Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

The Twins need a Good Rework

The Twins are probably the most disappointing Killers in the game due to the Power feeling extremely clunky to this day and them just not having something generally unique or lore-accurate to them.

Now, considering there's supposed to be a rework to the Twins at some point in the future, I think that to no one's surprise, they need a good rework. They don't need stat changes to their Power like Ghost Face or a small addition like Legion. They need a straight up, ground-up rework that makes them feel like a powerful duo.

But what can be done? This is where my input lies, because there's several things to do for The Twins to make them both feel good as the Killer and the Survivor.

Will this be ignored? Likely.

But is this post necessary for the developers to read? Absolutely. This post may serve to be far more crucial to the development of a rework than anything because it will provide something that would lead to a significantly better Killer and Survivor experience.

The Twins

Power: Blood Bond

  • Additional Ability: Charlotte now has a new ability known as Unleash Victor. This ability is a charge-based ability that causes Charlotte to extend her arm and allow Victor to crawl on top of it, before letting him leap forward in the attempt to grapple onto a Survivor.
    • If a Survivor is struck by Victor by this ability, that Survivor will be bound by Victor until they can crush him. Additionally, Charlotte will suffer minimal cooldown and slowdown after launching Victor to allow for a tag-team attack.
    • If Victor misses Survivors and instead lands, he will have a 3 second cooldown that prevents you from switching to him.
    • Unleashing Victor has a 2.5 second activation time and slows Charlotte down to 3.68m/s.
    • Unleashing Victor has a 1.5 second cancellation cooldown.
    • Unleashing Victor has a minimum range of 8 meters and a variable maximum range based on the angle in which Victor leaps.

Swap to Charlotte or Victor

  • Buff: The time to switch back to Charlotte is reduced to 2 seconds.
  • Buff: When Victor is in his post-attack cooldown after hitting a Survivor while being controlled, you can switch back to Charlotte during that cooldown.
  • Buff: The range in which Charlotte can release or swap to Victor near a hook is reduced to 4 meters. This also applies in the reverse.
  • Nerf: The time to switch back to Charlotte when within 16 meters of a hooked Survivor is increased to 5 seconds.
  • Nerf: The time to switch back to Victor when he is within 16 meters of a hooked Survivor is increased to 3 seconds.

Charlotte

  • Additional Passive Ability: While Victor is currently unbound from Charlotte, the latter's movement speed is increased to 4.8m/s (120%) for the duration that Victor is inactive.
  • Additional Passive Ability: If Victor is crushed by a Survivor, Charlotte will enter the Enraged State while he is currently on cooldown. In this state, her movement speed is increased to a further 6.0m/s (150%) and the Survivor that crushed Victor will become Exposed.
    • The Enraged State has an audio cue within 24 meters of Charlotte if she either awakens or is mobile.
    • The Enraged State causes the switch back to Charlotte to be reduced to 0.25 seconds.
    • The Enraged State will deactivate once Charlotte attacks her victim or Victor returns to her.
    • The Enraged State will not activate if Victor's destruction is triggered by him being in an out-of-bounds area.

Victor

  • Additional Interaction: Victor now has the ability to interact with Generators, allowing him to block the Generator for up to 30 seconds, or until a Survivor forces him off and crushes him.
  • Additional Interaction: Victor now has the ability to snuff Boon Totems, an action which takes 10 seconds.
  • Additional Interaction: Crushing Victor will now apply Killer Instinct to the Survivor that crushed him for 5 seconds.
  • Alteration to Pounce: Pounce will no longer latch onto Survivors whenever Victor hits them. Instead, it will initiate his post-hit cooldown.
  • Change: Victor will not destroy himself whenever he lands on top of a pallet or window. Instead, he will now destroy himself when reaching designated out-of-bounds areas on maps.
  • Change: The duration in which Victor remains inactive after being crushed is increased to 10 seconds.
  • Buff: The post-hit cooldown from hitting Survivors with Pounce is reduced to 3 seconds.
  • Nerf: The post-miss cooldown of Pounce is increased to 5 seconds.

Perks

Hoarder

  • Whenever a Survivor attempts to unlock or rummage through a chest, or interact with an item within 32/48/64 meters of your location, they trigger a loud noise notification for 4 seconds.
    • Survivors unlocking or rummaging through chests will be afflicted with the Oblivious status effect while performing these actions, and up to 10 seconds afterward.
  • You start the trial with three additional chests spawned.

Oppression

  • After performing the damage generator action, Oppression activates and damages 3 additional Generators. While Oppression is active, the following effects will then apply:
    • Triggers a difficult skill check for Survivors currently repairing an affected Generator.
    • Grants the ability for any generator damaging perk to apply on all affected Generators so long as it is done through the damage generator action.
  • Oppression has a cooldown of 80/70/60 seconds and cannot activate its secondary effects while on cooldown. This does not affect the primary effect.

Coup de Grâce

  • Each time a Generator is completed or a unique Survivor is hooked, Coup de Grâce grows in power and gains 1 token, up to a maximum of 5 tokens.
    • For each token accumulated, the duration of your lunge attack is increased by 0.05/0.075/0.1 seconds, up to a maximum of 0.25/0.375/0.5 additional seconds.

