The Clown will be 2 soon

This is sad, but Kenneth got some love only once - in PTB 2.0.0b:

  • Addon - Ether 10% (rare) +1.0s to +0.66s
  • Addon - Ether 15% (very rare) +1.5s to +1.0s
  • Addon - Ether 5% (common) +0.5s to +0.33s
  • Addon - Flask of Bleach: removed intoxication penalty effect.
  • Addon - Garish Makeup Kit (very rare) +1.0s to +0.66s
  • Addon - Redhead's Pinky Finger: removed intoxication penalty effect.
  • Addon - Smelly Inner Soles 15% to 20%.
  • Addon - VHS Porn 25% to 35%.
  • Increased the Based Intoxication time of the Afterpiece Tonic (power) from 1.5 sec. to 2.0 sec.
  • Removed the slowdown penalty of holding the bomb (-9% to 0%)

Since that, the Clown was never directly buffed, already for almost 2 years. Behaviour, it is cruel.

I hope, he'll got some nice changes in his birthday, or at least in the next mid chapter patch.

Comments

  • I think due to not hearing about The Clown in a long minute, it's highly likely his power is receiving more of a rework than just bumping numbers.

    You can't really buff what the clown does without making him incredibly oppressive or unrewarding to play.

  • I hope the clown will be featured in one of the next tomes. Just so he gets some love.

  • @NursesBootie said:

    I hope the clown will be featured in one of the next tomes. Just so he gets some love.

    Being in a Tome does not really mean that there will be major Changes. From the five Killers so far featured in the Tome only one got a Rework. Spirit did not get any Changes in that specific Patch, neither did Huntress or Trapper. Legion to an extend, but this is so minor that I would not count it.


    @Topic:

    With Clown, I expect a Rework. Clown is in the Spot that he has a built-in Chase Ability (like Spirit), but is too weak to actually use it that effectively to abandon Chase Perks completely (like Spirit is able to do). But I think he is also quite hard to balance, because if his Gas would be too strong so that the Survivor will be guaranteed to lose a Chase quickly, it is also not really good.

  • If they do a rework for Clown then I hope they don't change him too much. The Afterpiece Tonic is fine and the only real problem with it is the Slowdown after a bottle toss making his bottles nearly useless.

    If they do want to give Clown some sort of map pressure then it better not be just another teleport. We don't need Freddy v2.

    @freddyisdeadagain said:

    Why focus on the Clown, and not any other killer right now? From various player feedback about playing as and against this killer, the Clown is one killer who seems to suffer the most from sluggishness in how he feels to play, and a lack of pressure around the map. These changes that I have made are intended to reduce or outright remove the sluggish feeling, and allow the Clown more strategy with his bottles in the form of better aiming, and an entirely new tonic to play with.

    Base Changes

    Reloading

    Reloading will take 1 second per empty bottle you have. Each second of reloading will give you back one bottle. While reloading your movement speed is reduced to 100% movement speed, or 4 m/s.

    Throwing

    Throwing either Tonic will keep the Clown at 115% movement speed, or 4.6 m/s, but give him a short cooldown of 0.5 seconds where he is unable to hit survivors. He can however still ready and throw another bottle, vault, break pallets, or any other interaction that isn’t a basic attack.

    Audio Cues

    While the characteristic of the Clown huffing when he vaults is fun, it reduces his ability to mindgame at certain loops. Notably at the shack. Thus, the Clown will not make an audible cue when vaulting if the survivor is Intoxicated, or Hungover. I want to keep this fun characteristic, while giving it a way to be hidden with the Clown's power.

    Power

    Tap, or press and hold the power button to toss a bottle of the current tonic you are holding. On contact, the bottle will break, emitting a gas cloud with different effects depending on which tonic the Clown has in his hand. A direct hit with either tonic’s bottle will cause a survivor to be unable to perform interactions for 2.5 seconds. Press and hold the active ability button to reload your current tonic. Tap the power button while holding the active ability button to switch your current Tonic.

    The Afterpiece Tonic- Start with 4 bottles of the Afterpiece Tonic. When thrown, the bottle will explode in a large cloud of purple gas (~8 meters) for a short duration. (10 seconds) Causes survivors to scream when they enter the gas cloud, and become intoxicated. Intoxicated survivors will suffer from blurred vision, and suffer from the Hindered status effect. This effect will persist for a short duration after leaving the cloud. (2 seconds)

    The Hangover Tonic- Start with 6 bottles of the Hangover Tonic. When thrown, the bottle will explode in a small cloud of yellow gas (~6 meters) for a long duration. (35 seconds) The Hangover Tonic will reveal survivors with a Killer Instinct effect after they remain in the cloud for more than 3 seconds. Additionally while in the cloud survivors will suffer from the Oblivious and Blindness status effects, cough frequently, and have blurred vision. These effects will persist for a long duration (20 seconds) after leaving the Hangover Tonic’s cloud, with the exception of the blurred vision, which will persist for a short duration. (2 seconds)

    New Stuff Notes

    The Afterpice Tonic itself is essentially unchanged, other than a “Bottle Toss” making the survivors unable to vault pallets and windows. This will allow the Clown to still have the ability to get hits on certain loops, if his aim is good enough.

    The Hangover Tonic is meant for tracking key points on the map, like certain generators or totems. It will also help to mask your approach. It will essentially allow the Clown to become a stealth killer, without giving him the Undetectable status effect.

