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Since The Twins are so weak right now, what buffs & changes should they receive?

AggressiveFTW
AggressiveFTW Member Posts: 1,081
edited December 2020 in Feedback and Suggestions

If you'd exclude their slugging skills, they're pretty weak as of right now. So that's why I'm asking you what buffs and changes they should receive.

Post edited by Gay Myers (Luzi) on

Comments

  • ZtarShot
    ZtarShot Member Posts: 838

    Is there really a way to change them?

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    The only things i want to see so far is increasing the time victor blocks the locker from 10 to either 15 or 20 seconds and maybe reduce the time it takes to recall victor from 45 down to 30 seconds.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Well I don't think it was the devs intention of making another slugging killer. They know slugging is a problem and they wouldn't wanna make the problem bigger.

  • Boddy604
    Boddy604 Member Posts: 183

    Disagree. They made a killer who's power is a super fast creature that can track blood better than basically anyone and chain together downs really rapidly.

  • TAG
    TAG Member Posts: 12,871

    Considering that sluggling is generally seen as an unfun thing, I can't imagine the devs intended to make an entire Killer who only really excels at that.

  • yobuddd
    yobuddd Member Posts: 2,259

    Off the top of my head, these are the things that I find myself wishing for when I play as Twins (though I’m not claiming these would be balanced)

    1) Let Victor damage gens

    2) When Victor is riding a survivor, apply a Deep Wound-like effect. ie if you don’t remove him in time, you’ll be downed.

    3) All Victor to pounce before being fully charged. Less charge = shorter pounce distance.

    4) If Victor is holding a locker shut, remove the time limit. Replace it with survivor shoving out (certain time + skill checks) or a teammate crushing him off the outside.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    I disagree with the 4th idea. Why would you wanna bring more RNG into the game? There are many people who want less RNG into the game because it's not really that healthy for this kind of game to have that much RNG.

  • yobuddd
    yobuddd Member Posts: 2,259

    I should elaborate. I imagine this being like “snap out of it”. If you complete the required time, you’re done. Sprinkle in a couple skill checks, because hey, you’re being held in a locker. Getting out should be a struggle. (Any other Killer would already be carrying you, so Yay You!)

    But yeah, skill checks are technically RNG, but I wouldn’t say they’re over-bearing by any means. Besides, since it’s not Doctor, they won’t even zapping all over the screen, so it’s actually easier than “snap out of it”.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    How tf are people still finding them weak? Even against good players they have tons of utility and synergise perfectly with Ruin Undying. Their slugging doesn't even mean anything, as good squads wont group and get injured all the time.

    If we're talking buffs though, you have to nerf victor. Reduce his MS by 5 or 10% (going down to 145% or 140%) and nerf his charge add on and MS add ons.

    Buffs: Recall at any time, see aura of person with victor on them, remove the ability to kick after a successful attack and smoothen up the transitions and reduce their time.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Oh okay. I thought you were talking about having sort of Trapper's escape from bear trap mechanic lol.

  • Dustin
    Dustin Member Posts: 2,325
    edited December 2020

    Changes I would make to the twins

    While The Twins is bound

    • Hold Alternative Action button to Unbind & Switch to Victor
    • Tap Alternative Action button to Unbind Victor and continue moving as Charlotte

    While The Twins are unbound and Victor is on the map

    • Hold the Alternative Action button to swap between Victor & Charlotte
    • Tap the Alternative Action button to send the Twin you are not controlling to the position on your crosshair
    • After ## seconds of Victor being active on the map the opposite Twin will slowly begin to traverse towards the other Twin if they are over 32 meters away from each other - This is an intentional nerf to EGC gate guarding and a buff towards traversing far away across maps.

    Switching between The Twins

    • Switch speed is twice as fast as it currently is
    • You can begin moving as either Twin the moment the camera is visible on their screen instead of being locked into place


    Aside from that I'd admittedly change how Victor returns to Charlotte. Instead of dying when kicked I'd prefer he is stunned and runs towards Charlotte. Current iteration feels kind of like their solution to not having an AI or pathing system in the game. I feel most of the issues this killer has could be made better if there was a pathing system for the opposite twin when not controlled.