This is going to be the basic gist of what I firmly believe needs to be done for The Twins in order to make them a more popular and appealing Killer whenever the rework occurs.

I'm not going to go through any add-on changes because I feel like that would just be overkill for the reader and I don't want to bore you for many minutes straight talking about them.

But if the developers ever want to see The Twins actually be fun and enjoyed by the players, things must dramatically change for the Killer in order to make that a reality. Statistics changes will not solve anything for this high MMR monster, or possibly, may make them worse for the other side's experience.

The only thing that can make Twins better is a large ground-up rework.

«1

Comments

  • Gandor
    Gandor Member Posts: 4,282

    4.8m/s speed. IDK. This alone sounds like unbound victor and go play superpower M1 killer.

    Also twins will put you into loose-loose scenario. You can kick victor and send charlotte to overdrive and be screwed, or you don't kick victor and play against 6m/s killer until he hits you.

    Overall I don't like your suggestion one bit.

    As I recently played twins quite a few matches, all I feel is needed to make her feel good is to reduce swapping cooldowns. This will already make her feel much better. It's not even a thing of directly buffing her. I don't care about that one. She feels plenty strong already. It's just so not fun to wait for all the swaps all the time.

  • skylarka
    skylarka Member Posts: 28
    edited November 2022

    I strongly disagree. The Twins are extremely powerful and extremely fun to play once you figure them out. I only started playing them last week and got my Adept achievement the second day I was playing them because they were just so strong. You have SO MUCH map control if you play them right.

    Please leave Charlotte and everyone's best baby brother Victor alone! They are now my main killer and I love and adore them.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    one of big problems of twins is the ability for survivor to kidnap victor for 30 whole seconds. there's no real punishment for doing so and it makes killer have a near 40 second cooldown her only ability that separate her from other killers. The reason why he suggested 4.8 m/s is because he is trying punish the survivor for kidnapping victor.

    Because the game is 4vs1, just because one person cannot do generator for 30 seconds does not mean other 3 survivors cannot do generators. Twin has no mobility when in charlotte form, so when survivor kidnap victor, your stuck with no power.

    I think its just better to be direct about that problem and just make it that twins can recall victor right away instead of giving m/s buff or hindered penalty for the survivor kidnapping victor.

    --

    Also twins will put you into loose-loose scenario. You can kick victor and send charlotte to overdrive and be screwed, or you don't kick victor and play against 6m/s killer until he hits you

    I think you wildly misunderstand how to play against victor. Victor is something like demogorgon shred. You can't dodge it pointblank, you need distance. you do not try to pointblank dodge victor. I think that's biggest mistake that survivor try to do vs Victor. A strong twin player will 100% hit you almost every time if you try 360 pointblank victor. You need distance. Victor's pounce is something like a baseball arc pattern. you need utilize victor's charge time which is 1 second by default. When victor is charging, his movement speed is reduced to 2.4 m/s so you make distance as survivor as he charges his pounce. He cannot hit you at all even if he is right next to you until full 1 second charge time has elapsed. The more distance you make, the more travel time the pounce has. When the full 1 second has elapsed, you start wiggling in unpredictable manner similar to how you play against Huntress hatchets or deathslinger's harpoon gun.

    Its not lose/lose scenario. its skill-based interaction between survivor and twins. Looping victor revolves a lot on in-taking risk. When victor misses a pounce, you want to make distance from charlotte player. Once you make enough distance, if you make victor miss and Charlotte is really far away, like 30-40 meters away, then you should kick victor.

    -----------

    I don't really twins at all anymore. so I cannot really comment too much on her but when I was playing her. I think one issue that twins suffers from is lack of perk synergy. there is no perk in the game that grants mangled or reduces healing speed passively in the game. Twins need survivors to be injured because it allows victor to go on slugging rampage. I think victor should apply mangled on his attacks. it would help twins to keep people injured. Victor also has access to bloodhound perk which helps him track injured survivors.

    Another reason why I think Twins does not get played a lot is lack of information when using Victor. Out of all killers that I have ever played, I found twins to be one of most information-reliant type killers because you need know where survivors are in order to chain downs. One of popular slugging perks to gain information is Infectious fright. The problem is that infectious fright does not work Victor because Victor has no terror radius. You need a lot of foresight with Twins to play them and I think skill-cap is too high for most players to use them. To lower skill-cap, I think victor should grant killer instinct in 32 meter radius if he downs a survivor. It would help lower skilled killers in lower brackets in playing twins because they would have information to chain downs more easily.

    In conclusion I suggest these 3 changes

    -Decrease max time required to recall victor from 30->10

    -Allow victor to apply mangled status effect when inflicting a health-state of damage until fully healed into the healthy state.

    -Allow victor to see survivors within 32 meter radius after putting a survivor into the dying state(3 second of killer instinct).

    I think these 3 would be solid base-kit changes to make improve twin's gameplay experience. Overall I think twins suffers from the fact that most of the game relies on hooking survivors but Twin's long walking time to pick survivors up after downing them makes them inefficient hooking killer. She suffers from slugging syndrome. Bleeding out survivors takes too long for twins and its not exactly time efficient strategy to win. If slugging had more incremental rewards similar to hooking, Twins would really good killer. She takes too much time to hook survivors and its difficult for her to win through pure slugging because survivor have too long bleed out timer to win just purely off slugging. As a result, Twins ends up playing somewhat of hybrid strategy between hooking and slugging.

