The Afterpiece Antidote is FANTASTIC!!!
Turns out survivors really, REALLY dislike having an Invigorated Clown charging down on them while they’re intoxicated, judging by the immense amount of survivor DC’s after being downed I’ve had today. (Not a great barometer, but still this is what I’ve been personally experiencing in almost every match).
Other than feeling a little strange tapping the same button to reload to switch bottles, it feels IMMENSELY satisfying throwing an antidote at a freshly spotted survivor, and following that up with a tonic at the running survivor just as Clown is about to pass through the activated antidote. It pretty much results in a hit before survivors even reach a safe tile because of just how insanely quick Clown closes distance from using just 2 bottles.
And it also feels great sitting at a loop an identifying where a survivor would need to run to reach a vault or pallet, throwing down an Antidote first where I know I need to be going, throwing a tonic where the survivor needs to go, then I run through the now activated antidote to force the survivor into the direction of the tonic gas, and getting a guaranteed hit out of the set up. Every. Single. Time.
I cannot praise the addition of The Afterpiece Antidote enough.
Thank you devs for this Clown update, and the interesting add on pass.
Comments
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This actually is helpful for me. I haven't been using the Antidote much because I alwasy used it second, but now I see I was being really ignorant. I'm gonna try it this way.
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Yeah you use it first, and ahead of yourself so that the survivor isn’t affected by it (gray cloud), and should activate (yellow cloud) as you pas through it while chasing the survivor. During this time and transition you should be tapping to switch back to the tonic, and then throwing a tonic at, or ahead of, the survivor, so that you’re charging down on them in the Invigorated state while they’re intoxicated.
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I played a game of Clown and it felt pretty good to toss the bottle a bit ahead and get the boost or to toss it at a pallet stand off for a hit. Today was definitely a great day for Kenneth.
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people dced today a lot because somehow they messed up with the hitboxes again so people been dcing a lot today not becasue of clown itself.
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To be fair wonky animations and hitboxes has lead to a lot of disconnects and such today; I don't think it's so much clown.
I've been getting a LOT of hits as killer that I should NOT be getting.
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I like it but solvent jug and makeup kit make it feel a lot better.
Why is pinky finger the same though? That thing has needs a nerf since day 1. They nerf solvent jug but keep this?
Makes me worried for huntresses rework
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This is what I instantly thought of when people complained that the yellow bottle wasnt useful because "2 pink bottles would do the same job". I mean, 2 pink bottles dont double slow down the survivor. They at best extend the hinderance timer. Having both 10% increase while survivors have a 20% slow tho? Thats like having bloodlust 3 and 3 stacks of play with your food at the same time.
My only downside about clown is that they kept his 4 bottle load out, I kinda wish he had 5.
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Could you post some clips of it?
Would be interested in seeing some examples on how to use it
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Gotta agree with the strategic potential of the Antidote, having an on demand speed boost can be really impactful in a lot of situations. Something I've started messing with is throwing down an Antidote before performing an animation lock action (breaking pallets or gens, picking up a survivor, etc.) so that once you're free to move again you can make up some of the distance you lost during the animation. Heck if you're down to one bottle and don't need it anywhere else, throw down an antidote and reload right there. A great general use for the antidote is reducing time lost from time consuming actions.
Now I am curious about something that I've been meaning to ask about, and this is the perfect time. How are movement speed modifiers applied to killer speed? Is it based on the metric people typically use to gauge killer speed (Base 115% speed where 100% is survivor speed, so a 10% speed bonus would increase it to 125%)
Or is it actually a multiplier on killer speed? (4.6m/s * 1.1 = 5.06)
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Posting some gameplay would help us see exactly how we can use his new bottle type.
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What do you think survivor counterplay to this tactic is? I'm curious. The main complaint about clown is that he is strong in chase / forcing survivors to waste resources, but not spectacular because that is all he does. I'm just wondering, does the Antidote first Bottle second work optimally on survivors out of position, and then for loops there is a different strategy? Or is it just a mathematical speed kill on the survivors given a certain amount of distance?
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I like it too, but I wish that effect had been replaced on a different add on. I’m going to miss the more severe blurred vision penalty.
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I’m just as surprised as you. I really don’t think it’s a needed add on in his kit. They could have done something way more interesting like permanent oblivious till injured/dying (I’ve suggested this in the past), or remove the need to ever reload (unlimited bottles). Just ideas. Anything more interesting than what it currently is because he really doesn’t need it.
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Nah, I think 4 at base with the new 3 second reload is fine. Throw on Soda Bottle and Cork Stopper and you’ve got 5 bottles with a 2 second reload. For all intents and purposes that’s almost like having unlimited bottles.
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I’m really not enthusiastic about creating a new YT.
But....
I have still been dwelling on the idea of doing a tutorial video or not, which would mean creating a new YT.
Just unsure if I can muster the energy for that or not.
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They made it clear it’s 10% of current movement speed. So Clowns jumps up to 5.06m/s.
This also means if Clown had 3 PWYF stacks, he’d lose 1 from throwing an antidote BUT he’d gain 10% from the total m/s he had from 2 PWYF stacks. Meaning he’d jump up to 5.94m/s
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A tutorial would be amazing but even just clips showing the different uses of the new bottles would be very interesting.
I planned on testing that myself but the new HUD is giving me eye strains and headaches.It would be much appreciated because i really like playing clown
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I’ll keep it in mind.
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Yeah true, but to me, there are a lot of addons that would work really well together to the point of having a totally different playstyle with clown, but only if you had a 5th bottle instead of only 4.
I really like killers who have very different playstyles. Myers, Doctor and Piggy are my favourite killers because I have 4-5 different playstyles that work in red ranks depending on which addons I use. So seeing addons on Clown that allow for very different playstyles and very off-meta perks to be amazing on those specific addons actually excited me, untill I realized that you're always 1 bottle short. And having to drop 1 addon for that bottle would make the perks too weak.
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Wonky animations... are causing DCs?
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The clowns I faced didn't use the antidote at all, not sure why.
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Yeah i fail to see how people can think Sonic tonic is useless due to how it works it WILL have a use, i think people are looking too much into the distance your gaining from using it along with not counting the fact that you can combine it with tonic for nearly double catch up speed to survivors.
like here are the base numbers with an tonic survivors move at 3.4 m/s and with antidote you move 5.06 m/s that's a 1.66 meter difference in speed compared to just tonic which results in a 1.2 meter difference in speed. 0.46 meters might not sound like much but it truly makes a difference at loops you can effectively even use this at long loops.
I also see people complain about the activation delay but it helps you, you just have to time it well and survivors then can't use sonic tonic because it also disappears faster than tonic. The antidote effect also lasts nearly twice as long so at places like jungle gyms it will be helpful for catching up to survivors who use the vault in fact i have used it with tonic to get them before they even make it to the pallet.
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