My proposed Clown tweaks and changes.
The Afterpiece Tonic.
- Tap or hold and release the Power button to launch a bottle of The Afterpiece Tonic. Thrown bottles leave a lingering trail of gas along the path of the thrown bottle. On contact, the bottle will break, emitting a gas cloud that will intoxicate any survivors with the gas area of effect.
- Intoxicated Survivors will suffer from impaired vision, reduced movement speed, and involuntary coughing for 3 seconds (up from 2.5 seconds).
- Direct hits to a survivor with The Afterpiece Tonic cause the target to suffer all penalties for 1 additional second. Direct hits also interrupt actions, and prevent additional survivor actions for 2 seconds.
- You start with 4 tokens. A thrown bottle consumes a token. Tokens automatically recharge at a rate of 1 token per 3 seconds (might need to be longer for balance, perhaps 4 or 5 seconds per token, perhaps longer?). Press and hold the Active ability button to replenish tokens of The Afterpiece Tonic at an increased rate of 2 seconds per token at the expense of tremendously reduced movement speed.
Add ons.
Smelly Inner Soles - Slightly expands The Afterpiece Tonic Gas area. Stacks.
Robin Feather - The Afterpiece Tonic Gas duration lasts slightly longer. Stacks. (+1 second duration).
Fingerless Parade Gloves - Slightly decreases The Afterpiece Tonic token passive regeneration rate (-0.5 seconds reduction per token regeneration rate). Stacks.
Ether 5 Vol% - Slightly increases Intoxicated Effect duration. (Increased from 0.33 seconds to 0.5 seconds). Stacks.
Thick Cork Stopper - Moderately decreases The Afterpiece Tonic token passive regeneration rate (-1 second reduction per token regeneration rate). Stacks.
Sticky Soda Bottle - no change.
Starling Feather - The Afterpiece Tonic Gas duration lasts moderately longer. Stacks. (+2 seconds longer).
Solvent Jug - no change.
Kerosene Can - Intoxicated target suffers from the Blindness status effect for 60 seconds. (Up from 30 seconds).
VHS Porn - The Afterpiece Tonic Gas duration lasts considerably longer. Stacks. (+ 3 seconds longer).
Sulphuric Acid Vial - no change.
Flask of Bleach - Intoxicated target suffers from reversed/inverted controls whilst Intoxicated. Intoxicated target suffers from a slightly reduced Hindered penalty. (Survivors suffer 10% Hindered penalty instead of 15% penalty).
Ether 10 Vol% - Moderately increases Intoxicated Effect duration. (Increased from 0.66 seconds to 1 seconds). Stacks.
Bottle of Chloroform - no change.
Garish Makeup Kit - no change.
Ether 15 Vol% - Considerably increases Intoxicated Effect duration. (Increased from 1 seconds to 1.5 seconds). Stacks.
Cigar Box - no change.
Cheap Gin Bottle - no change.
Tattoo’s Middle Finger - Auras of Intoxicated survivors are revealed to you for 6 seconds. Direct hits of The Afterpiece Tonic will reveal the targets aura until that survivor is inured or put into the dying state.
Redhead’s Pinky Finger - Intoxicated target suffers from the Oblivious status effect until injured, or put into the dying state.
Comments
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Neat, you obviously put a lot of thought into that!
What I find problematic is the passive token recharge. Since it´s quite a significant buff, something like 15-20 seconds seems more reasonable, since active recharging is still possible.
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Yeah that could be tweaked.
I just thought that even though the reload mechanic can be used for mind games (semi successfully), Nurse, Blight, and Bubba highlight how outdated Clown’s reload mechanic is.
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I like this. Sounds pretty cool!
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Thank you.
I wanted to keep in mind keeping him specialised in dominating the chase, and tweaking those aspects, whilst also reducing the severity of often complained about RHPF, whilst it still having a strong and useful effect.
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You should add two more things;
- The Clown no longer makes a noise when vaulting a window. Helps his mind-gaming game.
- Intoxicated survivors can no longer see the Red Stain. Also helps with mind-games.
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I don’t mind the vault grunting. He is already good at everything else chase wise. But I do like the idea that survivors cannot perceive the red stain while intoxicated idea.
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clown sucks because he has no map pressure. hes already a monster in loops.
This would just make him even stronger in loops then he already is but it wont affect his map pressure at all meaning he will be just as weak as he is now, he needs a second ability or something to give him map pressure.
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He doesn’t need map pressure. If two survivors are downed in under a minute, which Clown is regularly and easily capable of, any other remaining survivors DEFINITELY feel pressured.
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I guess there's also the way you could make all sound non-directional when intoxicated. There's a lot of fun gimmicks you can do with his gas.
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Yeah that’s a good idea too
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I've said it before, intoxicated survivors should be affected by Oblivious. Regardless of the other changes, that in of itself would add to Clown's disorientation-as-a-mechanism theme.