  • Archol123
    Archol123 Member Posts: 4,634

    During that 1 second window you will gain 1.6 m which is basically point blank range so he's still gonna hit you... There is nothing skilled about that just like huntress wiggle stuff is not really skillfull in my opinion... I'd rather have it so the cooldown on victor is longer when he gets kicked... Because right now that little guy respawns in like 6 seconds or something ridiculous like that... So when Charlotte is still close by you really don't gain an advantage there by kicking him because he is gonna be back too soon... I understand that the downtime after downing a survivor and before you can swap to charlotte again is a bit too much, so I think we could keep his cooldown but make it so you can swap immediatly without having to wait for the cd, but maybe keep the cooldown at what it is right now or slightly decrease in case you want to keep downing people.

    The problem with holding victor hostage is that it is basically the only thing you can do to delay the twins... Just removing him immediatly will just make it so victor is onto you like 10 seconds later... And then you're in the loose loose situation again... There are some tiles that are strong against him, some good windows for example as I think he does not trigger entity block and some rather round tiles where you can run him around indefinitely but I d rather change the whole thing than making those small tweaks...

    So how about we make it so victor must be used from range... When Victor is kicked the cooldown is like 15-20 seconds, and he can be kicked whenever he is close to the survivor...(Sounded stupid to me anyway, why can you only kick the goblin while he is in cooldown?) So no more of this meele range wiggle stuff... quicker swap times would also be nice so people cannot just endlessly run around a stack of tires or something. And when you hit a healthy stuvivor he will still grab onto them but can be recalled after 5-10 seconds... Now you can just get close to him to kick him which offers some sort of skilled play... Victor wants you to get closer to have a bigger chance hitting you, but also does not want you too close so he can be kicked and the same goes for the survivor... Using some line of sight blockers to reduce the distance and so on...

    Sure there could still be some improvements on this idea but as it is right now people playing twins will basically never try to hit long range jumps and only go for this boring meele stuff...

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Nobody is saying they're not strong. Of course they're strong. The problem is that everything they do is slow and clunky. Switching from Charlotte to victor takes ages. Survivors can just run away with your power. You cannot make Victor respawn at will. All the inconveniences add up to an unpleasant experience.

  • Gandor
    Gandor Member Posts: 4,282

    This. Twins don't need buff. They are already strong. They are just so slow, that it always takes ages to do anything (and I don't mean you are slow to catch survivors).

    Twins literally only need true QOL changes. Stuff that make them more fluent to play. Reduce the wait time. Remove inability to swap right after the hit (you need to move victor a little for 0 reasons). The way how she can't use her power after hooking, because she is so damn close to that hook - I mean I have 0 intentions to camp, I just want to use my power. Allow me to swap to victor and let Charlotte walk away from the hook on her own. And I would actually be ok if I got some compensation nerfs for these things. Just let me play them instead of waiting for everything.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    how about we make it so victor must be used from range... When Victor is kicked the cooldown is like 15-20 seconds

    Absolutely not. 15-20 seconds cooldown is time where the killer player is completely useless. there is zero point in the twin's player staying in Charlotte any more then she has to. Twin's time to down is already not amazing considering that she does not have access to an instant down and has to walk big distances even if the chase is very short. Her time efficiency between hooking and chase-time is abysmal. That is why twin's has to slug a lot. Most killer play the game under 6 hook condition because they only need to 2 survivors 6 times to kill two survivors. Twin's time efficiency on hooking is so bad that that she plays the game off 4 hooks. She kills one person, often by camping(pushing survivors to 2nd stage+tunneling) and then attempts to injure entire team so that victor can chain 3 consecutive downs. After that, its simply a manner of 1 hooking remaining survivors. Longer cooldown does not help on a killer that is time inefficient as is.

    During that 1 second window you will gain 1.6 m which is basically point blank range so he's still gonna hit you... There is nothing skilled about that just like huntress wiggle stuff is not really skillfull

    1 second is the time before you need start wiggling as survivor. after 1 second, your no longer moving at 4.0 m/s in perfect straight line, your in mix-up jagged patterns. You still gain distance on victor and based off how tricky your movement is to read decides how easy it is for Twin's player to hit you. Wiggling is easily the most skillful aspects of survivor in dbd. In fact, there is large difference between a low-middle mmr player wiggling and high MMR survivor that wiggles in unpredictable pattern. I would also argue that wiggling is most fair mechanic between survivor and killer because it allows both players to interact with one another. in some sense, it is truest form of mind games. Its true 50/50. you either get hit or you dodge.

    one of big issues with dbd is that a lot of "counter-play" that survivor ask for is 100% full proof counter-play. Its like god pallets. that's considered counter-play to the killer. that pallet that has 0% chance for you to get hit. I don't want to go into rant about this but expecting 100% full proof counter-play towards a killer power where the killer cannot hit you ever is terrible balancing. Its ideally suppose to be that the survivor an outplay in every situation but the killer can get a hit in every situation but no side gets a 100% hit in any situation. dbd struggles a lot with that where one side is too favoured in one scenario. You get a lot of 100% hit situations as killer and 100% safe situations as survivor. Victor is 50/50, so its very much skill-based match up to loop victor. He's not easy to loop but its still possible.

