TheClownIsKing
TheClownIsKing
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865364#Comment_1865364
People are scared of DS. That's why they lose. Even otz doesn't lose to DS and when he does its because the team is actually food and he was too focused to notice
Correct. Being scared of DS is usually a contributing factor to losing.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1865756#Comment_1865756
Before it got changed moving to live from ptb, I'm All Ears gave you aura reading for survivors who fast vaulted outside your TR. So we already know they thought about perks that trigger outside your terror radius.
I remember.
It’s another reason why I suspect future perks.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1864664#Comment_1864664
I disagree man, but we'll see soon. Imo Clown is mechanically amongst the simplest killers to play (tho very effective, and has to be smart about the routes he cuts off) all he does now is cut off routes and break loops. I think you're underestimating what having more options will mean overall in the heat of the moment. I mean, Billy wasn't changed ALL that much, but he's changed tiers because of small changes, and as an ex-Billy main, I'll tell you in some regards you definitely changed how you play him.
He’s mechanically simple, how to use the power effectively always requires quick thinking.
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1865756#Comment_1865756
You are very optimistic thinking that the devs have planned over 2 years in advance.
They’ve already said in the past that they have a HUGE pool of yet to be released perks.
Perks we are only seeing released recently have probably been formulated many many many months ago. Perhaps longer.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865786#Comment_1865786
You fool, i was a claudette main my first time playing. You won't find me.
I am a master blendette hunter.
I have learned the ways of the blendette.
I hunt blendette as I think like a blendette.
In all seriousness the one thing I pride myself as a killer is quickly noticing disturbed crows, spotting hiding survivors, and identifying the “where would I hide?” spots.
As a Clown main where he has ZERO power or pressure outside of a chase, I had to force myself to learn to get really good at these things, because Clown simply can not afford to have long lulls between one chase and the next.
So yeah blendette, I see you parked between that tightly nestled tree and rock.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1865766#Comment_1865766
Don't forget, TTS doesn't prevent Survivors from remembering where that 80% gen they were working on was. If you're kicking a far along gen, someone will probably be going back to it - I mean, unless you've already slugged them.
Trail of Torment is only really very valuable if you can prevent chases with your Undetectable - whether because you have an instadown or because you can keep the Survivors Injured.
And in both those cases, Infectious Fright would probably be a stronger choice - since it'd help you identify when you can slug to apply pressure and get value from TTS and it has no cooldown.
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All that said, I'm sure it'll still probably be fun to jumpscare people as a non-stealthy Killer and bring some horror back into the game.
You could try comboing this with Calm Doctor, Dark Devotion, or Tinkerer for some extra confusion and spookiness.
I love Dark Devotion. So many survivors seem to have forgotten its existence, and will bombard me with angry messages that I must be a hacker.
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Yeah something is up.
Clown is very viable without add ons if thought is put into which part of a loop should be gassed so that a survivor is forced to feel the full brunt of it.
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As a solo I still really love (currently) Bond, Leader, Open Handed, Visionary.
I can always know where gens are and avoid a 3 gen. Bond tells me A LOT of information (who’s pulling their weight, who isn’t, where I can get help if I’m injured, whether a chase is coming towards me, whether the killer is far away if I see a teammates status icon turned to injured but I can’t see their aura). And Leader is just a good all around handy team perk, and I can be healed quickly by teammates.
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@dspaceman20 said:
Ha jokes on you I incorporated Detectives Hunch in one of my builds.
Unless I blind you before the first gen is repaired.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1865766#Comment_1865766
But soon you will be able to use Hex: Dying to save your tokens. So, you can use OP's combo at the price of 3 slots!
Tbf, the idea is interesting, but I think that both ToT and 3rd Seal work better separate using other synergies. Interestingly enough, though, OP's combo is actually one of the few where the Blindness status effect would work even against SWFs, instead of being simply a soloq stomper.
That’s what i was thinking. Still a meme build for the lols, but it would still cause SWF a doozy.
