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Twins are forced to slug & camp thanks to terrible design

tactic
tactic Member Posts: 356
edited December 2020 in General Discussions

They've added a killer with plenty amounts of counterplay and ways to shut them down, meaning good survivors can effectively shut down any interesting ways of playing her.

  • Try to block pallets? Charlotte being stunned wakes her up.
  • Hit a healthy survivor? You lose your power for at most 30+ seconds.
  • Block a locker? good luck getting there in 10 seconds, not including the 4 it takes to wake up, so it's really 6 seconds.
  • Down a survivor in a group of people? You get kicked and they're healed before you're there.
  • Loop as victor? They can throw a pallet and hide behind it.
  • etc.

Yet, for some reason, despite all these counters, they have done nothing to prevent Charlotte from using victor to slug and camp survivors. Just place him next to a hook, put a survivor on it and nobody can save them without you knowing! Or use his increased mobility & natural ability to easily see blood to just slug every survivor on the map.

So you've shut down every playstyle, but then made them stronger at camping & slugging to make up for it.

So congratulations on making a killer that not only enables some of the most unfun and unhealthy ways of playing the game, but is forced to partake in it to perform well at higher ranks. Because as long as survivors know how to counter her, she cannot do anything else.

I hope adding all this counterplay to make her more fun to play against was worth it, because the situation it has created makes her one of my least favourites to play against & with.

Interesting concept, terrible execution.

Comments

  • Dustin
    Dustin Member Posts: 2,429

    I like the concept and want this killer to feel better but honestly the only thing this killer is good at is Slugging and Camping. It's basically on par with the same issues Old Freddy had because of how time consuming the power is to use.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Idea: Vic injured survivors so Cha can finish.

    Design: Vic injured survivors and Cha losing power. Vic being in danger of getting rid off.

    Design: Cha injured survivors so Vic can finish without losing power

    => Players: use Cha to injured survivor then use Vic to finish. Opposite to the idea.


    Idea: Vic & Cha co-op on hunting

    Design: Cha action, Vic sleeps

    Design: Vic action, Cha sleeps

    => Players: we use Bubba stading to camp. So we will use Cha or Vic 's sleeping to camp.

    I mean, if Vic & Cha have AI that keep moving/hunting but much slower, that would remove slug & camp on them.

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555
    1. Victor on his own doesn't need Charlotte to block anything.
    2. The survivor can't do anything while he have Victor on his back + give you info on nerby survivor.
    3. Why would you want to block locker? Victor can down survivor in locker (unless they just change it in the last patch).
    4. What the ######### is that complaint? As a killer it's a bonus when all survivor are not doing gen and going to the downed person, it waste a lot of time.
    5. You can only hide behind so few pallet, Victor run at 150% speed, aka 6m second so you can just run to the other side really fast/mind game and hit them while in the vaulting animation.

    While I do agree design wise she is pushed toward slugging, you don't need to slug the entire team with her. You can easily injure someone, take out Victor to down him then chase & injure someone. Then you pick up the downed survivor and repeat the above till the end of the game.

  • Healthore77992
    Healthore77992 Member Posts: 570

    Unfortunately, as much as i was trying to play differently, against good players that won't work, shame because they are very fun to play, but losing because you just can't do anything sucks, Victor is easy to dodge, Charlotte is M1 killer when they keep Victor.. They could do so much more..

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    Victor's hitbox is larger than Huntress's truck hatchets, it's a ######### 18wheeler size hitbox. Combined with his speed you just have to wait till a survivor is in a easy to hit position and that's it.


    Also what do you consider a win or a lose? 4k/not 4k? Devs clearly stated for them a 2k or more is a win for the killer side...

  • Healthore77992
    Healthore77992 Member Posts: 570

    With players who knows what do with him, go around objects, but not fall for the trap with waiting, you will take him a lot of time. I don't look wins by how much kills i got, but how I've felt during the game, even if i'lose' but feel like i could do more, and feel strong it's okay, don't get me wrong, i did get 4 k with them, but once players learn how to counter him, something like staying close with your friend while Victor attacks, even if one gets down Victor will die, and survivor will get up before you come.

    Only thing i would fix is that Victor cannot be destroyed after successfull hit.

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    There's only so few objects you can use against Victor and if you go next to an other survivor that's 2 survivor not doing gen so even if the downed survivor get up again that's two survivor not doing their objective instead of one.

    Victor take 10s to come back and unless you're right next to him after you down someone/miss attack you don't have the time to kick him.

  • tactic
    tactic Member Posts: 356
    edited December 2020

    that's 2 survivors not doing generators... for a few seconds... after you have to walk all the way over there

    It takes him ten seconds to come back, but you then also need to walk all the way back there after being kicked. Plenty of time for survivors to heal. You keep them off gens but it isn't long enough to make downing them in the first place worth your time

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    Bruh what do you want more? 4 survivor not doing their objective vs a Victor than can chain down survivor?.

    It take 16sec to heal one state if you chase one survivor while Victor is out and an other survivor stay near for the kick they that's two survivor doing nothing productive for a good 30sec. The second survivor could have done half a gen by that time and by the time he heal the downed survivor you should be close enough to get a easy hit again and if you're smart you'd go for the non-injured survivor then get Victor and get two down with him. By the time you hook the first one, a third survivor will go for the heal if he's not too far, and now you have 3 survivor not doing gen.

    Obviously you're just bad at them and want a buff even if they're a good A tier killer. Just go play a killer you're better at and stop whining for no reason.

  • tactic
    tactic Member Posts: 356

    I’m not making any statement about how strong they are, I’m saying their power is too reliant on them slugging & camping.


    to be frank, I feel like they could use a power shift. Add counter play to tunnel, camping & slugging strats but take away some of the counter play from her more interesting methods.

    otherwise their kit will just encourage the unhealthiest play style in this game

  • Zarathos
    Zarathos Member Posts: 1,910

    Sir you dont realise how bad it is to spend longer periods runnign over to pick up a survivor. Look at how often killer with downtime perform poorly regardless of lethality. Map presusre is so important and quick hook transportation ensure your slug is still down before whilst the other survivour is hooked.

    The strategy ypu describe is at best keepign two survivours busy which is insufficient the twins need more fluid movement switching back and forth.

  • SkerpiTwitch
    SkerpiTwitch Member Posts: 327

    Make pounce count as a basic attack. Twins would improve alot of that.