Clown's Iri Finger Add-on should be changed

Clown's Iri Finger Add-on is unfair to survivors and Killers with similar add-ons.

Clown already has the ability to slow survivors down with his bottles, making it more difficult for them to dodge. This makes it a game of spamming and survivors praying they make it to a pallet in time (since their vaults are also restricted to mid-vaults). While there is a drawback to this add-on, losing 3 bottles, it can be almost fully negated by add-ons that increase his bottle amount such as Cheap Gin.

Other ranged killers with similar add-ons have harsher limitations, though. Huntress can instadown with her hatchets, yet she is restricted to one, regardless of other add-ons. Deathslinger can expose survivors, but only if his shot is from beyond 15 metres. Trickster can expose survivors, but only if he fills up their laceration first (which may be on the easier side but we also must factor in that he's slower than Clown). Artist can expose survivors, but only if they choose to fully repel (which they can cancel if she's too close).

Clown's is the easiest to pull off and is aided by the slowdown he naturally gives. This can be changed in different ways:

1) Add-on doesn't activate if the survivor is already Intoxicated.

2) Add-on restricts bottles regardless of other add-ons.

3) Add-on is reworked to no longer slow down (could also insta-down or injure survivors when hit).


I know this may be controversial because Clown's power doesn't really injure people on its own but I stand by my opinion.

Comments

  • Pinky Finger is in a really weird spot. It's absolutely awful by itself and only really good with another purple addon, but even then it feels pretty terrible to use since you're down one bottle. The effect is unfair with too many bottles but absolutely terrible with not enough, and there doesn't seem to be a good in-between value.

    I don't know how I'd rework it, but it needs an entirely new effect. If they really wanted to keep the exposed perhaps they could move the Exposed from Intoxicated to Invigorated and remove the bottle penalty downside.

  • @ReverseVelocity said:

    Pinky Finger is in a really weird spot. It's absolutely awful by itself and only really good with another purple addon, but even then it feels pretty terrible to use since you're down one bottle. The effect is unfair with too many bottles but absolutely terrible with not enough, and there doesn't seem to be a good in-between value.

    I don't know how I'd rework it, but it needs an entirely new effect. If they really wanted to keep the exposed perhaps they could move the Exposed from Intoxicated to Invigorated and remove the bottle penalty downside.

    Invigorated, that'd be a weird gambit. Give Survivors speed at the chance you might insta-down them. That'd have to remove the bottle hitting requirement since invigorated doesn't activate immediately but would still be pretty fun!

  • I think it's fine, it's an Iri. It also requires more precise aim and can be countered by just staying injured. Clown also isn't exactly an oppressive killer anyway.

  • i am starting to think that instant downs as exaggerated by the survivor side as killer exaggerates increased survivor movement speed. being instant down means that you are in injured state. being permanent injured is not unbeatable.

  • Rework Idea: Pinky finger - Bottles stay at 4 - You have to hit the Survivor directly with a Pink Bottle AND a Yellow Bottle in the same chase. Then having been hit by both colors the Survivor becomes exposed. That makes it less like a 1 and done surprise. This will at least give the Survivors a chance to figure out what's going on when they get hit directly with the 1st colored bottle as it will popup with a warning even though they are not exposed yet.

  • @biggybiggybiggens said:

    Rework Idea: Pinky finger - Bottles stay at 4 - You have to hit the Survivor directly with a Pink Bottle AND a Yellow Bottle in the same chase. Then having been hit by both colors the Survivor becomes exposed. That makes it less like a 1 and done surprise. This will at least give the Survivors a chance to figure out what's going on when they get hit directly with the 1st colored bottle as it will popup with a warning even though they are not exposed yet.

    I dunno, I feel like that's TOO finnicky. Requires Clown to switch bottles and reduce a tiny bit of pressure. Although the same issue could still stand, with the survivor being slowed down with Clown right behind them for an easier hit with the yellow bottle.

  • @Blueberry said:

    I think it's fine, it's an Iri. It also requires more precise aim and can be countered by just staying injured. Clown also isn't exactly an oppressive killer anyway.

    After one bottle that precise aim turns into basically nonexistant requirement to click a button

  • @SimpleYetKomplex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514041#Comment_3514041

    I dunno, I feel like that's TOO finnicky. Requires Clown to switch bottles and reduce a tiny bit of pressure. Although the same issue could still stand, with the survivor being slowed down with Clown right behind them for an easier hit with the yellow bottle.

    Yeah but lowering it to 2 bottles would be a bit harsh.. :X I kept it at 4 just to be safe..but maybe 2 would suffice. That way Clown either gets both bottle hits to expose them or has to reload each time he fails.

  • @Devil_hit11 said:

    i am starting to think that instant downs as exaggerated by the survivor side as killer exaggerates increased survivor movement speed. being instant down means that you are in injured state. being permanent injured is not unbeatable.

    I don't mind instant downs but it feels less skillful when a Killer can actively slow you down so they can be almost up your ass and easily "earn" it, unlike the other Killers who have to work with the cards they're dealt. I have an issue with Skull Merchant (and her add-ons) for a similar reason. What was meant to be a simple and unique surveillance killer became a gen campy and chase oppressive shell of its former self.

  • @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514030#Comment_3514030

    After one bottle that precise aim turns into basically nonexistant requirement to click a button

    "After one bottle" is downplaying the skill required in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less, you just click the button to pick them up and then walk, it's too easy". However that would be downplaying "after you down them", since that took skill in the first place.

  • red addons supposed to be impactful and strong, stop crying about it, game already has so much trash tier red addons it's ridiculous

    lately I noticed survivors are especially unhappy with anything that bypasses injured state or has too much mobility(blight), wonder why? maybe because it's the only things that keep game playable for killer when he constantly runs into 4x mft

  • @SimpleYetKomplex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514039#Comment_3514039

    I don't mind instant downs but it feels less skillful when a Killer can actively slow you down so they can be almost up your ass and easily "earn" it, unlike the other Killers who have to work with the cards they're dealt. I have an issue with Skull Merchant (and her add-ons) for a similar reason. What was meant to be a simple and unique surveillance killer became a gen campy and chase oppressive shell of its former self.

    so stay away from dead zones and route correctly to pallets and windows? those other instant down add-on are not good.... but i cannot be bothered to talk about the other stuff.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514052#Comment_3514052

    "After one bottle" is downplaying the skill required in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less, you just click the button to pick them up and then walk, it's too easy". However that would be downplaying "after you down them", since that took skill in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less

    hooking is eventuality. survivor are downplaying the skill to hook because they think your terrible at killer if you cannot get a single hook. it is kinds same thing with clown pinky. they think your a terrible killer if you cannot land bottles.

  • Pinky finger is needed as long as BHVR keeps making "get 4 sacrifices in a single match as Clown" archive challenges, because clown is low-tier otherwise and it'll take you like 10 games to get it otherwise unless SBMM decides to give you potatoes as the survivors you're against.