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Clown's gas

emzy
emzy Member Posts: 7
Anyone else find the slow on the clown's gas annoying? It's near impossible to not get hit. I feel like it should be replaced with the ability for the killer to see the survivors aura's for a period of time. This would make juking more challenging. Perhaps the slow could be an add-on? Thoughts?

Comments

  • Techn0
    Techn0 Member Posts: 405

    He honestly feels too lackluster for me. He can do a lot against jungle gyms but any loop with los destroys his game.

  • Runiver
    Runiver Member Posts: 2,095

    He's considered as pretty weak already.
    The hindered effect (if it's the same than the one in game), is around 4%, which is far from "annoying" tbh, especially since it slows him down as he throws it, too.

  • emzy
    emzy Member Posts: 7
    Runiver said:

    He's considered as pretty weak already.
    The hindered effect (if it's the same than the one in game), is around 4%, which is far from "annoying" tbh, especially since it slows him down as he throws it, too.

    To be fair I've not tried playing him yet so can't comment on if he's weak or not.

    I suppose survivors should run perks like SB to combat the slow?
  • Walker
    Walker Member Posts: 16

    From a survivor point of view, I don't find it all that hard to dodge the gas. Nor do I find it annoying. He feels like a somewhat balanced killer, if a little underwhelming. Much better than the low tiers of the game (poor Freddy), and inciting a different chase style. I like it.

  • Totohli
    Totohli Member Posts: 41

    I honestly don't dislike anything from 'The Clown' so far, i can understand it's a bit annoying to get caught by the gas and being hit, but it certainly isn't something that needs to change imo.

  • Tsulan
    Tsulan Member Posts: 15,095

    @emzy said:
    Runiver said:

    He's considered as pretty weak already.

    The hindered effect (if it's the same than the one in game), is around 4%, which is far from "annoying" tbh, especially since it slows him down as he throws it, too.

    To be fair I've not tried playing him yet so can't comment on if he's weak or not.

    I suppose survivors should run perks like SB to combat the slow?

    Then test him. He´s really weak. His throws can be easily dodged and the gas isn´t even that good.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    I really have had no trouble at all facing him so far as survivor. Not even slightly too strong.

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

  • Janick
    Janick Dev Posts: 170

    The slow down Hindering effect is actually -15%, not -4%.

  • Janick
    Janick Dev Posts: 170

    Intoxication is 1.5sec after leaving the gas, so while they are in the gas, they are affected. Which is close to 2sec by default.

  • Runiver
    Runiver Member Posts: 2,095

    @Janick said:
    The slow down Hindering effect is actually -15%, not -4%.

    Nice to have some actual values.
    15% is actually pretty interesting.
    What about the add-on that increase the slow even more ?

  • Janick
    Janick Dev Posts: 170

    Yes, we are considering removing the penalty on the Redhead's Pinky Finger. Thanks!

  • Janick
    Janick Dev Posts: 170

    its 0.5sec, 1sec and +1.5sec. which mean that you can increase it over 4sec.

  • Runiver
    Runiver Member Posts: 2,095
    edited May 2018

    @Janick said:
    its 0.5sec, 1sec and +1.5sec. which mean that you can increase it over 4sec.

    I meant the one that increase the hindered effect like :
    Flask Of Bleach
    A potent chemical which causes irritation, burns and lung damage.

    Intoxicated target suffers moderately from an extra Hindered' Penalty.
    Intoxicated Effect duration is slightly reduced.
    

    How much is the value of that extra hindered penalty ?

    Thanks for the duration values tho.

  • boogiewoogie
    boogiewoogie Member Posts: 32

    When killers get other perks with him and start throwing gas to cut off instead of hitting you on the noggin, he'll be getting classed as OP.
    There is a survivor aura gas, rare one. Made the swamp an actual joy to play

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    They need to slightly increase the effects of the gas... no doubt about it.

    It is simple to me in my mind. What they have now is very mid tier. Which is fine, but they need to do these things.

    -Increase reload bottle time by 3 seconds.
    -Or give us 1 extra bottle (5) and keep the reload time the same.

    -Either increase the AoE by 20%
    -OR simply make the blurred effect a touch more extreme and blurry.

    Or they could keep exactly what they have and increase the slow down by a slight touch. Something must give and the trade off can be the reload time for the bottles.

