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Clown's Build Variety is in GRAVE DANGER! | Dead by Daylight

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0:00

Hey there gang. So, originally I didn't

0:02

plan on making a video for the PTB

0:04

simply because most of what we see on

0:07

the PTB is either some various change to

0:10

a few handful of killers that I don't

0:13

play and also the diminishing returns

0:16

which to my understanding I thought

0:18

diminishing returns were only going to

0:20

apply on perks. I didn't know that

0:23

diminishing returns were going to apply

0:26

on perks and killer powers. So when

0:29

you're looking at in the case of clown,

0:31

right, clown has haste. This means what

0:34

we're seeing following this change is

0:36

we're seeing diminishing returns on any

0:39

haste perk that is uh chosen in your

0:42

build simply by virtue of playing clown.

0:44

And uh believe it or not, I feel like

0:47

this sets a very bad precedent, not just

0:50

for clown, but other killers going

0:51

forward. There are also a couple of

0:53

killers besides clown obviously who do

0:55

have haste in some capacity, although

0:57

not too many. I believe it's uh knight

1:00

and skull merchant. Right? So when you

1:03

look at not only uh the specificity or

1:05

the uh the specific three killers that

1:08

are being in uh talked about here,

1:10

right? It almost really especially more

1:13

calls into question how we need to

1:15

address this now, especially again when

1:18

you consider going forward future game

1:21

design and future proofing. So all of

1:23

this is are going to be things that we

1:25

talk about in this video here today. And

1:28

it's very important that we talk about

1:30

all of this simply because of the fact

1:32

that this is going to be one of those

1:35

foundational

1:36

uh level changes that may decide whether

1:39

or not you want to play clown going

1:42

forward. And I really do mean that.

1:44

Simply I'll even go as far as to say

1:46

y'all just briefly um for people who've

1:48

been watching my stream, I've been

1:49

playing a lot more artists. when I see

1:52

this this diminishing returns change for

1:54

haste, this makes me want to more double

1:57

down on that. But again, right, let's go

2:00

uh starting from the beginning, right?

2:01

Just right out the gate, it really feels

2:04

like behavior is deliberately targeting

2:07

or disregarding clown knight and skull

2:09

merchant. On the recent PTB, it was

2:11

proposed that certain effects would have

2:13

diminishing returns if multiples of

2:16

those effects were stacked together. We

2:17

obviously talked about this. Just

2:18

recapping from earlier at the beginning

2:20

behavior was specific that the

2:22

diminishing return count wouldn't affect

2:24

add-ons. And I want to talk about this,

2:26

right? Because the fact that diminishing

2:27

returns affect perks and killer powers

2:30

but not add-ons, that's really going to

2:32

bake into the rest of the cake here. So,

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as a result, you have killers like

2:36

Clown, Knight, and Skull Merchant who

2:38

are impacted in a a very dramatic way as

2:40

a result of these changes. Specifically,

2:43

their build variety has become much

2:45

worse. Notice I say build variety

2:47

because it's not just perks, it's going

2:49

to be add-ons. Since these killer powers

2:51

give the killer haste, and this haste

2:53

isn't excluded from diminishing returns,

2:55

the value of haste perks as well as

2:57

add-ons in a in a tangental way, even

2:59

individually has significantly plummeted

3:01

on these three killers. Now, again,

3:03

y'all, as y'all know, I am mostly a

3:05

clown main. I've got 7,500 matches on

3:07

clown. don't really can't say the same

3:09

for Ner Skull Burch and so maybe the

3:11

haste that they receive isn't as uh it

3:15

doesn't it doesn't fare the same way

3:17

when it comes to clown right the

3:18

emissioning returns etc when it comes to

3:20

perk builds but I did want to at least

3:23

include those other two killers since

3:25

they did have haste specifically haste

3:28

baked into their kit you look at some

3:29

other killers like singularity

3:31

houndmaster they have been reworked to

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where their haste in a sense you could

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call it their increased movement feet, I

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guess, is at base. It's not considered a

