Insidious Rework
Insidious
Every 0.5 seconds you stand still gain 1 token up to a maximum of 4/5/6 tokens
Each token reduces your movement speed by 1% and your terror radius by 4 meters.
Your red stain is hidden so long as you have at least 4 tokens.
Hitting a Survivor or preforming a break action will cause you to lose all of your tokens.
Note: 6 tokens will reduce your terror radius by 24 meters. You can achieve 0% TR using M&A plus this perk with any Killer but I wouldn't recommend it with most Killers since you would move 6% slower while it's active.
Comments
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Why would any facecamper be bothered by a slightly reduced movement speed debuff? this doesn't fix any issues with the perk.
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An insidious rework that makes it so you have no terror radius and could move would be awesome, but it would also kinda make some killer powers worthless like T1 myers, wraith, ghostface's stealth, and pig's crouch. I'd love to play with it, but I just don't see it happening.
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8 meter terror radius if they don't run a second perk.
Only 2 perks to chase with if they do.
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This makes the perk weaker while also not alleviating the one issue people have with it.
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It doesn't fix anything because this perk has no issues to fix. Majority of campers don't use insidious and those that do are actually doing a meme build. The perk doesn't need altering because it does exactly what it is meant to do which ain't much. People getting caught by killers memeing with this perk tend to be the sort that can't help themselves. Turn in the moths drawn to the flame that is a hooked survivor even when they know something's off.
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The issue with this perk was it's only use being to camp.
This gives it other uses while nerfing its use in camping.
You can't stop it's use in camping without ruining the premise of the perk, at which point why call it insidious?
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I could be mistaken, but I'm pretty sure reducing the movement speed destroys any other use it could have.
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If you want it to be used for more then just camping, I might have something:
Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again. Insidious takes 2/3/4 seconds to fade out.
So after Insidious becomes active, you can move around for a few seconds before your Terror Radius and Red Stain comes back. This would give it more use at certain palette loops, near generators, around corners, and in close quarters maps like Lery's and The Game.
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Sure if it was a flat and constant reduction, but it's not since you get the speed back after you've successfully gotten the jump on them and hit them
And unless you're myers you still outrun survivors even with max stacks.
And a 1% MS lose for 4 meter TR loss means that if they run after hearing the TR then you should expect chases to be shorter for each stack you have.
Normally 8 meters of terror radius would be at the cost of 5% MS reduction
If actually hitting them isn't good enough then having it be whenever a chase starts could work too.
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I like this idea! I see it as strengthening the perk because it makes it mobile and therefore usable by non-campers. I’d like to suggest some edits that might win over a few of the holdouts.
- For each second that you remain motionless further than 24 meters from a hooked survivor, gain a token up to a max of 10. You MUST be at zero tokens to start gaining more.
- Each token reduces your terror radius by 4 meters, reduces movement speed by 1%, and increases FOV by 1%. (Yes, this means zero terror radius, sometimes well before the 10th token is earned.)
- 10/15/20 seconds after you begin moving, start consuming tokens at a rate of 1 every 4 seconds.
- If you achieve 10 tokens, you can perform a grab action with a lunge attack until all the tokens expire. Successfully attacking or grabbing a survivor ends this ability.
Analysis - I believe that this will make Insidous a strong, but not overpowered perk that will require skill to use effectively. I find the lunge-grab to be a nice prize that helps offset the loss of movement speed.
The required distance from active hooks means that it is no longer a crutch for campers (especially basement campers!) Beyond this, it actively encourages movement and hunting after the tokens are earned.
It won’t be overpowered in conjunction with BBQ, because after hooking a survivor you have to first move out of hook range, then wait 10 seconds (an eternity for a killer!), and then sluggishly make your way to where you think other survivors are.
Zero TR is possible, so you don’t have to use up perk slots on others that affect terror radius, though you could still strategize with them. The downside is that the effect is not permanent. The perk will have intermediate uses as well, such as just reducing the terror radius some while keeping most of your speed. This is where other perks could be handy. You need to know your killer to know how long to wait for zero TR, but EVERYONE must invest the full 10 seconds if they want the lunge-grab.
Survivors can interrupt a killer who is charging up tokens. If they can tempt him to move, he must wait until the tokens all expire before starting to charge them up again. This could be a couple minutes all in all.
The changing field of view concerns me because I’m not sure if this is possible from a programming standpoint, changing the view after the game has rendered. If not, I suppose we could do without or put some other small buff in. If it IS possible, it’ll certainly help to find unaware victims with a slow killer. A side benefit of this is it will help players to better estimate what it is exactly that other FOV perks can do for them. (Seeing it change before your eyes gives a nice before and after comparison).
All numbers are adjustable for balance of course.
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@yobuddd I like it!
Btw you can definitely alter FoV mid match. Since M&A does that
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I wouldn't mind giving up tr reduction while being unproductive if it shielded you from aura and detection perks while moving.
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I think the best comparison to make for this is to compare a standard 115% M1 killer using this theoretical perk at full tokens to a Tier 2 Myers using M&A. How does a Tier 2 Myers with M&A normally fare, and how much worse does he get if his speed gets reduced to 109%?
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Ok so assuming the Survivors start running the second they hit the terror radius (not a consistent assumption but whatever)
It will take the Killer 22ish seconds to catch up. The Killer can hit the survivor after a bit less than that because lunge and in more time because Survivors don't just run in a straight line
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if we instead started at 32 meters at 115% it would be 53 seconds
With 24 meters at 115% it would be 40 seconds
with 16 meters it would be 26 seconds.
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All your ideas are convoluted and terriible. Here's how the Insidious rework SHOULD GO:
Insidious: After hooking a survivor, you gain the Undetectable status effect for 8/9/10 seconds.
There! A balanced perk that is simple, counters Kindred and instant Borrowed Time saves, and doesn't promote hard camping the hook. I really think the devs should take this idea.
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That's just a completely different perk. We're trying to preserve as much of it as we can.
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