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Clown Rework Concept

I make this concept as a clown main. I thoroughly enjoy playing him, but would love to have more players enjoying the clown as well. This concept is an attempt in creating an idea for my favorite killer that makes sense, without being overwhelmingly different.


Clown will have 3 powers.


Power 1- Tonic Creation

*I have trouble naming these tonics. so they are marked by asterisks.*

 Clown is able to choose one of 3 different tonics to create on the fly. It will be created one at a time. You have 3 different varieties. Heavy, Afterpiece, Light.

 *Heavy Tonic*- Takes two bottle slots. Does not go very far and is slow, but will injure survivors on impact. It will also create large amounts of gas.

 Afterpiece Tonic- Acts like normal.

 *Light Tonic*- Goes fast and goes more more of a hatches throw arc, compared to a lob. Travels far and creates a very small  amount of gas that slows at 15%. Direct hits will slow for 20%.


Power 2-Tonic Toss 

 Like normal you are able to toss your tonics. Does so in order of creation. Maybe there can be an added option to  choose which  bottle, but im unsure of how to do this with current controls without it being too many buttons.


Power 3-Tonic Trap

 Clown is able to take one of his bottle max capacity to rig a generator with an afterpiece tonic. When the generator is interacted with, it will explode and break the bottle, alerting the clown that someone interacted with the generator. You regain  your bottle capacity when the bottle breaks, you can retrieve your bottle by directly hitting the generator with another bottle,  or by breaking the generator.


Clown Buffs

 1. Remove or lessen slowdown penalty on toss.

 2. Increase capacity of bottles by 1. (To help with the Tonic Trap ability)


The goal of this rework concept it to give clown more depth to his power, without removing his original design. By letting players choose what tonics to create they can play how the prefer. The Tonic Trap ability is trying to give clown some reasonable map pressure with his power design that makes sense. There is no reasonable way the clown can teleport or travel the map fast, but trapping a generator with a bottle seems like a reasonable design.


Also note this power concept is also trying to be lore friendly. 

    "Throughout his years experimenting with anaesthetics and muscle relaxants, The Clown developed several effective     concoctions and formulas. His favourite, The Afterpiece Tonic, he has used to great effect, intoxicating and capturing     many unwilling victims."

This text from the game gives the possibility of clown using several concoctions, not just the afterpiece tonic.


I have not through out the addons and how they should be changed. I would first like to hear people's opinions on this concept and on what addons they think could exist for this.

Comments

  • Trwth
    Trwth Member Posts: 921

    To me, I feel that this could work perfectly for Clown. It gives his power more depth and above all: map pressure.

    As for the lore, I completely agree! I’m sure a lot of people look at Clown like he’s a idiot when Jeffrey Hawk is actually really smart and athletic, not to mention, creative.

  • tonycuup7
    tonycuup7 Member Posts: 67

    As a survivor main, I’d like to consider a counter-idea. In my opinion, most killers were strictly designed to have one skill/power, per game. With this, I mean that the killer’s ability should be the same throughout the game. There are a few new exceptions, however, with the Freddy Rework. My point is, I believe having multiple powers to simply switch throughout any instant within a match would be too confusing and too unpredictable for a killer. The game could be very unbalanced through tiny details (for instance, spamming the “heavy” tonic to deal damage). I like the idea of a more lore-friendly Clown, but I feel like if that were to happen, it would have to be strictly through add-ons. Just my take on it though :)

  • LordGlint
    LordGlint Member Posts: 8,557

    Having multiple powers has been a thing since Piggy, between her stealth crouch, ambush attack, and beartraps.

  • TonToE
    TonToE Member Posts: 24

    Good point. While im not sure Behaviour watches out for this I had this thought strike me too. With the current idea I don't think it would be too confusing for survivor, the bottles may look different in clowns hand to provide more info for survivors, but you only have to avoid being directly hit and look out for gas as you normally do. Of course if this was real it could go either way depending on survivors want to take it.

  • HermanTheDoctor
    HermanTheDoctor Member Posts: 221

    I don’t think that the clown needs a rework. I like him like he is