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The Unknown Power Adjustment

The Unknown's power is butchered by the easy removal of the weakened state. Weakened is removed by simply looking at him (which is the default state for non-noob survivors being chased) for 10 seconds. Since his power has a 7 second cooldown, you only have a 3-4 second window to land a second shot before your first one is invalidated. This tiny window is absolutely atrocious considering how jank his power already is to use and the fact you have to land at least 3 to down someone. I've listed some easy potential fixes below, want to hear if anyone else has a good idea as well.

Increase the time to remove weakened: Easiest to implement, although has issues. Could make the Unknown more of a hit and run spam killer, which is not something I want to see as either survivor or killer. Could also make certain add-ons (Vanishing box, iri reel) too strong.

Survivors cannot remove weakened while in chase: I think this would be the best option. It is easy to implement, while keeping the spirit of the killer intact. Spamming hit and runs would not work as survivors could still quickly remove weakened if the Unknown drops chase. The Unkown still has to hit three times with his power in order to down, could also add the ability to remove weakened via dispelling his clones to balance it out.

Just wanted to throw this out there to see the general opinion of the Unkown, I think he is an awesome killer who is being wasted by something that has an easy fix. His play rate is unforgivably low considering his potential fun.

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Comments

  • ControllerFeedback
    ControllerFeedback Member Posts: 558

    They just need to remove/reduce the 1.25 second buffer window for removing weakened.

  • ad19970
    ad19970 Member Posts: 6,759

    This I heavily disagree with, because it would hurt newer players that have a harder time looking back in chase constantly more than experienced ones. If anything, the time to remove the weakened state should be inrceased slightly.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,749

    What unknown could use most of all that doesn't fundamentally change him is give him base kit Monitor like they just did with pig and toast face.

  • Twiggsy
    Twiggsy Member Posts: 139

    The 3 second cleanse buffer needs to be removed

  • SeriousRain
    SeriousRain Member Posts: 57

    I would like 1 second cooldown decrease on his power or remove that lingering removal of Weakend when out of sight. That would help him a lot.

    No crazy buffs needed.

  • ControllerFeedback
    ControllerFeedback Member Posts: 558

    New/lower skill level players are going to get 2 tapped off cooldown (because they already aren't looking behind them and they're pathing predictably) and hallucination macro'd anyway. I agree that removing it entirely might be too much but reducing it to around .5 to .75 seconds would be nice. Any other changes (even a 1 second cooldown reduction) would be more oppressive by comparison.

    The only other idea I have is a bit out there: have M1 hits partially reset weakened on survivors, or give Unknown "stare immunity" for a few seconds. But again, more oppressive and probably even less new player friendly than simply reducing the buffer time.

  • Raginchicken
    Raginchicken Member Posts: 3

    I understand that removing counters to killers is generally not going to feel good immediately, but there are a lot of built in counters that are straight up unnecessary in the first place (like Dredge locks, no reason to be nerfing an already below average killer). Unknown already has to hit his m2 3 times to get a down, having the mid-chase weakened removal just gives extra health states. Simply put, his power is not nearly strong enough to justify having to hit a survivor more than three times to get a down.

  • Blueberry
    Blueberry Member Posts: 14,459

    "Simply put, his power is not nearly strong enough to justify having to hit a survivor more than three times to get a down."

    Ranged killer, it's aoe and can through walls, 115% move speed, map mobility. I think it's justified.

    I just think it's currently too punishing.

    Your general premise isn't wrong and I would give Unknown significant buffs, I just think you're doing too much.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 14

    Ghostface has this same issue with Reveal. I've seen some casual Ghostface players say that "unable to Reveal in chase" would be a good change.

    No it would not, for the same reason removing Staredown in chase would be awful. You NEED to be able to counter a Killer's power, and on Unknown especially it can easily teleport quickly anywhere and everywhere on the map as long as a Hallucination is there. If we remove Staredown in chase, we give Unknown the ability to keep EVERYONE poisoned at all times and unable to remove it if the Unknown simply harasses them hard enough or tunnels hard enough.

    The same as would occur on Ghostface if he couldn't be Revealed in chase - it would make him a tunnel powerhouse and would not be fun, plus always make a chase with him so risky the best option would be hiding… against a Killer that gets free info for being Revealed.

    That is awful game design. A reduction of either is warranted, but removal is a bad idea.

  • Abbzy
    Abbzy Member Posts: 2,118

    I would just increesed reveal to 15 seconds, considering fact that survivors can reveal you from third person just hiding compleatly (same issue has ghoustface), his time window fo land a shot is very small and map dependent. Best use of power is mid chase like 15 meters away from surv or even closer) and hitting a long shot is hard if survivor knows he can doge. Only thing that keeps him above huntress is his teleport.