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Clown Rework 2.0
Replace both of his bottles with a bottle of alcohol and a Molotov.
Molotov (5) - When you throw the Molotov bottle on the ground, it'll take 5 seconds to injure a survivor. When the survive is injured, they will continue to burn. To put out the fire, the survivor must preform 2 quick vaults over a window or a pallet. If the survivor does not complete these actions within 15 seconds, the survivor will be put into the dying state.
Alcohol (1 litre) - Alcohol won't be a throwable bottle but you pour on the ground. You pour alcohol on the ground at a loop or a pallet and If you throw a Molotov at the alcohol and it hits a survivor, the fire will burn in a path and instantly take a health state. If your throw a pallet down or vault a window, it will counter the Alcohol bottle but it will break the pallet within 5 seconds.
(Just like the plagues fountain, it can be restocked).
Do you like this idea?
Comments
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No
"Just like the plagues fountain, it can be restocked)" we don't want an alternate version of another killer.
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Yes
? What are you talking about? This clown is like plague because he restocks his power?
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This is just a concept, the bottle is measured in litres soooo....I assume a place where you can get alcohol, like a locker 😂...Fountain ain't much better.
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No
There's a way to make his original power better, that isn't full on changing the character itself. Keep the core concepts of The Clown drugging survivors with toxic gas, but change what it does or add on some new effects that it didn't have previously.
I still prefer my idea which I've posted about multiple times a year or more ago:
"I have been thinking about this for a long time and I've landed on two suggestions that I think would turn Clown from being in a poorly weak position balance wise, to a truly viable addition to the list of killers that can be effective in higher ranks. A secondary ability, and the addition of a new effect / mechanic to his Afterpiece Tonic which gives it a greater impact in his matches.
THE CHANGES:
Introducing Secondary Ability: Fun Time Gas Traps
It's a circular device that the Clown would wind up, twisting it in an animation before setting it. He can place it on the ground, or attach it to a generator, once it is on the ground it will trigger when a survivor walks within a set radius (say 4m) after which point it will activate violently and loudly erupting, ejecting a large cloud of gas that covers a big area much more significant than the normal bottles.
New effect / mechanic for the Afterpiece Tonic:
While under the effects of the afterpiece tonic, disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions.
EXPLANATION & ELABORATION:
NEW MECHANIC -
One of the biggest ideas that I always bring up whenever talking about the clown is making the Afterpiece tonic more threatening, as it stands there's nothing that stops a survivor from lingering in the toxic gas clouds and basically ignoring them since they don't do damage themselves, and tanking the gas at face value. In this way it hardly has any impact in a match, even with the job it is meant to do which is stop loops, which leads to the implementation of this new mechanic:
While under the effects of the afterpiece tonic, disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions.
The idea here is that as a survivor you really shouldn't be able to continue repairing a complex piece of machinery like a generator, or really any other act that requires focus like while inhaling toxic fumes and being disoriented. This way, the Clown gains map pressure in a unique way that makes sense for him and that other killers do not have. By being able to throw bottles long distances and stopping generator progress for a few precious seconds for you power-walk over there.
This rewards skillful clowns who can accurately aim and throw bottles right on top of generators from across the map. This also will help clown in other aspects too such as protecting Hex: Totems, or catching a group of survivors from pulling off a heal.
For those wondering, this effect already currently exists in the game. It is the exact same effect that Survivors in madness tier 3 are stuck in until they successfully perform the snap out of it action. The only difference is instead of "permanently" the effect only lasts for the duration that a survivor is intoxicated. The impaired vision lasts for 4 seconds after leaving a gas cloud, however the gas cloud itself lingers for about 8-9 seconds (keep in mind the spheres [how the gas physics work and it's modeled] of the gas are absorbed by survivors who "breathe it in" so the area gets reduced eventually) so it would be about this time frame.
NOTE: This does not prevent Survivors from performing crucial and important tasks such as rescuing survivors off hooks, or opening the exit gates. It only affects the actions listed.
SECONDARY ABILITY –
The purpose of this is twofold, it mainly serves as a way to give the Clown more map pressure, in this way because of the loud activation noise and survivors screaming revealing their location, and giving a bead on where to go next. If this was introduced in conjunction with the aforementioned change that I mentioned beforehand this would also prevent survivors from repairing a generator for a short duration of time until the gas cleared giving the Clown more time to cross the map, finish a chase, hook someone, or something before applying pressure to that part of the map.
It also serves as a pretty significant anti-looping tool, because it covers a great area this trap could be used as a very wide area denial tool where you could significantly reduce the looping capability of an entire area. Say the killer shack, or maybe a central building or just a generally strong loop.
How the Clown would receive these Fun Time Gas Traps could be done a number of different ways. It could be set to a simple charge timer, or it could be based off of how many times the Clown has reloaded encouraging Clown players to make active use of their primary ability as much as possible before being able to access the secondary ability.
BONUS CHANGE:
(This isn't something I came up with on my own, but an idea that I've heard circulating around the community a lot that deserves to be put in. Although in light of the recent change to his reload speed, this may no longer be as necessary a change as it once was.)
Allow the Clown to reload bottles on an individual basis, much like the way the Nurse's Blink regenerates individually. Every second the Clown spends reloading he gains another bottle, this way he doesn't have to waste as much time in a chase and can cancel the reload mid-way through having only reloaded one, two, or three bottles rather than the full four.
It seems like a small change but the small changes add up, and this would benefit the clown and make his gameplay much more smooth. However it is important to note that this change would NOT be significant enough on its own and would not make Clown a noticeably stronger killer by itself. This would be a change that would need to be made in conjunction with bigger more robust modifications to his current kit, such as the aforementioned secondary ability and added effect to the afterpiece tonic."
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Yes
I like fire so yeah I think it's better
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