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I don’t know if this quite fits the topic, but I don’t use Self Care on its own anymore.
I only use it occasionally, and I now never run Self Care without Botany Knowledge. If I have a medkit as well, I chuck that on too. Holy Trinity.
But I never use Self Care on its own like I used to as a baby survivor.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1865740#Comment_1865740
meh.. they just pass through like it isn't even there at loops.
Seriously, if you aren’t catching up on survivors like a bat out of hell after they’ve passed through a full gas cloud, then something is bugged with your copy of the game.
I play Clown without add ons on a very regular basis and can still down survivors very fast at loops.
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@Zeus said:
Is there any practical uses for reducing TR while in chase that anyone have figured out yet? Or is furtive and beast of prey still obsolete? I know beast of prey hides red glow but does reducing TR during chase have any use?
Furtive Chase (at max tokens) can OCCASIONALLY allow a quick switch in targets if a chase is taken past another survivor that’s completely caught off guard by the sudden arrival of the killer.
Other than that, it’s really used for the Obsession switching to get more mileage out of other Obsession perks.
This said though, the design of Furtive Chase does have me suspect devs have future perks planned around having an effect OUTSIDE of the TR, that are planned to have synergy with Furtive Chase.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1865227#Comment_1865227
Wasn’t he the first to get a full one? Myers had the little clip but that was it
Correct. If I remember correctly it coincided with an event, so the main menu had fireworks... I think...
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@Zozzy said:
Without addons?
The survivors i face don't seem to slow down at all unless i am using ether bottles.
You’re meant to make sure a gas cloud is in FRONT of the survivors path.
A survivor is Intoxicated for the entire duration they’re within the gas AoE, and for a further 2 seconds once they’re out of the gas AoE.
Thus you want survivors to run through a FULLY EXPANDED gas cloud.
Throw bottles AHEAD of survivors, not AT them.
Hope this helps.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1865582#Comment_1865582
Possibly, yes. I've run into people before because I was affected by blindness, despite otherwise having an aura or such.
Ok... I’ll give you that one. It’s a fair point.
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@[Deleted User] said:
They may not know someone is there until it's too late.
...on a a gen highlighted in yellow that they’ve been able to see from 40m away because I’m using Better Together + Open Handed?!?!
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@bkn said:
https://forum.deadbydaylight.com/en/discussion/comment/1865386#Comment_1865386
simply replace the keys aura reading with perks, (bond, empahie, ooo...) problem solved.
@jayru said:
https://forum.deadbydaylight.com/en/discussion/comment/1865386#Comment_1865386
"adapt" or get over it and stop using a broken key.
I'm tired of bhvr ignoring their fanbase in favor of profit. The fix for these things is obvious, even a baboon can think of a solution. Facts are though is that they favor survivors because they are the money makers.
You’re both entirely missing the point.
If your counter argument is “just don’t use them” or “just use perks instead”, that only further supports my claim that the broken key should be reworked.
What’s the point of having an item in the game that many recommend shouldn’t be used?!
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865364#Comment_1865364
What do you do if they don't have the DS? I assume you waste another 20 seconds and allow them to wriggle free, to risk being associated with tunnellers, since obviously only tunnellers are affected by DS!
No, I'm assuming you hook them anyway..so your counter to the anti tunnel perk is to tunnel them.
Yeah great perk XD
No. They get hooked. After that I might give them a break if say another unhook in my face occurs, or slug them a few times so they still have a chance to participate.
It totally depends on how competent the team is, and whether that particular survivor was being a douche or not.
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For starters, the broken key should be an entirely different item.
I’m tired of equipping one with Unique Wedding ring for some information during the match, only to be tunnelled to death because the killer is terrified of hatch escapes.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865260#Comment_1865260
God I love you, someone who literally mains a killer that isnt always viable and STILL doesn't have to worry bout DS. I swear you are a smart man. DS is rarely a issue eat it early and now you can freely tunnel that person if you need pressure. Like 4 ds dont matter if 2 are wasted because you can just get the others out of the game and if 3 gens are left and there is 1 death you are guaranteed a win
I don’t even outright tunnel either.
