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Uses for the Afterpiece Antidote?
What we know:
-They share the same resource (4 bottles by default)
-reduced reload time for the bottles (down to 3 seconds)
-switch between the bottle types is instant
-the antidote applies a movement speed increase (10% of your overall movement speed; e.g it would increase ms from clown from 4,6 to 5,06 m/s) to everyone running through it,lingers a bit after leaving the cloud and removes the hindred status effect from the tonic
-the clouds of the tonic and antidote cancel each other out
What do you guys think?
What could be some uses of the new Afterpiece Antidote?
Comments
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Definitely a creative buff that addresses one of his main issues. Map mobility. In time people will find some creative things to do with them.
Oh, also antidote allows you to mindgame dropped pallets much more reliably in the survivor's favor. Can't do that with the pink one. Slide speed don't change
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One use I could think of is while you're at a loop you can throw the antidote at the pallet with you standing there and then throw the tonic at the end of the loop. Then you can force the survivor to go through the tonic and hit them with the increased movement speed before they get to the pallet.
I say we have to wait until the PTB to see the full potential of the bottles.
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I'm not sure if map mobilty will be viable with the antidote.
Let's say you want to travel a distance of 50m.
Without antidote (4,6 m/s) = 10,9 seconds
With antidote (5 m/s) = 10 seconds
You would be about a second faster with the antidote but you would probably also have to reload after that.
8 -
Throw a yellow bottle at the steps to lure survivors into running into the basement for a speed boost.
Throw a yellow bottle at a wall in the furthest corner of the map to lure the survivors into a dead zone.
Throw a yellow bottle at the edge of a cliff to lure the survivors to run over the edge of it.
Throw a yellow bottle at the highway to lure the survivors into being hit by a semi.
I am also a coyote who chases roadrunners in real life.
12 -
removing the debuff from his other bottle is fine but it buffing the survivor's speed AND yours is just silly.
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Interesting data. I guess we need to play with him before we get an idea. Looking forward to it.
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NOED + PWYF + Antidote to really zoom around as clown
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Just throw the buff at yourself when in the open and then throw the debuff at the other side of the pallet the survivors is going to.
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I guess I need to see it in action to get a proper grasp of it, because on paper I can't understand why giving survivors a sprint burst would be a plus to the Clown.
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You don't. That's the thing. You only use it on yourself and while it charges you instantly change to tonic and throw at survivor and it is supposed to give you a massive speed difference sufficient enough to take the survivor down.
I'm not really sure what the Dev meant by survivors running to a dead end to get the haste. Maybe I'm missing something.
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I don't think 10% extra speed is Sprint Burst.
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You're not supposed to throw it at survivors but rather yourself.
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Just to clarify one thing: The 10% movement speed increase from the bottles is based on your movement speed, not a mythical 100/115%. That means a Survivor will move at 4.4m/s, while The Clown would move at 5.06m/s.
Basically, if you both go through the yellow gas, you (the Killer) close the gap a little faster still.
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Does the Antidote still obscure vision?
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If it did, I could see it being useful on loops. As it stands, I'm pretty sure it can only be used as a map traversal ability.
Did the team look into having it slightly obscuring vision?
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Ah,i thought it would be a flat movement speed increase like Play With Your Food
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You can give it to you aswell, the whole being able to give it to Survivors I guess its to not abuse "toss pink bottle, slow survivor, then toss yellow bottle near him, speedup yourself, get an undodgeable hit for free" at loops and jungle gyms, this way if you toss a pink one and then a yellow one either you are very careful or the Survivor will use it to negate your power.
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I would say as fast as the tonic does on survivors
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it works both ways so the purple gass will remove and slow a survivor who was under the effects of the orange gas
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Seems like total crap, they only needed to buff the original tonic
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The wording used in the Dev update imply (to me) that after the Antidote hits the ground there is an activation time till it gives the benefit. This would likely make throwing speed bottles at your feet ineffective depending how long the gas țakes to give the buff.
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I believe the exact time between bottle impact to the gas being active is 2.5 seconds (you can see it here: https://youtu.be/c49bZQ3a2UA?t=373)
After that, once you touch it, the effect kicks in immediately.
