?

  • Choaron
    Choaron Member Posts: 818

    Because Haste is by essence much stronger on the survivor role. Survivors lead the chase on a map while being 15% slower than killers. Them getting +3% mov speed has a considerably higher impact than the killer going from 125% to 127%.

  • Valuetown
    Valuetown Member Posts: 813

    Wrong. The haste percentage has ALWAYS been in relation to the base survivor movement speed of 4.0 m/s. A survivor being 103% and a killer being 118% means they will catch up with each other at the same time as if they were 100% and 115%. Whatever haste increase applied to a survivor is actually more effective on killer due to lunge calculations as I mentioned previously.

    There is a reason double speed addon blight is beyond broken.

  • Reinami
    Reinami Member Posts: 6,605
    edited August 16

    I figured you'd bring up MFT.

    The reason MFT was a big deal and this is not is because its not about the absolute movement speed increase. It is about the DIFFERENCE in movement speeds between survivor and killer. Additionally, due to a smaller hitbox, when looping, the differences in movement speed become more pronounced, because survivors can loop tighter around things. This is why movement speed bonuses for survivor are so much more powerful than movement speed increases for killer.

    A default killer speed is 4.6 m/s, and a default survivor speed is 4 m/s. So that means that the DIFFERENCE in their movement speeds is 0.6 m/s. MFT being 3% means that a survivor goes from 4 m/s movement speed to 4.12 m/s. Which when you do the math there, it becomes a 0.48 m/s DIFFERENCE in movement speeds. So that 3% extra movement speed from MFT, actually extends chases by (in raw movement speed terms) 20%. Which is very significant.

    Now lets look at the clown changes.

    Before the clown changes yellow bottles were 10% movement speed increase, and the purple bottles were a 15% movement speed decrease. If you combine those together, it meant that the clown was moving at 5.06 m/s, and the survivvor was moving at 3.4 m/s. For a total DIFFERENCE of 1.66 m/s.

    If you only look at prepatch purple bottles (i guess prepatch people didn't use yellow bottles much?) Then survivors would move at 3.4 m/s and the clown at 4.6 m/s for a difference of 1.2 m/s

    After the patch, the yellow bottles are now 12% movement speed increase, and the purple bottles are 14% movement speed decrease. Which means that the clown is moving at 5.152 m/s and the survivor is moving at 3.44 m/s. Which is a total DIFFERENCE of 1.712 m/s of difference. Which amounts to a 4% increase in the DIFFERENCES in the movement speed. Meaning clowns chases last 4% less amount of time.

    After patch people are saying that clowns aren't using purple bottles and are just using yellow bottles, so if we compare that to the clowns prepatch only using purple bottles, then we see the clown is moving at 5.152 m/s and the survvivor is moving at 4 m/s for a difference of 1.152 m/s. Which is actually LESS than the movement speed difference with the prepatch clown using only purple bottles.

    This is a very insignificant amount when you factor that the devs balance chases lasting around 45 seconds.

    A 20% increase in chases that last 45 seconds due to MFT is 54 seconds. 9 second PER chase.

    A 4% decrease in chases that last 45 seconds due to the clown changes is 43.2 seconds, 1.8 seconds PER chase.

    Again, you aren't losing the game because you are going down 1.8 seconds faster. You are losing the game because you never went against any clowns that were properly using the yellow bottles. Clown was always able to do the things he is doing now, its just that it was harder to do. Saying clown is a problem when nurse exists is a joke.

  • Reinami
    Reinami Member Posts: 6,605

    This isn't entirely true. Yes things are based on a 4.0 m/s movement speed. But movement speed modifiers are based on the base movement speed of that character. So for example huntress with 1 stack of PWYF does not move at 4.6 m/s she moves at 4.62 m/s.

    https://deadbydaylight.fandom.com/wiki/Movement_Speeds#Status_Effects_on_Killers

  • Valuetown
    Valuetown Member Posts: 813

    I can tell you watched Scott Jund's video, so thank you for providing me a summary of his points in text form.

    A 20% increase in chases that last 45 seconds due to MFT is 54 seconds. 9 second PER chase.

    A 4% decrease in chases that last 45 seconds due to the clown changes is 43.2 seconds, 1.8 seconds PER chase.

    This is assuming everyone is just holding W to the opposite corner of the map. Unless you're on a map like coldwind, there WILL be obstacles which will force the survivor to path suboptimally, or force them to a tile. At that point, if a survivor is being forced to the tile, throwing the pallet and running will give you miles more distance as survivor than just raw haste (up to a certain point). Most tiles across the center of the map are 50/50s. Losing a 50/50 as survivor, with haste or not, will most likely secure a hit for the killer. All that to say, on paper it looks like a massive lean towards survivor, but in practice, haste increases favor killer because survivors are forced into tiles more quickly and cannot gain as much distance. Any hesitation by the survivor is a massive dip in the difference between their two positions; as going from 103% to 0% even temporarily means the killer can come barreling straight at you at 115%.

    To even further explain the point, if both a survivor and killer had 3% haste, if starting from 10 meters away the killer would catch up to the survivor in the same amount of time at 16.666 seconds at 78.666 meters versus 16.666 seconds at 76.666 meters. An increase of 2 meters over the course of 16.666 seconds.

  • Reinami
    Reinami Member Posts: 6,605

    I don't really like scott TBH, i typically don't watch content creators in general as they have a clear bias around creating content that gets views and thus the most money, not necessarily whats the best thing for the game.

    As for the 45 second thing, thats not about running in a straight line or anything. That is about the devs stated goal of balancing the game around the "average chase" lasting about 45 seconds.