If I just happen to spot someone I know was recently unhooked, then my mind immediately goes “let’s see if they have DS, and let’s get rid of it”.
Same if an unhook occurs in my face before I can even leave. “Sorry bud, but I want to force you to use your DS.”
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865294#Comment_1865294
The fact it can only be used once is not a design issue, that's good design. Obviously it would be broken if it never turned off.
Like I said in my previous post, this becomes an issue when multiple people run it, especially when they're running the same skins. It's just another mental burden on an already preoccupied killer.
The design issue for me is the fact the perk does not deactivate if you repair, heal etc or another survivor is hooked (i.e. you are not being tunnelled and are participating in the match).
I was making a joke. I don’t really think it has design issues. It was just a segue into the fact it can only be used once.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865270#Comment_1865270
There are lots of killers with plenty of hours in this game who believe DS is OP or at least overtuned. Or I guess you believe they are all mentally conditioning themselves.
Myself I can take a loss, and I've been playing this game for 2 months so don't expect to be winning every game with a 4k. I can see that DS clearly has design issues.
You’re damn right it has design issues. It can only be used once, and so I fully exploit that as early in the match as possible.
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@Ink_Eyes said:
Let's be honest they have the worst survivor perks that no one uses, why aren't they being buffed/reworked yet? ace in the hole is probably the only ''decent'' one and it's still not that good...
Is the luck mechanic outdated in your opinion? should it be removed and replaced with something else? how would you buff/rework their perks?
Have you been hiding under a rock?
They just announced a buff to Open Handed & Second Wind.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/1865260#Comment_1865260
But why do that when you could mentally condition yourself to believe there's nothing you can do and that a loss isn't your fault if someone has DS?
Lol, my goodness you’re right.
I’ve missed out on so much angst.
What a waste 🤣
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/1865163#Comment_1865163
Watch out my guy, you're gonna lose another legendary killer's vaunted respect with opinions like this.
I’m not here for popularity points. I’m not here to intentionally upset anyone either.
If I can cope fine at red ranks, against red ranks, not letting DS or Unbreakable bother me, I simply want to help others understand that there are ways to play whereby those perks don’t become a problem.
I truly believe the devs won’t change these perks because survivors can only use them once.
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@WishIcouldmain said:
He gets his own theme.
I think you mean chase music. He already has a theme.
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@chieften333 said:
Because the generator is so alluring that my survivor brain can't help but draw me towards it.
Moth-vivor.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1865163#Comment_1865163
I don't know if that's good logic. Survivors can use DS up to 4 times per match and even if the chases are only 30 seconds, that's still two minutes of extra chases, which could easily lose you the game.
Addirionally, the reasons why Old Ruin was nerfed directly apply to DS.
Well... I really don’t envy any killers that feel so crippled by DS (or Unbreakable).
I just keep focused on the fact that each survivor can only use each once (if they even have them equipped at all), and I feel pretty confident (most of the time) eliminating those perks pretty early so that by the middle of the game (or shortly afterward) they are no longer a problem, and heavily restrict the remaining survivors strategy.
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@RamblinRango said:
Just run Bond
I know it's the opposite in that only you get the information but Bond will come in handy 100x more than Better Together and a teammate can't use it to turn you into bait
I was using both.
I wanted other survivors to know where to go for help, but I also wanted to know what’s going on, and if I’m about to get screwed.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865163#Comment_1865163
"With that particular survivor". Exactly, so it becomes a problem when everyone is running it, particularly with a team on comms. Even if it lowered the timer from 60s to 30s it would still help a bunch in tunnelling but make the perk less damaging to the Killer's precious time.
Compare this to a Killer perk, say Thrilling Tremors, which blocks all vacant generators for 16 seconds. The timings just seem off to me.
Which means a killer only has to deal with DS 4 times at the most.
