http://dbd.game/killswitch
Gonna keep playing clown till u fix him
Gonna keep making players quit till you fix him.
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same it will take them ages as well because killer fun takes priority (as seen with fog vial nerfs) so I shall also continue enjoying clowns horrifically overpowered speed and free wins
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also now is an ideal time to get clown adept
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Please don't get Clown "Skull Merchanted". Once was enough, we don't need another one.
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One thing I don't get is why people suddenly think Clown is S tier.
He is not that much stronger, he is just much simpler to play as. You can shut down your brain and autopilot, and his new power allows you to.
You are unable to make mistakes, since there isn't a lot to screw up, and if you do, the punishment is not as severe since you reload faster.
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Clown isnt S tier, just imba.
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While not S-tier by any means, new Clown is still overall stronger than before and is easily one of the best tunnelers in the game as even Babysitter & BT can't save you for long.
Sure, you could argue that Clown's old counterplay, predrop for distance & W to next loop, was repetitive. But now there is no distance to be made unless he gets stunned. He still has the same counterplay, but now if you don't get the stun then unless there's a loop right there then you'll probably get hit.
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I mean he does tick off the new criteria for getting something killswitched:
- Influencers making YouTube videos complaining about it
- Multiple forum threads complaining about it.
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And wasn't he killswitched once already because of the insane speed?
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Wrong, developers have not even revealed the new criteria.
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You have a tough time understanding sarcasm, yes?
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So what do you mean by "fix" because I would just like a full revert.
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I started playing haste clown until he's either changed or they fix Skull Merchant. I'll switch to Ghoul also one I figure him out never really played him yet. Even changed my steam name make the survivors really question themselves.
Clown/Ghoul or 2.0 Skull Merchant
I'm still upset they're leaving her in such a horrible state for a year.
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Clown is fixed, he's been unplayable for years. You don't like the killer having access to speed to actually put up against you getting a flawless win with all 4 survivors escaping. Sorry, let's nerf clown back down, and make you face nonstop nurses, blights and ghouls.
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This idea that Clown needs to be "fixed" is stupid - he was always a broken character. He's always been OP. The only difference now is that, instead of using the purple bottles to hinder Survivors so you can catch up to them, you now use his other bottle to give yourself haste to catch up with them. It's the same concept - you're using his power to easily catch Survivors. He didn't all of sudden become strong, he was always strong.
I seriously don't get why Clown mains are complaining - he's still the overpowered, unfun to play against monster he's always been.
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Why ask a question then answer it immediately after?
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OP? No. Just not. Any experienced player will tell you the same thing I said.
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I would genuinely prefer 5 nurse matches over a single clown match. At least I know a good nurse is a juicer instead of someone abusing a blatantly over done buff.
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I'm a Clown main, yes he's OP - always has been. He's always been one of the hardest Killers to face - the only people who thought he was even remotely weak have either never faced him, or just suck with him.
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no it's not the same, with add-ons you get 17% haste of clown's movement speed it's more than bloodlust 3, without talking about perks like rapid brutality/STBFL, and no skill required you throw yellow at your feet
hindered effect of purple bottles apply to survivor's mov speed, so the differential is much less
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Yes the killer thats biggest weakness is being an M1 with no map pressure is OP. You pre run vs clown and that's 20 seconds minimum he spends catching back up. Any good survivors still absolutely stomp clown.
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Clown isn't OP and never has been. He could be a monster in 1v1/looping when properly played, but was abysmal at applying map pressure and defending gens. That's big part of why the yellow bottles became a thing to begin with.
He is (or was) great at stomping bad-mid-tier survs, but really good survs would take your lunch money.Now he's just braindead, the killer version of holding W.
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Kinda sad how a few of these half these people havent played clown since patch and just commenting bs without knowing the change in mechanics.
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Yellow activates 1s faster and increase haste 2% more and that's enough to become brain dead. Either nobody used yellow bottles till now or everyone is just upset about the purple.
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I mean noed is 4% haste only it makes a big difference, haste is strongest effect in the game, how are you supposed to play chases against permanent bloodlust 3+. Not to mention the purples bottles are not even worth using anymore, revert him or shift his power back to purple
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A lot of clowns just didn't use yellows before. I'm not lying once when I say that whenever I saw complaints about clown it was "purple bottle, vision hinder and brutal strength zone", never about the speed before they did the recent changes. It just goes to show a lot of clowns just refused to use both bottles mid tile which is fair because his power was designed around using only pinks and had decently strong addons for pinks.
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I mean, at least with 2 seconds of activation time you actually had to throw the bottle further in front of you to actually get the haste, which survivors could sometimes capitalize on by changing directions in a way that would make it slightly more inconvenient for you to step in the cloud.
BHVR's stated that their design goal was to get people to use both bottle types. But these changes just made people stop using purple bottles because throwing yellow bottles at your feet is just that much more consistent, and denies survivors the ability to capitalize on misplaced yellow bottles.
Part of Clown's skill ceiling was having to aim purple bottles at survivors or the environment in order to take advantage of the gas spread mechanics to cover larger areas while using yellow bottles as an anti-loop tool by increasing the speed differential between the killer and survivor.
But why deal with any aiming or knowledge checks when throwing yellow bottles at your feet gives you all the speed you need to act as anti-loop and provide a high enough speed differential on their own?