    Just to touch a bit on add-ons, most twin's player use a grey add-on called Toy Sword. For grey add-on, its easily her strongest add-on, it might as well be an iri add-on or purple add-on in term of power-level. Its pretty big to reduce charge time by 0.2 seconds because it means that you have 0.2 less seconds that victor is slowdown which means that your closer to the survivor when completing a pounce. Closer to survivor = Higher probability to get a successful victor pounce. Its still possible to outplay victor with add-on, but victor will be that much closer to you and you will need start wiggling a lot closer then usual. This is just talking about how to play against out in the open. With pallets and windows, its way easier to outplay victor. He can't break pallets and windows do not block since he is not counted as being in the chase.

  • Archol123
    Archol123 Member Posts: 4,634

    15-20 seconds is ideal because I think there needs to be some sort of punishment for badly using victor because as it is now 6 seconds is just not enough ...

    About the wiggling... You can have your opinion on that but I still strongly disagree... Wiggling has nothing to do with skill... It's just random movement combined with whacky hitboxes of survivors... Truly skillfull is different stuff... I always get amazed at the stuff comp players pull of but I basically never see them wiggling around like crazy, maybe I just wasn't watching the right games... So if you have some footage of comp players doing the wiggle to counter twins I'd gladly watch it and maybe even change my opinion.

    I don't want a 100% safe way to counter them I just think there should be a more fun interaction than this ridiculous following stuff... I just don't see that as fun or meaningful interaction at all... As it is now even when you're 2-4 m away from victor he will just wait until you run back in his line of attack and then let go and hit you... He still moves at 2.4m/s if I got that right from you so with that much wiggling you really don't make distance on him so it really does not matter how much time he takes to get the hit... But eventually you will get hit unless he gets hasty.

  • Lastchild
    Lastchild Member Posts: 333

    I think there is something simpler than your 2226 line novel :



  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    About the wiggling... You can have your opinion on that but I still strongly disagree... Wiggling has nothing to do with skill... It's just random movement combined with whacky hitboxes of survivors... Truly skillfull is different stuff...

    wiggling is definitely a skill in dbd for survivor. there's survivor that just go left, right, left, right at exact same distance every time. those survivors are pretty easy to hit. proper wiggling is mix-up's. Its more like left-small right-left-large right-left-left. you wiggle in non-obvious pattern. Wiggling is pure mindgame. Its also assertion of risk vs reward in term of distance. sometimes you have to take risks to move forward for 0.5-1 second in straight line at 4.0 m/s. often the most obvious wrong moves in normal looping are correct moves in wiggling. its all about being unpredictable. Its pretty hard to describe. I would argue it's one of top-survivor skills that is difference between top-level survivor and mediocre survivor. good movement goes a long way to winning games as survivor especially against the projectile-type killers.

    I mean if you played trickster or huntress against top-level survivors, there's staggering difference between hitting trickster's knives vs tricky movement and people that just run in straight lines with obvious wiggle patterns. Its same for huntress as well. nobody really plays against twins. If you played Twin's PTB, In PTB of twins, Victor used to move like at 1.0 m/s or something when charging his pounce. He was so slow to the point that you could loop a generator and Victor would not be able to hit you. that is how it became obvious for what his weakness was. He got buffed from PTB. Victor is definitely unique killer to loop. Its hard to compare him to anything. you could compare him to demo shred but its not quite demo shred. demo shred feels something like laser-type hitbox. Victor hitbox from what I remember is something like oval. it is harder to hit victor the further away you are from him but its near guaranteed hit if he is pointblank assuming twin's player is competent at aiming victor's pounce.

  • Gandor
    Gandor Member Posts: 4,282

    Smells more like luck interaction then "skill" one. I don't want to have main looping/dodging ability to be mainly based on a luck. That feels bad both as a survivor and as a killer. I would rather have situations when I am favored and situations where survivors are favored. My task as a killer is creating favorable situations for me and as a survivor wise versa. I feel twins do this already pretty well. So again - all I want for thins is for them to be generally quicker to play - but not really stronger

  • Archol123
    Archol123 Member Posts: 4,634

    I don't necessarily want to nerf twins, strenght wise they are really not weak, generally speaking they are considered low A or mid to high B tier... people don't play them because of the lot of down time in between victors pounces and other clunky features...

    I would rather make it so the gameplay gets improved for both sides... Holding Victor hostage is quite boring, but objectively the best thing to do... So we should probably do something about it without really buffing twins...

    For example... When you down a survivor with victor and put them on a hook and want to go chase someone else... If nobody kicks victor he just stands there without being able to be removed unless someone kicks him... So maybe we should give twins the option to remove victor anytime but then to prevent camping with victor, when he stands under the hook before someone gets hooked there ( I think this is still in the game if not feel free to correct me)... This way he can stay there whereas you could otherwise not leave him under a hooked survivor and switch to charlotte... So I think when he is parked under a hooked survivor to prevent camping victor just dies when you switch to charlotte...

