TheClownIsKing
TheClownIsKing
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@FilthyLegionMain said:
While it may not be much to some, i think this is something that we should look at.
https://us.v-cdn.net/6030815/uploads/RI6CC2GVR0O3/d6caaa5d-c8fe-4a90-8336-4dec7ef1351c.jpeg
This is proof that they are understanding with stuff. There’s just probably more going on that is potentially stopping them from speaking up.
As far as I know, they’re still doing a lot of work from home. This obviously creates challenges in regards to coordination of communication and information.
We need to cut them some slack. There are obviously going to be mistakes made with so many working from home.
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Thank you
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@katoptris said:
Gonna try it with PWYF and just run the movement speed add ons as well.
Just make sure you have more than 1 PWYF stack. A token is consumed just by throwing a bottle.
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@Ghoste said:
Your first example is the intended use I think. You want a slow bottle on one end of a loop and a fast bottle on the other so you're sped up while they're slowed. Of course, this doesn't really work on short loops, so you'll just be using the standard slow gas most of the time. They really should've given each type of bottle its own capacity. 4 bottles isn't really enough to utilize the new ability.
Actually it works great on short loops. The problem with the tonic on its own at short loops is that the distance was way too short for Clown to close the distance while the survivor is slowed. At best it just resulted in an early pallet drop, or trading a hit for a stun.
Now with an antidote on the side Clown first needs to start travelling around before a tonic is thrown down, short loops that survivors can tightly hug aren’t a problem anymore.
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@onemind said:
Yesterday I made a post about how they are almost useless rather than just saying they are almost useless I am gonna try to think of situations where you can use both speed and slow together to get hits that almost no other killer can get
Example 1 rancid aboutuair windows I feel like this is the first area where I could use both speed and slow to get a guaranteed hit because it is long enough to throw speed and swap to slow in time
And example 2 ormond staircase
Same thing applies here if you come in form the front you could throw a speed at the gen and swap and throw it at the top of the stairs to deny access to god pallets
This is 2 examples I can think of hopefully someone can give good ideas where to place bottels to get consistent value out of it preferably at more common loops shack jungle gyms maybe even tnl loops or other main buildings on certain maps
@Sonzaishinai said:
As a general rule of thumb. Using it to get around the map faster is almost pointless.
The real power comes when you are under the effects of the yellow gas while survivors are slowed down.
You catch them almost 3 times faster in that scenario.
Too many people say how purple gas is better but don't seem to realise how fast you catch up if you use them both.
This.
@onemind at least you’re starting to formulate ideas on how both bottles can be used together. The tricky part is putting it into practice and figuring out ion the spot which bottle should be thrown where (because of the fast paced nature of this game), and always remembering to throw an antidote down first because of the activation period.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1933701#Comment_1933701
they even fail at that since you need to reload.
How is that different from any other mobility killers cool down?
It’s 3 seconds. That’s it. 2 with Cork Stopper.
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@Critical_Fish said:
I won't go into my complaints with the update, but describing all the posts about it as people being overly negative? Like there's no problems? Kinda not it to me, chief.
Which you could have put in another post.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1933185#Comment_1933185
A performance dip on the PS5 means the game has a stroke on PS4 and Xbox One.
The freezer on Gideon kills my frames everytime I walk near it.
That was my concern too. I immediately had a broken heart for PS4 players and XBONE players when I thought “sheesh, PS5 struggling?! Why?!”
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@Phasmamain said:
Ether was not changed I tested it and it felt the exact same.
Want to do more testing on solvent jug and makeup kit but it felt like an extra 3-4 seconds of the effect to me
Yeah it seems like Ether is exactky the same.
And yeah, although I’d like some confirmation, it feels like Solvent Jug and Garish Make Up Kit are extremely generous with how much they extend Invigorated. Garish Make Up Kit in particular feels like I’m zooming around for ages.
I haven’t tried stacking GMUK & Solvent Jug yet. Have you?
