Collecting Clown Rework Concepts

Hello! I don't come here often, but I'm in the process of researching different ideas people have for a potential rework to the Clown's power. I've gathered a bunch of different ideas from videos, and I'm about to plunder deep into the forum's archives to see what people have said in the past, but I thought I'd also ask openly in a post of its own. So, have you any ideas to offer in my hunt for the ultimate clown rework? Any are appreciated, even the goofy ones.

Comments

  • Gas clouds last longer.

    Survivors have a gas meter and the more exposure, the more confused they get. Also circus music gets louder and louder.

    He drinks it and becomes a living gas cloud.

    He has gas mines that explode when within proximity.

    He reloads one bottle at a time instead of having to do the whole reload animation every time.

    That's all I can think of at the moment.

  • @TheClownIsKing I think you're a trustworthy source here

  • Clouds are much bigger and last longer while survivors are not slowed as much.

    He only gets 3 bottles and can get to 6 with add ons and reloads faster the less bottles he has to reload.

  • 1.no reload and replace it with a passive bottle regeneration and increase the hindered affect

    2.direct bottle hits induce the knockout visual effect

    3.increased pallet breaking speed and vaulting speed similar to t3 myers

    clown needs alot of help but i think this will go a long way to making him something other than an inferior freddy especially with his reload. no other similar killer has to reload like be does

  • @ThGameIsHardButSoAmI said:

    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)

    I tried this one but its pretty long and it might have some problems because they are not small tweaks, it's a rework doctor style

  • @ThGameIsHardButSoAmI said:

    https://forum.deadbydaylight.com/en/discussion/186813/clown-rework

    I tried this one but its pretty long and it might have some problems because they are not small tweaks, it's a rework doctor style

    Nothing wrong with that, just gathering any and all concepts. Honestly hoping they diversify his kit similar to doctor, but I also think Doctor became a little too simple/boring for my taste.

    Thank you for all the responses thus far! Definitely some new stuff for the list.