Clown's mission "IN THE ZONE" is impossible
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It shouldn't even give survivors a buff. Its the only killer power that gives the survivors a buff in the game. In a close chase or at a pallet valley its useless and pointlessly risky for how abysmal Clown already is.
And with only 4 bottles (shared) it mean you'll be reloading and giving up distance/time more often than not. Its bad design.
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Just throw a bottle at a survivor and it'll be yellow by the time you get there, then stab em up
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You get close more distance on a survivor with a yellow than you do with a purple
use the yellow between loops and the purple at the loops
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I’ve mained Clown a long time. It’s necessary for the Antidote to have a risk because if Clown invigorates himself and quickly intoxicates a survivor, it’s incredibly strong. If the Antidote didn’t have a risk in using it (curing survivors of intoxication and buffing then with invigorated), Clown would be a broken overpowered mess.
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well seems like 28 players agree with OP thread. Its still pretty hilarious as survivor getting free speed ups while playing vs clown.
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That's not going to work due to 2 likely outcomes:
- The survivor is too close for you to get off the timing of the gas activation, you'll only score a regular hit.
- The survivor has taken a whole different path after you've forced yourself to walk into your own gas-cloud while struggling to catch up just for the effect wear off.
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What, you want a 100% foolproof way to do this? Keep dreaming
I told you the way to do it. You do that until it works.
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All this shows is how extremely inefficient yellow bottles are compared to regular purple ones which work immediately and are far more practical to use. Yellow bottles are borderline unusable in their current state and require extreme foresight AND survivor incompetence to get their effect off in a meaningful way.
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Then you should've just made that the title of your thread
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It takes close to a miracle to pull off this kind of trick four times in a single trial. So it's pretty much impossible without survivors either going afk or farming with you.
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Almo mate, I really do have a problem playing Clown atm. I keep tapping by accident and its really not making the game enjoyable when Clown atm. So I dont play him anymore.
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That's why it sometimes doesn't hurt to listen to your community.
As many other on this post as well as on the forums already said, a shared ammo for the bottles doesn't make sense.
Yes it is easier with reload, but that's the only thing positive about it.
It makes no sense to cross a big map like mothers from 1 side to the other with the speed bottles.
Cause by the time you crossed it and caught up with the survivors you'd be lucky if you have 1 pink bottle left to slow them down.
And if you have decent survivors, they won't waste time while you are reloading for new either.
I agree with the majority of the community that the best thing for clown, how inconvenient it might look for you guys, is to give the bottles their separate amount of ammo.
Throw it in the ptb and see whether or not people would like it or not.
That's what ptb are for, to test if it works and if they like it 😉
Try it, you might be surprised
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he wouldnt be a broken overpowered mess at all, BUT i agree that it should have a risk and it giving a buff to survivors is fine.
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A power that might give survivors an advantage over the killer when it's a killers power is just bad design.
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I would say from practical perceptive, yellow gas is only really reliable in two instances. If survivor do not drop pallet, you can yellow gas one side and purple gas other side and when your breaking a pallet, the delay of breaking pallet lines up with delay of the gas.
I mean there is no point arguing. I think Almo said intentional use of these bottles was something like to throw it next to the survivor and make them change their routing so you can hit them? Something like that. I have not seen anyone do that. The yellow bottles being borderline not usable is killer problem and nobody cares about killer problems.
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Easy challenge.
Requirements in build: Cigar Box, VHS Porn, Indoor Map Offering. Everything else is your preference.
Strats:
Cigar Box allows you to see survivors AND survivors to see you within 16m of being intoxicated. The VHS Porn addon swaps the bottles colors so that yellow is now speed debuff and purple is a speed buff.
Smart survivors will eventually catch on, but trust me…in your first fee chases, no survivor will intentionally run into a purple bottle. This is sort of a meme build, but it does have some strength, even at high level gameplay.
Hope this helps! <3
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I finally did it at the cost of terribly losing the game. These yellow bottles are truly a waste of time and I sincerely hope I'll never have to use them again. The Clown needs another rework, that much is sure.
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How can you, with a Clown profile picture, really not see how unbalanced it would be if Clown had free reign to combine Invigorated & Intoxicated because Clown if doesn’t need to worry about giving any benefit to survivors?!
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reverse question: how would you feel if purple gas also affected clown and slowed him down when he walks through it. This is kinda what yellow gas is right now. it hurts more than helps. bad design.
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Ugh... you really don’t get it at all do you...
Fine.. let everything be killer sided, screw balance, let’s not bother learning how to properly, and skillfully use a killer’s power.
I’m over this conversation. Clown is balanced and fair in his current state, and it’s easy to get great value out of his Antidote when it’s used PROPERLY. My mind can’t be changed on this.
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I got it done in my first attempt at trying to do this challenge. Not impossible.
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Can you be convinced that having reload and ammo change on the same button is dumb tho?
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Oh, I don't think Clown should have the piss bottles to start with. I think it was a stupid design decision and that they couldn't come up with anything better. Take into account that they trash canned half of his add ons in favor of the said piss bottles and you have a C tier killer that stayed at C tier despite being "buffed".
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"Just throw a bottle at a survivor and it'll be yellow by the time you get there, then stab em up"
"That's not going to work due to 2 likely outcomes:
- The survivor is too close for you to get off the timing of the gas activation, you'll only score a regular hit.
- The survivor has taken a whole different path after you've forced yourself to walk into your own gas-cloud while struggling to catch up just for the effect wear off."