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Everything is great on PS5 for except for some minor frame dips in certain parts of Gideon, particularly that room with the stairs on the second floor that allow players to drop to the lower floor.
Was rather surprised to see any performance dips at all on PS5. First performance issues since playing DBD on PS5.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1933040#Comment_1933040
Mhm and also I personally think undying got buffed, Im loving devour undying, seems strong, had clown suck on so many fingers yesterday.
I know everyone loves Undying with Devour now, but I personally love it with Third Seal. It causes HUGE stall and chaos when slugging, which is Clowns primary pressure tool. Especially for SWF reliant on sharing info with their Rainbow Maps and OoO. So getting everyone Blind but STILL keeping all 4 tokens upon first cleanse is awesome.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1933035#Comment_1933035
Read the comments, and other posts on the forum, and videos etc, so many clown mains are complaining but you are the only one good at it, good for you, or are you maybe just a troll ?
I’m not trolling at all.
And which Clown mains? The TRUE Clown mains see the value in these changes. Those claiming they were Clown mains and are unhappy with this update are actually the ones mindlessly spamming Tonics and never using any other add ons except Pinky Finger & Solvent Jug, because they just don’t get it. They don’t know how to use Clown properly.
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@Lazerboy88 said:
Clowns a blast, love how much more tactical you can be with him, and the new maps are nice. Game is definitely not unplayable like others say
He has so much more strategic nuance now. I love it. It makes him harder to use to get the most out of him, but I think that’s a very healthy way to have a killer designed.
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Seriously, the only players missing “old” Clown are the survivors. I’ve had way more DC’s today than ever in my history of playing Clown (and I already got a lot of survivor DC’s before this update). Sure these supposed new hit boxes are probably a reason, but I’d say it’s way more likely that it’s because survivors just really hate going down because it was impossible for them to reach a pallet or vault before I’ve smacked them.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932965#Comment_1932965
Yes you can, and waste one bottle.
https://forum.deadbydaylight.com/en/discussion/comment/1932974#Comment_1932974
Again, you waste another bottle.
Then you have to reload and waste time again and again....
The only way to catch a good survivor is to fake reloading bottles, and hit them when they ran away. But wow, what a gameplay to fake a useless power to catch them 😂
You know im just asking for a yellow bottle buff dude..
How is it a wasted bottle if Clown still gets a speed boost?
Also before the Antidote was introduced, the point of the tonic was to CONTROL where survivors do and do not go. If a survivor dodged a gas Cloud, that’s usually EXACTLY what Clown wanted. How is that a wasted bottle?
And for all intents and purposes Clown has an unlimited supply. He doesn’t need to go anywhere to retrieve bottles. He just needs to spend 3 seconds restoring supply wherever he is, and that’s rarely EVER going to be mid chase, unless the player is an idiot. The only time it MIGHT need to be done mid chase is while a survivor is stalling at a loop, in which case it also works as a mindgame because if the survivor decides to make a run for another loop, Clown can cancel and immediately attempt catching them out in the open.
Seriously, Antidote does NOT need buffs. It’s proper strong when it’s used smartly. It’s just not a brain dead power like some other killers have, like Freddy’s Snares.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932918#Comment_1932918
The time it takes for you to throw the bottle, the speed to activate the survivor is far away from you.
Yes I know you can throw the bottle in right distance, had the good timing and get the speed. But the survivor can just change direction... in your scenario the survivor is dumb and ran straight away 😂
I mean, this bottle can be effective only in a jungle gym or around a pallet, but the survivor can anticipate and ran to another loop. Or maybe in your scenario the survivor is dumb enough to loop a clown in a dead zone with one unsafe pallet ? Sorry but around the shack there is always one or two jungle gyms. Its enough to loop you easy. But maybe in your scenario the survivor ran only in one jungle gym, running around the same pallet over and over 🤷♂️
Also if a survivor decides to run to another loop, Clown can still simply chase after them by running through the Antidote still. It’s a GOOD thing if Clown frightens Survivors away from loops.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932918#Comment_1932918
The time it takes for you to throw the bottle, the speed to activate the survivor is far away from you.
