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Twins' anti-camp mechanism needs to be reworked. It's intrusive on normal gameplay and doesn't work.

Bard
Bard Member Posts: 657
edited July 2021 in General Discussions

For those of you who are unaware of the exact nature, The Twins have a restriction on their power designed to prevent killers from using it to camp.

If the active Twin is within 16 meters of a hooked survivor, they cannot swap to (or deploy) the other Twin.

That's it.

This is, frankly speaking, a terrible mechanic.

Problem 1: It doesn't stop Twins from camping

When you down somebody as Victor and move to hook the survivor as Charlotte, Victor stays there. Seeing as you're probably going to hook them in the same area you downed them, this makes it easy to leave Victor in a perfect position to camp without even trying. Even if Victor died after the down, you'd still want to deploy him before picking up to check the area for would-be flashlight saviors, so this is going to happen a lot.

Problem 2: It ######### with your normal gameplay in an unintuitive way

While it seems niche, it really isn't.

I can't count the number of times I've been ######### by this jank-ass mechanic.

  • Want to deploy Victor but there's a hooked survivor a floor above you? Nope.
  • Want to deploy Victor to down the survivor looping next to the hook? Whoa slow down there buckaroo.
  • See somebody walking up to kick an idle Victor while you're hooking a survivor and want to take the free pounce? Get ######### lol.

This is heavy handed game design, it doesn't do its job, and it makes no sense.

"We are a pair of deformed killers with a supernatural bond formed of trauma that allows us to communicate and synergize perfectly... unless there's a hooked survivor nearby, then we have to adhere to page 14 section b of the survivor rulebook."

There are a few ways of solving these problems, but here's mine.

Current limitations dropped. If a Twin is idle within 16 meters of a hooked survivor, they will now walk towards the other Twin until they are 16 meters from the hook.

Simply re-use the pathing mesh used for Zombies for this. It's no longer possible to camp, but you aren't arbitrarily stopped from making inputs.

If you wanted to go a bit more in-depth, you could also only apply this to Charlotte, and have Victor die/regrow if he is idle next to a hook, as this would let him rejoin Charlotte to hunt aggressively again.

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    I’d make it so tha victor’s sonar ability doesn’t work when he’s within a certain range of a hook. It would fix the issue somewhat

  • CornHub
    CornHub Member Posts: 1,864

    I disagree, that ability needs to be buffed & his oblivious status effect should be nerfed.

  • Bard
    Bard Member Posts: 657

    Their oblivious status already isn't that good.

    It takes all of eight seconds to remove it, three of which Charlotte spends waking up.

    It can catch people off guard, but this is pretty rare.

  • Mazoobi
    Mazoobi Member Posts: 1,569

    Yeah I can agree. I play twins a lot and I can't even recall the last time I ever put a Victor next to a hook. Even when I play fair and actually hook people instead of mass slugging for the 4k, I still get hate messages for being a twins main.

    I can understand how mass slugging/camping with Victor (intentional or not), is a very effective and efficient way of using Twins, but I like to shake things up with them and see how the ability to be two killers can really go since they do have a high skill ceiling. I hope more players do the same.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278
  • Decarcassor
    Decarcassor Member Posts: 651

    The Twins suffer a lot from theses arbitrary little restrictions. You can't use your power here, wait for victor's stun, wait for charlotte to wake up, can't bodyblock anymore because its easier to nerf the twins than adress problematic map design, etc...

    None of it is game breaking, but its a constant annoyance.