  • Janick
    Janick Dev Posts: 170
    edited May 2018

    The Flask of Bleach adds another -5%. (total of -20%)
    We have removed the penalty effect of that addon.

    You have to understand that at -15% it's like the killer gaining Bloodlust level 3, which is very high already.

    At the moment he's 3rd in the overall ranking, right behind the Billy and the Pig.

  • Zavri
    Zavri Member Posts: 261

    @Janick said:
    The Flask of Bleach adds another -5%. (total of -20%)
    We have removed the penalty effect of that addon.

    You have to understand that at -15% it's like the killer gaining Bloodlust level 3, which is very high already.

    At the moment he's 3rd in the overall ranking, right behind the Billy and the Pig.

    Guessing nurse is #1 correct?

    Any thoughts on adding a secondary "ability" to the clown? Similar to the pig? I think it would make sense for him to be able to break a pallet instantly because of his size when a survivor goes for the pallet stun. Give it a decent cooldown of say 60 seconds. Right now he is pretty lackluster.

  • Runiver
    Runiver Member Posts: 2,095

    @Zavri said:

    @Janick said:
    The Flask of Bleach adds another -5%. (total of -20%)
    We have removed the penalty effect of that addon.

    You have to understand that at -15% it's like the killer gaining Bloodlust level 3, which is very high already.

    At the moment he's 3rd in the overall ranking, right behind the Billy and the Pig.

    Guessing nurse is #1 correct?

    Any thoughts on adding a secondary "ability" to the clown? Similar to the pig? I think it would make sense for him to be able to break a pallet instantly because of his size when a survivor goes for the pallet stun. Give it a decent cooldown of say 60 seconds. Right now he is pretty lackluster.

    Nah, Pig is N°1 kill rate, then Billy. I think that's what he meant.

  • weirdkid5
    weirdkid5 Member Posts: 2,144

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

  • Zavri
    Zavri Member Posts: 261

    @weirdkid5 said:

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

    Huntress's insta down was overtuned in comparison to other killer ultra rares. Having 5 hatchets that 1 shot is pretty insane.

    I wouldn't mind power like that in the game if every other killer had something similar, but they don't.

  • weirdkid5
    weirdkid5 Member Posts: 2,144

    @Zavri said:

    @weirdkid5 said:

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

    Huntress's insta down was overtuned in comparison to other killer ultra rares. Having 5 hatchets that 1 shot is pretty insane.

    I wouldn't mind power like that in the game if every other killer had something similar, but they don't.

    3 hatchets would have been a decent tradeoff. The reason the instahatchets were really nerfed is cause you could run 7 if you combined it with the increase addon.

  • Taconter
    Taconter Member Posts: 25

    @weirdkid5 said:

    @Zavri said:

    @weirdkid5 said:

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

    Huntress's insta down was overtuned in comparison to other killer ultra rares. Having 5 hatchets that 1 shot is pretty insane.

    I wouldn't mind power like that in the game if every other killer had something similar, but they don't.

    3 hatchets would have been a decent tradeoff. The reason the instahatchets were really nerfed is cause you could run 7 if you combined it with the increase addon.

    actually you could only run 5 with the increase + insta down

    i would have perfered they made it so you had to fully wind up the hatchet

  • Zavri
    Zavri Member Posts: 261

    Yeah everyone ran the extra hatchets with it, it's pointless not too, which is what i was referring to with "5 hatchets".

  • emzy
    emzy Member Posts: 7
    edited May 2018
    So I played some more after making this post and I'm finding it okay to dodge his gas now lol. The slow is still kinda annoying but I guess if you get caught you get caught.

    Edit: just wanted to add that I love the blurred effect when in the gas. That's a really cool effect.
  • NotSure
    NotSure Member Posts: 41

    @emzy said:
    Anyone else find the slow on the clown's gas annoying? It's near impossible to not get hit. I feel like it should be replaced with the ability for the killer to see the survivors aura's for a period of time. This would make juking more challenging. Perhaps the slow could be an add-on? Thoughts?

    The whole point of the power is to slow people down and be annoying. Removing it would make the killer useless.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Janick said:
    The slow down Hindering effect is actually -15%, not -4%.