    Functionally the Hangover Tonic is like place-able active Demogorgon portals that you could place near important objective like Plague's Vile Purge, allowing you to know where survivors are while they will be unable to hear your own approach. This is fair in my eyes because the Clown has no ability to cover ground fast unlike the Nurse, the Nightmare, and the Spirit.

    The inclusion of the Blindness effect was to counter any perks that could detect the killer while the survivor is Hungover, making them truly unaware of when the killer would be coming by any means other than Spine Chill and Premonition. Again, this essentially makes the Clown Undetectable, without giving him the status effect for it.

    New Score Events

    HUNGOVER- Hit a survivor that was under the effects of the Hangover Tonic.

    HEADACHE- Down a survivor that was under the effects of the Hangover Tonic.

    Addons!

    Common

    Smelly Inner Soles- Slightly increases Reloading Movement speed. (+4.5%)

    Robin Feather- Slightly decreases cool-down time between Bottle throws. (-.15 seconds)

    Fingerless Parade Gloves- Slightly decreases Reload time. (-0.25 seconds per bottle)

    Ether 5 Vol%- Slightly increases Intoxicated Effect duration. (+0.33 seconds) Slightly increases Hungover Effect duration. (+5 seconds)

    Uncommon

    Thick Cork Stopper- Moderately decreases Reload time. (-0.5 seconds per bottle)

    Sticky Soda Bottle- Start with 1 extra Bottle of each Tonic. Increases Bottle Carrying capacity by 1 for each Tonic.

    Starling Feather- Moderately decreases cool-down time between Bottle throws. (-.25 seconds)

    Solvent Jug- Intoxicated targets suffer from the Oblivious Status Effect for 30 seconds.

    Kerosene Can- Intoxicated targets suffer from the Blindness Status Effect for 120 seconds.

    Rare

    VHS Porn- Moderately increases Reloading Movement speed. (+5.5%)

    Sulfuric Acid Vial- Intoxicated or Hungover targets suffer from the Mangled Status Effect for 120 seconds.

    Flask of Bleach- Intoxicated target suffers moderately from an extra Hindered penalty. Hungover target suffers from the Oblivious and Blindness status effects for an extra 10 seconds after leaving the cloud.

    Ether 10 Vol%- Moderately increases Intoxicated Effect duration. (+0.66 seconds) Moderately increases Hungover Effect duration. (+10 seconds)

    Bottle Of Chloroform- Moderately expands Tonic Gas Area of Effect. (+6 meters)

    Very Rare

    Garish Make-up Kit- Moderately expands The Gas Area of Effect. (+6 meters) Tonic Gas duration lasts Moderately longer. (+5 seconds)

    Ether 15 Vol%- Considerably increases Intoxicated Effect duration. (+1 second) Considerably increases Hungover Effect duration. (+15 seconds)

    Cigar Box- Slightly expands Tonic Gas Area. (+4 meters) Slightly increases Blurred Vision effect duration. (+2 seconds)

    Cheap Gin Bottle- Start with 2 extra Bottles of each Tonic. Increases Bottle Carrying capacity by 2 for each Tonic.

    Ultra Rare

    Tattoo's Middle Finger- The Auras of Hungover Survivors are revealed to you, and they will continue to be revealed for 6 seconds after the survivor leaves the Hangover Tonic's Gas Area.

    Redhead's Pinky Finger- After staying in the Gas Area for the Afterpiece Tonic for 30 total seconds, Survivors will scream, become Marked, and suffer from the Exposed Status Effect for 20 seconds. All progress towards a Marked survivor will be reset after they are hit.

    Perks!

    The Clown's perks need tweaks rather than overhauls, so that's what I've provided here. Each change is to address a common complaint about each perk. Bamboozle's lack of benefit at lower tiers, Coulrophobia's situational usage, and PGTW's awful feeling of having a charge ready, but walking to the generator to find it already done.

    Bamboozle- Your vault speed is 5/10/15% faster. Performing a vault action calls on the Entity to silently block that location for 20 seconds. Only 1 vault location may be blocked in this way at any time. This location is only blocked for survivors. Vaulted pallets are not blocked.

    Coulrophobia- Survivors within your terror radius have a 50% penalty to healing speed. This effect persists for 5/10/15 seconds after the survivor exits your terror radius.

    Pop Goes the Weasel - Hooking a survivor will give you a token, up to a maximum of 2/3/4 tokens. While holding a token, breaking a generator will regress its total progression by 25% and consume a token. Normal regression will continue afterwards.

    This is all the result of feedback from various players. Some who play survivor, some who play killer, and some who play both! Any feedback here on the forums will be appreciated!

    I like the idea in this thread that gives The Clown pressure via a secondary bottle that lingers for a very long time and alerts the Killer if they are inside of it.

  • @BattleCast said:

    If they do a rework for Clown then I hope they don't change him too much. The Afterpiece Tonic is fine and the only real problem with it is the Slowdown after a bottle toss making his bottles nearly useless.

    If they do want to give Clown some sort of map pressure then it better not be just another teleport. We don't need Freddy v2.

    https://forum.deadbydaylight.com/en/discussion/140928/another-idea-to-help-buff-the-clown

    I like the idea in this thread that gives The Clown pressure via a secondary bottle that lingers for a very long time and alerts the Killer if they are inside of it.

    I appreciate the shout out! I'm pretty proud of that rework.