    I would even like it if victor had 2 different respawn times... When you yourself call him back 5-6 seconds is fine... But when the survivor manges to kick him I would like it to be a larger cooldown...

    Then the clunkyness when you downed someone and have to wait this long to switch to charlotte and get the hook... How about Victor gets quite the downtime so survivors have a chance to kick him, after a sucessfull down, but during this time you can already switch... I don't think those changes would necessarily be a big nerf or buff but would make it so it just is more fun to play the killer... And as for the longer cd when he is downed... Right now wasting a pallet just to get chased after 6 seconds often feels like a waste, that's why I d like it to be longer because that way twins cannot play that reckless with victor without some form of punishment...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    i am opposite. I like when looping is based off intuition. you would call it luck. I would call it mindreading. wiggling takes a lot of skill from survivor because you need to predict what the killer sees on their screen then make unpredictable movement that is difficult for killer to read. Its not 100% counter-play where you do X and X always 100% auto-wins for you. Its based off mindgames. I do not think twins is a bad killer in 1vs1, but i think twin is hard to play because her 4vs1 is kinda difficult to execute correctly from lack of information, the whole kidnap victor for 30+10 second regrowth(?) and healing hurting her in general. not enough time for her gameplay to go for hooks.

    I know i am being dreaming here, but her power would greatly benefit from pyramid head's torment cages. For example if victor downs while injured, you automatically get hooked into a torment cage. in that case, survivor might complain less of slugging, but my intuition with twins is that they were designed to be based off chaining multiple downs and leaving survivors on the floor. Its more of matter of accepting their gameplay and adapting to it. survivor do not like adapting to it and killer's dislike playing her because its not worth stress. I am suggesting some changes that lower her skill-floor and make her more approachable as a killer.

  • Archol123
    Archol123 Member Posts: 4,634

    What you're missing here and why it has nothing to do with skill is that killer and survivor might not necessarily see the same thing on their screen at the same time because of latency and so on... The same reason why the hook grab game sometimes leads to ridiculous results... There is no mindgaming in wiggling like crazy...

    You mind game when you try to take weird pathing or fake one direction and go the other or try to hide your light or double back or whatever... What you're doing is basically wiggling and hoping the other guy misses... there is no reading in there...

    And I don't know where you got this 100% auto win counter play thing from dude... Because counterplay is only supposed to let you do something that can work against the killer... Not something that is guarateed to work... But at the same time it is supposed to be something skillfull... faking a window against demogorgons shred... Crouch teching... even spinning to some degree... proper positioning blocking line of sight with objects, reverse dropping a pallet and so on and so forth... There is plenty of skillfull things you can do in this game... However wiggling is not one of them...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    your entitled to your own opinion. predicting where the killer is shooting/aiming is mindgame. Most of the strong killers centralize around skill-shot powers, As a result, It is an important skill-cap for survivor. Victor is skill-shot power. He requires mindgames to defeat and loop. That is why Twin is not weak killer. not in 1vs1. The better twin's player is, the harder it is to loop victor.

    You mind game when you try to take weird pathing or fake one direction and go the other or try to hide your light or double back or whatever... What you're doing is basically wiggling and hoping the other guy misses... there is no reading in there...

    your hiding your red light and hoping the survivor plays badly. let me flip your statement for the killer. I am hoping that when I play a ranged killer, My opponent just walks in a predictable straight line so I always hit them with my ability. I am hoping for my opponent to have bad movement for me to have 100% accuracy with my ability.

    And I don't know where you got this 100% auto win counter play thing from dude... Because counterplay is only supposed to let you do something that can work against the killer...

    Sure, wiggling is something you can do against the killer to make it harder for killer to hit you. Holding Victor hostage for 30 seconds which disables Twin's power for ~40 seconds is asking the killer to lose by generator efficiency because the player is being impaired from pressuring the map with their ability. Most of what you named is not counter-play either. Its stuff that does not work vs good killer or is 100% certain to work vs killers. For example, faking demo shred at a window does not work because the demo player can hold their shred, walk up to you, then cancel it or hit shred because it has big hitbox and any player with decent fps skills will get pointblank hit 9/10 times. I am not sure what crouching teching is. Is it crouching at a corner and hoping the killer goes past you? I have seen that gimmick as killer. Just a free hit. Spinning does not work vs good killers. 360's only works for killer who have crap m1 tracking with their lunge attack, low level killer play. I do not know what reverse pallet dropping is but walking in front of the killer is guaranteed hit when your injured. You will not pallet stun the killer. As for line of sight, If your always able to have proper positioning to block line of sight with objects, than killer has no counter-play to survivor's gameplay. For example, If I cannot get an angle with Albert Wesker's Virulent bound within his 2 dashes, then there no play that killer can make to hit the survivor. Line of sight is not counter-play, its denying all gameplay from the opposing side.

    You need to be able to make a play as killer for survivor to do a counter-play. In this case, The killer takes shots and the survivor avoids shots by having difficult to hit movement.