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perhaps if you can give an example for how you avoid these two particular problems within clown's yellow bottle than I will agree clown's yellow bottle is skillful to use. Skillful powers occur when the killer has control of his own power and the survivor has meaningful right/wrong options in a chase. Currently clown lacks control over when he gets his speed-up because he has to throw it so far away that it gives survivor plenty of time to keep running forwards because speed-up is not significant enough to matter or to change routing to make it not matter. How could this bottle be skillful to use if its entirely on survivor to have bad routing for its effects to be effective?
Try to provide counter-example to both of these problems that would resolve in clown gaining an advantage that does not revolve around survivor making a routing error.
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I'm so dissapointed that you didn't make the bottle swap animation, juggling the two bottles. i'd love to just walk around the trial just swapping bottles to juggle
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For sake of also giving positive feedback, i just want to say i love the clown rework. I still don't use the yellow bottles because i still haven't practiced, but i like how changes were made but it's still the same old clown we've known.
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What was the third bottle's affect?...sounds cool actually
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"Impossible" 😂
This is an absolute piece of cake. Did it over multiple on first attempt.
If you're finding it tricky, I recommend Garish Makeup Kit (increased Invigorated effect) and Cigar Box (16m aura reveal when Invigorated).
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He already commented on this thread that it never had an effect planned:
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thank you!
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It can still have seperate ammo types
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I got this done in one try, I just stood in a spot throwing the bottles against a wall until survivors came to me. I am very lazy when it comes to killer challenges like this. 😂
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The UI becomes more complicated. What if you try to throw and don't have a purple, but you have a yellow? Where in the HUD does it show the other ammo count? If there are two ammo counts, how is it obvious which is which?
When I say we considered two ammo counts, I'm not kidding. It was going to overcomplicate things. I mean, if DbD were a hardcore RTS, yeah no problem. But it's not meant to be that kind of game. :)
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i used the duration addons and they helped
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You just put a faded number on the side of the current selected bottle and they swap when you switch congrats its not that hard
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I'm sorry, but you clearly don't know some clown tricks and how to use Clown properly. When a pallet is pulled down, you gotta throw a yellow bottle on one side, where the survivor can't reach it, better on the shortest side, and the purple on the other side of the loop.
Done this, you will 100% do a hit, and the longer is the biggest side, and the shorter the shortest side, the easier it will be doing a hit with this strategy while still invigorated.
If they don't pull down the pallet then usually just one purple bottle is enough, but if you use both of them you should always do a hit even if they have dead hard, there's no way you won't do a hit unless they leave the loop.
For this reason try always to try to zone them in corners of the map
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What if Clown had 1/2 bottles more by default?
I ask you this specifically because I find the power very fun and instresting, but many times I'd like throwing bottles in the open to shorter the distance they can make, I almost always regret that choice because they almost always still reach a nearer loop, even in the open, and I won't have 4 full bottles to have a guaranteed hit at a loop and will have to reload later, maybe in a place where if I reload they can leave the loop again.
Imo 1/2 more bottles would relief a lot of stress for not having to conserve every single bottle like gold
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I did a full analysis of distances gained with the yellows compared to without, including reload times etc. The result was that we felt it was best to stick with 4 bottles (not to overbuff straight purple play), but increase the speed boost (that we had at the time) and reduce reload time.
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Oh I'm sorry, I meant purple bottles, not yellow bottles, so there's a better reason to throw more of them in the open
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I don't think it's that hard but if you're really having trouble bring the cigar box with the garish makup kit, it might make it a lot more bearable for you.
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No achievement or challenge is impossible, but you're right about the piss bottles. The clown needs to be properly reworked and competently play tested.
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there is add-on for 1/2 bottles extra. one of them is yellow called sticky soda bottle. Cheap gin bottle is purple add-on and it adds +2. The issue is not the number of bottles. Its not being able to time speed boost knowing it would result in a hit. right now its just have large amount of foresight on the survivors movement so much so that it ends up being blind guessing and because its blind guessing, it means that a lot of clown yellow bottles are wasted bottles. This is why he feels like he lacks of ammo when in reality, he does not lack ammo, he lacks reliability and consistently to make accurate decisions with yellow bottle.
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I got it first try.
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Wow yhea that is terrible, I hate when they add certain challenges like this. It just encourages the killer to slug the last two survs and force farm a surv to get these done.
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What if you try to throw and don't have a purple, but you have a yellow?
You'd need to switch to the Antidote to throw an Antidote, just as you do now.
Where in the HUD does it show the other ammo count?
The ammo count would be displayed exactly where it is now, with the number changing based on the selected bottle. You switch to antidote, you see a 3. You switch to Tonic, you see a 2. Both ammo counts being displayed on the screen at once wouldn't be necessary.
If there are two ammo counts, how is it obvious which is which?
By the number displayed in the corner of the power icon which changes depending on which bottle is selected, just as it does now. You'd see the different power icons, and you'd see the colored overlay around the icon of the power that makes it more obvious which bottle is currently selected.
This functions exactly like how switching guns does in an FPS. You have your assault rifle, you see you have 100 rounds left. You switch to your pistol, you see you have 50. If it's still not as obvious which bottle is selected, then add another out-of-the-way yet obvious enough HUD indicator that provides quick and easy information about which bottle is selected to the player playing the Clown. For example, you could also change the "Throw Bottle" text to "Throw Tonic" or "Throw Antidote."
I would argue that the current HUD suffices, though
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I got it first try just using yellow bottles only, it's not as bad as I thought it'd be.
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I just kept hitting them with my bottles over and over without ever trying to M1. The whole team got the hint and crowded together and let me get it done.
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I literally got it in my first try... If you have problems just use the purple addon that extend the invigorated duration. And to my surprise i find this combo much more eficient that the purple gas. Survivors didn't have a chance.
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yellow tonic is always gonna be useless, in every situation its better to use slow gas instead
if yellow tonic had separate charges from gas then it would be at least something
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