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Clown's Rework

Salty_Pearl
Salty_Pearl Member Posts: 1,367
edited July 2021 in Feedback and Suggestions

I have started getting back into Clown since he is apart of the next tome and while I know it has been awhile since his rework, I was wondering what everyone's thoughts on it were? I used to play Clown a lot previously but I just moved on to different Killers. I am not too much of a fan of his rework. Like I said, I'm not a Clown main at all so I could be totally wrong about this but I don't get the point of his Afterpiece Antidote, why does it benefit Survivors?

What is everyone's general thoughts on his rework?

Post edited by Gay Myers (Luzi) on

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    It’s decent. He has more chase potential with the antidote and combining them in chase can be very strong. They aren’t good for mobilty though and he still suffers the same issues

  • glitchboi
    glitchboi Member Posts: 6,025

    I don't really consider it a rework, it's more of an expansion to Clown's kit. Examples of reworks would be Freddy and Bubba.

    The antidotes are a really fun and neato chase utility, and are highly underestimated and underrated. You can combine them with the tonics to get easier hits, and absolutely demolish loops. It also gives you counterplay to W meta, the +10% speed boost is a lot more powerful than it seems.

  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    The speed boost is very powerful I agree, I still think it takes too long to activate though. I think it just needs a slightly reduced activation time and it will be fine.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    He’s really good. Much, MUCH more depth to the various ways you can strategise mid chase, and attempt to control the direction survivors take.

    It makes Clown a little bit more difficult getting the most out of combining Tonics & Antidote play, but very rewarding when pulled off, making it impossible for a survivor to avoid getting hit.

  • Starr43
    Starr43 Member Posts: 873

    You’d be surprised how much value you can get from using yellow bottles to become invigorated. One example would be a loop where the survivor doesn’t really have a reason to run towards a certain part of the tile so you swing through to huff the gas and catch then off guard or use the speed then a slow down bottle to guarantee a catch-up hit. Other times a survivor might have so much distance that a yellow bottle might be the difference maker in catching up before they reach a safe spot especially if they were running through a dead zone. These specific situations are ones where a purple slowdown bottle simply wouldn’t reach them in order to slow them down.

    Yellow bottles are significantly more fun to use IMO because hindering a survivor for a hit is boring to me. Effective but boring… similar to Freddy snares.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    You effectively have 2 stacks of PWYF available to you whenever you please. That’s strong stuff.

  • NMCKE
    NMCKE Member Posts: 8,243

    He still lacks map pressure and his counterplay is to just pre-drop pallets. Doesn't sound that interactive and clown just boils down to if survivors can take advantage of his poor map mobility.


    I was thinking his tonic clouds should stay on the map longer, maybe as long as plague infecting objects. Giving him some way of controlling the map, since survivors will be blinded while they work on objectives.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Meh.

    I personally still don’t find this much of a problem.

    I don’t need to be everywhere on the map to pressure.

    Mane they wanna help me clear tonnes of pallets early? Sure go ahead.

  • NMCKE
    NMCKE Member Posts: 8,243

    That's basically what happens, clown usually destroys all of the pallets, but usually that comes at the cost of losing the majority or all of your generators. I dunno, I feel like clown could be more interactive because right now, it's just about how fast can either side can achieve their goals. Will clown finish eating all of the pallets? Or will survivors finish doing their generators?


    I'd like to see clown have his tonic clouds made into something both sides can enjoy. I was thinking his afterpiece tonic would expand at the impact area, than begin to create some sort of fog that makes it difficult for survivors to see. This fog would cover a 24 meter radius, greatly hindering the survivors vision. Could make survivors oblivious since they are intoxicated, so survivors would always have the threat of you ambushing them. Whenever a survivor enters and exits that fog, they are slowed down with blurry for 8 seconds because their bodies are adapting to the new conditions. Clown would still keep the antidote tonic for speed, but it would activate immediately.