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"The Twins" perk guide and power change idea

Exerath1992
Exerath1992 Member Posts: 1,035
edited January 2021 in Creations

A lot of people say the twins are underwhelming because charlotte doesn't have any abilities. I disagree, because I view Victor as the main killer, and charlotte as a mobile spawn point, downed survivor chofeur, gen breaker, window/pallet/doorway blocker, and surrogate for when you need to use your perks. Because of this, you have to do your best to keep charlotte in the middle of the map

Victor is very powerful on his own due to his base speed, blood tracking, small size, short shriek radius, respawns very quickly and his lunge is the most powerful lunge attack in the game yet. With all these strong aspects, he HAD to have some drawbacks, such as being crushable by pallets and after missed lunges, your perks exclude him, and he's weak against short, circular loops.

I think the strengths and weaknesses balance out and make them harder to learn because you have to think very differently than any other killer, and craft your perk loadout differently. For example:

-You can use PWYF to buff Charlotte speed so she can get to generators for breaking or get to and transport downed survivors faster, while using victor for most of your attacks to preserve tokens. Plus, you can easily drop chase to gain a token without actually dropping chase by releasing victor.

-Using STBFL can give charlotte more snowball potential for emergencies and you can preserve tokens by only going after the obsession with victor

-Using Coup De Grace, you can rely heavily on victor for most of the match and refuse to lunge with charlotte in order to save up tokens, giving you a lot of snowball potential in the end game, especially when combined with STBFL

-Any perk that gives hemorrhage gives victor a lot of tracking potential.

-You can use bamboozle in a room with 2 exits to block a window, body block the door with charlotte, and release victor to kill the survivor.

-Using insidious lets you return to charlotte without her TR returning, so you can chase a survivor with victor to a hidden charlotte, switch back to her, and wait for the survivor to take the bait and try to crush victor, then pop out and you have easy, distracted prey

-Because controlling victor removes charlotte TR, you can use dragons grip and hide charlotte nearby to surprise a survivor while they're exposed. Conversely, using trail of torment allows you to leave victor to guard the generator and sneak up on people with Charlotte

-Use Franklin's demise and leave one of the twins standing on a dropped key to ensure the entity consumes it.

-Devour hope and make your choice allows you to leave victor close-ish to the hook while you walk charlotte away so you can still get the effect without giving them too much of a head start.

-I saw a post suggesting dead mans switch and thrilling tremors so you can quickly get all survivors off of generators using victors speed to give the perks more value than they typically would.

All this being said, I do think there is one thing they could add to the twins to make them absolutely perfect:

Fraternal missile: when victor has been bonded to charlotte for 15 seconds or more, press and hold the power button to throw victor (the "release victor" action would be moved to the "alt ability" button.) Preparing to throw victor takes one second and slows Charlotte to 2.4 m/s. Cancelling a throw fatigues charlotte for .5 seconds. Throwing victor has the same trajectory as a typical pounce except with a slightly higher origin point, and victor can be crushed by pallets mid-flight and is crushable for 3 seconds after being thrown if he missed or downed a survivor. After throwing, you take control of victor unless he attaches to a survivor, in which case charlotte is fatigued for 3 seconds. Fraternal missile can not be used in a location that releasing victor or switching between victor and charlotte would be prohibited.

This addition would make it where survs can't under-estimate charlotte because you don't know if she will bust out the baby toss or not. It can't be used frequently because after he's thrown, he has to get crushed, wait 30 seconds of being latched on, or 90 seconds of being idle.

Post edited by Exerath1992 on

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