Suggestions For Unknown Buffs

SimpWoo
SimpWoo Member Posts: 4
edited July 2025 in Feedback and Suggestions

Hello! I'm someone thats been maining unknown since their launch and while I do love unknown, he's very frustrating alot of the times due to him not being very good against better survivors.

My Goal for these suggestions is to NOT make him an A+ tier killer, but to make him feel less frustarting to play while also still bringing fair counterplay to the survivor side

There will be 3 sections I'm gonna talk about and I encourage anybody reading this to give back feedback and please don't be aggressive about it. Thanks ^^

Buffs that are needed:

-Make the weakened meter fill up FULLY when damaging survivors with a successful UVX: This almost feels like an oversight since you just can't take advantage of the new meter built up because your power just cannot recover in time and it makes the unknown have to hit the survivor 2 times again when they damaged the survivor with the UVX. This causes alot of frustrations since you are essentially punished for using power and ofc that should never happen.

-UVX cooldown reduced by 1 second: In my opinion, unknown's current cooldown is just way too long and punishing for something that can be avoided very easily. This could even be shortened to 2 seconds or perhaps introduce a system where the more people are weakened the less time cooldown on your power. This change would make unknown more attractive to play as well as reduce the frustrations of not being able to play the game while having the survivors get weakened off for completely free.

-Make the weakened meter fill up FULLY when interupting a survivor during mid teleport: Similar to my first point. A little bit silly the survivor doesn't get punished for messing up.

Buffs that I would like to see but not all of them implemented:

-Lingering effect reduced: A survivor can peak the unknown for a split second and have nealry 1 1/2 seconds of weakened reduced. Now while I might understand why they did this for low sensitivty gamers, it's still very frustrating playing a tile with a survivor and them having their weakened being all the way depleted with them BARLEY looking at me.

-UVX recovery cooldown reduced slightly: There are moments where I hit a survivor with UVX and I would not get the double tap because my recovery is too long and they just vault a window regardless of me hitting my UVX. This is very frustrating as again, I'm not being rewarded for my skillful play.

-Weakened dispeal effect is weaker when looking at the unknown from farther away: Right now, it's actually impossible for the unknown to hit a survior from farther away and you can see the little spit fired and can react very easily to it. I'm hoping with this change this encourages unknown players to go for longer shots as well as make it less frusrating for the unknown player trying to catch up to the survivor running away.

-Have sketch attempt basekit: Sketch Attempt has the survivor effected with oblivious when hit with UVX. I just think it would be funny since he's a very scary monster

Buffs I do NOT wanna see:

Direct UVX hit: I do not want this as this takes way alot of its identity away as it will just become a springtrap or huntress revving your back with projectile and thats boring for both sides.

Being able to look up and down with no restrictions: I think looking up might be ok but looking down I do not want as this takes away the counterplay of survivors being able to run up to you to avoid power.

Nerf to Unknown:

Unknow cannot teleport to a hallucination that is 8 meters near him. I think if these buffs were implemented, we can take away the pretty cheese chase ender of just putting up a clone near a loop and just hitting the survivor for free as theres really no counterplay to that on most loops.

Anyways that about it! I of coarse could suggest more stuff but these are the ones I mostly wanted to talk about and I believe would make unknown so much better. Please let me know if you have any other suggestions or have an opinion on any one of these points. Let's pray for unknown buffs soon!

Post edited by Rizzo on

Comments

  • Yggleif
    Yggleif Member Posts: 464

    It's funny because I'd go in a completely different direction with buffs for Unknown which I do agree they kinda need.

    I wouldn't touch uvx too much actually other than making it come out faster when aiming cuz that feels a big sluggish atm.

    I'd actually prefer the buffs go in the direction of making his hallucinations stronger. Let the max number of those go from 4 to 6 and increase the time it takes to dispel them by 1 second.

    To me I think the way you make Unknown feel better is you create more opportunities to interrupt a dispel which makes the survivor weakened and then you only need to hit twice instead of 3 times and it also give unknown more map control. I'm not sure if we touch the teleport cool down yet, I'd wanna play with these first before doing that but that would be on the table too.

  • SimpWoo
    SimpWoo Member Posts: 4

    I'm open to the idea of buffing his teleport slightly because I do agree it's very easy to take care of, but I just feel like if we don't buff his chase power somewhat, he's not actually getting any stronger since his pressure would just be nealry the exact same. Like sure it might stall a bit of time but what is that worth if unknown still can't really get any downs you know?

  • Reinami
    Reinami Member Posts: 6,721

    I always thought what he needed to be interesting was to swap his power around.

    When a survivor is weakened, to remove the weakness, they have to actively NOT look at the killer. Looking at the killer will paus the meter.

    This would mean that in chase, the survivor would have to actively not look in the direction of the killer, which gives the killer a chance to mindgame better. So its a price you pay. Either, you look away, potentially losing sight of the killer and open yourself up to getting mindgamed, or you look at the killer so you know where they are, but you can now be hit with the power.

    To deal with this outside of chase, i would make it work something like. Weakness has say 100 charges to remove it. While in a chase, you reduce charges at 10 per second (10 seconds). Whereas outside of a chase it gets reduced by 2.5 charges per second (40 seconds)