TheClownIsKing
TheClownIsKing
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@Apexgnifrums said:
I think pretty much everyone saw the recent videos about tricksters insane oppressive 1v1 game (especially with certain addons).
Can we all agree that trickster is a complete failure? 1v1 is busted and 1v4 still to weak. Noone has fun.
Play stealthy then. He can’t 1v1 against you if he never finds you.
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@CornHub said:
Nobody buys this game because they wanted to look at ugly monster men, yet the devs actively choose to continually make ugly killers when it's shown they can make them not look like a hobgoblin-human hybrid. The ugly killers barely have any good skins, so that's more incentive to not make them look like a goblin.
I mean... they’re meant to like threatening, not pretty.
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What?
No.
He’s fine.
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@CapricornZeus3 said:
I'm 90% sure it works for every map
Nope.
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Either an exception, or a weird bug on RPD
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@GreyBigfoot said:
Some of these might be a little picky, but here's some that I can think of:
Botany Knowledge: increasing by a whopping 11% per level, makes lvl. 3 great, and lvl. 1 just okay.
Ace in the Hole: the levels go 10/25/50% ######### that doesn't even match up!
Fast Track: getting 1 token instead of 3 really burns, so use it at level 3, if at all.
Hex: Third Seal: if it's not at max level, you can't even make every survivor blind which is bad
Hex: Ruin: while not useless, it increases by 50% per level, which is a LOT.
Blood Warden: at level 3, it's literally double the time compared to 1. Also the levels aren't even for some reason (30/40/60 sec.)
Spirit Fury: breaking 4 pallets at level 1 is a big cost to use it one time.
STBFL: using it at level 1 is pain
I like No Mither, but tier 1 having zero reduction to grunts of pain is a big ouch.
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@Emeal said:
Show me at least 5 matches of this. Video record it.
I’m not putting myself through that again.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2398755#Comment_2398755
If it was a bug, surely a developer would've acknowledged it by now
They didn’t the last time we had incorrect add on descriptions.
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Here’s my take on the changed add on descriptions: I think they’re OLD concepts for a thrown out version of Twins that didn’t work. Somehow we got a bug that updated the descriptions for some add ons for an old concept still stuck in the files.
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@TacitusKilgore said:
DBD is a very unique game in a lot of aspects, however one oddity of it has always stuck out to me. I tend to be pretty chill about games, i don't get bothered by them even when some straight up bull happens, and i've seen the same type of people play this game with me or stream it. Without fail, this game has managed to make every one of these people angry as hell no matter what. This game has an almost unnatural ability to piss people off, why do you guys think that is? I've never really been able to pinpoint it, theres a lot of reasons this could be the case but i've never been truly enlightened on why this game can enrage even the chillest.
There’s more to horror than scares. Another core concept of horror is unpredictability. Scary things can lose their fear factor over time, but unpredictability is something that can endure to make sure something no longer scary still maintains (or builds) tension.
DBD does this very well. Things can quite wildly swing in favour of the killer or the survivors at a moments notice. Although this can keep the adrenaline high, and keep things fresh, it inevitably is going to lead to bouts of deep frustration. It’s just human nature to feel aggravated when circumstances looking favourable quite suddenly become seemingly hopeless.
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@PsychoTron said:
Im in purple ranks and I see ppl crawling towards the hooked survivor when they are slugged.
When there is a hooked survivor, someone goes for a rescue but he gets downed. He doesn't get picked up by the killer. He crawls as close as he can to the hooked survivor.
If anyone with any reasoning ability, you can see why this is just a dumb and bad play.
The killer only has to focus on one spot while keeping tracked of both a hooked survivor and a slugged survivor. Essentially killing 2 birds with 1 stone metaphor.
If the downed survivor moves away from the hooked survivor, the killer will have to either keep track of both now, or just hook the slugged.
This at least gives the other survivors a better chance at rescuing either or both.
I feel exactly the same way when slugs stay together, or quite literally stay right on top of each other.
“Great. Good one. Killer can hook one of you, and knows exactly where to come back the other. Good job.”
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@Salty_Pearl said:
It's getting very frustrating. I can barely play on certain maps like Ormond or Treatment Theatre because Victor bounces and slides off of every single object on that map. It's not just environmental objects though, he also suffers greatly from pallets and vaults. You either hit it and get stunned, or go a mile over it and completely miss the Survivor. Both him and Blight need their collisions to be fixed.