    Does that apply to all Hindered? The Huntresses seems to be 4%

  • Janick
    Janick Dev Posts: 170

    @Zavri said:

    @Janick said:
    The Flask of Bleach adds another -5%. (total of -20%)
    We have removed the penalty effect of that addon.

    You have to understand that at -15% it's like the killer gaining Bloodlust level 3, which is very high already.

    At the moment he's 3rd in the overall ranking, right behind the Billy and the Pig.

    Guessing nurse is #1 correct?

    Any thoughts on adding a secondary "ability" to the clown? Similar to the pig? I think it would make sense for him to be able to break a pallet instantly because of his size when a survivor goes for the pallet stun. Give it a decent cooldown of say 60 seconds. Right now he is pretty lackluster.

    No, Nurse is last in the Killcount. I'm only referring to the overall ranking not the Rank 1 vs Rank 20.

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    @weirdkid5 said:

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

    I'm glad you agree. I try to come up with good stuff.

    Please hit that upvote etc... if you like my posts. I'd appreciate it.

  • Janick
    Janick Dev Posts: 170

    The Huntress Hindering effect is longer but has a -3% effect.

    We are reviewing the Clown add-ons and considering removing the penalty.

    Thanks!

  • weirdkid5
    weirdkid5 Member Posts: 2,144

    @Dwight_Confusion said:

    @weirdkid5 said:

    @Dwight_Confusion said:
    His gas is an good idea. They just need to make teh AoE larger by 20% and make the intoxication from 1.5 to 2 seconds.

    Also, his very rare exposed add on needs 0 nerfs included. It shouldn't "slightly reduce" the intox time.

    Ultra Rares are .. well hard to get, so when you get one it should be very strong. No downside.

    This. Like the destroyed the Huntress instadown. RIP

    I'm glad you agree. I try to come up with good stuff.

    Please hit that upvote etc... if you like my posts. I'd appreciate it.

    oh I understand, trust me I do. The feeling is mutual ;D

  • Zavri
    Zavri Member Posts: 261

    @Janick said:

    @Zavri said:

    @Janick said:
    The Flask of Bleach adds another -5%. (total of -20%)
    We have removed the penalty effect of that addon.

    You have to understand that at -15% it's like the killer gaining Bloodlust level 3, which is very high already.

    At the moment he's 3rd in the overall ranking, right behind the Billy and the Pig.

    Guessing nurse is #1 correct?

    Any thoughts on adding a secondary "ability" to the clown? Similar to the pig? I think it would make sense for him to be able to break a pallet instantly because of his size when a survivor goes for the pallet stun. Give it a decent cooldown of say 60 seconds. Right now he is pretty lackluster.

    No, Nurse is last in the Killcount. I'm only referring to the overall ranking not the Rank 1 vs Rank 20.

    gotcha, thanks for the info!

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    I think the gas is great, id make the clouds bigger as standard, make for good area of denial play instead more so of trying to hit survivors (which I guess is the way he should be played, corralling survivors into a corner pretty much by cutting off routes etc) - so, id make the gas cloud as standard bigger by at least 25% - the slow effect is perfect right now, in fact may even be a tad tooooo strong..but that's open to debate. As a standard Test build Killer I think the Clown is in a good place and could be really awesome on release.

  • Spiritbx
    Spiritbx Member Posts: 264
    How about reducing the clown TR, but giving him squeaky shoes. Make his TR like 15m but give him squeaky shoes that let survivors know where he is in that range.  
      
    I mean, its not like he is naturally stealthy being an absolute unit.  
      
    Make the squeaks more magical in nature maybe, making his tr to 24m but having him squeak his location every few seconds, letting you mindgame.
  • Janick
    Janick Dev Posts: 170

    @TeambossFloze said:
    I think the gas is great, id make the clouds bigger as standard, make for good area of denial play instead more so of trying to hit survivors (which I guess is the way he should be played, corralling survivors into a corner pretty much by cutting off routes etc) - so, id make the gas cloud as standard bigger by at least 25% - the slow effect is perfect right now, in fact may even be a tad tooooo strong..but that's open to debate. As a standard Test build Killer I think the Clown is in a good place and could be really awesome on release.

    There is minimal physic involved with the gas and it's quite large actually but you can affect the spread by trying to make it explode higher in the air. Aiming at the ground directly will get you the minimum radius spreading effect.

