idea of ​​new powers for the clown (please comment, I would like to hear your opinion)

I think the clown is a little weak in his map pressure aspect, but he is very good in his persecution aspect, so this idea is only to reinforce this last aspect.

I would like you to comment on my idea.

2 new types of bottles:

blue bottles ("surprise gum") is a blue liquid that dries on contact with air and sticks to structures such as pallets, windows, generators, chests, and exit doors, once a survivor sticks to one of These structures will have to be released (3 seconds) or once hit they will be released. (note: "surprise gum" will not take effect on the floor and you can only take two. no need to equip addons to bring "surprise gum".)

geen bottles ("stunning fog") is another green gas that fades faster than pink smoke, but its effects persist longer, when survivors are affected by this gas, players will undergo reverse controls, that is, if your you control your character ahead the gas will make your character go backwards, and if you are repairing a generator the skillchecks will go to the other side. (note: "stunning fog" would have the effect activated for only 5 seconds. no need to bring addons to use "stunning fog")

Comments

  • Reverse controlling should do a nice pink addon.

  • Not bad. I would give him some sort of plague or pig esque type of pre loaded structures around the map (maybe a carnival tent or something) to help w map pressure, that he can teleport to ala freddy.

    Conditions being he can only teleport while a survivor is coughing and ehh coughing lasts longer. Survivors cough for 15 seconds and instead of being slowed down, they hallucinate, hear carnival music and see weird ######### like deformed horses and phantom survivors moving around the map.

    Clown can also deploy 2 fake chests that deploy randomly on the map and consume a health state and cause everyone but opener to scream when opened.

  • The reverse gas sounds awesome!!

    Id personally like to see him be able to travel around the map using lockers, similar to Demo, he gets the Undetectable effect. He can get into a locker and you can turn your camera and view the auras of lockers. It would also be super funny to see him step out of a locker that he is larger than, sorta like a clown car.

    Id also love to see fake teammates working on generators, making you work slower (and you believe that it’s because there are 2 people working on the gen) because then he would have some decent game slowdown without perks.

  • Yeah this is pretty good

  • Really liked this guy's idea.

    @jlavaplays said:

    Okay, so we know that The Clown is kinda good at chases, but has extremely little to no map pressure, right? So I have an idea. It might sound crazy, but bear with me and please be nice, hahaha!

    The Clown now has a secondary power called "The Act" (name can be improved).

    When standing in front of a locker, pressing and holding the M2 button will now initiate the "smear" action instead of a bottle throw - allowing the Clown to smear and mark a locker, up to 6 lockers. The Clown will take one of his bottles, remove the cork, and splash it onto the locker. Smearing after the 6th will automatically vaporize the earliest smear. Auras of smeared lockers will be shown to the Clown, while Survivors will see a faint pink cloud above/around the locker (need to look carefully in order to see).

    Press and hold the secondary action button (Ctrl) while looking at a smeared locker to begin performing The Act. Survivors begin to hear a jack-in-the-box music.The Clown throws a bottle in the air (or just holds it above his head), smashes it with his weapon, and a thick gas cloud pours on him. Once the cloud dissipates, the Clown is no longer there, but teleports to the selected smeared locker just as the music ends, violently breaking out of it - similar to a survivor's rushed action, but causes the locker to be destroyed. The Clown continues at a regular 115% speed upon exiting a locker, while his terror radius instantly sets at 32m (not gradually starting from 0 to 32.) If a survivor happens to be inside the smeared locker when the Clown performs The Act, the survivor is pushed outside of the locker by The Clown and is immediately put into the Dying State. The Entity will repair the locker after 45 seconds, clean and without smear.

    The Act has a cooldown of 45 seconds and its effects can be modified by add-ons. The duration of The Act is 3 seconds and can also be modified by add-ons.

    ADD-ONS:

    Oxalic Acid (Rare)

    • A substance stolen from a drugstore that increases the volume of a solution, without increasing its toxicity due to its weak nature.
    • Increases the amount of lockers The Clown can smear by 1.

    Methylphenidate (Rare)

    • Stimulates euphoria in the user, giving a surge of energy.
    • Reduces The Act's cooldown to 30 seconds.

    Street Uppers (Very Rare)

    • Induces uncontrollable hyperactivity upon the user. Use sparingly.
    • Speeds up the jack-in-the-box music and reduces The Act duration to 2 seconds.

    Phenolphthalein (Very Rare)

    • A liquid added to make some solutions colorless.
    • Smeared lockers no longer show pink cloud.

    Tainted Robe (Ultra Rare)

    • A robe that gives wearers a mysterious look - intensifying cinematic effect and garnering more suspenseful reactions from the audience.
    • Survivors no longer hear the jack-in-the-box music.
    • Reduces the amount of lockers The Clown can smear by 3.

    NOTES:

    • The concept of the teleport animation is based on him being a clown. Majority of clowns perform magic tricks, and perform stuff meant to "surprise" audiences, and catch them off-guard, so this served as the inspiration for that.
    • The Jack-in-the-box effect is meant to be a jump scare for survivors as The Clown is most likely to smear lockers near generators. The Clown will break out as soon as the music finishes, so survivors can choose to hide, or risk being attacked by staying on the generator. Also, the goal for the image of him breaking out of a locker is a deranged, violent jack-in-the-box.

    PROBABLE ISSUES:

    • The Clown is bigger than a locker, so clever animations or considerations are needed to make his break-out animation creepy and scary and avoid making it comical. But still, making it look comical can feel very menacing. (SOLVED)
    • Some maps have few lockers. But I think this is very minor.
    • Since there will be an abundance of add-ons for the clown, maybe some of the existing green and yellow add-ons can be downgraded one level to make way for this one? The current brown add-ons don't feel like any help anyway as they are too weak.

    So that's it. Any thoughts guys? I hope you could upvote this post so it can have a chance to be seen by the devs. I mean, they just released the Doctor update, they're probably already working on something for the next update, so they have a lot of time to consider this idea IF they see it. I'm not requesting an upvote just to get popular. I'm also just posting my YouTube channel to show you that I'm a legit DBD player. I JUST WANT SOMETHING DONE FOR THE CLOWN. Hahahaha! :)

    https://www.youtube.com/channel/UCX5DLu46paDGyPuQHJzE56A

    UPDATE 1:

    • Changed the animation from rushing out of a locker, to breaking the locker in order to compensate for The Clown's size.
    • Added a timer for when The Entity will repair lockers.
    • Teleporting to a locker now removes that locker's smear, to allow The Clown to smear other lockers without vaporizing previously set smears.

    Reverse gas is something that would drive baby survivors mad and red rank survivors would be able to deal with it without too much issue.

  • Thanks for your opinions guys, I really appreciate it.