Clown Bottle Slowdown Comparison (4.0.0 PTB & 3.7.2)
Credit to: Warmish Frog
Comments
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Damn, this is great, thanks.
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Can we just talk about the fact that it took 22 secs to catch up running just m1...thats A LOT. 3 people do 1 gen in what was it? 35 seconds?
That said, this is dope, looking forward to release
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Seems to make about a 4 second difference. This is going to be massive.
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STBFL + Bleach is going to murder π
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Love this
It should be even more effective if you are able to throw bottles ahead of them instead of directly on them
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thats no joke, 4 seconds is way more than enough to mean the difference between a survivor vaulting/throwing a pallet and the chase being ended early.
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Damn thats great, I hope this is only the first step.
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That's what I was thinking. He should have thrown it over Meg thus slowing her down longer while she ran through and out of the gas. It would have made the chases a few seconds shorter. Regardless it's still a nice update.
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I was thinking the same thing. Had he thrown it over Meg she would have been slowed longer while she ran through it. That would have shaved a few seconds off of the chase.
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Just curious why the run at 0:45 didnt start with 0 seconds on the timer
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That is fantastic. What a difference a slight buff can make. Hopefully the first of many for Clown. He needs it.
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Eh, I like his AOE, I'd only reduce his reload speed by a bit, then he'd have a strong base.
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I donβt play clown, but would it make a difference when you throw the bottle?? Like, if you throw it within the first few seconds vs. after 9 seconds.
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I know people are excited about Pee Head and all, I am too, but I tried to load into a match as clown the other day and all four of them insta DCed. Considering the 35m queue time that felt pretty bad πππ
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This was my first thought as well, like holy crap that was long and that was just a freaking straight line...imagine adding pallets, loops, a DS, a BT, a Dead Hard etc etc. It makes it pretty obvious why gens fly so fast.
My second thought was how garbage the bottles were. I felt like they were making much more of a difference than they actually are. The addons experiment is pretty irrelevant to me because you won't have those addons every game so it's unrealistic to include those when looking at somethings balance for the most part.
Even after 4.0 the bottles look god awful. That's barely much of a gain from using the bottles at all. Especially seeing as it's his only ability. I'm not saying 4 seconds isn't significant, I'm just saying 17 seconds for the chase still when it's only a straight line isn't going to be good enough.
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Well what this means is hes unplayable without bleach. Kind of like trapper and his bags. Not unplayable just hes not going to do as well without that.
But yeah maybe they should look at how much of a burst they get after a hit. Maybe thats the problem π€·ββοΈ
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Clown going from F- tier to F tier!
Honestly, he needs a complete rework. His bottles are worse than Freddy's snares, have to be aimed, and have to be reloaded. And he doesn't have map wide teleport, and is affected by BT. There is literally 0 reason to play Clown over Freddy, he's worse in every single way.
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Cosmetics, and because its fun to chase people as a killer clown even if he does suck at his job.
What always cracks me up is the "gG eZ" after they beat the clown π
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Really good loopers all understand the power of holding forward. In fact, if you want optimize every loop, you want to hold forward for as long possible, get to a pallet and depending tileset, loop it as long as possible, than drop it pallet. Make sure killer breaks it than hold forward to the next loop. Don't believe that non-sense that you can "waste pallets".
This gives some insight for why maps like Indoor maps such as Hawkin and Lery have very high killrates. Part of the reason has to do with the inability to hold forward on these maps and in SoloQ, These maps are very small, so many players while holding forward often run into teammates who are working on generators. In any case, lesser experienced killers can get looped on these maps because there are circular loops on those maps.
Fun fact, A lot of top-tier killers in the game have direct counters to this strategy. Billy has his chainsaw to gap-close. Freddy can generator teleport ahead of you. Spirit has phase walk. Nurse has her range add-on/blinks. Oni has his dash but you can heavily abuse him in early game. This is why when you play Low-tier killer, It is very strange when killers somehow win on like farm maps such as Fractured Cowshed or Ormond where you have a huge map, ton of pallets and on top of that, Jungle gyms everywhere.
@DudeDelicious The extra distance gained is static 4 seconds. in some sense, you could say that clown self-slow reduced his bottle duration to 1 second and in that time, he lost some meters of distance which potentially could be difference between survivor hitting a vault/pallet and clown hitting you at a vault/window. In some sense, you could say he got free Ether 70% Volume add-on for free in his kit as bugfix. I don't think this huge game changer or anything but I think it might allow clown to make deadzones in an area more quickly because you'll have to use pallets that are closer together or juke/respect bottle throws more. that is another reason why holding forward and using pallets across the map is good way to preserve map's strength while maximizing pallet time waste. I still think clown will struggle to beat good teams regardless of this fact as his kit is very one dimensional and hard to utilize to produce results.
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#BuffClown2020 did something.
I'm so proud of this community.
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It just means you did a better bottle throw than dude in the video. the same bottle throw in PTB is same as Live. Just that PTB is statistically always 4 seconds better.
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