With a little practice, you can use this in a chase while running between loops by tossing it ahead of you. The survivor won't get the effects since the gas won't activate yet, then it'll kick in so you can catch up.
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You are probably right, it could be easily abused if it was instant, IF it takes some time to activate my guess is they are still testing it and dont have a clear number yet.
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If the antidote increases your current movement speed l, does that mean that if you have 3 stacks of pwyf and/or noed, it increases the speed counting them in?
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this will be the best use of his power, it is already a thing to throw the bottle to one side and then go the other direction to make the survivor pass through the gas and now we can also be faster before we do that.
I think the way it would go is you would throw the antidote at one side of the pallet then throw the tonic at the opposite side of the loop and of course still make the survivor go through the tonic by switching directions.
that way you get the speed boost, they get slowed down, and if they leave the loop you still get the speed boost from the antidote to catch up with them and can follow that up by throwing the tonic at them.
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In theory at loops if you can have your path in antidote and the survivors path in regular gas you close the distance insanly fast
Clown will move at 5,06 m/s and survivors at 3.4 m/s
That's 1,66 m/s gained. Compared to the usual 0.6m/s or the 1 m/s from only tonic that's huge. You catch up almost 3 times as fast as regular chasing. Add play with your food and it becomes even more fun
I predict a lot of loops will just become death zones vs clown
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Wouldn't you still just predrop pallets against this?
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It seems like map mobility will be the primary use of it.
At least the antidote takes a second to become a buff, allowing you to buff yourself without worrying about survivors using it at first.
We'll have to wait to see how useful it is mid chase though.
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Until we see the Antidote in action on the PTB ill stay open minded, but if addons don't make the ability interesting its usage will be too niche. The reload speed is a nice buff though.
1 -
10% movement speed if 0.4 m/s, so Clown will move at 5 m/s (Bloodlust 2) and survivors move at 4.4 m/s (Hag/Huntress/Slinger).
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Survivor drops pallet, lingers
Clown Breaks pallet, Survivor leaves to next tile
Clown uses Antidote, catches up to survivor before they reach next tile
Of course this is only theoretical considering that the normal tonic affects survivors for as long as they remain in the cloud + 2 seconds after they leave the cloud (max 3.66 seconds if using both Ether add-ons). Likely this is also the case for the antidote, which will buff the killer and survivors for only 2 seconds once they leave the cloud giving clown 10.12 meters of distance at the higher speed, and survivors 8.8 meters. Unless the Antidote remains active for longer than the tonic, it's not going to be very useful for map mobility, but could be useful for playing catch up to survivors. If the Ether add-ons only increase duration of the Tonic, then here's hoping that they added something to do the same for the antidote so that you can maximize the distance gained at 5.06 m/s.
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I'm thinking use antidote for catch up between loops and tonic for anti loop
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All status effects!? does that include Sloppy butcher, Third seal Blindness and Oblivious from stuff like Nemesis? 2.5 seconds for cloud to activate seems very long. hope we got add-on to reduce that 2.5 seconds. What an interesting PTB.
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I think they mean negative effects of the tonic itself, the blurred vision and being hindered.
3 -
So it I throw this on a survivor the grey cloud does nothing for survivor, but when I get there the cloud is yellow and Clown gets a 10% movement speed? So I can use four normal bottles and then four of these ones and if all is done right it's 8 bottles that works in Clowns favor and then 3 seconds of reload. Sounds pretty crazy?
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No, it removes status effects from the pink cloud only, so not exhaustion from Sprint Burst etc or Sloppy Butcher etc etc.
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it there a particular reason that the antidote takes time to activate?
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It is not adding 5% speed like PWYF. It is increasing all movement speed actions by 10% I think. Increasing is another word for multiplying. 4.6 * 0.10 = 0.46, 4.6+0.46=5.06. Peanits has his math right.
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So you can't just throw it at your feet for an insta boost.
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It just sounds like not enough. He will still be weak, his main issue was map awarness and control. And they just made him better at chases (He's already a god at chases, he didn't need more help with them). Very disappointed with this, and the last patch as well.
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