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Seems the same mostly besides the charges. Gotta be honest though I don't like the red head pinky change. Oblivious is useless in chase as it doesn't hide your red glow. Survivors are already going to be watching the clown through being intoxicated as you need to keep track of him so oblivious is extra pointless in chase. And frankly his insta down is already balanced and no one uses it because they think it's toxic. It's no different than billy using his saw. You need the same distance to be fair and both can be dodged relatively easily.
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He does, a clown is not capable of downing 2 high rank survivors in under a minute, unless they messed up.
If clown truely was capable of that, I would see more infectious fright clowns.
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I, in red ranks, do this very regularly WITHOUT Infectious Fright because I’ve learned how to track/spot new survivors very quickly after ending a chase with another. In fact most of my Clown builds are centred around Coulrophobia, and keeping survivors injured or downed. So I don’t even run the meta.
Just because YOU don’t see this, doesn’t mean it CAN’T be done with Clown.
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My proposed change to RHPF could offer a more hit n run play style. Afflict multiple survivors with Oblivious, then attempt to catch them off guard later. Or momentarily break chase at structures with high walls, and circle around in an unpredictable way.
This would be especially good when unwittingly gassing 2 or 3 grouped up survivors with 1 bottle. Start chase with one, and the others remain Oblivious till injured or downed. That would make for tense and interesting moments for those survivors knowing they can no longer hear Clowns TR semi-indefinitely.
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passive recharge rate of 1.5 seconds with addons for an effect with a 3 second duration, balance just have them always be 85% speed
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This is basically in line with what I'd like for clown. The base intoxication duration is rather pathetic.
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I don’t quite understand what you’re suggesting
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having the recharge speed for bottles be faster than the effect of the bottles isn't balanced. Even though clown is weak I don't think making survivors always 85% speed in chase against him is a balanced change
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Oh right. Gotcha. I was actually thinking that perhaps the passive recharge might need to be 4 or 5 seconds per token to be honest.
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It definitely needs to be more
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The inverted controls sounds really cool and can really screw with the Survivors. Will they be notified of it? It would be funny to see Survivors start freaking out as they run right into you.
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Yeah I thought it would be good as an add on, but wanted it to replace flask of bleach’s existing function, because inverted controls PLUS extra hindered would be way WAY too strong. It would probably need to jump up to purple rarity too.
I guess it would be fair to have a flask of bleach red icon like Freddy’s rope and chain notifications.
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Just wondering, why didn't you change solvent jug, the most complained about clown add-on along with redheads pinky finger
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Because his whole kit revolves around pressure being created by quickly ending chases over any other way of pressuring the survivors. Sometimes that one perfectly timed exhaustion perk hurts Clown more than any other because he doesn’t have other ways to create stall or pressure (without specific perks).
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I really like this idea But the auto recharge of clowns tonic is fine but needs to be at least 15 seconds to make it balanced otherwise he can just throw them repeatedly every 5 seconds which will not be fun at all. 15+ seconds maybe 30 seconds and 15 when not in chase. Otherwise just keep the reload or maybe have both if you like to spam for no reason.
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There are many situations and loops where Clown needs to immediately throw 2 bottles at 2 different locations.
Someone just using 1 bottle every 5 seconds wouldn’t get a Clown player very far.
That said, I did kinda imply I’m open to a tweaking of the numbers.
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It would be cool, maybe with passive reloading the total amount of tokens should be changed to 1 or 2. Inverted controls maybe sounds cool and interesting... but it would became annoying for survivors, similar to the space spamming on hook, i would change it with a camera flick as hag traps just to add a bit of disorientation. Perma-oblivious feels too much, i would add some cool down (i think it is ok as it is now tho).
I also think that is not bad to have a killer with clear disadvantages. Its like playing Wes in Don't Starve, you know it's gonna be unfair but feels more rewarding after winning.
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As someone who likes to clown around I gotta say bud, actually solid. Most people who try to give a fan buff or rework make busted broken ######### shows of a change and this is like..... Just right tbh.
He doesn't need to be moved into "good killer" territory, cause let's be real, he's already secret OP against unseasoned survivors, but he definitely needs some quality of life improvements with the same urgency wraith and myers need. I'm okay with him continuing to be a rough time against decent survivors but this would help lubricate the workings if you will.
I get why it takes time eternal to upgrade and rework licensed killers due to licensing stuff but.... Idk why stuff like this isn't done wholesale on the originals at a regular rate tbh.
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I'd say the passive reload should be slow if he gets to keep the normal reloading, but thats already being said alot.
But his reload should definitely be changed from "Hold for X seconds to reload ALL bottles" to "Hold to reload X bottles per second"
We could also always increase the gas lingering duration or the maximum spread of the gas, Improvements to how it spreads and behaves can always be a nice QoL change.
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It should be slow-ish, but not too slow. With my changes if someone wanted to throw on both gin and soda bottle for 7 tokens, manual reloading from zero to all 7 would take 14 seconds. So this, in conjunction with the passive reload prevents situations where Clown can frequently spam all 7 bottles.
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