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Clown Bottles Should Have Separated Stock Numbers

Rigbeta
Rigbeta Member Posts: 292
edited August 6 in Feedback and Suggestions

Simple Concept: The Clown has 3 Yellow Bottles and 3 Purple Bottles.
When the Clown uses a Yellow, only the Yellow loses stock, same as Purple.
Refilling only effects the currently selected Yellow Or Purple Type.
This forces The Clown to be more careful about his Bottle Usage.

Now, as for his Bottles' actual effects:
Currently, The Clown is genuinely miserable to play against and Braindead to play as: He has lost nearly the entirety of his original Power as well (The Purple Bottle He was Released With) in favor of his piss bottles.
His Haste feels grossly out of proportion, while his purple is near useless save for very specific cinch spots. I believe both Bottles should be effective without being overly oppressive or favored.
At the very least, having less available at the ready will force the Clown to be more thoughtful with his bottle usage and force him to be more strategic.

The Hindered Needs to actually feel more effective, maybe the more a Survivor gets exposed the More "Intoxicated" they get kind of like Doctor Madness, and they gain additional hindered the next time they're hit depending on Intoxication levels. Or maybe it lasts longer for them up to 3-6 seconds maximum.

The Instant Haste is dreadful. Maybe instead make it wear off after 3 seconds while not in the cloud's range.

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Comments

  • Philscooper
    Philscooper Member Posts: 245

    idk why you need such a complex thing to be given to clown other then to not make him so braindead (which it wont)

    the main problem with clown right now is the purple bottle is useless and the yellow you can use on demand 24/7 for a 5.52m boost in total per bottle, thats 33,12m gained with all 6 bottles (and if you fully use out the addons and optimally refresh every 8 secounds), without a penalty or chance for survivors to get ahead, the only way to really beat that is to prerun and predrop like you do before. just alot more defensive.

    the clown bottle not only slows survivors down less overall in hinder,
    the duration (the big number here) got nerfed aswell which is huge
    which is why everyone is just spamming the yellow, its easier and requires no effort to use for a reward to get quick downs, which you can push this to the extremes.

    so, how do we change clown?, you start small and what everyone is used to, yellow bottles take 2 secounds. this gives a much more needed warning, makes clowns not spam yellows onto their feet and requires a bit more precision and decision making on where/when to use their bottles. if that wasnt enough you can just keep pushing small changes in the patches within.

  • Rigbeta
    Rigbeta Member Posts: 292

    Because it will actually incetivize thought process on bottle usage instead of just mindless spamming. Limited usage is not a big deal because unlike Huntress or Trickster, Clown makes his own projectiles like Deathslinger. I agree that the numbers need tweaked, obviously. But he actually should be a killer that lives up to his "Strategic Killer" nomenclature instead of being played with no actual strategic value other then "haha me fast".

  • Ohyakno
    Ohyakno Member Posts: 1,499

    This is just a nerf compared to him before his changes. That's not the way to take the character.

    I like the idea a great deal. It incentivizes using yellows without asinine number buffs. 3 is far too restrictive though.

  • Rigbeta
    Rigbeta Member Posts: 292
    edited August 10

    It absolutely is not. He has infinite reload. 3 is genuinely not too restrictive, if anything it forces The Clown to actually think and be careful about his bottles since he only has 3 Piss and 3 Grape.

    Post edited by Rigbeta on
  • Brokenbones
    Brokenbones Member Posts: 5,627
    edited August 10

    I do think Arinad had a point in his PTB thoughts vid

    Clown's reloading should not be swift nor convenient - If he needs to reload mid chase he messed up and should be punished for it much like Huntress, Slinger, Trickster are punished for needing to reload mid-chase as well. I hate how in the patch that made him even worse for survivors in the 1v1, they made his one built in weakness completely obsolete

  • Rigbeta
    Rigbeta Member Posts: 292

    Exactly. They overtuned a character that didn't need it.