  • crowbarman
    crowbarman Member Posts: 499

    Survivors should have an additional performance penalty when running/evading with victor on their back. They shouldn't be able to unhook.

    Consistent switch/cooldown experience - it should not be 5-6 seconds to switch to Charlotte.

    Locker - would prefer 15 seconds to give additional time to make it to the locker w/ Charlotte. I had this happen the first time yesterday where I blocked a survivor but luckily Charlotte was right outside.

    Slightly reduce pounce cooldown and/or reduce stomping time to 2 seconds from 3 seconds.

  • crowbarman
    crowbarman Member Posts: 499

    Oh yeah, and seeing the survivor w/ Victor immediately..that's just mandatory. I can't understand why this doesn't happen already. Charlotte/Victor can see each other when not engaged but suddenly its hidden when victor is on someone's back?

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081
    edited December 2020

    I totally agree on this one! Sometimes I even lose track of the survivor hit by Victor when I get switched to Charlotte, because I just don't memorise the location where I hit the survivor.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    • make it so when you hold a survivor in a locker with victor or hit a healthy survivor with him you don't suffer from the slow down of "waking-up"
    • Remove the stupid camera lock from waking up
    • when victor is on a survivor their aura is revealed and it starts right away.

    I believe that is the minimum they should get.

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    “If you exclude their strengths they are weak”

    sorry but 😅 that’s basically what was said.


    Thats like asking the same question with oni, without considering his slug potential

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,934

    I would buff them by making it so if survivors don’t remove Victor in under 30 seconds they go into the dying state.

    While Victor is on a survivors back you can recall him at any time.

    see the aura of the survivor that has Victor on his/her back.

    reduce the time it takes to change back to Victor or Charlotte to 2.5 seconds.

    increase locker holding time to 25 seconds.

    this would make them so much better and more strong.

  • MythMage
    MythMage Member Posts: 521

    Difference is that Oni is made infinitely stronger when he slugs, but it isn't necessary. To use him to his max potential, then yes, you have to, but to just play him, you don't HAVE to slug. The Twins is essentially "camp and slug all the time or lose", which is horrible game design. I'm not opposed to them being really good at camping. I honestly couldn't care less. I just want them to be more than "camp and slug 24/7"

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    I think the same can be said about the twins. You don’t have to go crazy with slugging with them to do well, yes a bit more slugging then oni, but i never had to go to crazy levels of overboard.

  • MythMage
    MythMage Member Posts: 521

    I currently play in lower ranks because I had to AFK grind for the Rift (that thing is stupid), but I'm still getting rolled if I don't slug alot of people constantly. For most killers, a 1v4 is pretty balanced. For the Twins, it seems like a 2v3 is balanced. Kind of funny if you think about it

  • anarchy753
    anarchy753 Member Posts: 4,212

    I would enjoy if while not controlled, Charlotte moved at 50% speed towards the direction of Victor. It's not a huge amount, but enough that when you down someone she's likely to not be standing there in the corner of the opposite side of the map.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093

    Also, increase the time Victor blocks the locker to 30 seconds.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Nah that it way too long. The devs said themselves that they didn't make the lockler block mechanic so it would be a guaranteed grab, they want to have it so the survivor still have a chance of escaping but still let the killer have a chance to get a grab.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Yeah because why shouldn't the survivor be entitled to escape when they jumped into a locker in the killer's face?

  • TAG
    TAG Member Posts: 12,871

    Didn't they change Oni from PTB to Live to try and mitigate that?

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093

    But that's simply stupid. Lockers were designed essentially to be a high risk high reward stealth mechanic so if you get caught in a locker, you should instantly go down, no wonder there are so many of them in every map as it should always be an available resource for survivors who are desperate to hide. Using lockers as a defensive mechanism on a chase is simply absurd. If you know you are going down againt Victor, there is literally no reason to don't hop in a locker before it downs you. If Cahrlotte is far away, you get a free escape and even if you get caught, you are breaking their momentum and avoiding Victor to go on a rampage. It just wrong using lockers as a secure way to get away from a killer. If you are using a locker in a chase, you should 100% get caught because you are using it in the way it is not supposed to work.

