A question for Clown mains and the devs.
As we all know the Clown is the worst and most buggy killer in the game. His kit has one function (to stop looping and end chases quickly). Except his power is completely neutered by camping pallets and because there are so many pallets, the Clown can't do anything about it. Not only that but you will come across the many bugs (such as when the bottle explodes in his hands).
So I want to ask the Clown mains. Do you want poor Clown to be buffed or reworked and be given a new fun and useful kit?
And a question to the devs. When is Clown and the other low tier killers getting some love? They really need it.
Comments
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Ok, so I have about 560 hours on him alone (1200) in game and I have a buff for him on my profile. I think Clown is a terrible killer, but Curtain Call has been my favorite DLC ever since it was launched, so I stuck with him. The main issue with Clown is that what his power is designed to do, he doesn't do well. Base Clown has 4 bottles, and it takes him 5 seconds to reload them. Base Kit Clown also suffer a 1 second penalty every time he throws a bottle, so no vaults, breaks, hits (he also has a movement speed penalty.) Now, all these downsides wouldn't be significant if the Intoxicated Effect was strong, but it isn't. A bottle hinders a survivor less than a Freddy's Snare does (Freddy has 10 and can keep placing them) and it doesn't prevent survivors from fast vaulting. Besides, on places like the Macmillan's infinite, Freddy can place multiple snares, shutting down the infinite on less than one loop. When you use Clown however, the penalty you suffer from throwing multiple bottles literally gives the survivor more distance than they are hindred. Also, the sight penalty the gas offers is insignificant, not helping with mindgames or moonwalking. The Clown also has not map awereness, traverse speed or regression mechanics, playing with Clown consists of using the best perks you can and a mediocre chase ability.
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Most buggy? What bugs does he have?
He just needs buffs, no need for a big rework on him.
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The list of things I would change:
1) His bottles must force slow vaults (or slower vaults than usual). Why not? The Huntress can use windows to injure survivors - allow it to the Clown, too. The first version of the Clown had this.
2) Remove the slowdown when throwing the bottles. It hurt.
3) The bottles reload automatically alike nurses blinks. The Clown sometimes mix bottles instead of flipping his blade after hitting survivors (just an animation to support his automatic reload idea).
OR
Make the Clown like the Legion or the Plague.
1) Survivors can suffer 3 stages of intoxication:
- 1st - a movement speed penalty (5%)
- 2nd - slow vaults (if survivor is intoxicated 2 times)
- 3rd - Broken Status (if survivor is intoxicated 3 times)
+ the main slowdown effect of the bottles can add to any stage. The Bottles always slow down survivors in addition to all stages.
2) The intoxication increase with time, if survivors do not heal. (every 10s +1 stage)
3) The intoxication rapidly increase (every 5s +1 stage), if survivors stay hurt and they are in any action (running, doing generators, helping each other, etc).
4) If survivors heal, they recover from one intoxication stage every 10s.
EDIT: since survivors cant heal from Broken Status - they become broken, if they stay in actions too long. They must avoid actions for 10s to remove the broken status and be allowed to heal.
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I honestly think the Clown would benefit a lot more from some sort of added map pressure to his kit.
His power simply forces prople to put pallets down early. Freddy's snares, which are just half his power, are better than the entirety of Clown's power. Since I don't think making his power better in chases is the way to go (except removing his self slow) I think he needs a second part to his power. Otherwise he'll always be boring, which is even worse than being bad.
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Why play Clown when Freddy exists? Clown needs much stronger slowdown or built in map pressure.
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Freddy's a boring, brainlet killer.
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