TheClownIsKing
TheClownIsKing
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2058049#Comment_2058049
Exactly. That's all you care about. They literally can't do anything during that time. But you don't care because you only play one side of the game.
Resident No Mither expert here. I play equal amounts of killer and survivor.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2057664#Comment_2057664
I've never seen a killer chase 4 people at once. What do you suggest the people NOT being chased are supposed to do?
They can’t 99 the gates while I’m engaged in that chase. That’s all I care about.
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@DemoFrog said:
Just a question.
They don’t synergise, if that’s what you’re asking.
BUT, I do regularly use these two perks on Doc with Overcharge, and it results in effective gen slow down, without the restrictions of Pop, or suffer the restrictions of being Hexes.
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@Zixology said:
I think it's just dumb...
It literally halts all gameplay until the timer runs out. For normal killers, it's stealth until it's over. For Doc and Plague (and sort of stealth killers), It's free NOED.
Combine it with Remember Me, NOED, and Bitter Murmur and the only people enjoying the match are the ones who already died and are hopefully in a better one already.
Yeah... because a chase occurring at the time the last gen pops NEVER happens, and killer never spotting anybody during endgame is perfectly normal.
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Plague.
Because of her lofty height I can mistakenly think I’m closer to a survivor than I really am.
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@gatsby said:
Would it be a bad idea if the most used Killer and Survivor perk was banned from play for a week every Tuesday when the Shrine reset?
It would encourage new builds. Discourage stale meta builds. And give the Devs a fire under their butt to balance problem perks either by giving them competition by buffing alternatives or nerfing them
That would be terrible.
Instead i’d like to see a “perk spotlight” mechanic, where any match the selected perk(s) is used earns bonus post game BP.
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Because I play both sides regularly, as survivor I now never:
- teabag the killer (except in situations the killer is 100% clearly just messing around for fun).
- and I never wait around in exit gates if nobody is on a hook. I just leave.
If the killer is really, really struggling, i’ll get their attention and wait under a hook.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2057418#Comment_2057418
Fair enough, I don't play swf, and haven't encountered that more than a couple of times, so I can't say.
It’s the single most frustrating, demoralising strategy to come up against as killer.
The only reason I can think of that it’s not so prevalent is because it requires a high degree of impeccable coordination to be rotating survivors with exhaustion and survivors that have recovered their exhaustion.
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@ClownIsUnderrated said:
https://us.v-cdn.net/6030815/uploads/32CA5HO7IZ2P/screenshot-20210327-045854-281-29.png
Yes, I'm the person that jinxed the release of Trickster last week. But now since he will officially be coming out tomorrow, are you excited for the Trickster? Now we're still unsure as to whether or not he's gonna get anymore buffs on release, since they delayed the chapter by a week. Who knows if any work has been done to him since, although we all know he's incredibly weak. I personally am a little bit excited to try him out to get the feel for him, haven't been this excited to play a new killer since Blight came out. Also his perks are definitely gonna be fun to mess around with, especially now since we finally have the ultimate endgame build. Although my expectations are remaining low, I can only have a slither of hope to expect more changes tomorrow. So how you feel about Trickster coming out tomorrow, and what expectations do you have?
I’m more excited for the perks and all other changes.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2057320#Comment_2057320
That... Honestly just doesn't seem that bad either. I mean, taken to an extreme where they aren't even trying to win, sure, but other than that, decent tactic when you're being chased.
I can tell you first hand that it’s a total nightmare to deal with. It’s a semi regular strategy in my region of Australia. There is little the killer can do when every chase is being prevented from ending in a down.
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@TheOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/2057050#Comment_2057050
Thanks for the reminder! My memory was a little foggy about it, and I thought it might have had something to do with Remember Me's tunneling aspect, but now that you mention it, I can remember the EGC being the reason.
Honestly, though, it would have been better if the developers added a stipulation to Remember Me that all generators needed to be powered for the extra gate opening time to take effect and keep the previous values. That way, the perk would still be helpful, but survivors who fail to get the hatch still have a chance of opening the gate. I know Remember Me was never the strongest perk in the game, but it was one of my favorites before the nerf, and it was the one perk on either side that I was saddened to see nerfed.
Here was an idea I had.
@TheClownIsKing said:
I suggest the Exit Gate Opening times be reverted back to their original gate opening time.
