Clown's mission "IN THE ZONE" is impossible
I've yet to get off a single hit after getting buffed by his yellow piss-bottles, and they expect you to do it FOUR times in the course of a trial. All this tome did so far was remind me of the Clown's questionable rework.
These yellow bottles are completely worthless and need to be reworked to give their effect right away, the delay makes them far too unreliable.
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The delay is what makes them usable to gain distance. I’d a survivor is holding W then you throw it at them. By the time it activates you’ll get the effect.
It’s really not that hard to do
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I got it first game with a meme build...
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Been saying that for clown ever since he got his rework. activation delay makes those yellow bottles worthless ability for clown.
I got on first game with clown. you'll get it eventually.
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If you can't do a challenge in general, just farm. Easy.
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The challenges are rarely very good or even attainable without being lucky in a very specific situation. Just save it until it's the only one you're able to do and then wait until the opportunity presents itself.
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The delay is there to not make the survivor get the speed buff.
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That challenge is just as stupid as the yellow bottles in general.
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The delay is way too long though, and needs to be cut down by at least half a second.
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Personally I don't have a problem with the delay, you just need to throw the bottle far in front of you so that by the time you get to the cloud it's already active.
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Even at maximum arc I still encounter issues getting invigorated most of the time. Without the parade glove addon anyways.
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send yourself to a indoor map and run the addon that gives you aura reading when you're invigorated, it's super easy to do that way
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Biggest issue is both bottle types share the same ammo, like ew why!
But stick on the duration addon it's much easier
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I completed the task yesterday on the first try. Try VHS porn addon, it swaps bottle colors. Survivors get confused and avoid accelerating clouds. It gives the opportunity to spam them during the chase and loops.
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use the cigar box plus garish make up kit
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Exactly. I don’t know how so many don’t get this. If they activate straight away, the survivor gets the benefit. The way they act currently no survivor in their right mind will be stupid enough to hang around to wait for the activation unless they want to be hit by Clown.
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Even at generic loops the delay is what makes it possible to get a guaranteed hit even at dropped pallets. I think the antidote could use buff but instant activation is not what it needs
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Probably because you're talking to PC players who would be capable of flicking their mouse down and dropping the instant antidote at their feet. For PC, that would be much easier and more flexible than the current set up of committing to a particular path and throwing the antidote a few seconds ahead of you. It'd probably butcher yellow bottles for console players who (I think) can't do that... but... y'know... is it surprising that most PC players wouldn't consider that?
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And why should the Clown ever throw such a bottle at the survivor(s) if he could simply throw it as his own feet if the effects were immediate? There's no reason NOT to make them work instantly.
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Sure there is: balance. As it stands Invigorating yourself, switching bottles, and THEN almost immediately Intoxicating a survivor is extremely powerful in a chase. It’s pretty much a 100% guaranteed hit or guaranteed down.
Therefore, for the sake of balance, there needs to be a preventative measure to not have Clown spam this set up in every conceivable circumstance by creating some risk: Survivors can ALSO Invigorate themselves, and cure themselves of intoxication.
With this in mind, keeping things balanced to ensure that Clown has to PLAN how to Invigorate himself before Intoxicating a survivor (or vice versa), conversely The Afterpiece Antidote is further balanced to ensure Clown players aren’t needlessly, and frustratingly accidentally invigorating survivors by adding in an activation delay.
It’s imperative to change ones thinking in order to take advantage of the Antidote. You can’t use them the same as Tonics. They’re to be placed ahead of Clown so that he doesn’t accidentally Invigorate survivors, and so they’re active by the time Clown reaches them.
OR... the 2.5 seconds can be used to switch to the Tonic and plan where THAT will be thrown, rather than wasting some of the Invigorated effect trying to do this with Tonics.
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Did it on first try. Don't know how a "use your power 4 times" challenge can be impossible. If you're bad at Clown you can just skip the challenge anyway.
It remembers me how people were annoyed because the 3rd Rift had a challenge to hit 15 hatchets with Huntress in a single match and people were saying it's impossible lol.
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I got it in my second game. You just have to use yellow bottles all the time. I recommend using the add-on that gives you an extra bottle, and the one that extends the duration of the invigorated status effect.
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Go on Hawkings.
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Also did it on the first try. I used my regular Clown-Build (BBQ, Corrupt Intervention, Brutal Strength, STBFL) and the Add On to make Auras visible when invigorated and the Add On to increase the Duration.
The Auras were probably not that important, two extra Bottles would have been fine as well. I basically used the Bottles until I was sure I had my 4 Hits and then I played normally without sweating to use the yellow Bottles.
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Its not 100% hit. the clown requires timing and precision to utilize both bottles effectively. I have been getting a lot of clowns recently and I have honestly never seen clowns use yellow bottles until now.
The prevent measure for spamming bottles is reloading and limited bottle count as it has opportunity cost from purple bottles.
If the goal of current yellow bottles was to never see the ability get used... than its right on mark in its current iteration. we're only seeing a post like this purely because of archives.... challenges.
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You should maybe watch guides if you dont know how to use them, it isnt hard, infact the yellow bottles are one of the best things they have added in the past few patches.
