Devs, can we please remove the unnecessary cool-downs for the twins??
Gonna cut the the chase here,
why are there so many, UNNECESSARY cool-downs for the twins. The amount of games I’ve lost because of the 40 different cool-downs is getting beyond a joke!! And why is it 90 seconds to get victor back when he’s idle, they need to add a “kill victor” button so we can choose when we want him back. And the 24 year cool-downs after downing someone with victor is a joke too! The amount of flip-flop power struggles I’ve taken because of it is getting ridiculous!! The QOL fixes better fix these issues plus more or they are going to remain the most unplayed killer with a low kill rate. Even if they are “monsters at high mmr” Insta switch really isn’t that strong. It just saves the killer so much time! I love twins but I can only take so much. Fix the ######### please!!
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I'd argue that the cooldown after downing someone with Victor is quite necessary to prevent promoting slugging too hard. The problem is that it actually ends up causing slugging more often because you have to commit to the three thousand year waiting period before you can do anything again.
The solution isn't to remove that cooldown, though; it's to let the Twins player swap back to Charlotte during it.
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I agree it feels bad but I have a feeling they tested faster switching and it resulted in the Twins dominating a bit too much. They have to figure out how to make the switch feel better.
Maybe a bot victor/charlotte that stays close to the other? The switch would not be so bad if the other was close by.
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"The amount of games I’ve lost because" sounds pretty much like "Im not willing to improve and deal with the tools I got. For me Twins is totally ok
That change is imho the change that hurt Twins the most. Boons is already a problem but the power of Twins is to injure multiple people quickly. If you have to hit a survivor then send Victor, down a survivor and walk across whatever distance the survivor got TWICE (once with victor then with Charlotte to pick up) is in most cases less efficient than just M1 the survivor.
There are a lot of killers that get a harsh punishment when you fail to use the power. Which is also the case with Victor. But when you are actually successful, I don't get what reason there is to give the same cooldown after a successful attack, just to give another survivor the most easy time to kick and instantly start healing after that, while Charlotte first needs to catch up.
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In a game where survivors are rewarded for bad plays (because that's when all their second chances activate, and hatch exists), it only makes sense for killers to be punished for getting a successful hit.
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No. They need to entirely rework the power.
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What a stunningly unhelpful and limiting way to view game design.
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Honestly just revert all the nerfs they did to their base kit and addons. Totally unnecessary.
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No, they need a rework. No amount of small tweaks is going to save that horribly designed killer.
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“The amount of games are be lost because of this” part is not because “I’m not willing to improve and deal with the things I got”. High mmr games can be lost with one mistake. And getting power-struggles flip-flop because of the long cool-downs cannot be prevented. That is not my fault.
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Then try to imagine what happens if you dont play against that build and Twins just warps without delay and reaction time for survivors between 2 locations. Just as an idea: Dragons Grip would probably become instant meta on twins. Kick a gen, go idle to Victor and insta return as soon as you hear the scream to get a free down
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I can't see this happening until zombie movement is more flawless (instead of getting caught in walls and such).
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I may just try to go back to using victor to jump healthy survivors so I can down them with Charlotte. That would solve the switch issue in a way by reducing the need to switch at all. Twins daily requires downs by victor though...
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I was very obviously being facetious. But like, it's not untrue. The things I mentioned are actual things in the game.
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Yes, my comment was about what you were getting at.
Killer powers should have limitations, this much is obvious. A limitation designed to dissuade, but not outright prevent, uninteractive gameplay is a very reasonable limitation, this much is also obvious.
It's not a punishment, nor is a second chance perk a "reward" either.
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A second chance perk absolutely is a reward for failure.
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I'll second this.
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My suggestion is, to remove the "Nurse-Vision-Dimming" completely when switching and when you hit the activate button to switch, instead of a 2 sec delay where you can't do anything, you instead can continue moving the currently activated Twin for 2 seconds, then you immediately switch to the other Twin (No Nurse-Vision-Dimming).
This makes the Twins less clunky to play but still maintains the 2 second delay when switching. Right now it feels like you are going into a loading screen every time you switch, it's horrible.
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Not strictly related, but a guide I watched for Twins suggested downing with Victor then, if possible latching on to a healthy survivor (or downing 2 if that's an option)
The idea, as I understood it, is do everything possible to keep at least 2 people off gens as much as possible. So down one, Jockey another, and while they're dealing with Victor you go in as Charlotte for the pickup.
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