  • Runiver
    Runiver Member Posts: 2,095

    @Janick said:

    @TeambossFloze said:
    I think the gas is great, id make the clouds bigger as standard, make for good area of denial play instead more so of trying to hit survivors (which I guess is the way he should be played, corralling survivors into a corner pretty much by cutting off routes etc) - so, id make the gas cloud as standard bigger by at least 25% - the slow effect is perfect right now, in fact may even be a tad tooooo strong..but that's open to debate. As a standard Test build Killer I think the Clown is in a good place and could be really awesome on release.

    There is minimal physic involved with the gas and it's quite large actually but you can affect the spread by trying to make it explode higher in the air. Aiming at the ground directly will get you the minimum radius spreading effect.

    Not too high in the air tho or the spread will actually be VERY wildely spread to the point it could prove inneffective. But this addition is nice.

    You can also throw on the edge of vaults, on top of them, so the gas spreads on both sides of the vault, but it requires some very tricky aiming, and usually to get at close range of that specific vault, which is quite the requirement.

  • Janick
    Janick Dev Posts: 170

    Indeed, if it spread too much, Survivor can zigzag around it yes.

    BTW, the gas goes through the Gen, to help the spread around Gens so it affects all side of it.

  • Runiver
    Runiver Member Posts: 2,095

    @Janick said:
    Indeed, if it spread too much, Survivor can zigzag around it yes.

    BTW, the gas goes through the Gen, to help the spread around Gens so it affects all side of it.

    The main issue is, it doesn't help much if you throw it on gens. But I suppose it's useful info to know if you throw in the general area of a gen.
    I played him extensively on the PTB, and I love him after getting used to him. He's definitely great and fun in chase, but definitely lacks map control somehow.

    What he lacks the most is the possibility to distrup people while chasing someone else, by, for example, throwing a bottle at a gen. Right now, it has very little effect.
    I'm well aware that making an extra effect that would be too strong could prove problematic, and would make camping while throwing at closeby gen a good strategy for him (and make him boring in the process), but I feel like he definitely needs something like that in his kit.

  • NotSure
    NotSure Member Posts: 41

    Take the slow away and you take away any use he has.

  • Janick
    Janick Dev Posts: 170

    I see your point, but for the reasons you mentioned, I would not expect more effect on the gas, not at the moment at least.

    Strategically the reason to throw it at a Gen would be to gen the 10sec of regression (if the Survivor leaves the gas dissipating before repairing it again). And receive a sound notification if the Survivor goes repair the gen since he will get caught by the gas. So it's really a deterrent or a detection effect.

    But I agree that it is not the most useful aspect, but could be useful in a certain situation (3 gen).

    Thanks!

  • Runiver
    Runiver Member Posts: 2,095
    edited June 2018

    @Janick said:
    I see your point, but for the reasons you mentioned, I would not expect more effect on the gas, not at the moment at least.

    Strategically the reason to throw it at a Gen would be to gen the 10sec of regression (if the Survivor leaves the gas dissipating before repairing it again). And receive a sound notification if the Survivor goes repair the gen since he will get caught by the gas. So it's really a deterrent or a detection effect.

    But I agree that it is not the most useful aspect, but could be useful in a certain situation (3 gen).

    Thanks!

    Most people do not realistically leave the cloud if you're not approaching, and it's usually best to keep your flasks for the chase, so right now, yeah it is nearly chase & slow exclusive when it comes to bottles.

    Considering a (pretty weak, considering his chase power) map control effect could be nice.
    I actually had a pretty weird idea recently about that, that would make pretty much everyone happy imo and wouldn't require THAT MUCH scripts/animations.
    Just imagine if he could trigger, everytime a gen gets popped (5 times max per round), a circus music that would overlap his terror radius, for X seconds (let's say 10-15s).
    That would :

    • Give him a Scary/Creepy factor.
    • Allow some mindgames with chases and hooks.
    • Give people circus music, they're asking for it!
    • Be coherent Lorewise with the traveling circus.
    • Be coherent mecanic wise, the gens would power the speakers.

    I'm not sure if it's the best idea, obviously, but it would make him awesome in a sense, and give him a special "signature", especially if the music is getting creepier as the game advances.