Yes I know you can throw the bottle in right distance, had the good timing and get the speed. But the survivor can just change direction... in your scenario the survivor is dumb and ran straight away 😂
I mean, this bottle can be effective only in a jungle gym or around a pallet, but the survivor can anticipate and ran to another loop. Or maybe in your scenario the survivor is dumb enough to loop a clown in a dead zone with one unsafe pallet ? Sorry but around the shack there is always one or two jungle gyms. Its enough to loop you easy. But maybe in your scenario the survivor ran only in one jungle gym, running around the same pallet over and over 🤷♂️
That’s only if Clown is dumb enough to continue running towards an antidote that takes him FURTHER away from the survivor.
The whole point of Clowns power is to control the chase. If a survivor changes direction, Clown is doing his job properly.
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It’s not unanimous. Not everyone is unhappy. I so far love every new change, including the HUD. Others also like it.
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@Phasmamain said:
You see that’s what i like most. I’m still playing clown the way I always did and with the addition of some chase music
side note: does anyone else hate his new pink bow? I think it looks out of place and doesn’t fit his p3 outfit at all
I honestly hadn’t even really noticed the bow.
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@Shirokinukatsukami said:
The best part of Clown Buff... the music.
Yeah I love it too. It’s suitably manic.
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@Rivyn said:
Well, nice to know you saw a difference. He still feels lackluster the few times I've played him. Maybe because he doesn't interest me, but from what I saw, the antidote is just another lazy gimmick that doesn't actually do anything on larger maps against decent teams.
It’s not primarily a traversal tool, though there’s nothing inherently wrong with doing that, and I’ll do it occasionally myself.
It’s mostly rounding out his already really good anti loop by ensuring exceptionally safe outliers can still be made dangerous (if thought I’d put into it), and for giving Clown more to prevent survivors even reaching certain loops in the first place. Now Clown can attempt to divert survivors with Tonics (when a chase is out in the open) BUT ALSO give himself additional speed when survivors are dodging tonic clouds.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1932895#Comment_1932895
Again, it only works against brainless survivors 😉
Explain how it only works against brain less survivors?
If I’ve thrown an antidote they get no effect from because I’m still closing distance on them, meaning it’s stupid for them to wait there till it’s active just so they can get a speed boost, only to take a hit instead because I would have already closed that distance by then, AND if they’re then at a loop that leaves them no other options than to either run through Tonic gas or turn around and run back towards me while I’m already Invigorated, how is that them being brainless when I’M THE ONE that’s taken away their options, and running towards loops is the ONLY option survivors have?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1931490#Comment_1931490
You forgot the part where they removed all the good addons and cheap versions of the good addons.
They gutted his addons. like they do to every killer that gets an addon pass. gut them and replace them with memes and things nobody will use.
They haven’t gutted his add ons at all. They’ve been significantly improved, with a handful that require thoughtful, strategic use.
He doesn’t need Solvent Jug to exhaust survivors anymore. It doesn’t matter if a survivor uses their exhaustion perks. If Clown has successfully, cleverly intoxicated a survivor and Invigorated himself, that survivor isn’t avoiding a hit even if they Dead Hard or Sprint Burst. With this new strategy in mind, Solvent Jug was BUFFED.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1931493#Comment_1931493
the second tonic is literary completely useless
I cannot understand how anyone thinks this. Are that many players lacking in the imagination department?!
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@Dragonshensi said:
I can’t tell you how many times I’ve had a match, all survivors are injured and the killer is nowhere in sight. Still got a lot of gens to do so can’t gen rush. So we should try to heal up right? Nope! Back on the gens or just running around! I spent a while chasing after other injured survivors so we can heal each other but they refuse! Some have even pointed me to work on gens. Buddy, we need to heal up, we are getting our butts kicked and can’t complete 4 gens in an injured state. I can’t even get mad anymore when the team loses. I have to beg and plead to heal and get healed but I guess people love having their guts cut open and leaving blood all over the place. Dumb moves like this is why survivors die quick then complain that killers are too powerful.