I get really annoyed on maps with hills, stairs, or the slopes on Swamp maps. Survivors are basically invincible against Victor on slopes because you can’t really adjust Victors Pounce trajectory in any meaningful way. And Victor can just randomly collide with seemingly nothing on slopes, giving survivors a free, easy crush.
It makes me very concerned for the plans to introduce more undulating terrain into the maps at some point.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/2398221#Comment_2398221
Oh I’m really glad you told me that! It’s on sale again right now and we’ve been discussing it. There would’ve been some severe buyer’s remorse if we purchased and then found it in our free offerings on Tuesday!
No problem 👍🏻
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@Rougual said:
Pro tip: Make a Smurf for every Killer and a few for survivor, get 1 main build on each of the smurfs and rotate Killer/Survivor every day or two, you'll stay Rank 20 forever.
This is terrible advice. And I’m pretty sure suggesting this could get you banned from the forums.
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@TacitusKilgore said:
Isn't neighborville the worst in in the series? i always heard GW2 was the gilded gem of the 3 games
No way. I’ve played all of them. BFN is the most robust one of the lot. So much to do. Great fun.
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@yobuddd said:
Wife and I are always on the lookout for split screen co-op games (PS4). We’ve seen this, but haven’t bought because we’re unsure whether it’s too juvenile or fun for adults.
If you got PS+ it’s free for a month from August 3rd.
(Edit: poorly worded. I mean it’s one of August free games. Not free to play only for one month.)
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2397305#Comment_2397305
The issue is if it is only an addon pass the perfume still makes 0 sense. Like it has no effect. It gives survivors oblivious when you don't have a terror radius.
The current description is incorrect. Survivors are oblivious when within Victors shriek when Charlotte is being controlled.
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@Friendly_Blendette said:
Twins are quite the problematic killer in terms of their most popular strategy of having Victor sit under a hook and make unhook really had to get combin that with the fact there is 1 addon which don't make any sense given the Twin's current power(drop of perfume) and points to Victor having some way of charging his pounce by himself which leads me to believe he could become and AI. There are some other addons(increase the radius of victors shrieks while charing pounce) that seem a bit strange given the current power but they also do sound like they could work with the current power and are just kinda bad. Personally what I think is going to happen is Victor is an AI that roams the map by himself and will pounce at survivors by himself. He no longer gives constant killer instinct but while charging his pounce he does. This is just my guess and maybe the addons are just weird but I was wondering what do other people think about this?
I hope they’re not getting a rework. The only thing that needs changing is for Victor to be auto crushed if he’s near a hook upon hooking.
And drop of Perfume is great. It allows Charlotte to get the drop on survivors given away by Killer Instinct when Victor is latched onto healthy survivors, or she can use Victor as a trap.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2395937#Comment_2395937
May I ask why you stopped playing as Clown? Where they just boring now?
I haven’t stopped completely. I just play Twins & Doc more
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2396577#Comment_2396577
reverse question: how would you feel if purple gas also affected clown and slowed him down when he walks through it. This is kinda what yellow gas is right now. it hurts more than helps. bad design.
Ugh... you really don’t get it at all do you...
Fine.. let everything be killer sided, screw balance, let’s not bother learning how to properly, and skillfully use a killer’s power.
I’m over this conversation. Clown is balanced and fair in his current state, and it’s easy to get great value out of his Antidote when it’s used PROPERLY. My mind can’t be changed on this.
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@Guest1567432 said:
A power that might give survivors an advantage over the killer when it's a killers power is just bad design.
How can you, with a Clown profile picture, really not see how unbalanced it would be if Clown had free reign to combine Invigorated & Intoxicated because Clown if doesn’t need to worry about giving any benefit to survivors?!
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@Unifall said:
Monstrous shrine should give a % debuff for gens, healing, and totems to all survivors as long as the survivor is in there.
No. That will encourage camping.
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@Phasmamain said:
She’s always been my second favourite killer behind clown. Blood echo is my personal favourite on her because having a survivor dc after their dead hard doesn’t work is way too funny
OMG THIS!!
I pretty much stick with her 3 teachables, and Blood Echo.
Yeah, someone’s DH doesn’t work? DC.
