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How would you make The Clown Tier-S?

Jarol
Jarol Member Posts: 1,985

How would you make Clown Tier-S?

Comments

  • TicTac
    TicTac Member Posts: 2,422
    edited June 2021

    Let his gas destroy pallets. But seriously i dont think there is no way to make him S-tier without makkng him broken.

    Clown needs more time. There are some ways to achieve that but they could create new problems. Map traversal, gas lets regress gens etc.

    Post edited by TicTac on
  • Soulpaw
    Soulpaw Member Posts: 290

    gas kills the survivors

  • Jarol
    Jarol Member Posts: 1,985

    In itself, it needs improvements and changes, as the yellow gas must be instantaneous, but it would be nice to know your thoughts on how Clown would have been if it were Tier-S.

  • Jarol
    Jarol Member Posts: 1,985

    If Red Head's Pinky Finger were a throw in the area where the survivor is instead of his body and it was a base kit, it would be a meme and OP.

  • MrDardon
    MrDardon Member Posts: 4,037

    There was a bug once where Survivors would get Exposed if they entered the gas rather than being hit directly with a bottle. Let's add that onto my changes as well sure, what could possibly go wrong with a Killer like that.

    Also, nice profile pic my dude.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    I'd remove the slowdown from his reloads, or at the very least, make him on par with Deathslinger in terms of reload time.

    Disable fast vaulting if the vault is in the pink cloud, but as an inverse, bring back old fast vaults with the yellow cloud if the vault is in it.

    Give his yellow cloud more power in terms of speed. One thing Clown severely lacks that will always put him under S tier under Spirit, Nurse, and Blight is his lack of mobility. Have him move faster for longer, possibly even longer than a Survivor being effected by the yellow cloud and you have a contender for a Killer who would forever sit at the bottom of the S tier.

    Because no matter what. No matter how much you overpower his bottles, without making them ludicrously broken, he will always be worse than the top tier killers in the game purely because his power isn't as easy or intuitive to use.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Give him a new bottle that lets him teleport to where it lands, also let each bottle have its own inventory

  • Jarol
    Jarol Member Posts: 1,985

    My profile picture is very pretty, like yours is very pretty, friend.

  • TAG
    TAG Member Posts: 12,871

    Clown Car. Vehicular manslaughter.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033
    edited June 2021

    Combine the effects of his two bottles into one: cloud slows survivors (period) and speeds Clown when he enters after a short duration.

    Clown, imo, is suffering from the same inefficiencies that original Doctor was dealing with by switching stances. The bottle inefficiencies in using four inventory for two effects.

  • PyroGL
    PyroGL Member Posts: 239

    Remove ability to throw yellow bottles. Allow Clown to drink the yellow bottle for a 10 sec speed boost. Only 1 yellow bottle per reload. Can only carry 1 yellow bottle. Speed ends if clown interacts with anything, or swings his weapon.

  • CheeseAnton
    CheeseAnton Member Posts: 882

    Clown now has 60 bottles with nearly no cooldown between throws and if a survivor is hit enough from the bottle they are injured.

    Clown has a secondary added to him called "Spectacular Performance" where Clown has infinite bottles.


    Imagine Trickster, but the knifes also release a slow gas for the survivors. Imagine being chased by a clown with 60 bottles with nearly no cooldown between throws.

  • TripleSteal
    TripleSteal Member Posts: 1,298

    •Rather than Clown's belly, the whole Clown's model now jiggles when moving.

  • BuddhaBing
    BuddhaBing Member Posts: 248

    Clown can now use his belly to mimic other killers' powers. Rip it off and throw it like a Huntress hatchet, put it on a survivors head like an RBT, have it run around like a belly Victor, bing bong your belly to go invisible, the possibilities are endless and Clown will become the apex killer he was meant to be.

  • Laluzi
    Laluzi Member Posts: 6,226

    S-tier killers need mobility. Clown's already a god in 1v1; if I wanted to make him S-tier, I'd make his bottles separate (so he has 4 yellows and 4 purples, though he reloads them all at once for the same time cost. Addons add their amount to each inventory, so gin bottle = 6 yellows and 6 purples.) Then I'd make his yellow gas give a drastically higher speed boost, like Sprint Burst speed.

    This would just make him more of a god in 1v1, but you don't get in S-tier by being balanced.

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723

    Just separate his bottle's so he can use 4 of each and if not in chase, make the haste effect 5% more effective on self. If in a chase, it's immediately reduced to its normal value. That'll help him get across the map to stop gens.