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    They did, they nerfed his flick and just overall made him worse, then they buffed it back in and now he is pretty strong and crazy good at slugging

  • TAG
    TAG Member Posts: 12,871

    I'm talking about how they made it so Oni's Ogredrive mode takes a time penalty every time he downs someone with it.

  • Killing_Time
    Killing_Time Member Posts: 894

    They won't be getting any changes for at least another 2 years or so. That's if they game lives that long.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,934

    Stop overreacting there going to get changed after chapter 19 cause this mid chapter there changing Blight and Clown and then the Twins will probably be buffed after chapter 19 killers comes out

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    This is what I think as well, make the switch from victor to charlotte faster since locking a survivor in a locker is 10 seconds 3 to change that gives you 7 seconds which is nothing.

  • Sluzzy
    Sluzzy Member Posts: 3,130

    You should have worded your title "How can the Twins be changed so survivors are spawned in a dying state?"

    Killers shouldn't all be like Freddy, where kills are given to you on a silver platter and there's virtually no escape path.

    My response is "Git gud and stop being entitled"

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    Oh right, yea um i believe that was always the case, but on the ptb when he picked up a survivor he lost all of his power.. if I remember correctly

  • Yamaoka
    Yamaoka Member Posts: 4,321

    Twins aren't weak at all. I'm currently watching a small german streamer who's been playing the Twins a lot since the PTB / their release.

    Yesterday he faced an obvious 4 man SWF (all 4 tried to take aggro all the time and took hits for each other. That never happens in solo queue).

    Also they ran similar builds and brought brand new part, 2 purple flashlights and bottled time. Literally no solo queue looks like that.

    All of them were rank 1/2, too.

    He got the 4k at 2 remaining gens and got 10 hooks @ swamp.

    Yeah I know one match doesn't prove anything but I take it as an indicator for what the killer is capable of.

  • Terra92
    Terra92 Member Posts: 583

    "Aside from the Twins being really oppressive in slugging power and general map cover, they're a weaker killer than an afk Wraith."

  • TAG
    TAG Member Posts: 12,871

    On the PTB, he did not lose any of the remaining time for downing a Survivor and lost it all if he picked anyone up. On live, he loses some amount of time when he downs a Survivor and breaks out of Ogredrive (but keeps his remaining time) if he picks anyone up.

  • Decarcassor
    Decarcassor Member Posts: 651
    edited December 2020

    Everything about switching beetween the Twins is rough and slow. I wish we had a way to drop Victor without taking control of him sometimes. I wish we had a way to recall him when he end up in a inconvenient place. I wish Charlotte was not camera locked when switching back to her. Also the hook distance requirement can be very annoying on some maps where they spawn close together.

    Having Victor on you back is really not a big issue. It does not hinder chase at all and waste very little of the survivor time. You don't even have to stop moving to crush Victor. And without add-ons, its got absolutly zero lasting effects aside from being wounded. Incapacitated does not even prevent unhooking, helping a survivor up, or opening the exit gates from what I understand.

  • elpoh
    elpoh Member Posts: 222

    1)Killer instinct work on the survivor who carry victor if he move.

    2)Victor have less cooldown after down a injured survivor.

    3)Double the time takes a survivor to crush Victor in a locker. (but allow another survivor to crush him)

  • ukenicky
    ukenicky Member Posts: 1,352

    I know everyone has loads of ideas. Personally what I'd like to see is the transition time when switching between the two be much shorter it feels painfully long rn.

    And increase the time it takes for you to get Victor back if he gets crushed. It honestly feels like you get him back almost instantly, what is it 5-6 seconds? I'm sorry but it feels like you can never catch a break from him. Maybe just a few seconds, nothing crazy but I just can't believe how fast he comes back sometimes it's really annoying lol.

    I'm sure they could do with other buffs in certain areas as well but my primary issue with them is how the optimal way to play them revolves around slugging and proxy camping back and forth between Charlotte and Victor. And there's a fair amount of tunneling that happens too but that kind of comes with mass slugging and camping since after a certain point everyone is just dying and can't recover / if they do it just takes a Victor lunge to keep them down.

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    Yeah I've only gone against The Twins three times, but all three were red rank killers who slugged. I think they all got 4ks. As a survivor, I'm just bored. I don't even feel like I'm getting to play to learn how to counter them but oh well.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    I figured out you would reply with that kind of message.