Clown Rework

So here is my ideia for the clown rework:

My attempt is to make him more fun to play as and against while making him more immersed in his clown theme:

I'm gonna list the changes and then explain why:


- the cloud created by the bottle spreads way more and more easily, the cloud particles are higher above the ground.

- The slow when you are in the cloud is reduced considerably but still forces slow vaults

- the clown now gains the "undetectable" status effect when inside the clouds.

- now has a new chase music with a circus melody theme that gets distorded (to the survivors) when they're inside the cloud

- the clown's power now has a second effect called intoxication (simillar to the doctor's madness)

- hitting a direct bottle hit gives the survivor 1 stack of intoxication

- when the survivors leave the cloud, they gain a stack of intoxication (with a 30 second cooldown and "leaving the cloud" means not being in contact with the cloud 3 seconds after leaving one)

- when the intoxication reaches 5 stacks, the stacks reset and in 10 seconds the survivor will pass out. 

note: pass out means the survivor is still healthy or injured (they are downed but not in the dying state) but can be picked up by the killer, they can also "recover" to get back on their feet by themselves or by a teammate at a much quicker rate than the normal recover (about 15 seconds alone or 10 with a teammate).


The ideia is: in loops with walls (normal jungle gyms or the boat in the swamp for example) you'll throw 2 bottles and cover the entire loop with clouds, the slow being way less effective doesn't force pallet drops so easily (wich was really boring for survivors)

but combined with the bluriness and the fact that you don't have a red stain, mindgames are way easier. You now have 2 choices: try to hit the bottles directly (while they vault windows for example similar to huntress) and build up the stacks making the survivor pass out or get the 2 hits when you can.

"But if the slow is weak and being in the cloud is bad they'll just leave the loop!" that's where the intoxication comes in, leaving the cloud also gets you stacks so if you do that a lot you will go down.

It also gives the clown a bit of map pressure: you are chasing a survivor and see 2 others working on a gen, you throw a bottle and keep chasing the initial survivor, they both get stacks that might make future chases faster, or if they have 4 stacks they might run away and wait for the cloud to disapear so they won't go down.

Some survivors might pass out really far from you but you still get pressure because they have to recover from the ground (and therefore can't do gens).


It's more fun for the clown because his power now has different effects instead of just mindlessly throwing them on the ground to force pallets and it gives him a bit of map pressure now. He has a highwer skill ceilling (knowing when to go for the the hits or for the direct bottle throws).

It's more fun for the survivors because now you can actually play the loops but need pay way more attention because the cloud now hides the clown a lot better. It's also fun running to a teammate when you are about to pass out so they can pick you up.


Obviously i can't test this so maybe there are some parts that could be abused (that's why i gave the stacks for leaving a cloud a cooldown so the clown cant just throw random bottles and down you) and the numbers might be off (maybe more or less stacks to pass out, recovering times, cooldown).

There are also some features that i dont know if would be good or not (should you scream when passing out so the clown knows where you fell? or not? should the reloading time be bigger now? etc)

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