Or you never hear so much cleansing in rapid succession ever before in your life.
It’s a HILARIOUS perk on Plague.
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@[Deleted User] said:
She is more bugged than Blight and Nurse put together
Her puke works 1 out of 5, if you like missing hits for no reason then she's the perfect killer
That’s why most dedicated Plague players will charge fully, then spray erratically so it can’t possibly miss.
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@Johnny_XMan said:
She is easily one of my top 3.
It still baffles me how dismissed Plague is by many. She’s so damn strong. Even if survivors refuse to cleanse (which is rare in my games because of HOW I play), she’s STILL damn strong. Survivors can’t hide. Survivors are easily pressured off gens. Survivors will waste pallets faster.
Plague is great.
She’s only weak when played incorrectly: not getting everyone infected as quickly as possible, and instead in error focusing too hard on the first survivor they spot.
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@GannTM said:
If she isn’t, then she is certainly very close with Spirit and Blight. She’s already one of my favorite killers to go against as survivor, and now she is slowly creeping up in the top tier for my favorite killers to play as.
I used to find her very boring and frustrating to play a while back. It was mainly because of the issues she has with dedicated servers and the fact her fountains are RNG based depending on where they spawn (######### you swamp), but I’m starting to get over that a little. You just need to realize her potential of strength and enjoyment.
My ideal build for Plague right now is Corrupt Intervention, Infectious Fright, BBQ and Chili, and Thanataphobia. I usually don’t use the killer’s teachables in my builds because they can be predictable from the survivor side, but Corrupt Intervention and Infectious Fright both have great synergies with Plague.
I really suggest trying her out for yourself if you haven’t because you need to understand her potential. I’d consider her low A tier right under Pyramid Head and Huntress. Seriously, I would really love to see more people play her because as I said before, she’s one of my favorite killers to go against and not enough people do play her. It’s honestly very sad how rare she is.
I’m glad you’re yet another seeing how strong (and strategic) Plague can be. And yeah, as far as teachables go, Plague has the absolute BEST designed perks to compliment her power. Don’t discount Dark Devotion. A few downs from Infectious Fright, and a few sneaky downs from Dark Devotion, and it truly gets the most stubborn of non-cleansers finally cleansing. Dark Devotion helps compensate Plague’s lack of mind game potential because of her height, and because she can’t really take advantage of cancelling Purge.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/2396079#Comment_2396079
It's because a lot of survivors have learnt the layout of the map: where gens are, loops, etc. and are now abusing the terrible design of it. You only really stand a chance against competent survivors if you play Freddy/Wraith, or are a god Nurse player. Any other killer cannot traverse the map at all, and patrolling gens is a joke with how many doorways and walls and corridors there are. Also, gates are impossible to patrol so you have to pick one and hope you get lucky.
P.S I'm pretty sure I remember you saying you're a big fan of the RE series, so you probably already knew the layout anyway since you're familiar with the games. Most people aren't and the devs should not have ctrl c + ctrl v this map into DBD.
It’s a dream map for Twins. Being spotted in a hallway by Victor is a death sentence.
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Really?!
Every match I play as killer on this map I dominate.
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@MrCrazyCat62 said:
It shouldn't even give survivors a buff. Its the only killer power that gives the survivors a buff in the game. In a close chase or at a pallet valley its useless and pointlessly risky for how abysmal Clown already is.
And with only 4 bottles (shared) it mean you'll be reloading and giving up distance/time more often than not. Its bad design.
I’ve mained Clown a long time. It’s necessary for the Antidote to have a risk because if Clown invigorates himself and quickly intoxicates a survivor, it’s incredibly strong. If the Antidote didn’t have a risk in using it (curing survivors of intoxication and buffing then with invigorated), Clown would be a broken overpowered mess.
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He’s very strong in a chase. If you HATE endless looping, Clown is the killer for you. He just requires a bit of thought on where Tonics or Antidotes should be thrown because just spamming them won’t get you anywhere.
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Killer is camping, do gens.
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@HuskyTwitter said:
https://forum.deadbydaylight.com/en/discussion/comment/2394317#Comment_2394317
I really like this idea, never thought of something like that. Certainly better than what we currently have.
