Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Do The Twins Need More Buffs?
I feel like the locker change and the ability to recall Victor were good buffs but they still feel weak to me. Mainly, their addons really aren't that good and I think that there power still needs more buffs. Here are some ideas that I came up with. (Note that I don't want ALL these changes to be added at once, these are just ideas.)
- Make Victor more dangerous. Maybe make it so that if Victor is on a Survivor for a certain amount of time, they get downed.
- When Victor is on a Survivor, you can see the aura of Victor and the Survivor (instead of having to wait for him to be able to be recalled in order to see his aura)
- Decrease movement penalty when Charlotte wakes up from the dormant state.
- Revert Spinning Top's nerf.
- Rework Rusted Needle and Baby Teeth since Hemorrhage and Blindness are useless status effects.
- This is just a personal preference but I'd rather see auras then Killer Instinct when Survivors are near Victor.
Let me know your thoughts and other ideas.
Comments
-
Why don't you just camp, tunnel and slug like everyone else?
8 -
This killer needs a full rework. Its really sad to see a killer like this after the blight was so good. This killer dosent play fair and punishses the player for doing so by having slow poke charllotee drag her ass to a sirvivor victor downed 20 seconds ago.
7 -
Personally I agree with increasing Victor's lethality and helping Charlotte not suffer from the worst fatigue in the game- those are the 2 biggest problems with the Twins, once revised I think they could be viable.
The immediate aura and auras replacing Killer Instinct don't seem that strong, plus they'll be getting that info so often it'll be negligible (base kit Doctor and Legion don't need auras). Spinning Top's nerf was kinda meh, Blindness has its uses but Hemorrhage is laughably bad; That whole status effect needs to be looked at, because blood tracking is not as strong as the Devs seem to think.
1 -
The Twins need to be changed to a non-camping-centric design.
3 -
More like in desperate need of some QoL changes, allowing Victor to vault windows so he is not helpless in Haddonfield
0 -
Q: Do the twins need more buffs
A: https://www.youtube.com/watch?v=MhpVbC9Oy0g
If anyone can get 200 4Ks in a row without struggle, we should rather talk about nerfs and reworks, not buffs.
1 -
Make him to not get destroyed after successfull hit.
0 -
actually Twins were very buggy and still new, people didn't know how to play against them.
0 -
True, but also killers have not reached twins potenial.
For now, it does not look like the twins need a buff, but all is shouting for a rework. When i touch the twins and i try to play effective, its almost guaranteed 1 DC minimum. The way the twins are played (mainly slugging and a bit of camping) makes this killer very oppressive and... i hate to say this... unfun to verse.
0 -
Ive been playing Twins a lot (well I took a break to play survivor a bit lol) and I like them. Main points that I would add:
-ability to use motion control for Victor. I play on switch so the fine tuning for the pounce is tricky when they are running.
-i would also like a way other than pouncing for Victor. Maybe a weak attack akin to Legion with a cooldown as a balance? 2 weak attacks = pounce
-only other change I would make is to have Charlotte have KI for Victor, but not the same. Victor is based on shriek range, while Charlotte is using her TR. Maybe a notification of somebody in her TR but they cant see their aura
0 -
If Victor can vault, how are survivors supposed to counter him? He already has no TR, a relatively small "growl radius", extremely short height, and extremely fast movement speed, so stealth and running away are both usually bad options. Victor not being able to vault or break walls is the only thing that allows survivors to counter him currently. Otherwise you just need to hope he misses, which is no fun a la Deathslinger.
1 -
I don't play like that with them, i mean all killers can camp, i slug when i need to, but imo that's not the way killer should be played and atm they are only good for that. That's why i said decent swf will beat them with not much difficulty, they will play around camping and slugging
0 -
Thats the problem with the Twins. Slugging and camping makes them so powerful. If you play the normal way, Twins are not strong or even oppressive at all.
2 -
What? You can definitely watch the stairs while working on gens on top of Haddonfield houses if you really think that there should be safe spots in any trail, then you're playing the wrong game. Those houses were a huge oversight by the devs, just like the lockers.
My advice for you when playing against Victor is to treat him like a billy that only uses chainsaw. He needs to charge before pounce, so you can just keep running around small to medium sized objects and he will never land a safe hit.
0 -
Me personally think Charlotte needs to a bit slower and victor needs a terror radius... victor can sneak up on a survivor because you cant hear his noises until hes almost tier 1 myers on you while being controlled...
0 -
Buff this, rework that...I'm always brought back to when Freddy was first released. His original design last ONE week before the always obnoxious combination of inexperienced players and streamers that the devs bow down to screamed for a nerf. Then he was almost useless for another 2 years.
0 -
I'm not just thinking about Haddonfield; I'm thinking generally. There are currently very few spots that are actually entirely safe from Victor, even on Haddonfield, and he is just one of the Twins, which is one killer out of almost two dozen. I'm definitely not asking for safe spots in every trial. There just needs to be counterplay. Not every killer power is going to be useful in every part of every map.
As for the "run around things" approach, even if you happen to be close to a suitable object when he shows up, which is far from a gimme given his speed and relative stealth, you're still probably taking a hit unless the Victor messes up. Victor does need to charge his pounce at reduced speed, but he's 150% movement speed until then, meaning he can easily start charging right up on you and even body block you a bit, and his pounce charges in only one second. The charge time is effectively less than a second because of latency too; so far almost every single time I've been hit by Victor he has flown by me on my screen only to magically appear on my shoulders anyway. I get a good look at him whiffing too because he applies three status effects simultaneously when he latches on, which freezes my computer for a half second with him appearing to zoom past me before the game catches up and he appears on my shoulders... Victor basically behaves like a walking Huntress hatchet that charges to max speed in 1 second instead of almost 3 seconds.
I'm fine with him getting the ability to vault and/or break walls, but especially if so there needs to be a skill-based way to counter him. Maybe that means increasing his pounce's charge time, for example, even if his movement speed while charging is increased a bit as well.
0