  • Archol123
    Archol123 Member Posts: 4,634

    Skill shot powers usually become rough when you're not using them at point blank range dude... When you're not at point blank range it actually matters that you dodge...

    I never said I like the holding hostage thing... only that is the best thing to do against twins...

    Crouch teching is when you crouch to dodge an attack for example billys chainsaw, blight or demos shred as the decrease in hit box size makes the attack not connect if pulled off properly.

    If the survivor has line of sight blockers the killer can still predict the survivor movement and guess where they're going and try to cut them off... How do you use that kind of prediction as an example for why wiggling is supposed to be skillfull but in this case it is not?

    And the point of the wesker example does not fit either because you will not be in this situation permanently... But how about when facing wesker or billy (when he tries to curve you) you can decide whether you want to go close or wide when the killer uses their power and by doing one or the other have an impact on the outcome... Not in every situation but in some...

    I just tried to find out the speed at which victor pounces at you to compare it to demogorgons shred.. But for some reason it did not find it in the wiki well whatever...

    I mean even if spinning does not work against good players, besides that point that even good players can get spun, even though it does not happen often, but then again a good huntress will not miss a meele hatchet so... What I want to say is even if it does not necessarily work against players of equal or higher skill it is still something skillfull to pull of... you had to invest time into learning how to do it and so and you can see the difference... Wiggling will always look the same... And the only way to tell apart "good" or "bad" wiggling is by the result of getting hit or not... But back to the huntress comparisson... a good huntress will only miss a really small amount of meele hatchets and I think the same thing goes for Victors pounce... And in both situations I don't think the survivors skill matters that much...

    My point about this whole thing is basically you cannot really dodge it... the projectile (Huntress Hatchet, Slingers Harpoon, Victor, Demogorgons Shred (at a small distance) are just way too fast to reaction dodge... The only thing you can do is try to get out of the line he is looking at and if he uses his attack will lunge at... There is basically no acting and reacting... Effectively... I mean even if the killer player is not directly looking at you they can still just flick at you in the blink of an eye and there is just nothing you can do to avoid that... But let's get in some numbers... Lets say you're like 3-4 m away from the killer

    Fully charged huntress hatchet 40m/s (25m/s min) and Slinger has also 40m/s

    Demogorgon shred 18.4m/s

    You're not gonna dodge that speed at close distance... That's just not a thing... You can try to make a killer use his power preemtively at a window or try to crouch the projectile and get lucky...

    But at this distance it is just humanly impossible to react in time... I assume that victor moves at a similar speed as demogorgon, like I said, I couldn't find a number in the wiki so I ll just have to guess... Human reaction time is like 0.2 to 0.3 seconds... Huntress and slinger take 0.1 seconds to hit you... or a bit less than 0.2 seconds with a non fully charged hatchet... Demogorgon will take like 0.217 seconds but then again his shred hitbox is quite huge so it will probably still clip you even if you manage to change the direction by pressing a button... because you had like 0.017 seconds of moving differently...

    If the killer aims on the place you're in the moment they use there power you will just get hit... There's no way around it... It does not matter what you do... Wiggling will make it harder but there is no difference in the quality of wiggling whatsoever..

    And when there is nothing that you could possibly react to... How is it even skillfull?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    Crouch teching is when you crouch to dodge an attack for example billys chainsaw, blight or demos shred as the decrease in hit box size makes the attack not connect if pulled off properly.

    I thought crouch tech was when survivors have iron will/off the record and they crouch in the doorway. I sometimes see that as killer when I am walking through shack doorway. It makes me wonder if that guy watches too much youtube highlight reels vs bad killers. Those bad killer clearly do not understand how scratch marks work when entering a doorway.

    The killer your describing make no sense. billy backrev his chainsaw and there is technique called chainsaw feathering which is when you 95% your chainsaw to read the survivors movements to get the hit. missing backrev chainsaw as billy is embarrassing. Demo and Blight make even less sense.

    I think only three killer you can use crouching in a chase is Nemesis, Huntress(when huntress is throwing across objects) and Deathslinger. Nemesis, you can crouch his tentacle and if there is object in front of him(like a window), your invulnerable to him. Huntress moves at 77% when holding a hatchet which is like 5 stacks of pwyf, so you duck hatchets on certain loops. Slinger is similar. you can duck on certain places if you know he is going fire over a certain obstacle hole.

    according wiki. pounce moves at 28.35 m/s which is 708%. wow that is faster then demo charge. I just looked that up as I started writing this post.

    My point about this whole thing is basically you cannot really dodge it... the projectile (Huntress Hatchet, Slingers Harpoon, Victor, Demogorgons Shred (at a small distance) are just way too fast to reaction dodge.

    Keyword: Reaction. Mindgames are not reactions. They are games played in the mind. your not suppose to react to them. your suppose predict what your opponent will do in advance with no information. Its similar to old spirit.

    The purpose of distance is to make killer need to estimate where the survivor is instead of directly look at hitbox of the survivor and releasing button. Its process called leading the shot. It makes killer have to predict where the survivor is going to be instead of where the survivor is on the screen. Your trying to make the shot as difficult as possible to land. Its not about dodging at 100% consistency. It is about reducing the probability that your opponent successfully hits you. that is what counter-play is. its lowering probability of something being effective. Not making it completely ineffective(0% chance to hit) which is what line of sight is.

