The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

The Clown Rework

DepressedClownMain
DepressedClownMain Member Posts: 924
edited November 2019 in Feedback and Suggestions

I have been playing The Clown for hundreds of hours, and it is pretty much unanimous how bad he is. He lacks a way to move around the map quickly, doesn't offer a reliable regression mechanic and has the most counterable chase power in all the game. This discussion is a proposition of a buff to him, based on my playtime with the killer and several opinions from youtubers and streamers. 

Every time I go into a game with The Clown, I use either the Starling Feather, the Thick Cork Stopper or the Sticky Soda Bottle (respectively considerably decreases cooldown between throws/ considerably increases reload speed/ increases the amount of carried bottles by 1)

These addons really help The Clown use his chase ability to it's full potential, but they are not enough. The big problem with The Clown is that dropping the pallet early completely denies him.


So the first buff to him would be:


-After taking a direct bottle hit, survivors can't vault or drop pallets for 2.5 seconds. This would ensure a well timed bottle can turn into a hit, and would greatly improve The Afterpiece Tonic's chase time reduction. Also, he would counter loops like the Coal Tower's infinite, The Rancid Abattoir's window and others.


The second buff to him would be:


-Make his basekit slightly better. Turning any of the addons I mentioned above base would greatly improve The Clown's power. Either allowing him to throw more bottles, reload them quicker or throw multiple bottles quickly would greatly boost his chase power.

P.S. I play on editing this discussion with your ideas, so please leave them down in a organized manner.

EDIT 1

New ideas: Making The Flask of Bleach, the VHS Porn or the Ether 1% base.

Post edited by DepressedClownMain on

Comments

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    You are right, the way I said intoxicated made it seem like anytime the survivor entered the gas cloud he would get the delay. I had something like a direct/very close hit delay in mind.

  • CrowFoxy
    CrowFoxy Member Posts: 1,310

    Clown SHOULDN'T slow down after throwing a bottle. What a horrible design. He straight up counters himself at loops without feathers. Such an arbitrary on a killer like Clown is funny lmao.

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    Ok, after 47 years I finished reading both the rework and the comment. The first thing I would like to point out is that Doctor's Shock Stun lasts a little over 2 seconds, but since it is easier to get it I figured make it last a little less on Clown. I certainly am not the best Clown out there, but I would consider myself "that good" player (I only really play him). I didn't really say any addons had issues, so I'm a little confused about the first thing you said. Also, The Flask of Bleach is a nice addon, but I haven't really used it a lot since I hit a lot of direct bottle tosses and the extra hindrance is almost nothing.

    Now, about your rework. While I do appreciate the ideas, I am not fond of time based mechanics like the Anesthesia one. It is hard to master, and a simple direct power boost would be better in my opinion.

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    I mean he is badly designed but do you have any ideas? I really did not understand what you were trying to point out here, im sorry.

  • CrowFoxy
    CrowFoxy Member Posts: 1,310

    Slowdown after a bottle throw needs to be removed. That's the start.

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    Yeah but the starling feather base buff would pretty much result in this

  • PistolTimb
    PistolTimb Member Posts: 1,413
    edited November 2019

    I'm sorry, I had a whole friggin essay written about my idea for Clown but my Google app or maybe the site itself totally gave up and froze. Basically it involves the clown using a drug cocktail made up of trucker speed, Nicaraguan cocaine, energy drinks and nicotine to make the ultimate Rage inducing drug. He injects or drinks it and laughs loudly, possibly map wide for balance, then sprints forward at high speeds but with limited control. Would be very similar to the mechanics of billy's chainsaw but without the 1 shot down. This would require some new addons most likely. I think that he could be a top tier killer with some map pressure, alongside the chase potential of the afterpeice tonic.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,250

    Clown has two problems in my opinion, and he is not even that weak from his Basekit:

    First thing is, he got powercreeped by Freddy. There is no reason to play Clown when you can play Freddy. His Snares are compareable to the Gas, they are unlimited, he does not slow down while using them, he can have Add Ons which are not only related to his Snares (like Slowdown) AND he can teleport full Map away.

    Second thing: The Maps. It is not really Clown, the Maps are the problem. Clown has a Chase-Ability, but it is not enough to play him without Perks which help in a Chase like Enduring(+Spirit Fury) or Brutal Strength. Really strong Killers do not need Perks which help in a Chase, like Spirit, shle can totally focus on Tracking and Slowdown-Perks, this is not possible for Clown. And even with his Chase Potential, the Survivor can drop the Pallet early, which forces the Pallet break and results into distance for the Survivor.

    But on Hawkins and new Badham, Clown is not that bad. I think when all Maps would be reworked like this (which will probably happen, eventually, but long way to go), he can be quite solid (with some Tweaks to his Basekit).

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    I mean, some tweaks are exactly the purpose of my discussion.

  • HatCreature
    HatCreature Member Posts: 3,298

    ? yeah my posts are really long because I'm a writer. There are a lot of times where I write an entire discussion then just delete it because I know people have short attention spans.

