Changing Clown's Hindered to be like Micheal/Ghostface?
The way that Exposure works on Micheal and Ghostface, their exposure doesn't work as a timer, so being marked will last 45 seconds and Tier 3 will last 60 seconds, which I think is by design so it can't be countered by Vigil. Clown, however, still has a timer applied when in his gas clusters so that when you step out of the gas, Vigil can lower the time which you're hindered from 2.5 to 1.75. Poor Clown doesn't need to have his power lessened by a perk, is there a possibility it can be changed so Vigil can't affect it?
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That's really a thing? That's a really sad discovery, poor Clown.
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Wait really?
Lmao. Yeah vigil should not work that way with clown.
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The difference is that the exposed status from those stealth killers is tied to them. Same as Oni in Blood Fury. The hindered effect is a result of Clown’s bottle. This is why Vigil works against it, as it should. Would be the same with Freddy’s puddles too no?
Also, those exposed statuses all have to be ‘earned’ through stalking or collecting blood. Clown gets five or more bottles with infinite reload ‘unearned’.
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The point is, the slow IS clown's power.
I get why the comparison seems exagerrated (since it's slow vs exposed whoch are two different things) but it really all comes down to one perk significantly reducing the killer's power.
Iif you reduce the slow from Freddy, he still has his dreams and his teleports working at full capacity.
If you reduce the slow to clown that's really iit.
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I am also learning for the first time that Vigil apparently reduces the time you're Hindered by Clown's power, oh my god. As if he doesn't suffer enough, down at the bottom of the barrel...
I don't think it would be an insane buff to make the slow duration unchangeable. People don't often run Vigil and Clown's already a weak killer, this would just remain consistent with the change to Small Game; a killer power shouldn't be uniquely targeted by a perk like that.
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Clowns iri got nerfed so that you can only carry 2 bottles
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Iron Will arguably neuters Spirit’s power, Calm Spirit stops screams against the Doctor, Urban Evasion soft counters Hag traps. This perk counter to killer power stuff still exists in the game, despite the nerf to Small Game (wrongfully done in my opinion).
Right, but I was only talking about the comparison of his hindered effect compared to the other killers’ exposed effect.
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Iron Will is a good counter to Spirit's power but doesn't even come close to neutering it, Calm Spirit stops screams but doesn't stop Madness from ticking up (to my knowledge), crouching in general is the counter to Hag traps and Urban Evasion just helps. You'll notice that perks in these examples can help with aspects of a killer's power but don't hard target the core functionality.
Spirit still has speed and invisibility, Doctor still has Madness, Hag was... kind of a poor example because the actual counter didn't require the perk.
All Clown has is slowdown. It shouldn't be affected by perks like that, the same way that Small Game obviously shouldn't have made Trapper even weaker by targeting his only power. Though, it's slightly different since the perk had to be changed in that case, whereas here the power is the part that needs the tweak- Vigil is barely going to be affected beyond not helping against Clown specifically, and let's face it, people don't run Vigil because they want to counter the Hindered effect that Clown brings, they bring it because they want a lower Exhaustion timer.
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Clown's slow is EARNED effect by hitting it to survivor, whether you think that's easy or not is not the point.
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To your point then, Vigil doesn’t fully counter hindered. It just makes it wear off faster. 🤷🏼♂️
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I will agree with that- it's not a complete hard counter the way Small Game was, but it does still warrant a change. Small Game was obviously worse and obviously needed the change a lot more, that much I won't argue.
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Something worth mentioning since he was brought up a couple times; I’m pretty sure vigil’s hindered reduction actually doesn't work against freddy the same way it apparently does with clown. When you step in a snare, the status there has no visual timer either (the same way it doesn’t with myers). It just goes away after a few seconds. Same thing for waterlogged shoe hag.
I think it does work against compound 33 though.
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