    Low-level survivor wiggling is just swaying from side to side. Its an easy pattern to follow. high-level wiggling is closer to straight line, but its not straight line. its random pattern line that is difficult to follow. The further you are from the killer, the harder it is for the killer to track your movements especially if the movements are erroneous as as purple line. Survivors with good movement are way harder to land hits on compare to survivor with green-line movement. Your just looking at counter-play as every other casual player looks at counter-play. your trying find a 100% certain method that always works to remove the mindgame of the ability when mind games inherently are about uncertainty and probability. Of course, with any probability problem, your always trying to minimize probability and make the probability as favourable as possible for yourself. That is to say, Not all mindgames are equal 50/50's, Players often try to find ways to skewed it to their side(Such as running Toy sword Twins to make it easier to land pounces/lower counter-play.)

  • Archol123
    Archol123 Member Posts: 4,634

    Ok so since you obviously have no clue what a crouch tech is and why it is not necessarily the billys fault... Here you go:

    Apparently why it works like that is because it reduces the hitbox of the survivor and therefore they cannot be hit properly...

    After seeing this tell me again it's the killers fault dude :D

    The comparison to spirit is greatly in my favor because old spirit was not possible to mind game during her power... She had full controll of the chase with good hearing and all you could do was instantly drop the pallet and make her guess... There are many old videos about that topic and the comp players apparently agreed that there were basically no mind games involved only making her guess without much thought behind it...

    Even if you do those awkward wiggles... When the killer releases the button the moment you're in front of his thing you will get hit... So your movement does not matter... Also even if the wiggles make him wait a bit... Then victor will just stop his pounce and be right on top of you and just do it again... At some point he will feel confident enough and hit you point blank... The whole drawing does not really matter because you only have like 2-3 seconds of time until he will pounce on you and during that you're not going to make that much sideway movements.

  • Archol123
    Archol123 Member Posts: 4,634

    I especially like the part of the first video at roughly 22 seconds where the billy touches the survivors back with saw while running and just slides away on his back down the stairs...

  • Archol123
    Archol123 Member Posts: 4,634

    That's what the video description of the first video said to why this actually works, for all of you who don't want to watch the video:

    The reason this works is because crouching lowers your hitbox. Killers hit based on their camera, so billy blight and demo cant look down while using power, making the survivor unhittable mid power usage when the survivor is placed lower than the killer. This partially works on flat ground when the killer doesn't perfectly aim at the survivor.

  • FellowKillerMain
    FellowKillerMain Member Posts: 858

    I support this! Also, please add more blood to her prestige outfit. There's barely anything on it! If possible, I would like to see victor completely covered in blood!

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    wow, that is as game-breaking as nemesis's tentacle strike getting countered by crouching. I do not think I have really seen people do that against me as demo. Most of these billy and blight are missing their curves/attacks though but if you can do this on reaction and briefly sidestep their attack by calculating their hitbox then just crouch at perfect time to avoid attack, that might have no counter-play for the killer and be really unfair in my opinion. that is robbing the killer of their hits. Your suppose side-step attacks. not shrink your hitbox where you cannot be hit. that is why i dislike nemesis tentacle strike design(when hitting over obstacles), too easy counter-play with no real risk.

    The comparison to spirit is greatly in my favor because old spirit was not possible to mind game during her power... She had full controll of the chase with good hearing and all you could do was instantly drop the pallet and make her guess...

    Spirit no counter-play, not these thread again. that is why knight in ptb has a visible green spirit with visible outlines for guards. I do not agree. She was possible to mindgame. Her guessing where the survivor is the mindgame. Just because you cannot see her does not mean that she has no counter-play. Your suppose guess her routing. that is whole point.

    Even if you do those awkward wiggles... When the killer releases the button the moment you're in front of his thing you will get hit... So your movement does not matter... Also even if the wiggles make him wait a bit... Then victor will just stop his pounce and be right on top of you and just do it again... At some point he will feel confident enough and hit you point blank... The whole drawing does not really matter because you only have like 2-3 seconds of time until he will pounce on you and during that you're not going to make that much sideway movements.

    your movement does matter. the easier your movement, the easier you are to hit. If you make your movement hard to read, Its harder for killer player to hit you. As I said in my post, its not about being impossible to hit such that you never get hit by victor. Its about wasting twin's time. Your trying to be as difficult as possible to hit. 2-3 seconds in this game is pretty major. For example, Survivors move at 4.0 m/s. Every second you walk in straight line, your making 4 meters of distance. in 3 seconds, your making 12 meters of distance. that is huge. Every time victor cancels his pounce, your making distance away from Charlotte, so for example, if you successfully dodge 1 victor pounce and purposely do not kick him, you can have like 40 meters since victor has 3 second cooldown for missing. If he misses 2nd time and you kick him, Charlotte is 40 meters behind and has to re-summon victor and re-locate you to continue the chase. Your also failing to consider that extra distance means that you can make it to window or a pallet. For example, if your 40 meters away from Charlotte, You can drop shack pallet and victor cannot hit you because he can't break pallets. He can pounce over them, but if he misses, you can just slide the pallet and he will be stuck on wrong side which is wasting twin's time. Strong windows such as windows with breakable walls also waste victor's time. He is possible loop. He is just not easy to loop.

