Clown secondary power idea: Remote Gas Bomb. Because the rework didn't give him enough.
I know clown just had a rework but it only increased his chase potential and his counter is still to just throw pallets early. His antidote bottles are NOT for traversal and at best save you 1-5 seconds of travel time at the cost of your chase potential. This is an idea i have thought about and reevaluated a few times and i think this would be a really good tool for him to use.
Clown secondary power: remote Gas bomb
While looking at a generator, press the secondary power button to activate a bomb filled with gas on the generator that tremendously slow survivors as well as stop any survivor from working on that generator. Each generator has two Gas Bombs by default.
- Has a 1 second animation of the clown pressing a button on a remote, Gas Bomb makes a clicking noise immediately then 1.5 second after activates.
- Can be used on completed generators, it shows how many gas bombs are on a generator as well as what generator you’re targeting by a marker above the gen.
- Lasts for 15 seconds, you can’t target the same generator again for 40 seconds other than that no cooldown.
- Can only be activated on every generator twice by default.
- Slowdown 20%, has the same other effects as tonic gas, has the same gas range as well.
- The generator is not blocked so it can be kicked or regressed while the Gas bomb is active.
Clown doesn't need major mobility he is lethal by being able to quickly end chases however his weakness hasn't changed at all he still struggles to stop generators especially when they are spread out. This would give him an extra chase tool, Information, and stalling for a total of 30 seconds on each gen and as said there is a cooldown and limited amount for each generator so he can't really spam them.
Clown rework idea's might be outdated by a bit since he got a rework but that rework didn't do enough for him, while i agree that it was good it wasn't enough. I don't think this would make clown OP I think it would give him enough stalling to be able to viable because honestly he can't compete against good teams without good luck.
Keep in mind that values can be changed, I think these values are good but if you disagree tell me what you think should be changed.
Comments
Yeah i did as well but i have changed it a lot since then so i decided to post this current version which i think is the best it can get.
As for that idea i think info is good but i don't think it would help him enough as he needs stalling more so than info, not bad tho but i think the same thing can be done with just bbq which is very common on him.
Good idea, would be fun and fitting for him, gameplay aswell as lore wise. Has a nice flair to it. And if Freddy can teleport to gens and get a free hit or pop stack/25% regression, why shouldnt clown get a little something along those lines.
I mean, the reason why he isn't stopping generators is because the yellow bottle is not impactful enough and his chases are still too long vs good players. When his yellow bottle becomes good and he starts to end chases quickly enough, He will not need that ability. I still think his yellow bottle should have instant activation time like purple bottle then his chase potential will be strong enough to challenge gens if he uses them at the correct time.
I love this, would make Clown feel more fun and scary to play against.
His yellow bottles are useful and imo are underrated but they can't be used in indoor maps, i mainly use them in the open and when approaching jungle gyms and shack.
They definitely are only for chasing tho which isn't what clown really needed but it does help him.
You might as well stick a fork in Clown because he's done. The only question now is will there ever be a killer weaker than him, it seems the devs have taken on that challenge already with the release of the Trickster. Time will tell which one wins the battle for F tier.