I also suggest that Remember Me be reverted back to its original iteration as well.
BUT!!!!
So this doesn’t unfairly handicap instances where the last survivor is facing EGC due to hatch closure, I suggest a new survivor status effect is implemented.
Upon EGC being started due to the killer closing the hatch, all remaining survivors within the trial are granted the Determination status effect. Determination allows survivors to open exit gates 50% faster.
These suggestions help to make the end game more dynamic once the fifth generator is repaired, but the new status effect ensures such reverted changes aren’t overpowered for survivors that remain in the trial due to the killer closing the hatch and starting EGC.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2057037#Comment_2057037
At that point though they've kinda earned the stun by ducking you.
I actually don’t think the OP is referring to a chased survivor getting into a locker.
I think they’re referring to when SWF behave like trolls by having most of the team running head on, and chased are instructed to run past lockers that have teammates hidden in them.
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@TheOwl said:
I'm looking forward to using No Way Out when the chapter releases, and it is probably my favorite perk from the DLC. It is quite a situational one, but I love perks that add an element of surprise and length to the endgame, and I enjoyed using Remember me before it received a nerf. No Way Out is an even better version of the old Remember Me (which makes me wonder why the developers even nerfed Remember Me), and I cannot wait to give it a try.
They nerfed remember me because of closing hatch starts EGC.
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@Zeus said:
You can bait out head on.
Not if you don’t know which lockers a survivor went into
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@tippy2k2 said:
SWFs are not unbeatable
But they stack the deck so badly against you that they can be damn close to it if the SWF group is even remotely competent
Although I agree, it always seems to be SWF that have the greatest potential for things to wildly, rapidly swing to a snowball for the killer because of the survivors reliable, predictable altruism.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2055635#Comment_2055635
Literally any reason. Maybe they just felt like it.
Why do you feel so entitled to a good time? It's not the killers job to provide you with a good time. They have one objective. Kill the survivors. They don't have to justify the way they do it.
Hang on, calm down.
I’ll agree that the killer is not responsible for the survivors having a good time.
”Why do you feel so entitled to a good time?”
Because it’s a video game. People generally expect that a video game, that they paid good money for, to be enjoyable when they switch it on. Sure, that won’t happen every time. BUT it’s perfectly valid and NORMAL to feel entitled to a good time from a product someone has purchased.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054638#Comment_2054638
You don't seriously believe that do you?
Old ruin : if you miss a skillcheck (14% regression) hit a good skillcheck (4% regression) great skill check (0% regression/no progression). This means survivors actively cannot power through gens like current ruin. Even good players get good skill checks most the time (not great) and so would lose progression on their gen. Even without the killer inputting. And they still could kick the gen so it synergized with other perks (overcharge back then).
New ruin- 0.5% regression at max rank, survivors can power through it without worry and you cannot use other perks that require kicking.
How is it better?
Old Ruin had standard regression from failed skill checks (10%).
Anyway, yes, I also stand by the claim Ruin was buffed. And it was buffed significantly.
Yes, uninterrupted, Survivors aren’t affected by Ruin whilst repairing generators. But against a killer worth their salt, Ruin is a nightmare. Then there are those solo situations where I’m halfway through repairs, one survivor is dead, another is downed, another is on hook in struggle phase. I’m not being directly pressured by the killer, but I can’t stay on that gen in that situation can I? I HAVE to go assist SOMEONE. Losing all that repair progress.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2054069#Comment_2054069
But overall you see the trends. Look how bad MoM and DS was nerfed. Way too much. Killers buffed, maps nerfed. As much as it was thought that Ruin was nerfed, all it did was make a good killer even stronger. Generally, there's hardly enough time to even look for totems. 10 seconds spawning in a match someone is already injured, 5 seconds later they are down. The killer is usually applying pressure to two. If one is trying to save, the other looking for totems, there's no time to even do gens.
“Generally, there's hardly enough time to even look for totems. 10 seconds spawning in a match someone is already injured, 5 seconds later they are down. The killer is usually applying pressure to two.”
This is probably my biggest problem when playing survivor, as it’s usually some “hero” with a flashlight doing NOTHING other than follow around chases, and subsequently giving the killer free slowdown (because it’s TWO survivors not doing gens), and free pressure (because guess who the killer is going to chase next after they down the survivor they’ve been currently chasing).