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The problem with clown rework is not the delay.
The problem is two differents bottles sharing the same charges. We need 4 pink 4 yellow basekit.
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I’ve played Clown since his release, and extensively since the addition of The Antidote. I know what I’m talking about. Successfully setting up Clown being invigorated and then quickly intoxicating a survivor pretty much guaranteed there’s little the survivor can do (or reach) in time to avoid being hit. Survivors can’t even DH away from Clown in time before either effect wears off.
The activation delay helps balance around the need to properly plan/set this up so that Clown can’t just do this brainlessly whenever he wants.
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well it didn't look 100% hit from survivor side of gameplay though i hardly face clown.... until now. you can dead hard away, you dead hard before purple bottle lands on floor and explodes. Its not brainless to time abilities and measure distances....
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He has a 3 second reload and a potential 7 bottles. If you ran both capacity add ons he would mindlessly do the same thing every loops and would get a guaranteed hit at all but the most safe tiles.
Once you learn when to use them they become very useful and a big part of his kit
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I used the purple add on that increases the effect of the yellow bottles. Then used the yellow bottles alot and got it in the first trial.
Individual results may vary
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Cause it gives you two whole meters. It lasts longer but the value is lower at 10% compared to 15%. If you give clown more bottles he'll just spam purple. Yellow bottles are a failed experiment and all the update did was nerf his addons and make his reload faster.
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To keep the inventory UI/switching inputs simple. We considered seperate ammo, but it wasn't worth the added complexity. The first design had 3 bottle types. :D
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I would love a blue bottle 😢
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Well easier doesnt always mean better sadly. I'm glad there are only 2 bottle types but either up the ammo by base or make them use separate ammo. I love the idea you came up with but having such limited use hurts the potential as atm its use your power for mobility or anti-loop not both or you're reloading most of the time costing hits and pressure
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Well you left that dangling, what was the third bottle?
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my biggest beef with how Clown's ammo works is that I feel like it's not responsive enough. You get your purple/yellow haze that tells you which bottle you're using but in the heat of the moment I feel like it's really not easy to tell which bottle you really have :(
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There was a 3rd bottle during the early rework experiment? Alright to share what it could've if it worked?
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🤡 Clown main reporting for duty. I did this challenge on my first try without farming and you can too 🤡
- Garish Makeup Kit
- Solvent Jug
- Use a map offering for something that isn't Gideon Meat Plant or the RCPD because safe pallets kneecap The Clown
Garish Makeup Kit and Solvent Jug extend the duration the antidote lasts. Stacking them allows you to pretty much do whatever you want with little risk.
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Can you tell us what the third bottle type would’ve done? I can’t imagine much other debuff’s clown could give
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That 10% extra movement speed translates to 75% faster chasing.
It's not a distance tool it's a chase tool.
Even if you look at purelly the distance dead hard that's a 1m dash is one of if not the strongest survivor perks. Almost solely because of the 1m dash. In a chase 2 meters is a big deal
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Come on it's an easy challange. Play a game only using yellow bottles and use addons also you can get more than double of the hits you need.
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I had not gotten that far. The intention was three colors, and some way to fit in a juggling animation. But discussions with other designers and the UI team indicated three was going to cause interface complexity issues. So that was dropped before I had designed what the different bottles would do.
I'm very happy with how it turned out in the end. The various other developers (programming, UI, VFX, audio, QA I hope I didn't miss anyone) involved in the implementation did a great job!
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Highly farmable.
Also, going after hook rescuers (especially basement) will work.
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I got it. Just use your yellow bottles as often as you can.
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Seeing the Clown juggle the bottles in the trial would've been really funny. I can understand how 3 bottles would cause issues though, that'd be a nightmare to switch between.
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The delay is so you can throw it at a survivor on the other side of a loop, so when you walk over on that side only you would get the effect and you can throw a purple bottle on the other side of the loop so they get slowed down too.
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Ok so if it's a chasing tool it's just an objectively worse tool than just learning to use the tonic properly to cover as much of a loop as possible with one bottle or block out key zones. I'm making more distance in a shorter time by using the purple bottle. Using both is just a waste as compared to just learning how the tonic works.
Also I can't understand the comparison to dead hard when the meter clown gets is after 2.5 seconds (not including the delay on yellow) as compared to dead hard being instant distance.
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He is suppose to be strong at the chase. I do actually use yellow bottles and I actually do use ammo capacity add-ons, I am just saying that they're ineffective vs strong survivors and safe loops. Instant activation is exactly what it needs to be universal useful, right now its just random whether the survivor goes what you want him to go to take advantage of the effect or not.
Some say that these bottles should have seperate ammo capacitiy, but a better solution would be to remove yellow bottle and just make it so that clown gains speed when walking through purple gas and survivor is hindered when they touch the purple gas, though in my opinion, this would actually make the ability braindead to use and I kinda like the timing and ammo management to his power(even though this would effectively remove this aspect altogether) for what some people are asking with separate ammo change.
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I’m very pleased with how Clowns rework turned out. The choices made to keep things balanced are very clever.
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Love to read about internal concepts like this!
the idea of a juggling animation for Clown sounds pretty cool
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