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Quick Clown tonic buff idea.

I just had a quick idea, when a survivor gets hit by the tonic's gas they are unable to vault or use a pallet for 1 second or 2. The same thing as The Doctor when he shocks a survivor.

Comments

  • weirdkid5weirdkid5 Member Posts: 2,015
    edited June 2018

    Then he would pretty much be exactly the same as the Doctor.

    Making his power identical to Doctor in practice and ability just makes him a clone character. One of the devs have stated that rather than throwing the bottle AT Survivors when they loop and such, throw it in areas nearby to deny them, giving you time to catch up and keeping their vision obscured. If you hit them directly, their vision is blurred even more.

    Also, if you make the bottle break at a higher elevation the gas spreads in a wider area. Just keep that in mind ;)

  • JakConstantineJakConstantine Member Posts: 76

    @weirdkid5 said:
    Then he would pretty much be exactly the same as the Doctor.

    Making his power identical to Doctor in practice and ability just makes him a clone character. One of the devs have stated that rather than throwing the bottle AT Survivors when they loop and such, throw it in areas nearby to deny them, giving you time to catch up and keeping their vision obscured. If you hit them directly, their vision is blurred even more.

    Also, if you make the bottle break at a higher elevation the gas spreads in a wider area. Just keep that in mind ;)

    Technically it wouldn't since the doctor shock is a stack on to madness level which includes random screams. The tonic itself only lasts for a 1 second or 2 anyway with the slow down and blurry vision. Also most survivors will always make it to pallets and vaults even while been intoxicated. By the time you get close to them even if you do get the chance on hitting them it's basically on luck or if the survivor make an mistake.

  • CallMeRusty420CallMeRusty420 Member Posts: 615

    Nah. I just feel they need to increase his tonic's base effect up to 2 seconds. I know it's not much, but it'll at least add up and make his addons be okay to use without having to rework them.

  • BarpleBapkinsBarpleBapkins Member Posts: 36

    I feel as if that the gas should interrupt actions, such as healing and repairing, until the effect wears off. It wouldn't make sense to be repairing a generator or healing wounds while coughing violently with blurred vision. Of course, this wouldn't effect vaulting, throwing down pallets, or hook rescues.

  • weirdkid5weirdkid5 Member Posts: 2,015

    @BarpleBapkins said:
    I feel as if that the gas should interrupt actions, such as healing and repairing, until the effect wears off. It wouldn't make sense to be repairing a generator or healing wounds while coughing violently with blurred vision. Of course, this wouldn't effect vaulting, throwing down pallets, or hook rescues.

    Problem is this wont really do anything considering most of the time you'll get hit by gas is when you're in a chase, so there's no point locking people out of healing/repairing.

  • BarpleBapkinsBarpleBapkins Member Posts: 36

    @weirdkid5 said:

    @BarpleBapkins said:
    I feel as if that the gas should interrupt actions, such as healing and repairing, until the effect wears off. It wouldn't make sense to be repairing a generator or healing wounds while coughing violently with blurred vision. Of course, this wouldn't effect vaulting, throwing down pallets, or hook rescues.

    Problem is this wont really do anything considering most of the time you'll get hit by gas is when you're in a chase, so there's no point locking people out of healing/repairing.

    Well I tend to throw bottles at generators to see if there are any survivors hiding behind them when i go to pick up a survivor so I know that the generator isn't being progressed while I carry somebody. So instead I'd have to chase them away from the gen when I know it's about to pop to make use of pop goes the weasel.

  • weirdkid5weirdkid5 Member Posts: 2,015

    @BarpleBapkins said:

    @weirdkid5 said:

    @BarpleBapkins said:
    I feel as if that the gas should interrupt actions, such as healing and repairing, until the effect wears off. It wouldn't make sense to be repairing a generator or healing wounds while coughing violently with blurred vision. Of course, this wouldn't effect vaulting, throwing down pallets, or hook rescues.

    Problem is this wont really do anything considering most of the time you'll get hit by gas is when you're in a chase, so there's no point locking people out of healing/repairing.

    Well I tend to throw bottles at generators to see if there are any survivors hiding behind them when i go to pick up a survivor so I know that the generator isn't being progressed while I carry somebody. So instead I'd have to chase them away from the gen when I know it's about to pop to make use of pop goes the weasel.

    I mean it only would stun for 1.5 seconds by default. Without addons it's just kinda pointless imo

  • StickyCheeseStickyCheese Member Posts: 20

    I'm liking the idea of the clown but find his power and its respective add-ons underwhelming.
    Here's an idea to make the tonic more of a force to be reckoned with.

    A lethal intoxication buildup debuff. What I mean with that successfully hitting survivors with either the bottle itself or the toxic cloud builds up a debuff that if completely filled brings the survivor down a healthstate.

    What I had in mind is that hitting a survivor with the cloud only builds up the debuff with a fixed rate for the duration of the cloud effect (currently that would be 1.5 seconds). Hitting a Survivor directly with a bottle adds a flat amount of buildup to the debuff. If for some reason the survivor remains in the cloud, the debuff will build up with the same rate as the coughing/blurred vision effect for as long as the survivor remains in the cloud. Additionaly it would stack with the cough debuff, meaning if you managed to intoxicate a survivor with the cloud and that survivor remains in the cloud for that duration you've essentially doubled the buildup.
    The buildup would slowly regress overtime. Perhaps if a Survivor is affected by Exhaustion it would halve the regression time due to the heavy and irregular breathing of the survivor.

    As for numbers:
    Affecting a survivor with the cloud : 15% over 1.5 seconds
    Direct hit with a bottle : 20% instantly
    Staying in the cloud: 10% per second

    Feel free to suggest different numbers because I honestly don't know how frequently clowns actually hit their tonics in the grand scheme of things.

    Some add-ons already affect stuff like the cough/blur duration, other could be added or changed to affect the direct hit buildup or the cloud buildup. Maybe even changing an ultrarare one to have the survivor downed instantly after a complete buildup.

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