So Clown's the least Lethal Killer on PC

Highest and Lowest Kill Rates

This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.

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I didn't really count in Legion since they're due for a neutering soon. Heck, with the less hormones running through the teenagers' system.. they might end up more lethal.

So what can be done to improve Jeffrey?

Suggestions taken from the thread itself and some of my personal ones;

  • Minor exhaustion debuff part of base gas. Would require survivors to "take a breather", aka stop running away (thus letting the Clown close in faster) if they want exhaustion gone.
  • Intoxication duration increases based upon time spent in the gas.
  • Remove the grunting he makes when he vaults a window. It'd allow him so more freedom when it comes to playing mind-games.
  • Reduced reload duration.
  • Release clouds of gas while reloading.
  • No slowdown while throwing.
  • Increased intoxication duration (Eether 10 or 15 by default).
  • Increased slow effect (Flask of Bleach by default).
  • Generators inside gas automatically start regressing if there's no survivor working on them.
  • More bottles, more fun.
  • Exposure effect on survivors hit by a bottle (Redhead's Pinky Finger add-on by default)
  • Extra potent effect for hitting a survivor directly, like stronger slow than normal or bigger gas area of effect.
  • Survivors hit directly with a bottle get doused in the Tonic, making them leave a trail of gas for a few seconds.
  • Survivors who're intoxicated cannot see the Red Stain.

Comments

  • Added more to the list.

  • Added another thing to the list, that survivors who're intoxicated cannot see the red stain. Would help with mindgames.

  • Time to get my Billy on top

  • @Slayer said:

    Time to get my Billy on top

    @Slayer He's already up there.

  • The exposed at base for hitting a survivor directly should definitely be part of his base kit. It would help him more in chases and reward killers who have better accuracy.

  • @Crazewtboy said:

    The exposed at base for hitting a survivor directly should definitely be part of his base kit. It would help him more in chases and reward killers who have better accuracy.

    @Crazewtboy I am personally against that idea as it'd just make the Clown play like the Plague or a Hillbilly, where you just run up into the back of a survivor and use your power to instantly down them.

  • isnt a 50% kill rate balanced tho?

  • All of those posts arent valid by bvhr and mostly bull shet

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/457609#Comment_457609

    @Madjura Let me just tell you that your suggestion of improving his reload to have a gameplay impact, its brilliant.

    My own suggestions for improving the Clown's gas would be to add a small 5-10 second exhaustion debuff to it which would require survivors to "take a breather" (aka stop running) for a short moment. And probably add another second to the gas' duration.

    Even if it's 5-10 seconds on his base kit, that's still not even short enough for survivors to gain their exhaustion back in chase. And even if they do they'll just get exhausted over and over again. That's just a pure game breaking mechanic, it would make him S tier.

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