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Clown's mission "IN THE ZONE" is impossible

Canas
Canas Member Posts: 1,021

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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Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,883

    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.

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,306

    If you can't do a challenge in general, just farm. Easy.

  • White_Owl
    White_Owl Member Posts: 3,786

    The delay is there to not make the survivor get the speed buff.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited July 2021

    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.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Even at maximum arc I still encounter issues getting invigorated most of the time. Without the parade glove addon anyways.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Biggest issue is both bottle types share the same ammo, like ew why!

    But stick on the duration addon it's much easier

  • Aknoton
    Aknoton Member Posts: 30

    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.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    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.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    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

  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    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?

  • Canas
    Canas Member Posts: 1,021

    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.

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    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.

  • KingFrost
    KingFrost Member Posts: 3,014

    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.

  • Bwsted
    Bwsted Member Posts: 3,452

    Go on Hawkings.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    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.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,883


    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.

  • BenZ0
    BenZ0 Member Posts: 4,125

    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.

  • Anara
    Anara Member Posts: 1,297

    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.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    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.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,883

    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....

  • Phasmamain
    Phasmamain Member Posts: 11,531

    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

  • PanicSquid
    PanicSquid Member Posts: 655

    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

  • Techn0
    Techn0 Member Posts: 405

    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.

  • lauraa
    lauraa Member Posts: 3,195

    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 :(

  • BlackRabies
    BlackRabies Member Posts: 944

    There was a 3rd bottle during the early rework experiment? Alright to share what it could've if it worked?

  • Jay_Whyask
    Jay_Whyask Member Posts: 601

    🤡 Clown main reporting for duty. I did this challenge on my first try without farming and you can too 🤡

    1. Garish Makeup Kit
    2. Solvent Jug
    3. 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.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Can you tell us what the third bottle type would’ve done? I can’t imagine much other debuff’s clown could give

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    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

  • DBD78
    DBD78 Member Posts: 3,469

    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.

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703
    edited July 2021

    Highly farmable.

    Also, going after hook rescuers (especially basement) will work.

  • danielmaster87
    danielmaster87 Member Posts: 9,473

    I got it. Just use your yellow bottles as often as you can.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,575

    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.

  • MyNamePete
    MyNamePete Member Posts: 1,053

    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.

  • Techn0
    Techn0 Member Posts: 405
    edited July 2021

    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.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,883

    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.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I’m very pleased with how Clowns rework turned out. The choices made to keep things balanced are very clever.

  • Mooks
    Mooks Member Posts: 14,803

    Love to read about internal concepts like this!

    the idea of a juggling animation for Clown sounds pretty cool