Because YouTube told them Adrenaline is meta. And because they don’t want to feel like they wasted a perk slot, they absolutely HAVE to stay injured to let Adrenaline heal them. And YouTube is never wrong, right?
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@Chchchcheryl said:
Yeah I've only had chapel ( I wont argue tho imo its 100x better than ward)
I’m still curious to see what they’ve done to the ward though.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1932045#Comment_1932045
Hmm I was wrong in my math thank you for the point out I shall re do the numbers omg I'm dumb I forgot to add the extra .5 because its 10% not 5 in that case I guess they aren't completely useless just I dont see many reasons to use them over the slow other than mobility and when you can't get an angel on survivor thank you for the correction
You also have the numbers wrong for Hindered. Clowns Hindered at base is 15% (3.4 m per second), and Flask of Bleach makes it 20% (3.2 m per second)
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1931884#Comment_1931884
I only based the number around that every thing else I came up on my own and I can use the 4.6MMS so a you are moving 4.8m per a second If you subtract the the 4mps due to survivor being 100% movement speed an average loop is about 5 to 7m in area
A survivor should get to a window or pallet a in about 3a in that time you could throw a slow bottle reducing the surivor speed to I believe to 3.7mps and denying fast vaults as well if you were to throw a speed bottel the survivor still moves at 4mps because of the 2.5s delay and they still get a window extending the loop by another 2s
Now I could try the catch up between loops method in that case I throw a speed bottle I go 4.8maps and throw a slow to slow the survivor making them 3.7 so I get a 2.3mps difference or 35% for about 5s 7 with addons but this method only works on people who hold w not to mention you have 2 bottels so you would have to use all 4 bottles to utilize this method to down 1 player now you have to reload this method is just too inefficient and time consuming to be viable at the upper ranks despite the reload buff
I could go on but then I would have to tldr this and I don't know how to summarize this without explanation
Clown moves 5.06m per second for 5 seconds. If he also intoxicates a survivor as well, he’ll be moving a total of 1.66 m per second faster than a survivor.
Throw an antidote at a survivor in the distance, quickly switch and throw a tonic, by which time Clown passes through the activated antidote, and the survivor has little chance of reaching somewhere safe before Clown hits them.
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@onemind said:
Above
Now here's my reason behind it
Clowns new bottles are negligible a 10%increase to movement speed after 2.5s in Scots video talking about 110vs 115 killers that movement was a .8s difference in about 12s so if we take that difference and double it you are saving about 10 m in all four bottels (10 is an estament because the time it lasts )then you have to reload so you lose all that distance you just put all 4 bottels into
Now tell me where a speed bottle could do something that a pink one couldn't that's not getting to a gen quicker
And I know clown is king will be interested so maybe he can change my mind
Edit for king clown I did try zanshin the cooldown is just too long and I allready have an idea where pallets are
How about instead of going by a video, use it yourself.
The Antidote is great. Survivor can’t get away when you also intoxicate them.
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@SirCracken said:
I highly disagree. The added speed that the bottles get allow for more precise throws during chases compared to the base throwing arc. I fail to see how using the gloves makes playing Clown more "beginner friendly" when it allows you to make more choices during a chase.
Because it limits Clown to throwing only where he sees, and not also where he can’t.
I did point out it’s use to make accurate throws AT what he sees much easier, but it could be detrimental to commit that to muscle memory and get to used to that.
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@AChaoticKiller said:
clown literally only got buffs the ONLY thing nerfed about him is the exhaustion addon being removed.
if you are having trouble playing clown i suggest playing more clown or just killer in general.
even if sonic tonic turns out completely useless which is almost impossible he still only got buffs really.
