To Make Clown's Yellow Bottles More Useful, the Speed Boost could be Multiplicative Instead.
Right now as I'm aware, the Clown's yellow bottles add a 10% speed boost to the killer and survivors inside the yellow gas once it activates. Right now, purple bottles tend to be much more useful overall with the yellow bottles having their niche uses.
In the interest of achieving two goals:
1). Very slightly increasing the viability of clown
2). Offering more ways to build viable perk builds
A possible change to explore might be to make the speed boost from bottles 10% multiplicative instead of additive. A killer who moves at a 115% speed boost would move at 126.5% instead of 125% as previously. A survivor would still move at 110% speed. By itself, this doesn't really change anything noteworthy.
But two interesting cases emerge as a result:
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1). Speed boosting perks
Where things get interesting is when the yellow bottle is used in combination with certain perks. Using three stacks of play with your food as an example:
Tier 3: (115%+15%)*1.1 = 143% movement speed (+3% extra over additive)
Moreover, if you've ever seen Otz use the cheese strategy of combining yellow gas cloud bottles with agitation + mad grit + starstruck, https://www.youtube.com/watch?v=rhblofGn_c0 (to see what I mean), then such a combo with a multiplicative effect would be:
4.34 m/s *1.1 = 4.774 m/s which is 1.1935% (+0.85% boost over additive)
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2). Lunge Attacks
As far as I'm aware, killers are granted a minimum of 4.6 m/s base movement speed which is then boosted to 150%. In cases where a killer has a movement speed of above 4.6 m/s, this is factored in to give an increase to lunge distance.
115%*1.5*1.1 = 189.75% movement speed (+2.75% extra over additive )
On some of the tightest loops, using both types of gas can result in winning some extra hits that would otherwise not be possible by slim margins.
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This is just something that I think would give a bit of a nudge in having a unique identity as being an anti-looper and having extra tricks for potential obscure perk builds. Thoughts?
Comments
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The other thing I would add is that if we wanted bigger payoff for yellow gas bottles under certain conditions, we could make it an exponential function instead. If the killer makes the stars align, builds up stacks on certain perks, and runs multiple perks together, it can payoff in a significant way.
If yellow antidote bottles had an exponent of ^1.065 movespeed, then:
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Default Killer: 4.6 m/s ^ 1.065 = ~5.08 m/s (127% speed)
Default Survivor: 4 m/s ^ 1.065 = ~4.38 m/s (109.5% speed)
Agitation Perk: 4.32 m/s ^1.065 = ~4.75 m/s (118.75% speed)
3x PWF Perk: 5.29 m/s ^1.065 = ~5.89 m/s (147% speed)
Full M1 Lunge: (4.6 m/s ^ 1.065) * 1.5 = ~7.62 m/s (190% speed)
Lunge+3xPWF: (5.29 m/s ^ 1.065) * 1.5 = 8.84 m/s (221% speed) [big payoff here!!]
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As you can see from the above, everything would still be in reasonable bounds, but with some synergies having a great boost. The tradeoff would be that certain situations where you are slowed (missing lunge attacks for examples) would speed you up much less than 10%.
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This is kind of already the case. A clown affected by the bottle moves at 5.06 m/s or 126.5%
The only part of your post that is wrong is the part about stacking. The way things stacking in DBD works is that all positive modifiers are added together before multiplied onto the base value where as negative multipliers are simply multiplied on sequentially.
So (base value) * (all possitive modifiers added together) * (negative modifier) * (negative modifier) * (negative modifier)
this applies to action speed as well as movement speed, hope that clears things up
This means an individual with 3x pwyf agitation and tonic while carrying a survivor would move
4.6 * (1 + .05 + .05 + .05 + .18 + .1) * (.8)
4.6 * (1.43) * (.8)
5.2624 m/s
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In that case, I guess to summarize, I was suggesting that the formula be one of two things then:
(base value) * (all positive modifiers added together) * (gas modifier) * (negative modifier) * (negative modifier)
[(base value) * (all positive modifiers added together)] ^ (gas exponent) * (negative modifier) * (negative modifier)
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the end result being that positive modifiers would have an additional amplified effect when under the effect of gas clouds. (no baseline buff to gas in the first case)
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Using the 3x pwyf agitation and tonic while carrying a survivor example then, making gas a separate multiplicative factor or exponential:
4.6*(1 + 0.05 + 0.05 + 0.05 + 0.18 )*1.1* (0.8) = ~5.38 m/s
(4.6*(1 + 0.05 + 0.05 + 0.05 + 0.18 ))^1.065* (0.8) = ~5.51 m/s
As opposed to the ~5.26 by default in the game then.
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