This might sound counterintuitive, because Clown wasn't really good enough to need nerfs to begin with, but if they really wanted to force Clowns to use both bottle types, then they needed to nerf the speed changing aspects of both bottles so that one bottle type doesn't provide enough of a speed differential to make the other unnecessary/irrelevant. After they do that, they could buff the bottles in other ways to make them synergize with each other.
An example something they could do to achieve this:
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
2) Yellow bottles provide haste to anyone by 10%, but remove the Clown's red stain for the duration of the haste
3) Rework any add-ons that change the haste/hinder values and duration in exchange for addons that affect both bottles at the same time.
(For example: "New" Flask of Bleach - Hitting a survivor with a basic attack while under the effects of the Afterpiece Tonic inflicts mangled for 60 seconds. Hitting a survivor with a basic attack while the Clown is under the effects of the Afterpiece Antidote inflicts hemorrhage for 60 seconds. Both of these status conditions can be inflicted with the same basic attack if both conditions are met.)
Something like this incentives Clown to have a survivor affected by purple bottles at the same time as the Clown is affected by yellow bottles in order to maximize the usefulness and effectiveness of both, without a singular bottle type drastically outshining the other.
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Because him being more braindead does not mean he is automatically stronger.
It just means the skill floor and celing dropped into the basement.
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throwing yellow bottles at your feet
You could an did do this before in loops if players used yellows. In straightline chasing you still need to throw ahead of you just not as far. In fact, throwing too far ahead gives the survivor the boost too. It's just clowns didn't use yellows at all to figure this out and just wanted to hinder survivors to a crawl.
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
Previous hinder was 15% and it is now 14%. 12% was in the PTB and is what started all this outrage. Reducing it to 10% might result in some missing fingers by some clown mains.
Oblivious is not strong while in chase. One because the terror radius is over powered by chase music and the killer retains the red stain.
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A lot of clowns are running both invigoration addons to make the 12% haste into 17% haste, paired with certain other perks like Rapid Brutality or Coup and it's not that much of a stretch to say it's incredibly easy. Clown's always been strong in the 1v1 but It is a little unbearable to be hasted to death.
At least with purple bottles, there was a chance for Clown to mess it up and use them incorrectly. You literally cannot mess up using a yellow, it is Impossible I'd go as far as to say.
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I've been playing him a bit but I'm alternating my bottle usage. I'm doing zero tunneling or camping, and just generally avoiding cheap tactics overall. But I'm also putting zero effort forth and currently my stats say 65% kill rate, so pretty average. Now put him in the hands of someone who doesn't play like me and cares about 4ks.
My last few survivor Clown matches have been terrible as all the new Clowns are starting to get a better hang of being a human steamroller. I don't run any chase/speed perks and I have zero hope if he catches me in the open. Most aren't using pink bottles at all, only yellow. A lot of them are running Brutal Strength so even predropping barely slows them. I was the last one in a match against him yesterday and he, of course, found the hatch before me. Getting the gate open without any opening speed bonus perks was impossible with how fast he was able to patrol the gates.
The Clown's theme music is one of my favs and I've always thought his design was pleasantly intimidating. But now I hear that music and I know I'm screwed, unless I land some teammates who are chase pros with metallic perks. I'm doing okay stealthing around him but being the last to die doesn't make me feel any better.
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So you basically like to cheating? This community…
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I dunno, I think the drop of pinks to 14% and the buff to yellows of 12% in conjunction with his reload speed improvements are good changes. Makes more skilled clowns using both bottles well better at converting hits at tiles, and addresses some of his map traversal issues, which is typically the place he suffers most.
The changes to his cloud size, the reduction of his Tonic linger from 2 to 1s, and the plume speed of the Antidotes from 2 to 1s however... all need to be reverted... along with a lot of his add-on butchery.
I think then Clown is in a solid place overall.
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Bah edit still broken.
I'd also add that Pinky finger should be updated so that only the Clown only has 1 Tonic bottle, the rest are Antidotes. 1 bottle period is just silly, at least give him his yellows back if he misses his Pink.
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Ok so if the dislikes are any indication it seems I was misunderstood (as what I meant is something that no one should want).
By "Skull Merchanted" I mean "gutted into the ground until further notice because too many people refused to deal with her".
I'm all for Clown getting changes to his current kit (or even a partial or complete revert) to deal with his newfound extreme tunnelling potential, but I do not wish for another Killer to go in the dumpster because too many people just didn't want to play against them.
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So another example of bhvr messing with a killer that worked fine in low to mid rank to accommodate the high rank to the absolute detriment of 90% of the player base. Bravo love when my casual party games try to take them selves seriously. Low key just add a competitive que with alternative stats then base game
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So is your problem with the yellow bottles or the addons for them?
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The combination of both?
I don't see how that's somehow unreasonable.
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Just upset about the purple, personally. But it indeed seems that a lot of people were not aware that yellow bottle Clown builds could almost wholly do what he currently does since about 2 years now (yet another reason why this nonsensical rework needs to go).
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I understand, but the overarching point was to make clown's bottles synergize in a way so that both have to be used in tandem outside of just the haste and hinder effects without making one type better than the other.
In my example of something they could do, I agree, Oblivious isn't strong in chase on its own, but if you have to use both bottles to end up with the equivalent of Undetectable, you won't end up with a single bottle that provides Undetectable because that would make one bottle type clearly superior, which is what we're trying to avoid.
I'm not dying on this hill that my suggestions are perfect, but I do think that they could do something more interesting outside of changing the haste and hinder values of Clown's bottles to force the use of both, where they act as two different but equal parts of a whole power.
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