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Buff that Clown already
He is low-mid right now, and we, as a players, need a killer who can do in high ranks, so there could be 4 (wow) killers viable there. Here are some of my suggestions:
The effect duration should be buffed, as basic 2s is too small amount of time. I propose the duration of 3s. Not too quick, not too long.
I think you should do something with the speed of the bottle, which is too slow. You can't really block the way of the survivor, when he is like 20m from you, because bottles are too slow and survivors outrun them. Though, I think that the arch is fine, but I would not mind making it something like throwing a hatchet.
The blur does nothing, you can still see the killer, still loop and still throw the pallet at the right moment, so maybe we should make the blur something like a flash from a flashlight? Like total blind? Considering the area of the gas is not too big, and the duration of the cloud is not too long it would be a good change.
OR
Make the gas interrupt unhooking, throwing the pallet, or vaulting, something like Doc' can do. It would make him a killer, which is a great counter to looping (I think you wanted him to be?). Or at least force the survivor to slow vault (windows and pallets) while under the effect of the gas.
OR
Make something like a Gas Radius around him. Maybe 3-6m. It would act as a cloud of gas moving around the Clown, forcing the survivors to keep the distance from the killer, not running around him and taunting.
Hitting survivors with the bottle is really hard, as it is unprecise, and you need to be really close to survivor to have a chance in hitting him with it, and when you hit the survivor, it does almost nothing besides the basic effect. My proposition is if the killer manages to hit the surv with the bottle, the gas cloud is tied to the survivor for 10 seconds (when the survivor moves, the gas cloud moves with him). This way killer is rewarded for hiting the surv with the bottle.
Comments
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Yeah, and when a survivor gets hit by the gas they get sacrificed instantly.
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Seriously, I think these buffs would be too OP. Killers should not get a 4-Kill every round with no effort against good survivors. Also it would be very hard for low rank survivors to survive against this killer.
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He's fine to me as well. You cannot focus on throwing the bottles AT survivors. Rather you should flood exits to loop areas and jungle gyms to make the Survivor go where YOU want them to go.
Clown, if played correctly, is a better Huntress and Doctor at the moment and can be extremely deadly. He's actually high mid tier or at the bottom of high tier with good perks and addons.7 -
In my opinion I think he's high mid tier because he slows which can be helpful in certain situations, if he hits someone with the bottle then it cancels out actions the only actions I've seen cancelled is unhooking and totem breaks and the gas is AOE unlike huntress where you have to hit them directly, but I do agree that the blind needs to be adjusted and I like 5 as well, but I have yet to test him since I'm on PS4 so I'll judge more when console gets him.
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Clown is still chasing people all over the map even with bottles.
I don't understand why people are saying he's huntress tier. The time comparison in chase situations are way in favor of huntress. He's far below her. Direct damage > slows.
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@weirdkid5 said:
He's fine to me as well. You cannot focus on throwing the bottles AT survivors. Rather you should flood exits to loop areas and jungle gyms to make the Survivor go where YOU want them to go.Clown, if played correctly, is a better Huntress and Doctor at the moment and can be extremely deadly. He's actually high mid tier or at the bottom of high tier with good perks and addons.
This, now that people have gotten used to him and have better perks/addons he's been wrecking pretty much consistently through the 10-15 range. The 15-20 he's an absolute beast and on Gideons he makes 4 sacs every match pretty much.
The good clowns don't just sit there and spam bottles but use them to herd and flush out camping spots. They're also throwing bottles from incredibly long ranges to interrupt gen repairs and nail anyone close by. The huntress can toss an axe but she can't arc it over it and nail anyone there let alone everyone there.
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Can we just let him be out for at least 3-4 weeks before any changes are done to him? We shouldn't be rushing to make changes when it's still so early.2
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Clown is definitely fine atm.
The only thing he could use, is some tools to improve his map pressure. His bottles are already great for the chases.1 -
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@SaltyKiller said:
@Runiver said:
The only thing he could use, is some tools to improve his map pressure. His bottles are already great for the chases.
That applies to every Killer that isn't Billy or Nurse.
Pretty much.
Devs kinda forgot that aspect of the game since the release of the game it seems.2 -
@Runiver said:
@SaltyKiller said:
@Runiver said:
The only thing he could use, is some tools to improve his map pressure. His bottles are already great for the chases.
That applies to every Killer that isn't Billy or Nurse.
Pretty much.
Devs kinda forgot that aspect of the game since the release of the game it seems.I'd wager that the devs don't evaluate time invested vs reward when judging killer powers. Instead killers are designed by what intuitively feels overbearing or not to be chased down by.
That's why things like blinks/chainsaw/axes get a free pass on having so much free lunch and oomph because they are at least aimed and feel better to be killed by skill.
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@SaltyKiller said:
being able to hit a cluster of themThere's no way for the clown to capitalize on multiple targets with a cloud. He can still only down 1 at a time. SWF is still going to bully you and the others don't care about the cloud.
@SaltyKiller said:
and countering BS like Sprint Burst, and -again- the only Killer that can counter DS. Plus there's other things he can do like: down someone and think a flashlight rescuer is going to come by? Throw a tonic near the downed guy so that way the rescuer gets slowed down and (hopefully) can't flashlight save in time.Sometimes and only hopefully, but do these maybe situations equalize his far longer M1 chase time?
@SaltyKiller said:
Chasing a rescuer down in the basement? Throw a tonic at the stairs and go after them. After they get hit they will get slowed down by the tonic at the stairs and can allow you to maybe get another hit pretty quickly.Or throw an axe in melee range on the stairs and swing for a near instantdown.
@SaltyKiller said:
Not to mention that he can throw a tonic at a hook diver and interrupt the action (just like the Doctor) and can allow him to grab the guy going for the rescue.Or throw an axe and get a health state as well.
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I'm liking the idea of the clown but find his power and its respective add-ons underwhelming.
Here's an idea to make the tonic more of a force to be reckoned with.A lethal intoxication buildup debuff. What I mean with that successfully hitting survivors with either the bottle itself or the toxic cloud builds up a debuff that if completely filled brings the survivor down a healthstate.
What I had in mind is that hitting a survivor with the cloud only builds up the debuff with a fixed rate for the duration of the cloud effect (currently that would be 1.5 seconds). Hitting a Survivor directly with a bottle adds a flat amount of buildup to the debuff. If for some reason the survivor remains in the cloud, the debuff will build up with the same rate as the coughing/blurred vision effect for as long as the survivor remains in the cloud. Additionaly it would stack with the cough debuff, meaning if you managed to intoxicate a survivor with the cloud and that survivor remains in the cloud for that duration you've essentially doubled the buildup.
The buildup would slowly regress overtime. Perhaps if a Survivor is affected by Exhaustion it would halve the regression time due to the heavy and irregular breathing of the survivor.As for numbers:
Affecting a survivor with the cloud : 15% over 1.5 seconds
Direct hit with a bottle : 20% instantly
Staying in the cloud: 10% per secondFeel free to suggest different numbers because I honestly don't know how frequently clowns actually hit their tonics in the grand scheme of things.
Some add-ons already affect stuff like the cough/blur duration, other could be added or changed to affect the direct hit buildup or the cloud buildup. Maybe even changing an ultrarare one to have the survivor downed instantly after a complete buildup.
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