PixelBush
PixelBush
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- PixelBush
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/242075/from-one-of-planet-earths-two-twins-mains
Twins need a small re-work to be both fun to play against and not too overpowered. Right now, they are actually incredibly strong if you slug/camp with them.
The biggest issue i see is that Victor is a ranged killer, whos attack only works in melee (very silly). Why does running 2m up to survivors and using pounce give you the best chance to down them?
Pounce is similar to shred in that its a charged attack that gives you a lot of distance. That is what really sucks and is so silly about twins, victors pounce only being good in melee range.
So id propose they just tweak him a bit by making him immune to ALL kicks for the first 30 seconds of his release, that way he can actually go for crazy long-range attacks and not get punished for missing. Once those 30 seconds are up, he turns red and can be kicked at ANY time so close range attacks are very risky like this.
Also make him able to be recalled at ANY time. If he is kicked, then it takes 24 seconds to regen enough power to use him again, if he is recalled though, then it takes no time to use him again.
Addons should affect timer out allowed out before turning red, and power regen speed.
This rework would actually make playing twins much more fun for both killer/survivor.
What do you define as "melee range"? Because I've hit people off the top of the Swamp pier, out of the top floor window of the Myers house and off/onto the Coldwind Harvesters, it's very possible to use verticality or tricky angles to snipe people.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2103237#Comment_2103237
It's easy saying they made a mistake when they were escaping trying to not being downed in the first place before having to make a U turn to kick Victor. 3 seconds weren't that much if you consider this.
I mean, Survivors right now who are good tend to do it just fine. It's one of the best counters against a Twins on live and it works pretty damn well. Why did they need to make it easier when people are already doing it just fine on live?
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@GlamourousLeviathan said:
This nerf doesn't make any sense in my head. If anything, Victor shouldn't be vulnerable at all after hitting a survivor.
Victor definitely needs to be breakable after getting a down to some extent, or else you'd just wait till everyone was injured and machine gun through them with nothing they could do about it. But 5s is far too much lenience, 3 is plenty.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/242075/from-one-of-planet-earths-two-twins-mains
All this change is gonna do is encourage people to not learn twins similar to what happened with the nurse rework
Im betting money next time we see stats it’ll be twins and plague at the bottom and it’ll probably stay that way
My main before Twins was Plague.
Hold me. Please.
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@Pulsar said:
-incentivize Twins players to camp with Victor because snowballing off injured survivors now just isn't happening even if the survivors make consistent positioning and gameplay errors while the Twins plays perfectly.
-hand-hold bad Survivors who go down to Victor while out of position or who don't bail their teammates out properly.
-punish Twins players who are good at their Killer and play them fairly.
Which one is it? What is the function of this nerf?
All of the above?
Yeah, that's how it feels. Just a middle finger to a Killer that's already not played much and isn't overbearingly strong. They're solid, but they're nowhere near deserving of a nerf like this.
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I maintain the best change they could have made to the Twins would Victor automatically returning to you if you hook a Survivor within 16m of him. That would be a nerf to camping Twins (since you can't place Victor under a hook and leave him there any more) and a buff to chasing Twins (since you could manually reset him after you get a down so he'd always be on hand to chase with). It would be the best change the Twins could possibly have... but no, just a random nerf to chase Twins as a punishment for playing too well.
I am the world's saddest man.
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@Hawk81584 said:
I like the change, hardly any counter play when multiple people injured
Yes there is. Bunch up in pairs. On live you still have a 3 second window to kick Victor after he gets one down, that's plenty of time to crush him if you're paying attention. 5 seconds is way too forgiving of Survivors not being attentive and making positioning errors.
This Twins nerf is HORRIBLE. It targets the healthiest area of their kit (the chasing) and punishes them for doing well by making it easier for bad/inattentive Survivors to beat them, which is the worst thing any balance change can do.
The only people this will affect will be Twins players who a) are good b) are playing against Survivors who are worse than they are and keep making mistakes and c) are playing fairly by using Victor for chasing rather than camping. These aren't the kind of players we should be targeting nerfs at. If anything, the camping is what I thought Behaviour would be targeting with this PTB; make the Twins more interactive, not less.
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I still stick by my headcanon that he recruited the other, non-Blighted Killers to capture them.
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Hi!
This video you linked is actually mine!
If I was making it today Elodie would almost certainly be the main protagonist because so much of her lore connects other stories together, that it almost feels like the narratives are twisting around her.
The Pariahs tie her to Felix's lore, her conflict with the Black Vale ties her to the lore of the Twins, and the symbols she inscribed to enter the Entity's world and her time spent on Dyer Island tie her in with the Blight's lore.
BTW if you haven't seen the video please do, it was a real labour of love for me.