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haste effect, which means their power

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does stack with a haste perk, one haste

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perk at the bare minimum without

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incurring diminishing returns, which is

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again something that clown skull

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merchant knight, they can't do. They

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when they get their haste from their kit

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are going to get diminishing returns

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either on that haste if it is less than

4:01

the perk or on the perk itself. And all

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of this again really really matters when

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it comes to both making your build, your

4:07

interest in wanting to play the killer,

4:09

and also right by uh inverse of that,

4:11

your add-ons. Next, what we've got is a

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list of perks that I would personally

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consider no longer viable on clown,

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assuming the uh diminishing returns goes

4:20

through as it is affecting killer

4:22

powers. And that is because even if you

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were to take any one of these perks that

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you see on this list below by itself,

4:29

you are going to receive diminishing

4:30

returns simply by using clown's yellow

4:32

bottle. And this is because clown's

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yellow bottle is one of those haste

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effects. So since you have two haste

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effects, diminishing returns applied on

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just that one perk. And that I feel is a

4:43

problem. This is going to be what pushes

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people away from running any of these

4:48

haste perks at all. And given that a lot

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of people ran haste perks, it was one of

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the big reasons of playing clown to

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begin with is that speed differential,

4:55

right? We'll kind of talk about this

4:56

later. It really is probably going to

4:58

more make you make make you ask

4:59

yourself, do I really want to play clown

5:00

anymore? Right? So, let's just go from

5:03

the top to the bottom. F of chase. F of

5:05

chase was ran in the stealthy friends to

5:08

the end builds usually where you would

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cycle the obsession, you would get that

5:11

haste to start your next chase. Well, it

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kind of sucks when you're losing 5%

5:15

haste and you're going from 22% down to

5:17

17%. So if you don't want to run this

5:20

build anymore because a fert of chase

5:21

and you can't get the most stack in your

5:22

yellow with fert of chase, right? Well,

5:24

that's a whole build gone. Game of foot.

5:26

Some people would use yellows with game

5:27

of foot before kicking pallets.

5:29

Sometimes they would use play with your

5:30

food because they're breaking chase with

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that obsession game of foot to double

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stack the speed. Maybe they would commit

5:36

um after getting the play with your food

5:37

stack and they would try to get a health

5:38

state off of that. That's a whole build

5:40

completely gone. game of foot by itself

5:42

as well being completely discouraged

5:44

without the playwood through food

5:45

because it's now only worth 3.5%. Right?

5:48

Again, we're talking about a whole perk

5:50

slot being 3.5% haste. There are so many

5:53

other perks in DBD. You've got, I think,

5:54

over 120 plus other perks that you could

5:57

take. Why would you take Game of Foot at

5:58

3.5% when you have the condition of

6:01

needing to find the obsession and kick a

6:02

pallet just to get it for a very limited

6:04

number? You know what I'm saying? It's

6:05

now at this point become so conditional

6:07

based on its current value that simply

6:09

because you're playing clown, right? You

6:12

don't want to take this take this perk

6:13

anymore. Now, it would be different if

6:15

you were playing another killer who

6:16

would get that full 7% or shook maybe if

6:18

diminishing returns than to apply to

6:20

clown's power at base, right? And if it

6:22

was just if you were taking multiple

6:24

haste perks as clown with his yellow

6:26

bottles that you would start to see

6:27

diminishing returns, right? Not simply

6:29

taking one haste perk, then maybe it

6:31

would be different. But because you're

6:32

clown, can't really take aim and foot

6:34

anymore. And speaking of approach can't

6:36

take anymore, everyone's a personal

6:38

clown favorite. Rapid brutality. And

6:40

this one is probably the most

6:42

devastating uh loss, I think, when it

6:44

comes to this change. This one really,

6:46

really does upset me because Rapid

6:48

Brutality is almost like the bread and

6:50

the butter when it comes to clown. It's

6:52

basically like save the best for last.

6:54

Like imagine if they just completely

6:55

bastardized and destroyed save the best

6:57

for last to the way where not even M1

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