  • LordGlint
    LordGlint Member Posts: 8,508
    edited November 2019

    Direct bottle hits can interupt things like unhooks or totem cleansing, but dont stop a survivor from immediately trying them again. They also dont interrupt vaulting, but rather any action that has a bar that needs to be filled. OPs suggestion was to pretty much copy the effect of Doctors shack, but make it a skillful hit. hitting a survivor at the right moment with a bottle can be more difficult to do and can also be easier to dodge than Doc's shock. Doc would still have all the effects of madness to make him unique of course.

  • Blueberry
    Blueberry Member Posts: 13,590

    It feels like more than just addons, I think his power just isn't enough.

  • "Everyone laughed at me when I wanted to kill survivors... *gets buffed*... But no one is laughing now."


  • HatCreature
    HatCreature Member Posts: 3,298

    I laughed so hard at that Nea, those are the ones I enjoy chasing the most ? That build is awesome, I gotta try that out now. I've been holding off on unlocking 3rd Seal until I unlock the good perks on my preferred Killers first so I don't crowd the Bloodweb with meh but I'm starting to change my mind on this one. Also, I'm Rank 10 and all I face are Purples lol I want Green Survivors ?

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    It is just a couple of frames, and sometimes they still vault or drop

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    But like, making addons base would improve him a lot because you can still use them again. Imagine having a Sticky Soda be default, then use another one.

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    It really is just a couple frames, you can compare it to doctor's shock that lasts about 2.25 seconds and you will see it isnt half of it

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    I know you can get a hit but most of times the survivors just vaults before, so the idea is to buff the cooldown.

  • Bludge23
    Bludge23 Member Posts: 234

    I was thinking that when survivors come into contact with the tonic gas they cough and are unable to do actions like drop pallets or vault similar to doctors shock power

  • se05239
    se05239 Member Posts: 3,919

    Since this is a buff Clown thread (in a sense) I might as well drop a list of suggestions from an old Clown thread I made here;

    • Minor exhaustion debuff part of base gas. Would require survivors to "take a breather", aka stop running away (thus letting the Clown close in faster) if they want exhaustion gone.
    • Intoxication duration increases based upon time spent in the gas.
    • Remove the grunting he makes when he vaults a window. It'd allow him so more freedom when it comes to playing mind-games.
    • Reduced reload duration.
    • Release clouds of gas while reloading.
    • No slowdown while throwing.
    • Increased intoxication duration (Eether 10 or 15 by default).
    • Increased slow effect (Flask of Bleach by default).
    • Generators inside gas automatically start regressing if there's no survivor working on them.
    • More bottles, more fun.
    • Exposure effect on survivors hit by a bottle (Redhead's Pinky Finger add-on by default)
    • Extra potent effect for hitting a survivor directly, like stronger slow than normal or bigger gas area of effect.
    • Survivors hit directly with a bottle get doused in the Tonic, making them leave a trail of gas for a few seconds.
    • Survivors who're intoxicated cannot see the Red Stain.


  • WickedMilk03
    WickedMilk03 Member Posts: 624

    I like this alot. I had an idea for his map pressure. He would have a ghost mode. A large cloud of smoke would pop up and he would go invisible. During this time you would be super quick. Whenever it runs out, another large cloud of smoke would pop up. It wouldnt be a spirit or anything. He wouldnt be able to see scratch marks, blood, or survivors during the ghost walk. It could be called "The Magic Trick" Ability. The smoke cloud would not slow survivors. It would just make it difficult for them to see. It would have to be a different smoke anyway bc the game would crash with a huge instant cloud of pink particles.

  • se05239
    se05239 Member Posts: 3,919

    Thanks. Some of them are my own but most are suggestions from various users here on the forum.

  • Umbrae_pk
    Umbrae_pk Member Posts: 482

    I honestly think he’s one of the best killers for his ability to cut off loops very effortlessly. Just because he can’t teleport to a gen across the map, phase walk at the speed of lighting, or dig a hole to end up on an adjacent side of the map doesn’t make him weak.

    Just ask Ghost Face how well he performs and HE can move SLOWER because of his crouch speed.

    What I’m trying to say is, not every killer should have the power to walking the entire map in 40 seconds.

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    Clown is definitely bad, and his chase power is very weak. Nothing about playing clown with sucess is effortless

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    I understand your point, but his direct toss is very situational because it doesnt last long

  • Prex91
    Prex91 Member Posts: 764

    Only other ideas of dicussion to buff the clown. Maybe put in an oblivious state add on to the bottles... Another idea can be auto recharges bottles with a timer like new nurses blink recharge mechanic.

  • Bloodflames
    Bloodflames Member Posts: 1

    Here is the easiest and simplist way of reworking/buffing clown.

    1. Remove reload slowdown
    2. Change smelly inner souls and VHS porn to increase clowns movements speed when he walks through his own poison cloud.

    Job done

  • DepressedClownMain
    DepressedClownMain Member Posts: 924

    But he still would not be able to cancel loops properly