PSA: For god sake DO GENS. If a down occurs NEAR ENOUGH to you, fine, attempt a flashlight save. But please, PLEASE, stop wasting time just chasing chases.
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@Kilmeran said:
To be honest, this is what happens for Solo players playing a game that is heavily designed around team-play. Overwatch suffers the same issue. As a solo player, you can have the game of your week as far as your own performance, and one or two other people not pulling their weight on your six-man team can force a loss no matter what you do.
It's the reason I refuse to play Overwatch without the Friends & Family team anymore, and why I will never again play solo survivor in DbD.
Unfortunately, since no one I know gives a lick about DbD, I ended up never touching survivor again and being a pure Killer main. Which led to burnout, and I haven't touched the game since November-December. The most frustrating match in Overwatch isn't as frustrating as a lot of killer matches in DbD.
No offence intended, but I think you’ve completely misunderstood the whole concept of DBD. It’s not built around teamplay at all.
The entire theme of the survivor side is that there is an equal measure of pro and con working cooperatively, just as NOT working cooperatively has an equal measure of pro and con.
There is supposed to be constant uncertainty whether working together or not is or isn’t the right choice, never knowing whether it might be another survivor that ends up getting you killed. It’s one of the few true remaining horror elements to this game: “Are my teammates a danger to me?”
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@Sluzzy said:
That is a side effect of what happens when the game is balanced around a 4man SWF genrush and constantly buffing killers. Solos don't have any chance to win against a decent killer. Survivors have been nerfed too much.
Except solos DO win against killers sometimes.
I’m a solo in red ranks. I escape roughly 40% to 50% of the time.
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@Sinatyxmas said:
What if all the maps were given golden toolboxes? Since easter is around the corner, it would be nice to go back on the hunt for more shiny toolboxes... Just a thought.
So many legions in rabbit suits...
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@pennythewise said:
sorry but for the people Dcing on purpose, wether because of a map offering or swf or map cycleand stuff . What do u achieve exactly? Why would some of the killers bring an excuse and dc every time not to play a match because a survivor picked something that doesnt fit their likeness ? Its in the game and for survivors to use it , not hoarding it (i mean you can hoard it also i guess lol) If you don’t like it i guess do something about it . If you are afraid people bring something you don’t like , bring a sacrifical ward , or franklins???? Or why don’t you guys bring a map for yourselves?
or instead of dcing mid match on a map you don’t like why not farm your bbq bps? Yall just gonna leave get a dc penalty , derank and not getting bps? I recently got back to being a killer main because i guess survivors is easy and just boring but if i saw a swf with a flashlight or a map offering i bring something heavy back like they did or just dodge a lobby lol , i mean yeah dodging lobbies is fair, because keys or swf then fair enough . But dcing when the game starts as killer on purpose on a map you don’t like its pretty pathetic lol
map offerings not for survivors only remember that lol
sacrifical ward is not there to be a sitting statue also 😂
“What do u achieve exactly?”
Exactly what they wanted. To be out of the match.
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@GlamourousLeviathan said:
So I play Clown quite a lot to be honest, but I cannot be considered a main. Lately, I have been addicted to the Fingerless Parade Gloves addon. It does exactly what it says in the description, it changes the bottle throw arc. At a first glance, it seems just like a gimmick useless addon, but hear me out. This addon changes the arc in a way that the bottle goes almost in a straight line instead of making a curve in the air. What I have noticed is that since your bottle goes straight for the survivor without making an arc, it actually hits its target quickly, giving the survivor less time to react. In my experience, this not only allowed me hit the bottles more frequently, but also allowed me to hit survivor is greater distances.
For you that didn't get how this addon works, I made a sketch about it.
https://us.v-cdn.net/6030815/uploads/9JLMVPLUXNYK/spotted.png
I wanna hear about you Clown mains. This is indeed a good addon, or am I just insane thinking that this thing has some kind of usage?
It’s a good “training wheels” add on, whilst also allowing a few other things Clown is capable of a bit easier to do (Red Heads Pinky Finger for example).
However Fingerless Parade Gloves does cut out the more advanced Clown stuff (lobbing over walls).
It’s an ok add on. Great for beginners. Has it pros, has it cons.
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@ALostPuppy said:
Kinda agree. A really good Blight can definitely feel like a no-fun zone and all you do is pre-drop a pallet then get hit, but there are so few of them that nobody knows how oppressive he can actually be, ESPECIALLY with add-ons.
