http://dbd.game/killswitch
Respectful Rant about the new Clown
I don't like to play as or against clown, but I do think as one of the weaker killers, they should be trying to buff his skill ceiling in some way. (By buffing skill ceiling, I mean giving them some new option or tech to learn). There's stuff I appreciate about his current reworks, like requiring more precision with pink bottles, and you're trying to make his yellow bottles more viable, but I don't think it's over all for the better.
Yellow Bottles
I always thought YBs were a bit underrated, and even if not, they were his more interesting tool because you had to predict when you'd need them at least 2 second in advanced. But lowering the delay on YBs' activation has been requested for a while, and whilst I do think the current version (1 second) is an overcorrection that even Clown Mains don't like, I think 1.8 seconds is probably the way to go.
On a more personal note, I've always thought they should keep the 2 second delay, but add more utility by giving invigoration a 5% boost to vaulting and break action speed, and 15% boost if your in a gas cloud. This way you have incentive to use YBs in close quarters to predropped pallets when you normally wouldn't because you don't want survivors to use invigoration against yourself. This is more of a fun idea than an actual suggestion though.
Also the 2% haste buff should be removed IMO. It's not terribly Op, but it's unnecessary, and it's just a flat buff that doesn't increase the killers skill ceiling.
Pink Bottles
Reducing the size of the gas spread is actually something I agree with. I actually have to predict where a survivor is going instead of guessing the vague area. But lowering the hindered penalty and duration are kind of a problem. I haven't had a lot of games against clown, but the two I had, the clowns used their PBs, once or twice per a trial that I saw, and the rest were YBs.
I appreciate trying to make PBs less annoying and feel more counterable, but right now YBs are braindead better than them, and the YBs are kind of brain dead right now all together.
I think adding an extra 3% hindered and 1 more second of duration on direct hits to survivors might be a good tactic, as that makes it so survivors have something to counter by dodging the power, but Clowns should still bother aiming and using PBs.
PS
As much as I might not like Clown, or the changes made to him, I do appreciate you guys trying to work on the lower tier killers and reworking them. I think it's okay for Behavior to make mistakes with their changes, so long as they're willing to listen to criticism.
Comments
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I think most people agree his latest changes are a misfire overall.
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He is one the "weaker" A tier killers, sure. Stop trying to rationalize this unneeded and unasked rework. Clown was pretty much perfect with his previous iteration.
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Yes, that seems to be the case, my friend. I really doubt Clown will stay like this for a long time.
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I'm very concerned with the design philosophy of recent buffs or killer powers in general. These powers (Clown, Kaneki) require zero brain cells to use effectively. It's catering to the lowest common denominator to the point that you alienate skilled players.
A Clown player with 100 hours could conceivably destroy a team with thousands of hours in the current iteration of his power. With perks like Dissolution, it's an auto-pilot power. Throw a yellow bottle on cooldown and hold W towards the survivor. Kaneki's power is impossible to miss with. They've reduced killer complexity to the equivalent of a game like Nintendogs.
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The question is, will they revert the changes or just nerf the yellow bottle? Because they usually refuse to accept their mistakes, it's unbelievable that these changes passed the PTB with the bad reception they got.
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They do tend to revert truly problematic changes. My bigger concern is how we repeatedly have these development cycles where things make it to live servers that are complete non-starters from a balance perspective, and it's immediately apparent. Something is very broken in the process if they playtest this iteration of Clown and think it's fine. A similar thing happened with the Twins rework. A whole dev cycle wasted on a power that didn't make it out of the PTB.
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Really bad changes are usually reverted, like the Twins rework or patch 1.9.2, so hopefully the same thing will be done for Clown.
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This has been a big worry for me as well lately
They're spending all this time and resources on changes nobody wants and end up reverted in the end anyway; meaning it's a complete waste when it could've been spent elsewhere.
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