Personally I don't think so, other than the quicker reload which is an objective buff, the antidote doesn't seem to be all that great and is very situational.
What are your opinions on the reworked Clown ? Should he get more buffs ?
He is a little better.
He needs a proper rework, the new bottle he has is great, but it is situational and it is still easy to play against him since all you have to do is pre-throw pallets.
He’s tremendously better. You’re welcome to peruse some of recent posts explaining how to properly incorporate The Antidote into your strategy. Just be aware that his skill ceiling increased considerably. It’s difficult to get the most out of both bottles in some situations.
Good? Not even remotely.
.01% better is still better technically.
The change didn't do anything significant for him and was near a waste of time. He's still in the same spot on the tier list.
His reload buff was great. Antidote is useless in most if not all situations. Addons are more or less the same except they removed his exhaustion addon which sucks a little but ino he didn't really need it anyway.
Overall, sure, he's a tiny bit better but he's still not even medium tier.
How much genuine, serious time have you invested into Clown?
You kinda leave the impression that no killer is strong enough until the game is completely unplayable Survivor. I don’t know if that is or isn’t in fact your intention, but it is the impression you leave a lot of the time.
I suggested clown should have a 1 shot fire breathing ability.
That would make him miles better
He's a fair bit better now, I don't really consider him low tier at least anymore personally. I don't consider him overly strong, but he can end chases as well as some of the stronger killers for sure, he just lacks a lot of the other things they bring so he'll always be a bit behind, but even just letting him reload faster has made a huge difference.
His gameplay is still both boring to play as and against though, not much changed with that. They just added another layer to it so it's a tiny bit better in that aspect but not much.
He's still pretty straight forward, toss your bottles on each end of the loop, force them through your purple as you get yellow...as survivor you still either just hide, or pre-drop pallets and crap and enjoy a likely short chase because his entire kit pretty much just denies chases that's about all it does. You can do some niche uses with yellow but overall none of them are really impressive in any way.
A good clown's chase power is arguably a little better than say, Demogorgon in my opinion; but with a fair bit less map pressure than Demo has; but better addons. So That's probably in the area I would put him currently in my imaginary tier list, probably around or just below Demo.
Somewhat. The new bottles raised his skill ceiling and nuance significantly, and the reload speed change was great, all of which makes for a decent killer. He's not great, but he's quite average. He still is a very chase-oriented killer, however. The speed boost shouldn't be used for map mobility, since it's just not that much of a difference (unless you really need that speed boost, like to intercept a generator with pop). Now, more than ever, his basekit is heavily reliant on zoning and shutting down loops.
Quite a lot of time. The .01% was obviously an exaggeration, but my point remains.
If the killer doesn't have a fair chance of winning against 4 equally good survivors I don't consider them strong. The vast majority of the killer roster does not fit that criteria.
"Unplayable as survivor" is quite a ridiculous exaggeration as well. I play solo queue the vast majority of the time and it is not even remotely in the field of unplayable. Even in solo queue I am quite the power role and it's not even close.
I simply recognize how unbalanced the game is. I disagree with probably the vast majority of the points you make on here.
To clarify, I didn’t say the current state of survivor is unplayable. I play solo just fine most of the time, without meta perks.
Then if unplayable was instead referencing how extreme you thought the changes I wanted to the game were, which changes were you referencing specifically? I don't think anything I've referenced for the game is near that extreme.
He’s better but still lacks map pressure. His chase potential is great though and just a bit blow slinger imo
His faster reload speed is nice. Apart from that he's still the same. Low tier killer.
He needs another rework, just like how legion does.
better =/= good
you could play him well before but his issues are all still there, theres just been a bit of a bandaid fix
He's still god awful if the survivors decide to do generators while someone just throws pallets and I feel like the loss of his exhaustion bottles hurt him more than the antidote and reload speed changes helped him.
While exhaustion bottles was strong they needed to be removed since having access to exhaustion that easily was absurd
He is great at stopping W gamers and can play most pallets well but if a map has too many safe pallets he does struggle
I'd say i've played around maybe 300 games on clown? so I'd say that is about 100 hours of nothing but clown. Maybe I am undershooting, it could be something more like 500 games or so but I never manually counted it. Its just approximation. maybe its something like 250 hours of clown.
one of major strengths stronger killers is that they often have unpredictable catch-up/measurement of distance. let me give few examples. Nurse charges blinks, there is no detell sign for where nurse will precisely blink, the survivor needs makes predictions for where she will blink in order attempt to counter-play the nurse. The spirit is another killer where survivors are unable to predict where her phase will start and where it will end. survivor's best attempt to counter-play spirit is to use barriers and manipulate sound against her. One of the major complaints about Freddy is that Freddy short height makes his lunge deceptively long and hard to read for survivors. This plays really well into his strengths because survivors unable to gauge whether they're safe or not a lot of the time.
You would think that Clown shares this strength with his speed bottles where it would be tricky to gauge how close/how far he is towards the survivor in open field and at pallet loops. Well, that simply is not the case. The activation delay for his yellow bottles means that he always has to throw X distance away to gain benefits from his speed-up so he always has consistently, the same catch-up every single time. Not only that, at loops, he has almost no dynamic bottle tossing. Its always nearly exact same yellow bottle placement every single time because he needs account his delay in getting his speed up and he cannot allow the survivor to make the loop otherwise they gain his speed up which cancels his own bottle effect on himself. It also leads to some awkward pauses at loops at times. If his yellow bottle was instant, he could better use his speed-up more dynamically to get hits. this would comparable to how survivors dynamically use dead hard for distance to change what would be a hit into safe play. moral of the story, he is far too predictable in current approach of the game and strong killers are UNPREDICTABLE and the purple bottle does not have enough oof on its own to make big difference in loops which is why his chases are comparatively as long as most M1 killers.
This is why he hasn't improved very much because his gameplay is not dynamic enough.