Tbh all I want fixed are the exploits because it's now the only ######### thing Blight is known for and I'm getting tired of it being mentioned everywhere and people trying to defend their use of exploits.
Can confirm that going against an expert Blight is a total nightmare, and much more oppressive than Spirit. There’s just no escaping once spotted. Running anywhere is pointless.
He really is a killer that survivors need to be stealthy against.
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@gatsby said:
Instead of giving the ability to fully recover during a Hex.
Soul Guard should give the ability to fully recover when another Survivor is within 12m.
So a teammate would just have to loop nearby instead of actually picking the slug up by themselves. It would be a great anti-slugging perk.
Which only benefits SWF that can communicate that
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I mean... I want his perks unlocked in my bloodwebs ASAP. I can’t wait to use both No Way Out & Crowd Control.
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Until an asymmetrical multiplayer game goes multi-platform, there’s little point speculating whether something is a valid competitor to DBD.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2052855#Comment_2052855
i like how we have to keep beating the same horse to death over and over and over and over and over again. guy's already down, stop kicking him.
i do legitimately think a video (or simple clips) would legitimately help those interested in getting better at clown though.
Apologies for previously coming off as rude. I was already in an irritated head space, being confused over how simply trying to provide advice for better gameplay quickly devolved into what this thread now is. I read your comment and interpreted as “yet another person coming for me”
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@MandyTalk @Gay Myers (Luzi) @Rizzo90 can this thread be closed. Players simply trying to provide advice from learned experience to help other players improve in their games just turns into tier list arguments, and slander.
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@C3Tooth said:
I feel survivors have full control on Plag's power.
No cleanse: M1 killer.
Everyone just decide to cleanse too much: Plag loses all the fountains for power.
Plague has some control over that last situation though. A reset usually only occurs because of complacency: ignoring the need to manage certain pools to create areas of control that are dangerous to be broken in.
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@Ghost_Face_Main said:
The description informs the player that all Pools of Devotion are reset when all are corrupted. What it doesn't mention is that you automatically gain Corrupt Purge from this process. Idk if it was intentional because I don't use Plague often, but can the 3 Plague mains acknowledge and verify this for me?
Correct.
It’s so she at least gets SOMETHING out of a very bad situation to be in. Letting Pools reset is never much of a good thing, and means working very hard to restart the process of infection and forcing cleansing.
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Killers experience a higher volume of bullying, and disgusting post game slander in the evenings (and weekends). So many won’t play killer during those times, or switch to survivor which increases the queue times.
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@Exerlin said:
Heyo! I have seen numerous 5th perk slot threads over the past several months, and most of them have people replying and saying that they would be concerned with the balance of the game.
I'd like to develop this idea further with this community and find some accompanying changes to the game that would implement the 5th perk slot while addressing people's concerns. My hope is that if we can create something good enough, the devs might actually considering implementing it!
So! Please share your concerns and suggestions with us! I'm just going to address one blatant issue that would probably crash the game if it were not addressed:
A 5 totem perk build with Haunted Ground would most likely cause one perk to be deactivated at the start of the match or even a game crash. Adding a sixth totem to every map would buff NOED which I know is something that is not wanted at all. So, just make Haunted Ground only light 1 hex totem if there are 5 hex perks in your build or no extra dull totem if you break it with Undying active.
All input is greatly appreciated. If you want to make a wall of text with changes, go for it! If you want to bounce ideas off of people, go for it! Let's have a good discussion and try to make something really great
Simply, it would allow a high degree of pretty broken builds on either side.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2051135#Comment_2051135
That's not what I said. I said to use the tonic only, not to use a single bottle, just like others after my post suggested the same.
All your strategy to implement the antidote falls on itself in the example you made.
In your guide you lay down the principles of how to use the antidote and you fail to realize how those same principles will actually make the whole strategy backfire.
Similarly, The Antidote can also be used to control a chase by getting the survivor to understand/think “I NEED TO GET OUT OF HERE RIGHT NOW!”
An Antidote Cloud tells a survivor where Clown intends to go next, and what will happen when Clown does. Most smart survivors will to choose to run away from the area in such a way that continuing towards the Antidote Cloud starts to moves Clown away from the survivor (think Plague’s fountains).