  • Unifall
    Unifall Member Posts: 747

    Being able to set gas traps like caustic from apex.

  • IWFreak
    IWFreak Member Posts: 252

    I would indeed HATE this, but that would be accreat with the other S Tier killers. I personally would just increase the duration of the gas clouds. Maybe a solid 10 to 15 seconds? Shutting down a full loop with 1 bottle. Slightly increase the affected area, too. And then add an addon increasing the duration further, but decreasing range.

  • awustzdn
    awustzdn Member Posts: 320

    The biggest thing holding him and other M1 killers back is lack of mobility. He was legitimately in the circus and must've learned a thing or two from traveling magicians. Give him the option to use a trapdoor hidden in the lockers to move around the map rapidly.

    That alone wouldn't make him S-tier, but it'd go a long way to making him more dangerous.

  • FancyMrB
    FancyMrB Member Posts: 1,250

    Gassing a gen with his slow down tonic starts regressing the gen. As long as the gas is around the gen the survivors are unable to work on it.

  • Adjatha
    Adjatha Member Posts: 1,814
    • Purple Gas lasts twice as long in environment and as a debuff
    • Yellow Gas only buffs Clown and activates much MUCH earlier
    • Directly hitting a survivor's head with a bottle deals damage.

    Bam: S-tier. He's a mortar-style Huntress that moves faster and makes survivors move slower.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    If you get poisoned by gas it gives you permanent exhaustion/blindness/broken/hinder/etc depending on add ons, and the only way to get it off of you is open one of four jack n the box randomly placed around the map (that cannot be seen until you are poisoned) after opening it and removing the poison it plays the pop goes the weasel song and gives clown killer instinct for a few seconds.

    Clown is now S tier and damn near broken.

  • glitchboi
    glitchboi Member Posts: 6,023
    edited June 2021

    I wouldn't make him S-tier, I like him the way he is.

    The best that I'd do is separate his bottle count.

    And after that, we can try to up his tier by bringing him a brand new bottle: the Afterpiece Cyanogen.

    This bottle is crafted via stations. Stations are scattered around the map, and spawn wherever the alarm clocks or jigsaw boxes would spawn at.

    It takes 5 seconds to craft an Afterpiece Cyanogen bottle, and requires at least one Tonic and one Antidote. Clown pours the bottles' contents into one and mixes it up, forming a chemical reaction, thus creating a dark turquoise-orange poisonous fluid. Using the 2 bottles will consume them. You can only carry 1 Cyanogen bottle at once.

    Clown can only do this once per station, so you'll have 4 of these bottles in 1 game, and they'll never come back.

    How the bottle works: Staying in the smoke will give you the Trickster's Laceration status effect! Staying in it for 1 second will fill it to the max. Every 0.125 seconds the laceration meter fills by 1, up to 7. Once the laceration meter maxes out, the last 0.125 seconds will injure/down them with no speed from the injure.

    I think this is the closest way to make Clown more interactive while keeping him the way he is.

    Post edited by glitchboi on
  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    I always thought it would be cool if he could mark up to 5 gens, then teleport to those. When he teleports to them the gen makes a jack in the box music and a clown starts lifting out of it.

    It wouldnt make him S tier but it would certainly bring him wsy up.

    Either that or he gets a tricycle that moves in similar speed and has similar charge to billys chainsaw. Hitting someone takes a health state but its a static animation so you cant feather around corners or anything

  • akanadi
    akanadi Member Posts: 242

    a gun.

  • NMCKE
    NMCKE Member Posts: 8,243

    New status effect, Intoxicated: Unique to the clown.

    • Survivors that make contact with the gas will become intoxicated.

    Intoxicated l: Gained upon touching gas. Anything outside of 32 meters is blurred; anything outside of 64 meters is unrecognizable.

    Intoxicated ll: Gained after being within contact with gas for 8 seconds. Anything outside of 24 meters is blurred; anything outside of 48 meters is unrecognizable. Movement inputs / actions are slightly delayed, including skill checks inputs.

    Intoxicated lll: Gained after being within contact with gas for 8 seconds after reaching Intoxicated ll. Anything outside of 16 meters is blurred; anything outside of 32 meters is unrecognizable. Movement inputs / actions are slightly delayed, including skill checks inputs. Suffer from the Oblivious status effect until no longer Intoxicated lll.

    • Intoxication depletes over time when performing actions. Intoxication is completely removed upon being unhooked by any means.


