Some changes to Twins to make them less terrible

1) Lockers

If a survivor gets into a locker while you're chasing them as Victor, you can literally do nothing.

This, fortunately, is a very easy fix.

  • Let Victor open lockers, downing survivors inside.
    • Since Victor can't carry bodies, this would result in the body falling to the ground.

2) Kidnapping

If you latch onto somebody as Victor, they don't have to remove him.

They can just steal Victor, leaving you as an M1 killer as far as chase potential goes.

This one has several potential solutions, which can be used either together or in combination.

Solution 1: Baby Squib

  • While Victor is latched, Charlotte can press M2 to crush him remotely.

Solution 2: Jockey

  • Victor is controllable while Latched.
  • While latched and controlling Victor...
    • See the current progression of the "Crush" bar.
    • Input movement commands to force the survivor to move in that direction.
    • Press LCtrl to jump off.

Solution 3: TEETH

  • If the survivor does not crush Victor within 15 seconds, he will bite their throat, downing them (note that it takes 8 seconds to remove Victor. You've got plenty of time).

3) Exit Gates

Victor prevents survivors from escaping the trial, but is utterly ineffectual in doing so.

They can hug the exit and then start removing Victor.

At this point, either you get downed (and then escape, since Victor gets off when you go down) or you take him off (and then escape, since Victor is gone).

Four ways of going about this.

Solution 1: No effort

  • No changes. Mechanic remains useless, but present.

Solution 2: Scrapped

  • Victor no longer prevents survivors from escaping
  • Victor is now crushed if the survivor he latches to escapes

Solution 3: Modified

  • Entity barbs prevent the survivors from moving past a certain threshold (same as Pig head pop threshold) if Victor is latched.

Solution 4: TEETH

  • Victor will rip out the throat of any survivor who steps past a certain threshold while he's latched.
    • He will make a loud REEEEEEEE if you approach the threshold.

4) "Slugging"

It takes about ten years after you down somebody as Victor for Charlotte to drag her slow ass over to the body.

This takes so long that anti-slugging perks come into play... it's a bit of a problem.

My solution for this is:

  • Viktor can press M1 on downed survivors to pin them, preventing them from crawling or recovering.

5) Teamwork

Swapping between the two is so clunky that you can't really use them effectively.

Lots of things that should be changed here.

  • Unbinding Victor no longer causes you to automatically start controlling him.
  • Press LShift to cause Victor to self-destruct (far from Charlotte) or re-bind (near).
  • Decreased time to manually swap from Victor to Charlotte from 3 seconds to 0.25 (same as Charlotte > Victor)
    • Charlotte still has a 3 second CD if the player swaps through Victor's death.
  • Victor no longer glows red while not being controlled, only when he's in a pounce CD.
  • Victor no longer emits a plume of smoke when he is swapped off of.
  • Charlotte being inactive is now indistinguishable from her standing still while Undetectable.

6) Victor

Yeah, he's way weaker than he really needs to be.

  • Victor now has access to perks.
  • While "Latched", survivors cannot unhook or open exit gates.
  • While "Latched", survivors are also blinded.
  • A "Latched" Victor will now trigger killer instinct on the latched survivor if they are moving.
  • Increased movement speed while charging pounce to 101%
    • Compare to a fully charged Demo Shred with Rat Liver; you can absolutely juke it even if you're not opening a gap.
  • You can now perform a "nonlethal pounce" by pouncing between 50 and 99% charge.
    • This causes you to travel the same distance, but doesn't cause damage/latching. Incurs a 1.5 second cooldown, in which you are not vulnerable to kicks.
  • Victor no longer dies if his pounce CD finishes with him atop terrain.
    • He will die if he swaps to Charlotte in that location.

7) Anti-camping

The current system just feels really inelegant.

Necessary, maybe, but not very well done. It interferes way too much with their normal gameplay, even if you AREN'T camping.

Here's something that does the job while being a lot less intrusive.

  • You are no longer prevented from swapping bodies or unbinding Victor while near hooked survivors.
  • If Charlotte or Victor are inactive within 12 meters of a hooked survivor, a bot will take over and path them to the nearest point that is this 12 meters from the hook.


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