Buff Insidious More, And give it a similar effect as Lethal Pursuer

Insidious is a perk I really want to like, but it's still underwhelming after the buff.

Even with the new lingering effect, it doesn't need to trigger after 2 seconds; revert that part to 1 second again, and it will be fairly useful

Additionally, a suggestion that I've seen floating around that I really like is to give it a Lethal Pursuer-type effect where, instead of the perk lingering for an extra 8 seconds as it does now, it can increase all Undetectable status effect timers by a certain amount of time, probably like 10-15 seconds or so.

Either way, the changes in this patch are all heading in the right direction for the game; I like basically every change that was made (except BT, that one's a little ass)

Comments

  • I don't like the Insidious change, it again removes any need to develop skills for mind games and hiding the red stain - now you just stand still for a couple of seconds for free Undetectable. And they said Windows was "autopilot"...

  • Actually I find the current PTB effect for Insidious a bit problematic, it's literally Undetectable on command. Sure it doesn't last too long, but 8s is easily long enough to cover the entire distance of the standard TR (32m), so it is extremely abusable on killers such as Bubba, who can sneak up on survivors and chainsaw them throughout the entire match with no cooldown or prerequisite.

    I do like the idea of it being a Lethal for Undetectable though. I think 15s would definitely be too much, but even 5-8s would make a huge difference in stealth builds. I would love to put Security Badge and Insidious on Springtrap and get half a minute of Undetectable every time I use a door. I think +5s of Undetectable is also much less of a balance issue than +2s of aura reading on survivors. But yeah, I'd love if Insidious kept it's current effect of giving Undetectable while standing still, while also extending Undetectable from other sources.

  • Agreed,

    @dangersmymidd1ename said:

    I don't like the Insidious change, it again removes any need to develop skills for mind games and hiding the red stain - now you just stand still for a couple of seconds for free Undetectable. And they said Windows was "autopilot"...

    Agreed, no cooldown or anything is stupid, when u have similar perk called entrasensory perception survivor perk, that takes 4 seconds to activate, lasts not long, and has a long 40 second cooldown. The numbers on that eleven perk needs buffing.

    People don't realise how strong undetectable can be, they always wanna complain about elusive tho smh

  • @Idontcareaboutmyname said:

    Agreed,

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118920#Comment_4118920

    Agreed, no cooldown or anything is stupid, when u have similar perk called entrasensory perception survivor perk, that takes 4 seconds to activate, lasts not long, and has a long 40 second cooldown. The numbers on that eleven perk needs buffing.

    People don't realise how strong undetectable can be, they always wanna complain about elusive tho smh

    That's difference. Undetectable is not op, elusive is. Killer is one player, survivors are group of 4. They should have perks with minor effects and killer should have the big gamechanging ones.

  • insidious should have no lingering effect,as others have said it is problematic. i am in favor of it having a lethal pursuer effect.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118960#Comment_4118960

    That's difference. Undetectable is not op, elusive is. Killer is one player, survivors are group of 4. They should have perks with minor effects and killer should have the big gamechanging ones.

    Hahaha no. Undetectable is extremely powerful on certain killers who don't have loud footsteps. As someone else mentioned, bubba being able to chainsaw you instantly with no way to know they are coming is a very powerful move. Free damage you otherwise would not get is very powerful.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118960#Comment_4118960

    That's difference. Undetectable is not op, elusive is. Killer is one player, survivors are group of 4. They should have perks with minor effects and killer should have the big gamechanging ones.

    So games should only change in the killer's favour?

  • There are too many rng based situations to dictate who's favor is the game in.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119044#Comment_4119044

    There are too many rng based situations to dictate who's favor is the game in.

    Uh… hate to break it to you but we have literal numbers from the devs showing that the game is heavily biased towards killers and it's not even close. The average kill rate is above 60% and like sure the devs intentionally balance this way but let's not pretend that killer is not easy.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119063#Comment_4119063

    Uh… hate to break it to you but we have literal numbers from the devs showing that the game is heavily biased towards killers and it's not even close. The average kill rate is above 60% and like sure the devs intentionally balance this way but let's not pretend that killer is not easy.

    Good. 60+ % is exactly where it should be.

  • Sure that's not my point. The point is that instead of the devs basing kill rates on the objectively fair 50/50 the game is literally designed to make it so killers win more often than not. I'm not interested in saying it's wrong for the devs to make killer super easy because that's an opinion. I just want to know why so many killers have issue with the fact that their role is extremely easy due to the devs literally rigging the game in their favor.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119132#Comment_4119132

    Sure that's not my point. The point is that instead of the devs basing kill rates on the objectively fair 50/50 the game is literally designed to make it so killers win more often than not. I'm not interested in saying it's wrong for the devs to make killer super easy because that's an opinion. I just want to know why so many killers have issue with the fact that their role is extremely easy due to the devs literally rigging the game in their favor.

    Killers are not easy. :D They brought a lot of big licenses thus a lot of new killer players and designed new killers more accessible to begginers, so they can play casual and not invest 1000hrs to master one. That's why community has voices on both sides.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119134#Comment_4119134

    Killers are not easy. :D They brought a lot of big licenses thus a lot of new killer players and designed new killers more accessible to begginers, so they can play casual and not invest 1000hrs to master one. That's why community has voices on both sides.

    Dude we have numerical evidence to show they are easy that's why they get a 60% kill rate.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119138#Comment_4119138

    Dude we have numerical evidence to show they are easy that's why they get a 60% kill rate.

    I have teammates that die in 15s. Data mean nothing.

  • get used to it because with bhvr’s decision to bring back machinegun m1 those players will start dying in 5 seconds and the good players will start dying in 15 seconds.

  • Oh is this like… an ego thing for you? I mean you do you buddy, whatever helps you sleep at night.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119152#Comment_4119152

    get used to it because with bhvr’s decision to bring back machinegun m1 those players will start dying in 5 seconds and the good players will start dying in 15 seconds.

    That will be funny.

  • I've seen this suggestion floating around to give Insidious a Lethal-like effect of extending undetectable duration. The problem with this is that now every undetectable perk in the game would have to be balanced around 2 values just like aura perks. Did you think old deerstalker was too low at 3 seconds? Well that's because it is kind of designed around 5 seconds being the max (now 6). They could easily make the base duration 6 seconds and that wouldn't be broken, but then they'd have to think about how 8 seconds with Lethal Pursuer is too much.

    If Insidious gave +10 seconds undetectable, all current and future undetectable perks would have to be evaluated if they were too strong with +10 seconds. If so, they would need to have lower base values to accommodate that somebody might run Insidious.

  • I feel like Insidious could work well like:

    After being Idle for 1s, you become undetectable until you act again.


    Whenever you are undetectable for more than 4s, when you would no longer be undetectable, it lingers for 10 seconds. This effect has a 45 second cooldown.


    Now it applies to all sources of undetectable, including itself, but critically, it requires a longer minimum undetectable time to activate, and the separate effect is on a rather longer cooldown. It is not quite 'undetectable on demand', but it's also true to it's identity.

  • I actually think this is still bad perk. Think of it being SM drone. I believe the perk still needs buffs.

    After idle for 1s, gain undetectable. If you move this ends after 12s.

    Aura perks I agree with though and was thinking if 2v8 "you are revealed" would be good in 1v4 providing info to the killer while giving enough feedback to the survivor. Like he has nowhere to hide he just pretends he doesn't see you to get free hit on you. Would be too much? This will also make way to aura perks being better.