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Insidious should be buffed so you can click M2 as Killer and still be Undetectable. Thoughts.

Quiet aiming Slinger and Huntress were my first thoughts on top of nobody EVER using this useless perk as it does absolutely nothing… Make it a fun perk to use. Let us aim our weapons with M2 and not break the "undetectable" status.. How would this be broken? I can't think of anything.

Comments

  • dbd900bach
    dbd900bach Member Posts: 734

    I think you're on the right track. Insidious should do more to make the killer less detectable, but rather than the undetectable effect, I feel like it could maybe remove the bloodstain, or like you said, remove audio cues from certain killers. Standing still and being undetectable is something certain killers can already do and it promotes an unhealthy playstyle so it needs a change.

  • Lixadonna
    Lixadonna Member Posts: 317

    No thank you. We don't need Iridescent Hatchet Huntress proxy camp ready to fire.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 700
    edited November 29

    Iri Hatchet is a bad excuse not to buff Insidious. I'd just say remove Iri Hatchet regardless of anything else as it's a pretty dumb addon.

    Post edited by biggybiggybiggens on
  • JPLongstreet
    JPLongstreet Member Posts: 5,988

    I haven't gone against a killer running Insidious since 2020, not even a random Bubba adept. That last time was strangely with a Ghostface on an old dark corn map, Rancid I think.

    So yeah the perk needs loving, probably an entirely new effect.

  • Hanuka5
    Hanuka5 Member Posts: 162

    Sure would still be garbage and noone would use it.

    I guess thats why devs are not touching it atm, it needs a rework

  • UndeddJester
    UndeddJester Member Posts: 3,489
    edited December 4

    I would say with the extensive nerfs to the add-on, and basekit changes to anti-facecamp and longer hook times... This build would be a meme at best... and often just a throw.

    Not a bad suggestion, but I feel hiding red light is stepping more into Beast of Prey territory, which also needs buffs. 🤔

    Insidious' big problem is identifying what it's niche should be. The current iteration is more a cheesy noob trap (that I have fallen for myself), that keeps only getting worse as the game evolves. You can't really use it dynamically, so its only use is as a cheesy meme perk.

    Perhaps inspiration can be derived from its definition, "proceeding in a gradual and subtle way, but with very harmful effects".

    Maybe something to help slower stealth killers make up their lost time a bit might be nice, something related to stacking up while moving slower than default walking speed (thinking about characters like Myers, Pig, Ghost Face), and having something they can build up via tokens to compensate for their slower map movements?

    Could be break action speed, or a haste boost after kicking a gen for so long, etc, etc.

    Note: I wouldn't do unconditional haste of course, cause that is basically Wraith's power.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 213

    I've actually used insidious not long ago. But it's still very hard to get value out of it. Fun when you do though. 😆

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    I've always had the auggestion that every time you hook a survivor, the "phase 2" and "phase 3" of your terror radius should shrink.

    For those who don't know, the terror radius is made of 3-4 parts. "Distant," "Approaching," and "Near" for the most part. You can hear each phase in the terror radius; the music picks up as the killer gets closer.

    What shrinking phase 2 and 3 (Approaching and Near) would do would make it so that survivors would initially hear the distant music, but you'd have to be much closer before they hear. Eventually, at some point you'd hear the "distant" music only to get nabbed off a gen, creating paranoi and a sort of psuedo stealth where they know you're nearby, but not how close.