http://dbd.game/killswitch
Insidious: Problem? Or not?
Oh boy its one of these posts again, fun.
Simple perk, yet very annoying if you get into a match with a veryyy specific killer running this perk.
So, opinions on Insidious? And Bubba mains i dont wanna even s e e you talk about this perk.
Insidious is kind of funny I guess, GoobyNugget.
Comments
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I've wanted to get creative use out of it on chase killers but I feel like the activation window is too long and Insidious plays typically only work once.
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It is weak perk. You have to stand and wait for make it work. There is reason only Basement Bubbas using this perk. I would buff this perk.
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The perk is fine allowing ways to trick survivors, but the problem is the most common way of tricking them is standing where the hooked person is and waiting for them to come rescue.
You could do many things with Insidious LVL 3 you could ambush survivors you know would come back to a gen, possibly mind game survivors during a chase, and possibly give a false sense of relief to survivors knowing you have allegedly left their area.
Yet no one taps into its potential enough that the only logical conclusion you may get is to camp, but if the survivor hooked has kindred and your aura dissapears within 6/4/3 seconds there is a good chance you will be standing there without someone trying to rescue.
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I would just completely rework this perk. It's useless for all reasons aside from insidious camping Solo's.
It's useless against SWF, so it's literally just used to bully Solo's. There are so many better ways to become Undetectable.
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I’ve always wondered if a second shaved off of the activation time could make for some interesting plays at loops with a lot of LOS blockers and to prevent hook camping have it be unusable within 24m of a hooked survivor. Something along those lines.
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Should give the killer 30 seconds of Undetectable after hooking a survivor, would take outside 24 meters to the hooked survivor.
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I had the very same idea.
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I'd be sad about that because it's basically giving up on the perk and making the only use of it hook camping. Insidious can be used in creative, high-risk-high-reward ways - kicking a gen, pretending to leave, and hiding, hiding in a corner you know a survivor is going to run past, even chase mindgames. Hook camping is the most boring and predictable use of the perk. The 24m thing would only change the behavior if the perk deactivated if the killer returned within 24m of the hooked survivor, because people would do the exact same thing they did before, just with a walk-away-walk-back step added in.
Personally I'd be happiest if Insidious was buffed so that other plays with it were more viable and hook camping was less so, but I have no idea how that could be accomplished.
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It should be reworked, not simply buffed
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About as outdated as trapper
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So you want the perk to be stealthy, allowing for an Ambush? You ask and shall receive!
Insidious
After hooking a survivor, a random survivor with the most amount of hook states remaining will be targeted by Insidious for 40/50/60 seconds.
While they are targeted, they suffer from the Oblivious Status Effect and cannot see you further than 16 meters around them.
Only one survivor can be targeted by Insidious at a time.
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I've only seen it used in recent years by LF players. They just stand out in the open doing nothing. Not commiting to chases unless you get close enough to a hook.
It's a stupid perk that encourages scummy play. There's zero scenarios where it can be used in a chase due to its activation time.
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People actually use this Perk for something other than meme builds?
It's kind of useless now isn't it? Too many aura reads, too many experienced survivors, and voice comms. Should be completely reworked somehow, but keep it in the same vein. Activation after a hook, gen kick or similar could be interesting. Right now it's just a waste of a Perk slot unless you're going against completely new players or really stupid Survivors.
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That's a pretty neat idea and I quite like it, but the problem is twofold.
1.) As the killer, I usually don't know who this perk targeted. Killers can't see hook counts, and while most killers are keeping a general mental tally, there's usually more than one player with the minimum number of hooks. Like when I hook my first survivor, the lineup is going to be 1/0/0/0 and there's three people it could hit. A random snapshot of the match might have 1/1/2/2 or 2/1/0/1. You can also have a scenario where the hooked player is the one that gets targeted by Insidious, if they have a lesser or equal number of hooks to everyone else.