I wouldn’t want it to be fast regression like Ruin, but something that forces survivors to commit to a heal, and have it counter survivors doing a 99 heal so they can use Resilience, and then just spam Self Care mid chase to tank a hit.
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Twins are difficult, but rewarding. Their kit is very broad, allowing for a range of ways to deal with many situations.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2394554#Comment_2394554
I had not gotten that far. The intention was three colors, and some way to fit in a juggling animation. But discussions with other designers and the UI team indicated three was going to cause interface complexity issues. So that was dropped before I had designed what the different bottles would do.
I'm very happy with how it turned out in the end. The various other developers (programming, UI, VFX, audio, QA I hope I didn't miss anyone) involved in the implementation did a great job!
I’m very pleased with how Clowns rework turned out. The choices made to keep things balanced are very clever.
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Inspired by the yellow glyph challenge, and the recent changes to struggle progress, what if Monstrous Shrine gave survivors on basement hooks a constant series of difficult skillchecks? (More difficult than currently)
Each time a skill check is failed, the survivor loses an immediate 5% of their sacrifice timer? Additionally any failed skill check causes any remaining gens to lose 5% repair progress?
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@GentlemanFridge said:
Another random idea:
What if this perk made Basement hooks act like P-Head's cages? As in, when hooked, all hook-related don't activate.
The basement is already comparatively dangerous as it is. 100% guaranteeing a denial of BT & DS would just further encourage camping.
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@Boss said:
I never hear anything about this one either.
What're your thoughts on it?
It personally doesn't fit my playstyle, but even if it did would the rewards be worth it?
It can be decently strong perk, especially at high ranks where DH is so popular. It’s a perk that can have a domino effect in that after a handful of of survivors have been denied their exhaustion perk mid chase (and gone down because of it). After this teams will put a big emphasis on healing wherever possible ASAP. Which means you’re then likely to find them grouped up together often, and/or spotting survivors healing at the hook. This alone can help stall the game.
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I still stand by my idea that Haemorrhage should be like Ruin but for healing. I.e. Haemorrhage causes a slow rate of healing regression on injured survivors.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392274#Comment_2392274
Its not 100% hit. the clown requires timing and precision to utilize both bottles effectively. I have been getting a lot of clowns recently and I have honestly never seen clowns use yellow bottles until now.
The prevent measure for spamming bottles is reloading and limited bottle count as it has opportunity cost from purple bottles.
If the goal of current yellow bottles was to never see the ability get used... than its right on mark in its current iteration. we're only seeing a post like this purely because of archives.... challenges.
I’ve played Clown since his release, and extensively since the addition of The Antidote. I know what I’m talking about. Successfully setting up Clown being invigorated and then quickly intoxicating a survivor pretty much guaranteed there’s little the survivor can do (or reach) in time to avoid being hit. Survivors can’t even DH away from Clown in time before either effect wears off.
The activation delay helps balance around the need to properly plan/set this up so that Clown can’t just do this brainlessly whenever he wants.
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The only truly useful ones is the Twins Haemorrhage add on because of Victor’s ability to see blood brighter
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@dspaceman20 said:
I'm excited to hear about boon totems and it would be great if the next survivor had one.
I wonder about the name for the perk though? Will it be like Hex perks with the name being Hex : xyz or something different.
I’d imagine it’ll be something like “Boon: (insert perk name here)”
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They’re a myth. Trickster can’t be played with controller
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@Exxodus21 said:
Nobody uses real counterplay anymore anyway. They just throw pallets early and hold W for distance, then repeat. Sadly, I think the days of mindgaming and true counterplaying are gone.
That’s because the old mindgames don’t work anymore. Veteran survivors are used to all the tricks in the killer book when it comes to hiding red stain, etcetera. A lot of time the killer just ends up mind gaming themselves, causing them to lose what would have been an easy hit, or losing track of the survivor completely.
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@EldritchElise87 said:
If anything it should have a slightly longer distance but remove iframes. If you couldn't DH into walls and dropped pallets to just phase through a hit it would feel a lot more fair from the killer side, and mean the survivor has to have space in front of them to actually dodge the hit.
This. It’s even more infuriating when they DH right into your character model and your swing magically passes through them as though they’re a ghost.
It’s obnoxious and frustrating.
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It’s incredibly strong when both perks are at 4 tokens and Obsession is dead.