You use the antidote to tell the survivors where you're gonna be (your words). Guess where you're telling you're going to be when you throw the antidote at your feet? Exactly. You're staying in the same spot for 2.5 seconds. Definitely time not used wisely. You also say that when you throw the antidote smart survivors will want to run. Oh well. Then in your example all the survivor has to do is to leave the tile, as they're across the shack from you. That leaves you down to 1 bottle left from your wasted setup, a larger distance from the survivor and invigorated for 5 sec after staring at the survivor run for 2.5, which is gonna do exactly nothing good for you.
Compare that to just chasing immediately the shack while simply using the tonic. You get the hit or the pallet. But you get either faster, without the survivor making distance.
So basically, this whole convoluted use of the antidote accomplishes to make the survivor counter the clown correctly, while the latter would have been in a better position by simply using the far superior tonic.
https://forum.deadbydaylight.com/en/discussion/comment/2051230#Comment_2051230
This is a discussion forum. You don't get to turn this into a clown main inner circle for yesmen only because you can't stand differing opinions. Improving clown gameplay is exactly what the criticism directed at the flaws in your own reasoning is meant to do. Take it or leave it. If you're not into discussion, then forums aren't for you.
My advice is for you to finally realize that you're indeed:
desperately searching for positives
and you've got nothing to show for it. So, if you want to prove the naysayers wrong, put your money where your mouth is. Otherwise, maybe start taking into considerations that all these 500 iq Clown strats that nobody else sees maybe don't exist after all.
Wow, you really have a life mission of tearing people down don’t you?
Congratulations.
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@ClownIsUnderrated said:
I mean just look at this...
https://us.v-cdn.net/6030815/uploads/CDH9BO6HGXOP/es5alpfxyaa3xll.png
How can someone be this THICC!? Clown makes Jane Romero look like pancakes, and he could easily flatten her with his OP THICCness. Daddy Myers has nothing on this man, and hell Clown isn't afraid to take his shirt off like Myers is. Clown to THICC, needs nerfed ASAP.
Lol, I was genuinely expecting a salt thread from someone that was up against a Clown player that’s actually good.
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@GoodBoyKaru said:
-Doctor
-Hag
-Spirit
-Freddy
-Nurse
Hex: Ruin and Save The Best For Last would be everyone's beat friends here, except Nurse. Discordance or Surveillance too.
I don’t care if I’m fought hard on this but defending a 3 gen as old Freddy was a total breeze.
Just keep putting Survivors to sleep from a distance at a centralised point, and let them idiotically regress their own gen progress over and over again with a mass of purposely failed skill checks.
So annoying for the survivors. Oh so satisfying for me once I’ve determined I’ve bought enough time to commit to a chase.
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@Raptorrotas said:
Im a bit out of the loob, but arent there cases where screaming survivors ( just got zapped) can still vault etc?
Yeah. But that can be a latency thing
Also, the power tool tip specifically says both Blast and Shock deny survivor actions for 2.5 seconds, except in actuality the Blast cannot actually deny survivor interactions for 2.5 seconds.
I’m uncertain if this means Blast is bugged, or if this is intended and the tool tip is simply incorrect.
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Oh ok.
Yeah that’s dumb. Why on earth are survivors holding that button down while in the dying state?
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I’m on console. What contextual action is Shift?
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If you’re feeling very bold, my current favourite No Mither build is Calm Spirit, Iron Will, No Mither, and 4th perk is either Fixated or Sole Survivor.
Whether going for Fixated or Sole Survivor, it’s one of the best Survivor Stealth builds in the game. It makes it incredibly easy to just “disappear” without a trace, especially when walking away from an unhook against a killer known to return to the hook. It craps all over any killer running Stridor (cough, Spirit, cough). Fixated obviously makes slipping away from a hook way more effective (no scratch marks, no sound, no blood), but Sole Survivor makes the build an all encompassing anti-detection build. Sure one survivor dead is a crap thing to occur, but 1 token is incredibly useful (except against BBQ). It pretty much means the ONLY thing that can give you away is either actually being spotted, or Whispers.
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@NVerde said:
What do people think would be the best build incorporating No Mither?
I'm thinking:
No Mither
Dead Hard
Resilience
But I can't decide on the 4th perk.