He doesn’t even need his exhaustion add on anymore anyway.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1931464#Comment_1931464
Yea if only it didn't have a 30s cooldown even 20s wouldnbe acceptable
Yeah cooldown needs to go
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@onemind said:
You know I would call you crazy for putting zanshin and good together in a sentence but I can see it working on clown so I'm going to experiment with it
Yeah, it’s pretty much to know straight away which walls bottles should be lobbed over, and where your point of entry should be to cut them off.
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@Heartbound said:
I do like Zanshin unironically. We've all prematurely slashed at a pallet spawn location to hit the survivor before they drop the pallet for a stun only to realize they're gone and the pallet was broken earlier in the match.
Don't lie, you've all done it.
It's just hard to fit Zanshin into a build.
It doesn’t need to have a build built around it. It’s simply extra information.
Although it is nice to use to circle around and Bamboozle a vault you anticipate a survivor is heading towards.
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@MadLordJack said:
Bit of a side note, but is Zanshin even useful on indoor maps as Clown? I feel like the biggest reason to run it is to corral survivors, but... I mean, how? There's walls everywhere
For obvious reasons, it can’t be used to know which walls to lob a bottle over, but it can be used to identify where a survivor is likely going, drop a tonic, try and circle round and force the survivor back through it.
Personally, predominantly I just want to use it to get familiar with the current reworks.
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@[Deleted User] said:
Zanshin Tactics and "okay" on the same phrase doesn't add up lol.
Because of how Clown’s Tonic SHOULD be used, Zanshin is actually helpful to Clown.
But I’m also finding it handy for new or reworked maps because it also shows breakable walls.
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@ShadowRain said:
They shouldn’t even think of trying new things until the game is playable though, the amount of bugs before this update was insane then after the patch its literally unplayable. Why fix something that works? The UI and movement was perfect pre patch.
What insane amount of bugs though?!
I play this game excessively and the only things in recent memory are the OCCASIONAL totem that can’t be cleansed, a SMALL number of impassable gaps, and the initial problems with The Twins (But new Killers always have bugs).
This game has been the LEAST buggy it has been for a while.
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@pmcdcom said:
https://forum.deadbydaylight.com/en/discussion/comment/1930566#Comment_1930566
weird a lot of bhvr i strongly disagree with like the battlepass cash grab and expensive cosmetics but this update is fantastic.
I agree. I love everything so far.
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@xXCAM3R0NXx said:
I admit the loops have improved alottt, but this buff is balanced by how many DEAD ENDS THERE ARE.
There's literally one pallet which if dropped on the other side, you're stuck on a small dead ends with a breakable wall...
I was just about to say the same. There are many breakable walls where it’s BETTER to not break them because of the dead end it creates if survivors run that way.
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@snax9111 said:
https://forum.deadbydaylight.com/en/discussion/comment/1931036#Comment_1931036
but bro, im a killer main, and from their pov, i mean the killer, why do u think he would swing that far, i dont do it, cause i would nt think i will get a hit, maybe on his screen you were closer, there is 0 reason why he would even go for a swing, maybe its not a hit box problem maybe its a server stability problem, if we try to identify the problem maybe becomes easier for devs to fix
I was just thinking the same thing. In all my Clown matches today I wasn’t swinging or lunging until I knew I was pretty much on top of the survivor.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1931082#Comment_1931082
A tutorial would be amazing but even just clips showing the different uses of the new bottles would be very interesting.
I planned on testing that myself but the new HUD is giving me eye strains and headaches.It would be much appreciated because i really like playing clown
I’ll keep it in mind.
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@Dovahkat963 said:
Gotta agree with the strategic potential of the Antidote, having an on demand speed boost can be really impactful in a lot of situations. Something I've started messing with is throwing down an Antidote before performing an animation lock action (breaking pallets or gens, picking up a survivor, etc.) so that once you're free to move again you can make up some of the distance you lost during the animation. Heck if you're down to one bottle and don't need it anywhere else, throw down an antidote and reload right there. A great general use for the antidote is reducing time lost from time consuming actions.
