Clown Buff---For Fun :)
You can take this as a serious change or just as a cool concept, DudeDelicious came up with a similar one a long time ago and I added my 2 cents into that but I forgot what his concept was so if you're reading this and it's exactly like yours, my bad. After playing a whole bunch of Clown recently and looking into his backstory and the effects of anesthesia I came up with my own buff that is also a more lore-friendly power change for Clown. If you read his back story and look at his power they really don't add up :(
AFTERPIECE TONIC
When a Survivor walks through the gas cloud they move 15% slower while in the cloud and their vision becomes blurred, and this effect lingers for 2 seconds after leaving it. Survivors are now in Stage 1 of Anesthesia and 30 seconds after leaving the cloud that Survivor will periodically move 10% slower for 3 seconds each time it randomly occurs. 30 seconds later the Survivor will reach Stage 2 and will fall asleep and the intermittent slowdown will increase to 15%. That Survivor will fall onto the ground similar to the Dying State and will have to pick themselves up or have a team mate help them. The animation will be the Wake Up animation as they are asleep, once the Survivor is picked up they will be back in the Healthy state unless they were injured when they fell down. The Survivor will now fall to the ground every 30 seconds unless they go to one of 3 Medical Stations planted within the furthest corners of the map to get rid of these effects.
AFTERPIECE TONIC NOTES
- If you are being chased by The Clown and are in Stage 2 you will not fall to the ground.
- If you are hit by The Clown the effects will wear off, Survivors in the Dying State or on a Hook can be effected by The Afterpeice Tonic, much like Plague's Vomit. This is to encourage getting as many people into your gas as possible so even if you aren't chasing them they are still under your power.
- When you are in Stage 1 or 2 you will receive whatever slowdown you're supposed to get from that stage plus 5% whenever you enter a cloud. So at Stage 1 you will be 15% slower when you enter a cloud as normal but at Stage 2 you will be 20% slower when you enter a cloud.
- Adrenaline will take away the effects of the tonic and will also instantly wake you up if you are currently on the floor sleeping.
- The Clown does not get a notification or Scream location when you fall down from the effects of the tonic, Survivors will see your Aura unless they are Blind or Clown has Knockout. Clown will still see your Aura on the ground if he has Deerstalker or has another Aura reading perk.
- If you are in a locker and you fall asleep you will exit the locker, maybe Iron Maiden will be useful for once?
- Clown can see who is affected by the tonic on the Survivor icons so if someone uses the Medical Station he will know. Stage 1 Survivors will have a white cloud around them and Stage 2 Survivors will have pink. This is purely to let the player know that their ability is stronger with those people and to let them know that their power is working.
- If a Survivor is directly hit by a bottle their blurry vision will be Moderately increased and last 4 seconds after leaving the cloud instead of 2. This is to reward Clowns for direct hits with more than just points but actually benefit them in a chase; also who just shrugs off being hit in the head with a bottle? This only applies to the blurred vision and not the slowdown.
The Medical Station is a small stand you would see at a carnival, it is decorated with balloons and has a painting of The Clown on it. When you start the animation you will be sprayed in the face by a heavy stream of water two times by the drawing of the Clown, the water comes out of his flower. The animation takes 10 seconds and Survivors will make choking noises as they aren't exactly expecting to be sprayed in the face.
ADD-ONS
- Add-ons that increase intoxicated duration not only affect the time you exit the cloud but also the duration of the random slow down you receive in Stage 1 and 2.
- Exhausted, Blinded, and Mangled effects will also appear during the random moments of slowdown but only last as long as that does, their normal duration will only happen when you enter the cloud.
- Flask of Bleach which adds the Extra Hindered is changed to ''30 seconds after leaving the cloud area Survivors will enter Stage 2'' this basically does the same thing as before but in a different way. If this wasn't changed then when you enter Stage 2 you would have a 15% speed penalty, another 5% from the cloud, and another 5% from the add-on making you 25% slower when you enter the cloud which is too powerful so this add-on needed to be changed.
- Add-ons that expand the radius of the cloud also decrease the time it takes to reach each stage which also means falling asleep.
- Tattoo's Middle Finger shows Clown the Auras of people who are asleep for 4 seconds
WHAT THIS MEANS
Clown's gas now applies pressure to Survivors by making them more vulnerable when he finds them later on, basically this makes him what the Devs wanted Plague to be. Plague is supposed to make Survivors vulnerable but they can still loop but Clown makes them vulnerable by being EXTRA slow the NEXT time he sees them. Survivors only reason to find a Medical Station will be to stop themselves from falling asleep or being extra vulnerable when they face Clown. If they are constantly going to Med Stations they aren't doing Gens, if they don't get rid of the effects then they'll go down very easy. Clown basically has Flask of Bleach in his base kit so he is free to use other add-ons to make other areas of his power more dangerous.
Clown will have more freedom with his builds, if he injures someone then throws a bottle at them and has Thana then Survivors will have to heal and go to a Medical station if they want both effects to go away. Clown is still a chase Killer but his pressure comes from making Survivors vulnerable and since Coulrophobia is his perk and makes healing slower he has more opportunities to have people injured while they are 20% slower which means they are even more vulnerable since the effects would go away if he hit them while they healthy. Clown can choose to be anti-healing so his gas is super charged or encourage healing and waste their time with Med Stations.
Survivors are more threatened by Clown with this change but he is still a chase Killer, he can still be gen rushed if he doesn't apply enough pressure. You can still hide from him and you can still run him around, all these changes do is increase his pressure towards Survivors he isn't CURRENTLY chasing, when he finds them later they'll be in more danger is all.
ABOUT THE LORE
So Kenneth/Jeffery puts people to sleep and then brings them to his wagon and ties them up. Anesthesia turns off the part of your brain that signals pain so he had to wait until they woke up in order to torture them, if he wanted to torture them. People do become dizzy after they wake up and can experience memory loss and it takes a while to get rid of this, the only time they are paralyzed or experience muscle relaxation is when they are asleep. Knowing this it just seems weird Clown would throw bottles of gas that gives them minor paralysis, as in make them slower, why would he want to make these people slower when he usually just puts them to sleep? It's as if his entire M.O changed when he entered the Fog. My goal with this was to keep what Clown already does but add in the sleeping portion of his lore, now anesthesia takes a few minutes to put you to sleep so Stage 1 and Stage 2 reflect that. Clown's main goal is to put you to sleep so he can kill/torture you but since he is chasing people he is using his concoctions with bottles so the effects aren't as strong compared to his normal technique. You can say this is the case with the current Clown but that's pretty cheap since Clown can throw 50 bottles at you and you will never fall down or go to sleep despite the obvious overdose.
Comments
The devs should look at this...with a few tweaks it could work and it really is more lore based
He probably doesn't need a complicated setup, he just lacks map control. I had an idea, if he gets a hook/long chase he builds up a miasma caravan bombardment like Freddy's teleport that just covers the area around a gen a few seconds with his poison, but it can cause deep wounds if they don't leave. It would play the caravan music a couple of seconds to give survivors a heads up to either get the gen done or leave temporarily.
That's actually pretty cool