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@lagosta said:
Undying can replace Haunted
I think you’ve misunderstood. HG is proc’ing twice per match, which shouldn’t be occurring since the Undying changes.
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Here is how deep their kit actually is (beyond camping and slugging)
@TheClownIsKing said:
(TL;DR - Twins now good. Much good killer. Do the thing with Victor. Win. Celebrate with cookie.)
So I absolutely HATED the Twins upon release. Some of you already know this as you may have read one of my few epic rants about how I thought they were the absolute WORST killer ever. I went within days of first trying them from “Twins are fun” to “HOW COULD THEY RELEASE SUCH A TOTAL JOKE OF A KILLER?!?!”
I was seriously having the most terrible experiences in DBD I had ever had playing as Twins, yet for some odd reason I was compelled to stubbornly keep playing them. I just HAD to understand them. I HAD to “get it” and find out why certain design decisions were made.
I’m pleased to say that I think I’m there now. I’ve been surprised to find out just how cleverly designed the Twins are, and how complex and robust their kit actually is. Probably not since Doc and Demogorgan has a killer given a player such a large amount to digest, although Twins are probably on par with Demogorgan as far as versatility are concerned.
To summarise everything Twins can do (in no particular order, and will be elaborated further down);
- Stealth.
- Map Pressure.
- Game Stall.
- Tracking.
- Anti-loop.
- Traps/Ambushes.
I won’t go into The Twins Camping and Snowball potential as that’s already pretty well known, so it’s just superfluous to cover it here. For the record I’m in full support of nerfing their camping capability. I.e. Victor should be auto destroyed if he’s already within a specified distance from a hook that Charlotte places a survivor onto.
Stealth.
Let’s start with base kit Victor. No other killer or power can move around the map at decently high speed, avoid all survivor detection perks, be difficult to see or hear until it’s far too late, launch into a blazingly fast attack before a survivor even realised what’s hit them, AND cause minor game stall in the process. It’s enough to make Wraith, Ghostface, Myers, and Pig jealous.
Then as Charlotte, if both her and Victor have been used smartly, and is close by to a survivor that Victor is latched onto, Oblivious increases the odds of approaching that survivor from a vantage the survivor may not be expecting. The delay in Charlotte’s TR returning is a nice touch if wanting to go for other survivors revealed by Killer Instinct.
Then we have Silencing Cloth, Drop of Perfume, and Cat’s Eye. All of these add ons bolster stealth play by adding further options in clever strategy. Toy Sword may offer Victor a faster pounce charge to try and get a survivor before they manage to turn a corner, but it’s much more satisfying charging pounce with Cat’s Eye, and then have the survivor accidentally run right back into you because they can no longer hear where Victor is.
Map Pressure.
This probably needs little explanation. As long as the player smartly manages the distance between Charlotte & Victor by ensuring they’re never too drastically far from each other, they’re able to control a significant chunk of the map by having Victor capitalise on what Charlotte does, and vice versa.
Game Stall.
Victor is probably one of the most effective stall tools out of all of the killer kits. Latching Victor onto healthy survivors regularly takes them out of their objective immediately, and many survivors only create further stall for themselves by going into a panic without thinking clearly about where exactly they SHOULD be running to. This is even more effective If Charlotte focuses her attention onto a survivor revealed by Killer Instinct, giving the Twins 2 for 1 game stall.
We can’t talk about Victor latching onto survivors without also talking about kidnapping. Here’s my spin on it. I think pretty much any killer would give ANYTHING to have 1 survivor dead at 4, or even still 5 gens left to repair, leaving them to have to deal with only 3 survivors. The odds of success skyrocket when it’s 3 survivors (or less), with 3 or more repairs still left for the survivors to do. A survivor WILLINGLY taking themselves out of their team objective by kidnapping Victor is actually a MASSIVE boon to you as killer. There’s simply no greater game stall than a survivor literally not engaging in their objective. A kidnapper may as well be an Urban Evader doing nothing but creeping around the map perimeter. I almost never intentionally go after the survivor I just latched Victor onto unless I happened to have Charlotte already close by. I almost always try and find someone else. Even better if teammates have been revealed to me by Killer Instinct. If Victor is kidnapped, fine. I can keep monitoring their whereabouts after some time, and very, very rarely do kidnappers NOT at some point go “oh crap! I can see the others are struggling now.”, and will finally get rid of Victor so they can actually try to help again. Kidnapping Victor is a red herring. They’re trying to psyche you out. Don’t let them.