It’s very feasible to have every single DS wasted around mid game. The survivors are screwed after that. Same goes for Unbreakable. Slug early. Make them waste it.
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@JPA said:
+1
I wonder how long it'll go on with literally about 5 threads a day on the forums complaining about DS before they do something about it!
They won’t do anything about it because survivors can only use it once. These complaints about DS are absurd.
Just eat the stun as early in the match as possible. Remove it from the game. There! DS is no longer a problem with that particular survivor.
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@tippy2k2 said:
I can't speak of everyone but 99% of the time, if I bring the killer to you it wasn't on purpose. I've got a big bastard chasing me with a sword, I'm running to whatever looks closest that will let me get away.
It's actually one of the nice perks of BOND. Usually I can use it to know where to go to help do gens but when I have that on, it helps me know where NOT to go to if I've got a killer breathing down my neck.
That’s all well and good (and I use Bond for the same reason), but there’s no excuse for someone leading the chase to a gen highlighted in yellow because of Better Together.
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@ChurchofPig said:
As we know the devs want to add menu music and chase themes for the killers which (as far as both goes) started with just new killers with Demogorgon and started with Doctor's update for older killers (except Leatherface which probably has to do with licensing more so than the devs). Here's my question... Clown is getting changed so he's obviously getting chase music, but will Wraith too? Between the other two killers that are getting changed, Wraith feels like he's getting an actual change unlike Trapper who's basically just taking luck out of the equation.
I’d imagine they’ll never change Trapper’s as most perceive the original music as Trapper’s theme already.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1864995#Comment_1864995
haha I figured. I mean, even most people who look at the date will probably forget it's now 2021. We're only ten days into the new year.
https://forum.deadbydaylight.com/en/discussion/comment/1865005#Comment_1865005
Reading it, it seems he was talking about the poor matchmaking. I think even a year ago the matchmaking was pretty crap, too. I remember it getting really bad and staying bad around the time the Stranger Things chapter came out. (It seemed incredibly pointless to me to make a big deal of releasing a chapter for a popular series, bringing in new players, only to chase those new players away with some of the worst matchmaking I'd ever seen. Very bad timing on DbD's part. The matchmaking hadn't been great before, but it seemed to really nosedive right around then.)
One of the big things that's changed since this thread was created (if I'm remembering correctly) is killers being locked in once they enter the queue. Pretty sure that wasn't the case a year ago, but now that it is, killers are left with fewer options since the amount they can prepare based on what they see in the lobby is drastically reduced. Wraith and Hag have little choice but to dodge flashlights. Killers can no longer equip Plague to counter medkits or Doc to counter a squad of Blendettes. Insulting killers for lobby dodging now would definitely be about trying to shame them into doing what's better for survivors, not what's best for the killer player. "You're a coward for dodging." Okay, great, but killer queues are instant while many survivors find themselves waiting, and a couple flimsy insults aren't going to dissuade killers from taking advantage of instant queues by having their pick of the litter with lobbies.
🤦 Hmm, sorry, not sure if that paragraph I just wrote applies to anything anyone said to me, but I'm gonna leave it in anyway since I already wrote it.
I remember the Stranger Things disaster.
What a horrible experience for new players. I also felt bad for the devs because of how much such a big screw up cost them so much new player retention.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1864348#Comment_1864348
https://forum.deadbydaylight.com/en/discussion/comment/1864581#Comment_1864581
https://forum.deadbydaylight.com/en/discussion/comment/1864670#Comment_1864670
Uh... this thread is from January 2020. It's a year old. Some of this doesn't apply to a year ago, especially not the stuff that started "after last month's update."
Yeah, holy necro, not sure why someone resurrected this.
Lol, I didn’t even notice.
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@CornHub said:
Zenshin Tactics. I use it on PH, but the cooldown is such a hindrance.
I like Zanshin on Clown, and I agree, the cooldown is unnecessary (same as WoO).
