http://dbd.game/killswitch
Any clarification on how Insidious is getting changed?
Personally I would love to see the 2 second requirement removed.
Comments
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Frankly I want to see Insidious grant Undetectable at the start of the round until first down, or do something for chase or on generator pop maybe. Nobody uses this perk because there's no reason to stand still too long as Killer.
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I think undetectable until first down is actually too strong in the hands of the better killers. Imagine versing Nurse/Blight with Lethal who can injure everyone while undetectable, and THEN start downing survivors. I think a more reasonable version would be undetectable until first injury, so stronger killers like Blight don't get free undetectable while rushing around injuring everyone but weaker killers like Clown, Pig, or Trapper will likely have it longer until they score their first injury.
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i could only accept undetectable until injury/down if it wasn't the only thing the power did, like how lethal gives +2 seconds to aura reads
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I like the idea that it extends undetectable effects by like 5 seconds or something. On addons or perks that give undetectable that can add up. Springtrap for instance gets undetectable from his power and 5 seconds from the addon. Pinhead has a addon to gain undetectable for 40 seconds. Alien for 30. Hell i think even nurse has a undetectable addon of like 40 seconds.
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Unfortunately, all that's happened is they've knocked a second off each tier. It still acts the same, so it's not really any major upgrade. Bit disappointed with that, as I'd rather it gives a few seconds Undetectable when moving again.
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I doubt the changes will do much, but let's see if any mad lad can cook up a mind game with 1 second of activation
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I see your point but like… a 2 second buff is nothing. Insidious needs a better rework than this. There's still no reason to stand in one spot as a Killer, who is going to use this perk? Myers? Trapper? I guess you can use it at corners around tiles but why?
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Pig just got a buff to her crouch movement speed. Why would she equipped an undetectable perk?
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Its mostly for mindgames. I imagine it would work out good for killers who have map traversal abilities like Dredge since survivors would assume they teleported away, or instadown abilities.
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Either with an insta down killer or a killer with something like Dragon's Grip. Move a little away from the area you think they are going to be coming to (hook/gen), hide and wait, then ambush.
Its an all or nothing type of strategy. If the survivor just decide to do something else you are way behind, but if you guess right you get a really quick down.
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That's the issue, who is going to play Killer like that when you could chase, or be aggressive, or do anything more fun?
And of the Killers that do excel in patience and holding still for a bit, they don't need it. Ghostface doesn't need Insidious, Myers doesn't need Insidious, Pig doesn't need Insidous.0 -
On the more fun: that's pretty subjective, some killers really seem to enjoy the jump scare.
On who could use it? Bubba most likely.
I could also see killers who have a more standard chase build using Insidious to catch survivors off guard, kind of like combining balanced landing and deadhard.
With a 133 killer perks it isn't surprising that some of them fall into a limited or off meta role.
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It's fine, but like… do we really need Basement Bubba back?
Really?0 -
While I like the idea of a perk that makes you undetectable until injury, I'm not the biggest fan of it as a rework for Insidious.
While I know it isn't a popular perk, I've grown fond of using it on killers you otherwise wouldn't expect to have stealth. It's especially fun against survivors who will pre run but then always return to gen. Pretend to leave then shack up behind a wall, it's a lot more useable than you'd think, even if it mainly works based off vibes. I don't expect the buff to do much, but it does make me wanna dust off Unknown after mainly grinding Afton matches since he's hit live.
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i want undetectable extender instead of number buffs since it's very niche
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I really wish they went with the re-work I proposed for it years ago:
Insidious:
For every 4/3/2 seconds you refrain from chasing or injuring survivors Insidious Reduces your Terror Radius and Red Stains Brightness by 5%, upon reaching 100% reduction, you gain the Undetectable Status.
Initiating a chase or injuring a survivor Immediately returns your TR and Red stain to normal size and brightness.
Basically, Your TR and Red Stain starts shrinking as long as you haven't found, chased or injured survivors, and after 20 seconds, you become undetectable. This works best in the start of the match when you're initially searching for survivors, If you're playing against sneaky players, at the end of a match when there are 2 left, or you're playing the "Find the hatch" game with the final survivor. Originally I wanted to give it a 40 second cooldown once your TR returns, but to be honest, It's unlikely to bring you to the undetectable state very often during a match, and since it takes 20 seconds to get you there, a cooldown seemed like overkill. For new players, ones who don't have Lethal Pursuer, and even some veterans, I felt like this makes it much better than its current version, or the updated one coming out wherein all they did was drop its activation time from 2 seconds to 1.
Lets face it, since its conception, the perk was designed to help killers Camp hooks or Gens, and that playstyle is not only toxic, but it also doesn't work anymore, so why are the devs keeping this outdated effect for an outdated playstyle?
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I am not too upset with this change since it will make pretending to be a hallucination as Unknown a bit more streamlined but I was really hoping for them to at least give it an additional effect.
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Or they make IT with a Terror Radius Restriction. For example 24m which you can combine with Monitor when they Killer have 32m. So they need at least two perks for one usage. Is only a Idea.
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