1.5.) I don't know where the player I'm supposed to ambush is. Even if I know which survivor got hit by it, I won't know where they are unless I saw them recently or I have BBQ & Chili + they're not hiding + there's something distinctive about their silhouette. Typically when I hook someone and there's nobody nearby, I just go back to patrolling and go after the first survivor I see; I don't hunt a particular player across the map, and if I did, the odds that I'd find them within that window are kind of variable depending on what they're doing.
2.) Undetectable is a little more effective than Oblivious because while they accomplish the same thing, Oblivious is an effect applied to the survivor. It's like Trail of Torment's yellow gen - there is an indicator telling the survivor to be alert because there's some funny business going on.
But I do like the idea of a perk that rewards anti-tunneling. What it was the Oblivious status effect for every survivor outside of 32m of the hook when the unhook happens, that cancels if the killer remains within that area for x amount of seconds? That way the killer only benefits if they go and hunt someone away from the hook.
(I think the 16m thing, while really interesting, would be too powerful on this proposed version.)
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It's not a problem.
It hardly gets used even by campers due to there not really being enough incentive to spend on a perk based on standing around. It's an old general use perk that never got much love, but did make for some fun times with old Bubba.
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I had a feeling you would use the "I don't know who's targeted by the perk" counterpoint and rightfully so since you need to focus a specific survivor to gain value.
I was tempted to add some sort of aura reading, location bubble, or killer instinct effect to give the killer a pointer to where that survivor is at. However, I was afraid it would be too much — well, time to revise the idea!
Insidious
When a survivor is hooked, a random survivor with the most amount of hook states remaining will be under the effects of Insidious for a duration of 45 seconds.
Survivors under the influence of Insidious:
- Suffer from the Oblivious Status Effect
- Have their aura revealed to the killer whenever they are repairing, healing, cleansing, or opening an exit gate, and for an additional 4 seconds after canceling or finishing the action.
- Cannot see the killer wherever they a further than 24 meters
Gain 100%/150%/200% more bloodpoints for the Catch scoring event.
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Now that'd be a really fun perk to use. Well designed in that it gives aura reveals when the survivor is working on objectives, but not in a chase. And Oblivious tells you when you're the next target, so affected survivors need to decide whether to commit or to try and hide for the duration (while knowing the killer likely saw your starting location.) It'd be a surprisingly good global pressure perk, too; if you don't see the target's aura, they're not doing anything, and so you're just as well off chasing a different player.
It focusing on the least hooked player(s) is just the icing on the cake. I'm not totally sure I'd want to see Insidious replaced by this or as a new perk entirely, but I'd definitely want to run it.
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Question, so when using the twins, does insidious activate while using Victor? Removing Charlotte's terror radius? I a go test that.
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I'm a strong believer that perks that encourages spreading hooks should be almost as strong as a Hex Perk. The same applies to perks that discourages tunneling, genrushing, and the list goes on.
That's pretty much why I made Insidious pretty powerful, and if anyone doesn't like that, then would you rather the killer not play nice? I mean, they don't have to and at this point of the game, with me being 75% killer and 25% survivor, I know the pain killers goes through if they want to play nice.
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it's a weak perk I don't ever see it in my matches.
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i do see it as a problematic Perk (due to the playstyle it promotes) and i think the only way of changing that would be by completely reworking it.
what would you think of this idea?
Insidious
whenever a Survivor tries to read your aura, their aura becomes revealed to you and you gain the Undetectable status effect for 10/15/20 seconds.
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It's a perk for killers without any skill that works on survivors without any skill and little experience.
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It's a bit of a problem. It's a bad perk that promotes a bad playstyle. It needs a rework.
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id buff it.
After hitting a survivor with a basic attack, gain undetectable for 25 seconds.
This can only activate one every 60/50/40seconds.
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Nah, it is not a problem. It is a weak perk that almost no one uses unless they are going for memes or basement camping, and I think it should stay that way.
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