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1864685#Comment_1864685
Hmm,i was thinking that you could maybe also use the antidote to bait them to use specific loops that you want to get rid off.
For example,the survivor runs towards a filler pallet but you throw an antidote towards the killer shack that is behind that to make them move towards the shack instead of the filler pallet that they wanted to loop so that you can get rid of the god pallet faster (maybe throw a tonic at the filler pallet to make that bait even better).
That’s very plausible. Especially if a tonic is at the loop you want to discourage them from.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/218406/i-m-on-ps5-a-kind-request-when-ptb-goes-live
I'll try snag the list when it goes up.
Thank you. I’ll be very grateful.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864738#Comment_1864738
I'm surprised anyone remembers that perk exist.
The 3 perks j feel could use a buff is Lucky Break, Premonition, and sole survivor.
Lucky Break is a perk i feel needs to be buffed either with the time or whatever because it seem like 3 min is not enough.
Premonition is another one. The cooldown is way too long to ever be used effect. What make it worse is that it is susceptible to false positives. All of these make it obsolete to Spine Chill.
Sole survivor is another one. Its good in my opinion but the bad thing about it is that to ever come into effect someone has to be dead or leave making it most useless throughout the whole game if no one dies.
I agree about Sole Survivor. It needs to have some sort of minor base effect before tokens are gained.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1864764#Comment_1864764
Stake Out reverts the nerf to Great Skill Checks, does it not?
Correct. Stake Out gives 2% bonus progression per token used.
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I also think Left Behind should still have its boosted repair speed buffs as well as the Hatch aura reading.
Some killers will still occasionally camp the hatch. Being able to still repair gens really fast would at least be something until they close it, or if only 1 gen is left to repair anyway.
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@SilentPill said:
Hoarder, it’s literally a survivor buff in its current state.
It should be like 3-4 extra chests. If they can’t work out how to make the loot itself all grey, it should make you exposed for a minute or something after opening a chest.
They’re working on fixing the item rarity issue. The range extension is just a kind of “for now” thing.
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This is Not Happening.
It really needs a serious buff to its current function, or a total overhaul.
There’s nothing compelling about this perk in its current iteration.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1864710#Comment_1864710
######### that. My ass is running through that cloud. Less of a chance to get hit AND I'm in a safe place whether or not I do. And if I have Dead Hard then I can take that risk easily while injured, unless they didn't change his exhaust add-ons at all (which I doubt they are honestly stupid).
Like explain what would be the benefit to run AWAY from a loop ever? I makes no sense to me. You get hit in a dead zone, you're still in a dead zone. You have no defense. You get hit at a loop you still have a defense.
I mean... I can already achieve this now with Tonic. I’ve lost count of the amount of times I’ve successfully diverted a survivor away from the shack. Many survivors get flustered in the moment of trying to avoid being hit.
Now with the antidote in Clowns kit I can also make sure I know where they’re probably going next, this includes survivors successfully tricked into heading towards the antidote, and those clever enough to not fall for the trap because their remaining evasive options will be limited without actually turning back towards me.
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@thesuicidefox said:
Yea I don't get this logic either. I'm 100% going to run to the area with a pallet and not a ######### dead zone. What survivor would ever choose to run a dead zone? Sure you get 10% movement speed but so does he so the effect is basically moot, you're literally just running to a dead zone and giving him a free hit. I'll take my chances that I'll reach the pallet through the tonic cloud thanks.
Possibly a survivor that sees a tonic gas cloud between them and the pallet/vault they were intending to reach
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@chieften333 said:
Yeah, the only thing I see his antidote being useful for is map mobility. Even then it kinda sucks at that because it's only 10%, maybe better with addons, but we'll just have to wait and see.
I’m a little surprised that as a Clown player you really can’t see the devious amount of set ups that can be done with tonics in one spot and antidotes in other spots.
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@Haddix said:
"Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear."
This makes no sense. Why would I ever run to a bottle thrown by the killer? I'm not going to assume Clown is gonna toss me a bottle to benefit me.