Tracking.
This probably also doesn’t need much elaboration. Killer Instinct activating whenever Victor is either latched onto a survivor, or whenever he is used as a sentry is an invaluable tool that should be utilised at its utmost potential. This can work to help with game stall if survivors start crouch walking the 12 metres towards Victor to counter Killer Instinct. Using either Soured Milk, or Madeleines Glove (or both) makes this even stronger, whether for the increased detection range, or to make survivors crouch walk over a further distance as a counter to Killer Instinct. This also leads me into...
Traps & Ambushes.
Victor, used as a Sentry, can additionally act as a trap/bait for survivors. Or when either Silencing Cloth or Drop of Perfume are used (whether with or without Soured Milk or Madeleines Glove) allow Charlotte to ambush a survivor given away by Killer Instinct when they’re approaching Victor. Even better if you set up intentional baits using either Toy Soldier or Iridescent Pendant. It’s shocking just how effective a strategy it is to send Victor to a key point of interest, such as a gen you’re certain survivors are going to quickly return to, leave him idle, but immediately switch back from Charlotte to Victor again because you’ve heard/seen Killer Instinct activate the very instant you switched to Charlotte, knowing that a survivor is running in to try and kick Victor (they can’t resist). Now you’re controlling Victor, the survivor is right next to you confused, and they are now able to be pounced on because of the vulnerable, compromised position they’re in.
Anti-Loop.
Whenever controlling Charlotte, and Victor is with you, The Twins have some of the strongest anti-loop in the game. Stop at the most advantageous spot in a loop for a survivor (provided it’s not within stun distance of a pallet), and then unleash Victor. With Charlotte body blocking the survivors ability to attempt another lap of the same loop, and Victor hot on their tail, they’re often forced to abandon the loop, which potentially puts them out in the open while you’re chasing as Victor, hoping they’re able to successfully dodge Victor’s next pounce. It’s worth noting that the reverse can be done too. If Victor is chasing someone that’s demonstrated that they’re adept at regularly dodging pounce, and Charlotte’s close by, then parking Victor in a spot at a loop that forces the survivor to stop and kick him in order to pass usually allows enough time to get Charlotte there to hit them while the survivor is animation locked. At Shack placing Charlotte on the inside of the Window, facing inward to unleash Victor leaves a survivor with only being able to do another half lap of shack, and through the interior once more before they can hope that Victor cannot land a pounce before they reach the pallet, something Victor can leap over anyway. At worst, if the pounce is missed, the pallet is down and Charlotte can get rid of it. 1 and a half laps by the survivor, and the pallet is gone. Some killers would die of envy to be able to get rid of shack pallet this quickly.
Now let’s look at how the Twins 3 teachable perks compliment their abilities. I hold the philosophy that teachable perks are never random. I believe there’s a deliberate reason killers have certain perks tied to them.
Coup De Grace.
I wouldn’t exactly say this perk synergises with the Twins power directly. This perk is more about in the event that Charlotte is either without Victor, or it is not ideal to switch to Victor mid chase, Coup De Grace ensures Charlotte at least has SOMETHING up her sleeve up to 5 times per match. It’s also currently one of the best available counters to Dead Hard.
Hoarder.
I’ve totally changed my tune about Hoarder. I was at first totally bummed out about the fact that a way couldn’t be figured out how to make the original concept work: that Hoarder also reduced item rarity. I dismissed the perk as being a complete waste of a perk slot. I’m still disappointed that the perk doesn’t reduce item rarity (making the perk somewhat risky to use), and I do hope this is revisited and they find a way to make the perk reduce item rarity, but Twins actually get GREAT value out of Hoarder. As weird as this comparison is, Hoarder is kinda like Overcharge. My meaning being: just as no other killer gets as much value out of Overcharge as Doc does, no other killer can capitalise on the information Hoarder gives quite the same way Twins can. Sure, you could use it on a high mobility killer, but survivors will hear them coming. Even Wraith is going to give himself away before getting close enough to a chest to uncloak. But Charlotte can immediately send Victor off in the direction of a chest notification, using Victor’s speed AND stealth ambush a survivor still locked in the chest opening (or pick up) animation by pouncing on them just outside of shriek range. Getting a basement chest notification is comedy gold. And with either Spinning Top and/or Franklin’s Demise, Twins get even MORE value out of Hoarder, either as extra tracking, reconnaissance (just to stay informed), or further ambush opportunities.
