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This upcoming Clown change is going to make him MORE inaccessible to non Clown Mains.
...whilst for seasoned Clown mains that already understand how to use tonics at every loop, cleverly placed antidote (used in conjunction with cleverly placed tonic) is going to now guarantee that pretty much any loop at all, in the entire game, is going to be IMPOSSIBLE for any survivor to avoid a hit.
Yep. I need to know the delay before antidote activates, but I’m already formulating in my head where at common loops I’d first throw an antidote so that survivors run through while it’s white, with a quickly followed up tonic at another area of a loop, so that THEY get a slow down, whilst only I get speed BOOST before. Imagine having a speed difference of 25% between killer and survivor without sacrificing base killer agility at any loop...
But for those players that have already struggled to understand where to carefully think about throwing bottles, and just spam when playing Clown, this new antidote, and that it can potentially HELP survivors, is going to make Clown even more frustrating and difficult to use.
He will be more inaccessible and unintuitive than he was previously.
So he will be terribly frustrating for survivors to deal with when going against already strong Clown mains, and will be way more frustrating for killers to use that already only think of bottles as a projectile.
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Another thing is, could the clown player just give themself a quick speed buff and throw an afterpiece tonic to make sure they get the buff and not the survivor all while making distance on the survivor?
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I have no idea what you're talking about. I see myself just using the antidote to get about the map faster. Giving survivors a speed boost does not seem useful.
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I don't really believe everybody that felt Clown was too weak doesn't know how he works.
The main thing for me with this buff is that he finally will have more map pressure. Will probably make his chase potential slightly more deadly as well.
I don't really see how this will make him more inaccessible to newer players, since the kit he has now is still a part of his new kit. Surely his skill cap will be higher though which is nice.
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Of course, but even after all this time I see Clown’s that still can’t get their head around how to use the bottles well. They just spam.
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It could be the reverse, but at tight loops in my head it makes sense to throw antidote first so that the survivor running through the white isn’t affected, followed up with a tonic at the likely location a survivor is heading for a vault or pallet, so that Clown gets this quick succession of him passing through the antidote the moment it goes yellow at almost the same time the survivor is then caught in the tonic.
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I was hoping for your input in all of this. I think, in time, we'll see how these changes affect how players approach playing Clown. We'll just have to see the add-on changes on the PTB to truly be able to judge. I'm hopeful, but cautious.
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I don't think he will be too difficult to play, it's pretty easy to grasp throwing a antidote on one side of the pallet ahead of you and the survivor (preferably on the survivor so they can't use it when it turns yellow) and then the tonic on the other side of the loop. The total distance you will gain on the survivor will be enough to hit them and if they abandon the loop you will easily catch up from the antidotes affect and tonic bottles you can throw at the survivor.
Also speed builds on him will be so fun, i usually run STBFL, POP, brutal strength, then whatever i feel like running which is usually bbq but i might switch it to PWYF now.
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My problem is: why add something if it's not useful? Speed Limiter is there, but I'm never gonna use it because it literally weakens your power, so why is it in the game?
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This is not a bad thing though, a killer having a higher skill cap makes improving on that killer a more enjoyable experience and getting beaten by that killer feel more fair. You can still play Clown the old way with a wayy reduced reload time if you don't feel confident with his new bottles too.
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That's how it should work, honestly. If people don't want to put effort on mastering a killer then they shouldn't be rewarded either.
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I see tons of utility in the new bottles, I'm just curious which status effects it cures. Sure the standard array, but are they also accounting for things like exhaustion, obliviousness, or exposed too? Plus I can't imagine hex debuffs would get removed, like third seal blindness would probably persist.
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According the McLean on his Discord he was the gameplay programmer in the Clown rework. Think it will be interesting to see his comments on Clown on his next stream and during PTB. I'm curious to see what his chat will bring up (like vet Clown v new Clown) and what he will answer.
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Yeah I can already seeing it making every loop impossible for survivors when quickly used with a tonic at a different part of the loop
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I'm really not sure why it should matter if new players can use Clown.
The point of the rework is to make Clown more competitive at high levels not more popular.
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Popularity is intrinsically linked with accessibility. Making something more difficult will alienate players, even though the new bottle provides Clown with HUGE potential in chases.
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I still don't see the point. If a Killer is strong and fun to play to their mains, who cares if they have a small playerbase?
Being lowkey OP with a smaller playerbase (like Nurse and Hag) is much better than being overrated for having a high playerbase and getting the nerf hammer (like Billy and Legion were).
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I get your point. May I offer a different perspective?
The allegedly increased skill ceiling might also lure more players into the circus. If they do a great job with the addons, the number may be even higher. The changes alone will be enough to get people to try new clown more, and some may stick around because they like it. I´m expecting an increase in clown enthusiasts.
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