    General: Invigorated gas activates immediately, delay is removed. Slightly reduced the effectiveness of the slowdown from the regular gas.

  • GuyFawx
    GuyFawx Member Posts: 2,027

    Give him a balloon so he can hover off the ground and drop on top of people while screaming "We All float down here" and let him toss bottles from his balloon

  • Beelzeboop
    Beelzeboop Member Posts: 1,306
    • Increase the cloud size of the purple bottles
    • Decrease the cooldown of throwing bottles
    • Five bottles base, both colors have their own bottle inventory
    • Yellow bottles do not have any activation delay
    • Yellow bottles only effect clown
    • Increase the effect and duration of the yellow bottles


  • Devil_hit11
    Devil_hit11 Member Posts: 9,052

    Just make yellow bottles have no/less activation delay.

  • DBD78
    DBD78 Member Posts: 3,469

    I would give him Nurse power because he would look pretty stupid flying around, but he's a clown after all.

  • muddywater
    muddywater Member Posts: 22

    It's simple: Give him a third gas, which is only accessible after getting hits or intoxicating survivors. A gift from the Entity.


    Gas #3 is a very volatile element, pulsating with the Entity's power. The bottle breaks silently, has a larger explosion radius, and the gas is invisible to the eye, until it reacts with another gas. Gas #3 can stay potent airborne for up to 30 seconds. Can only hold 1 bottle at a time.

    By itself, it makes survivors Oblivious for 45 seconds. Survivors also suffer from being Oblivious with either of the following reactions.

    When throwing the tonic into it, the reaction turns the gasses into a smokescreen, blocking survivors' vision. It still slows survivors, and it lasts 10 seconds.

    When throwing the antidote into it, it now increases movement by 25% for all affected players.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I’m gonna be mocked, but I’ll say it anyway.

    He genuinely doesn’t need many changes. He’s already extraordinary in the chase department. Get those downs quick enough, and that’s pressure enough on the survivors. This includes regularly slugging for no other reason than to waste that survivors time, and the time of another survivor that needs to help them.

    a) other than his current game breaking bugs that obviously need fixing, one other bug that needs addressing that has persisted since his rework is that sometimes switching bottles doesn’t work. You visually see the switch happen. You also see the colour change in the corner by the power icon. But when you throw your bottle it’s sometimes still the last selected bottle. Throwing the wrong bottle at the wrong time can be a mistake that costs the game by extending a chase way longer than it should have. So this needs fixing.

    b) the ability to switch between Tonics and Antidotes should be completely independent from any of the base mechanic cool downs. For example: if i’ve successfully M1’d a survivor, currently have the Tonic selected, but want to throw an Antidote next, I SHOULDN’T have to wait until the successful basic attack cool down ends to switch to an Antidote I want to throw. I should be able to tell the game while I have Tonic selected that I want to ready up an Antidote next (or vice versa) once the cool down has ended. I.e. if I want to start charging a throw immediately upon the cool down has ended, the game should allow me to select which bottle I want during cool downs. Currently this is a big, clunky problem holding him back in the heat of chaos sometimes.


    Other than this Clown is in an amazing spot. I hope he’s fixed soon.

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  • Mr_K
    Mr_K Member Posts: 9,245

    Get some big streamer/youtuber to repeatedly say he's OP.

  • Jarol
    Jarol Member Posts: 1,985

    I still think sometimes that the antidote is not much use to me except after hanging a survivor, since I am used to playing Clown in the old way. The toning on the other hand I think it needs at least an improvement or an extension if I throw a bottle near a survivor but it does not fall on him, for example behind him. There are few times that happens, but I see it well as it is currently, it is a matter of having good aim, preventing survivors from looking back, blocking loops and always throwing the main bottle up if there is a roof or structure to expand the space.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    idk, make him 150% movementspeed and immediately expose anyone who comes in contact with his gas?


    i dont think the Clown is ment to, or will ever be, S-Tier, realistically speaking.

    and i dont view that as a problem.

  • MarcoPoloYolo
    MarcoPoloYolo Member Posts: 508

    Bottles recharge with tokens rather than reload.

    Make his yellow bottles give him 150% speed (or maybe more I dunno). To remove the looping aspect, he can't attack for the duration.

    Purple bottles slow down pallet vaults. They also ignore the animation queueing for vaults, allowing them to take effect so long as the survivor isn't physically vaulting already. Now, if people think that Spirit is easy to play and rewards too much, who boy. This clown would be nasty in the ease of use VS reward.