Oppression.
The gen regression potential of Oppression is pretty easy to understand (opinions on how effective this is or isn’t notwithstanding). But it’s more noteworthy how Oppression works as a tracking tool. Failed skill check after activating Oppression? Now you know where to send Victor next. It doesn’t get more straight forward than that.
Closing thoughts.
Twins are hard, and deserving of the difficulty advice label given in game. But this is more than just how they operate mechanically: both the challenge of accurately landing a pounce, and how punishing it can be for a single miss. It’s also because of how deeply complex their total kit is (comparatively speaking, against other killers). They’re a very rewarding killer once confidence is built around using everything at the Twins disposal at the appropriate times, and learning when to change gears to another of their many available strategies.
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@Entity_Lich94 said:
Twins have slowly become my most hated killer in the entire game. They are so boring to play against and play as for a number of reasons but just to say, I don't think for a second that they are too weak or too strong. They are an effective killer in the right hands and are not impossible to go against as survivor, but their entire design revolves around 2 very unfun tactics: camping and slugging.
Most twin players I go against will often do the same thing, get a hit with charlotte, then down you with victor and then use him to latch onto someone else. So then you're left on the floor until she comes along to grab you or until your team mates get you back up which with solo que who bloody knows when that will be.
If charlotte gets to you first, you then have the pleasure of having Victor staring at you from a distance waiting for you to be saved. When that happens the little bastard will down you, latch onto the teammate that saved you and once again your playing slug simulator waiting for someone, charlotte or other survivors to come get you. After all that its usually rinse and repeat onto death hook or for more slug simulator 2021.
Now you cant exactly blame people for playing them like this as its clearly a very effective tactic to use with them, its just how they work, but boy oh boy does going through this every time I see twins just make me want to stop playing. Even doing this when playing as them whenever I have a daily that wants me to down survivors with victor make me almost fall asleep with how dull it is to do this. Plus I just feel bad for the survivors I'm against.
Then there's Victor himself who I just find so dammed hard to actually avoid his pounces. Even when I trick him go 6 feet next to me or above, it'll still count as a hit because the server said so. But then again the opposite can happen where he's headbutted me but for some reason that's not a hit. It's one of the many things in this game that's just so inconsistent. If by chance you do avoid him and kick him, it seems to not really matter as he'll be back on top of you within 20 seconds if they want to get you that much, which makes them a very effective tunneller too which is also a pain to deal with. So you basically have a tiny midget with a hit box the size of mars who will camp and tunnel you most times.
I do get that sometimes killers do have to camp, tunnel and slug if they need to build pressure when gens are getting done too fast but twins just seems to promote this play style the moment they load into the game regardless on how its going.
Sorry this post was so long, it was a bit of a rant but I am so done going against this horrible killer and just feel like from now on, any dailies that involve them will just be scrapped
“but their entire design revolves around 2 very unfun tactics: camping and slugging.”
Incorrect. This is just something most Twins players are utilising. But their kit is way deeper than that. There’s nothing boring about playing as Twins at all because there is a plethora of interesting strategies in their base kit. Someone bored of playing as Twins is simply ignoring all the other interesting things that can be done with them.
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@Northener1907 said:
https://us.v-cdn.net/6030815/uploads/QSADCPY5DTGW/1.png
I tried 3 matches and 12 kills. Man, this build seriously so fun. You just need 2 stuffs: Hook everyone once and tunnel your obsession. You are losing gens but you are winning game.
This is pretty much what I’ve been doing with Freddy except Fire Up instead of BBQ. I’ve rarely lost. Some wins have been hilarious where escape became impossible.
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@Predated said:
I mean, they come with chapters or mid chapters.
I'm expecting Myers to come next mid-chapter, and I hope some of my feedback has made it in.
Next mid chapter will be Nemesis. They’ve already stated that their future plans are:
- release chapter
- focus on any urgent hot fixes
- monitor killer performance till following chapter.
- Make adjustments/changes to killer by that mid chapter.