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Some Insidious buffs ideas?

I think that Insidious should get reworked or at least buffed. It's too situational and is too much about camping, which corrupts some new players, making them think that camping is a way to play the game. I know that insidious is going to get a little better in general since it's going to apply undetectable instead of just hiding terror radius, but it's still unhealthy. I have some ideas about how it can be changed:

  1. While Insidious is active, you slowly get tokens, up to I-don't-really-know-how-many tokens. When you start moving, Insidious stays active for 2-3 seconds for each token. Tokens start disappearing one by one, so you can save the rest of tokens you have by simply stopping moving.
  2. While Insidious is active, you slowly get tokens, up to 3 tokens (whatever, I think it's enough). When you start moving, you get a short burst of speed, 10% of basic speed for each token(Sprint burst lasts for probably 3 seconds. However, I don't really like this one, cause it still encourages camping)
  3. While Insidious is active, a timer starts. When it reaches 10 seconds, perk's secondary ability activates. From now on, while you're standing still and a second after you start moving, your lunge becomes 2 times longer. (This one isn't my favorite too, for the reasons mentioned above)
  4. Your footsteps sound slightly quieter 10/20 seconds after deactivating the perk / at all times (1,2 and 3 tiers respectively)
  5. Complete rework (kind of): When chasing a survivor for at least 30/25/20 seconds, the perk activates. While active, if a chase is not sustained (i.e. if you don't see a survivor running, which triggers the chase), press your Active Ability button to end chase immediately. Then there are three variants of what happens next:
    1. After pressing Active ability button and forcing the chase to end you get the undetectable status effect for 3/4/5 seconds. You also cannot get in a chase until that timer ends. If you had bloodlust, you lose it all immediately. If you hit a survivor during that time, the undetectable status effect and disability to get in chases end immediately.
    2. After pressing Active Ability button and forcing the chase to end a 20 seconds timer starts. During this time you cannot get in a chase. All bloodlust is immediately lost. If you hit a survivor before the time runs out, you gain a token.
  • 1 token: After you use the Active Ability button, forcing the chase to end, you lose your red stain until the timer ends or until you hit a survivor. The time to hit a survivor changes to 15 seconds, but you still get another token if you make it. Everything else stays as usual
  • 2 tokens: After using the perk and ending the chase, you lose your red stain and your terror radius until the time runs out or you hit a survivor. The time to hit a survivors stays the same (15 seconds), and everything else is as usual.
  • 3 tokens: Nothing changes
  • 4 tokens: Besides from everything in other tokens, you keep your bloodlust. Also, the time to hit a survivor in order to get a token changes from 15 to 10.
  • 5 tokens: instead of just losing the red stain and terror radius, you get the undetectable status effect (so survivors are not able to read your aura anymore). You still keep your bloodlust, but the timer changes to 5 seconds

In both versions, after using the perk you get a cooldown of 45/40/35 seconds.

Additional option which can be also added to the rework:

  • Original insidious: If you stop moving while the timer is going and stay still, you will keep your undetectable status in 1st version / some effects based on your amount of tokens in 2nd version. In such way, It can rarely be used for camping, because you need to be in the middle of a chase, which is really hard, when you hook someone and try to insidious camp them. However, it makes the 2nd version a little bit too complicated, with this system of tokens and changing timers.

Alright, that took a while. It is of course not necessary to make it that complicated (talking about the 2nd variant of the rework). But I really think that making Insidious do something in chases would be a lot better than leaving it as a camping perk. The reason why I think that the 2nd version of the rework is better is that the 1st version can easily give the power of stealth to killers who don't deserve it. It's kinda easy to mindgame when you are undetectable, even for 5 seconds, at any time in a chase. Also, since the chase ends, survivors stop hearing the chase music, so they might get really confused, although prepared. Also, all the numbers I've chosen to make the perk a bit more balanced and fair can obviously be changed. If you think that making Insidious a chase perk is a bad idea, then look carefully at other variants, which leave it as a camping perk, but make it more fun and a bit less situational. But I still think that making it more eventful is good, I really see Insidious reworked in my way in a build for legion, who benefits from 0 terror radius. You can also make it affect hums and lullabies, it would be fun to stealth around as huntress or freddy

Comments

  • Trwth
    Trwth Member Posts: 921

    You make a really good point by saying that it promotes newer players to camp, which it does.

    As for the rework, making Insidious into a chasing perk is quite an interesting one. To me, it seems more like a rework to Beast of Prey, which is a perk that is supposed to do exactly what you made, but does it poorly.

    I like it though. It’s fun reading through other people’s ideas for perks that most people just... forget about.