I understand the idea of the tonic being a negative, and the antidote being a positive, but...The fact that the yellow bottle was thrown by the killer MAKES it a negative, even if it has a positive effect. I'm just simply not going to run to the yellow gas because the KILLER threw it. His intent is negative. Thus, it's no longer a positive to me. What IS positive are MY actions, and I'm going to simply ignore his bottle because it's meant to benefit him, not me. The only way I'd run into an antidote is where I'd be forced to, like at a loop. And he's probably going to have some type of strategy to make sure HE gets the benefit of that antidote and not me.
I'm never going to see yellow gas and think to myself "Sweet, thanks Clown! I'm so glad you just threw a bottle to help me get to the next tile!"
The argument could be that THAT'S the mindgame. By throwing that positive, the survivors are going to assume that it's not going to help them and that Clown is just trying to lure them, so they'll stay away from it.
My argument to that: If I want to keep a survivor away from an area (or make an area dangerous) why wouldn't I just...throw my negative bottle?
I would love for someone to explain to me how anyone but someone who just bought the game is ever going to run towards a bottle thrown by the killer. I see any experienced survivor player being happy that Clown completely wasted a bottle, and then continuing on with their loop.
I'd like to add that I do see other uses for the antidote (as a very slightly mobility boost, and in a chase), but this whole luring thing? Cmon. You can't be serious.
They mean in the sense if Clown creates a damned if they do, damned if they don’t scenario. If Clown has been smart and placed a tonic at one part of a jungle gym, and an antidote in another part with the intention that the survivor doubles back to avoid the tonic and hopefully out run Clown by using Antidote, only for it to be a red herring and still allow Clown an easy hit.
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@Carlosylu said:
I thought queue times were fixed the day of the update, but yesterday it all went back, 10+ mins waiting as survivor and less than 1 min for killer.
As a Rank 1 killer and Rank 2 survivor I politely ask you NOT TO LOBBY DODGE, you need to learn to play against everyone, and don't come to me with your:
"WoUlDn'T yOu dOdGe A LoBbY whErE...?"
The answer is NO, I don't dodge lobbies, the only justifiable reasons to lobby dodge is Ping and knowing a guy in the game that you have played against and you know he is a toxic player or a DCer, any other reasons are just lame excuses...
In game DCing is another issue, don't get lost from the thread please... Not getting a good map, matchmaking problems and bugs are not part of this thread.
Edit:
I'm not trying to force people not to dodge, I'm just politely asking for people to avoid as much as they can lobby dodging, people dodge out of the dumbest things nowdays like "I don't like facing Davids" or "Matchmaking is broken, if I see 2 toolboxes they must be red ranks". I'm not talking about in game DCing, but about actual lobby dodging, it's not wrong to dodge a lobby every now and then, but not 5/6 games until you get to play aginst no SWF Dwights with no items, hehehe. Get my point?
I think you’ll find that many killers aren’t dodging, they’re simply not bothering to log on during those peak periods. I’d rather play survivor, despite the long queue times.
Sometimes it’s not a case of not knowing how to deal with strong survivors, simply that there’s no fun to be had whether a win or loss is achieved. Nobody logs on to play a video game for a miserable and stressful experience. There needs to be SOME fun.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1864600#Comment_1864600
Lol you stop, I've been here long enough to know that they way overcorrect some of the changes they make.. If you aren't aware of it, that's on you.
And in my opinion you shouldn't have to do it, it's not just about the time it takes to switch, it means you have to keep in mind which bottle set you have on you and they share resources so forgetting in the midst of a chase or catching a survivor off guard and throwing the wrong bottle will cost you. It's not quite as insignificant as you're making it out to be, and the fact the power has benefits for survivor means they are relying on killers making mistakes at times with this power.
It’s hardly mentally taxing to remember which of the two tonics was used last.
Anyway Clown already is a killer for players that know how to think fast on their feet. That isn’t for everyone. That won’t change once the Antidote is introduced into his kit.