Also, PSA - a lot of people seem to mispronounce 'mither' - they rhyme it with 'slither' when it actually rhymes with the 'i' emphasised 'neither'. It is a northern UK word meaning 'bother' essentially, and is usually used in a sentenced like "Stop mithering me!"
Tenacity.
I do the build you’ve posted fairly regularly with Tenacity.
If the killer hesitated if even for a moment instead of picking you up, then you have an incredibly good chance of “disappearing” from the killer.
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@Crowman said:
If a ghostface was able to 99% stalk you without you noticing him stalking you, then he's literally playing the killer correctly.
“EXTRA, EXTRA, READ ALL ABOUT IT. KILLER PLAYS KILLER CORRECTLY, MAKES SURVIVOR SALTIER THAN AN ANCHOVY!”
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/2051547#Comment_2051547
Just see the future, idiot.
🤣🤣🤣
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2051230#Comment_2051230
i mean visual learners exist and are valid so that's kinda rude
Your initial comment was kinda confrontational. You could have just said what you last posted about visual learning first.
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On these forums? Any objectively intelligent discussion that doesn’t devolve into slander, and whataboutism.
The DBD community at large? Discovering Granny. One of the most entertaining streamers I’ve come across whilst also being super wholesome.
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@[Deleted User] said:
vids or it didn't happen
I’m not here for a peen measuring contest. I posted to provide advice for players wanting to improve their Clown gameplay. Take it or leave it. If you are not a Clown main, this post isn’t for you.
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@TheWarNung said:
Speaking as a former Doc main who still plays him a lot he's by no means a low tier killer, but he's not top tier either, especially at the highest ranks. Regarding the OP's points:
-Doc's ability to reveal survivor's locations just isn't all that useful at high ranks. Most survivors at that level don't stealth as they prefer to be chased. Also, high level killer players are really good at finding survivors anyways by using crows/blood/sounds and even just general game-sense.
-High ranked survivors will never miss his funky skillchecks, even if you bring Unnerving/Lullaby. They just have too many hours experience with them.
-His anti-loop is decent if you master it, but it's nowhere near the level of killers like Nurse, Spirit, Freddy, or Deathslinger.
Basically you're left with decent tracking, extremely poor slowdown (from snapping out of madness), and okay-ish anti-loop.
Don't get me wrong, he's still loads of fun and has a ton of fun non-meta perk builds he can use, but he's neither top tier or bottom tier.
“Doc's ability to reveal survivor's locations just isn't all that useful at high ranks. Most survivors at that level don't stealth as they prefer to be chased. Also, high level killer players are really good at finding survivors anyways by using crows/blood/sounds and even just general game-sense.”
This is exactly why I don’t waste Blast to find survivors. I always want to build survivors to T3 madness as often as possible, and waste as much of their time as possible. As far as killer base kit is concerned, Doc has one of the best powers for stalling the game.
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@Bwsted said:
'Use the 2.5 sec of activation wisely'... suggests to stand across the shack from the survivor who just runs away seeing the clown waiting 'wisely' in his grey cloud and throwing bottles left and right.
And all of that for something that could've been accomplished as if not more easily by using the tonic alone while continuing moving.
Oh, I almost forgot. The antidote is not bad. It just requires a brain, amirite?
That’s false. 1 tonic at shack isn’t going to prevent a survivor reaching the window or pallet in time, depending on their position.
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@TheArbiter said:
It still feels like you need to do A LOT of work for a marginal chance at a SLIGHT advantage
It is a lot of work, but the advantages are far from slight. A survivor spotted by a good Clown isn’t getting away. They’re going to go down ridiculously quick.
Thats the thing with Clown though. He’s much harder to use than what he initially appears as.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2051038#Comment_2051038
It hurts my soul to see fellow Clown players desperately search for some positive about that laughable update, though I commend them for trying. He's still probably the worst killer even played optimally, he's still boring as all hell to play against, his skill ceiling is still about 10cm above Freddy.
I wanted so much more for him than this.
https://forum.deadbydaylight.com/en/discussion/comment/2051046#Comment_2051046
This is the overall consensus that I've seen most people come to. His chase potential was mostly fine (if you don't count just dropping the pallet lol), if that tonic gave him a 20% speed boost for 30 seconds or something until a chase started it might've made him a threat.
I’m not desperately searching for positives though.
My match performance with Clown which was already very good before the rework, has improved significantly since the rework.