Now I am curious about something that I've been meaning to ask about, and this is the perfect time. How are movement speed modifiers applied to killer speed? Is it based on the metric people typically use to gauge killer speed (Base 115% speed where 100% is survivor speed, so a 10% speed bonus would increase it to 125%)
Or is it actually a multiplier on killer speed? (4.6m/s * 1.1 = 5.06)
They made it clear it’s 10% of current movement speed. So Clowns jumps up to 5.06m/s.
This also means if Clown had 3 PWYF stacks, he’d lose 1 from throwing an antidote BUT he’d gain 10% from the total m/s he had from 2 PWYF stacks. Meaning he’d jump up to 5.94m/s
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/225416/the-afterpiece-antidote-is-fantastic
Could you post some clips of it?
Would be interested in seeing some examples on how to use it
I’m really not enthusiastic about creating a new YT.
But....
I have still been dwelling on the idea of doing a tutorial video or not, which would mean creating a new YT.
Just unsure if I can muster the energy for that or not.
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@Predated said:
This is what I instantly thought of when people complained that the yellow bottle wasnt useful because "2 pink bottles would do the same job". I mean, 2 pink bottles dont double slow down the survivor. They at best extend the hinderance timer. Having both 10% increase while survivors have a 20% slow tho? Thats like having bloodlust 3 and 3 stacks of play with your food at the same time.
My only downside about clown is that they kept his 4 bottle load out, I kinda wish he had 5.
Nah, I think 4 at base with the new 3 second reload is fine. Throw on Soda Bottle and Cork Stopper and you’ve got 5 bottles with a 2 second reload. For all intents and purposes that’s almost like having unlimited bottles.
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@Phasmamain said:
I like it but solvent jug and makeup kit make it feel a lot better.
Why is pinky finger the same though? That thing has needs a nerf since day 1. They nerf solvent jug but keep this?
Makes me worried for huntresses rework
I’m just as surprised as you. I really don’t think it’s a needed add on in his kit. They could have done something way more interesting like permanent oblivious till injured/dying (I’ve suggested this in the past), or remove the need to ever reload (unlimited bottles). Just ideas. Anything more interesting than what it currently is because he really doesn’t need it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/225416/the-afterpiece-antidote-is-fantastic
I really like the new cigar box addon. Immersed claudette players on midwich and the new meat plant have no escape
I like it too, but I wish that effect had been replaced on a different add on. I’m going to miss the more severe blurred vision penalty.
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@TheMidnightRidr said:
This actually is helpful for me. I haven't been using the Antidote much because I alwasy used it second, but now I see I was being really ignorant. I'm gonna try it this way.
Yeah you use it first, and ahead of yourself so that the survivor isn’t affected by it (gray cloud), and should activate (yellow cloud) as you pas through it while chasing the survivor. During this time and transition you should be tapping to switch back to the tonic, and then throwing a tonic at, or ahead of, the survivor, so that you’re charging down on them in the Invigorated state while they’re intoxicated.
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@OnryosTapeRentals said:
The new animations are absolutely horrible.
The standing animation is rigid and lifeless; the injured running animation looks more like a waddle and, the new movements make it impossible to 360°.
Good. 360 is pointless anyway.
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@xenotimebong said:
Its not that people are afraid of change, there’s been lots of praise for Nurse’s new model, perk changes, map updates, Wraith buffs, Clown’s change, and so on. People just don’t like the changes that they consider, y’know... bad.
Why shouldn’t people voice their opinions if they think something is a change for the worse? Are we only allowed to say positive things at all times now? Some changes make the game feel worse for people, and if that’s the case they can and should express that opinion in a respectful manner.
My confusion is that so many claim they’re getting eye strain having to dart their eyes around the screen so much with the new HUD, which sounds ridiculous because when playing Killer, darting your eyes frequently around the entire screen is something players should/would have already been doing before hand, especially out of a chase and trying to find a survivor.
We’ve never had a flood of “playing Killer causes eye strain”.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1930137#Comment_1930137
and what if I like bots?
Like em all you like. Just don’t call someone that and presume they won’t be insulted by it.