    Part of reason why Twins have long switching time is to prevent Charlotte and Victor from zoning survivor. For example, If your on west side of loop and Charlotte is on East, The long switching time means that Charlotte cannot help victor and Victor cannot help Charlotte. That is why there is clear distinction for sleeping victor. Charlotte has her distinct pose for when she is sleeping. You have to chase with one or the other, not both at same time. This goes without saying that victor is true killer.while charlotte is just there for pallet breaking/kicking gens/hooking purposes.

    Twin's is a killer all about being in two places at once but its not two killers co-operating with each other. It's why twin is kinda like hag with traps at hook when it comes to camping hooks. You can m1 patrol like 40 meters away from hook but still have a hag-trap(named victor) that can interrupt unhooks if someone sneaks past although there is small exploit where if you get hit by victor, you can still unhook people with incapacitated if you are close enough to the hook and begin the unhook animation.

    I never said I like the holding hostage thing... only that is the best thing to do against twins...

    I agree, holding victor hostage is best thing to do but I still think its bs. counter-play should be all about interacting with other side. Not about removing entire options away from the killer by putting their power on cooldown for eternity and rushing gens while your stuck as m1 killer with no ability.

  • Archol123
    Archol123 Member Posts: 4,634

    I mean at least the crouch tech needs some really good timing i guess... But it seems really strong against those types of killers... The problem with Nemesis is what else are you supposed to but crouch? Randomly juke left or right? Again there is no reaction time to react to him whipping you so... I don't think the billys and blights are missing... Blights hitbox while touching the survivor physically is massive and he can hit you while he cannot even see you to his side... Watch the explanation from LilithOmen for this ... And Billys hitbox is usually somewhat generous so stating they missed is just not true buddy... Especially after the explanation quoting the video description with it having to do with the killers no being able to look down so they cannot hit you with the power...

    Ok then please explain to me how do you mindgame a spirit that sees the grass moving, can hear your footsteps and grunts of pain while you did not even know if she was phasing as well as where she currently is? These days with the audio you have at least something you can work with but the old version of her was terrible to go against... Guess her routing great dude... you have no indication what she was doing that 100% a blind guess without anything... That has nothing to do with anything skilled if it is just guessing... The problem with a good spirit is they don't need to see you, they know exactly where you are anyway... Even without the killer instinct thing addon... When even the comp players agree on that topic who are really skilled against spirit and all the other high tier killers I don't think you can go against that... There was even a video Scott Jund did, where he wanted people to show him counterplay to spirit in a 1v1 and basically no one could... He even did it against a comp player and what that guy did was basically drop a pallet every 12 seconds and make the spirit guess but even that did not work reliably... There were chases where he went down in seconds and some where he basically looped him for quite some time, but dropped basically every single pallet on the map... And keep in mind the survivor is a comp player not your average dbd dude that you'll encounter in normal matchmaking...


    You're not going to make somebody who is somewhat decent at twins miss a hit... It's just not happening often enough to be even somewhat reliable... A god pallet is no argument against that... basically every killer the game needs to break it come on man... I agree twins is somewhat disadvantaged because victor can't destroy god pallets... But let's be reasonable here... how many godpallets do normal maps have? Usually less than 5... So that's not really helping that much either... especially because the Twins player already knows that so he probably will not take a chase to such a god pallet for it to become relevant...

    I already agreed on the strong window part... The whole thing we were arguing about was this ridiculous claim about this wiggle stuff... I mean sure it becomes harder to hit than if they were just not dodging at all, but it also does not become hard enough to call this looping or something reliable you can pull off... Before I would do that I would just try to find a stack of hay or some tires or something else round and run around that as I'm 100% certain that this would be far more reliable...

    And this hook trap/place victor playstyle is exactly why nobody wants to play against twins, besides other reasons... It's just miserable to go against...

    You could have just taken the M1 with charlotte and use victor only to down the survivor... Also you don't have no power during that time... The survivor that has victor clinging onto them does not hear the heartbeat, better than nothing... But this whole thing is basically why you really don't want to give survivors the chance to keep him hostage...

  • Archol123
    Archol123 Member Posts: 4,634

    Also I like the knight example... He falls into the same bad designed killer pattern that consists of him Dredge and Artist where you basically can only evade a hit if you leave the tile and find a different loop in range the killer has to setup his power again... It provokes even more holding w and that's just terrible..

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    what good timing? crouching is instantaneous action. you can read the killer's animations and react to it. Usually when killers use their powers, their aim is accommodated by understanding their hitbox limit, so crouching to reduce hitbox is really stupid if you can do this in reliable way that turns hits into misses.

    I do not agree with nemesis's crouching at windows/pallet tech to erase his range capacity. its too easy. Old billy is about predicting his curving routing. he is usually curving inwards or outwards. most of the time, its inward because survivors when looping usually hug the walls of loop so that they can most efficiently loop around objects to get maximum amount of rotations of a loop. Just side-stepping is sufficient counter-play for billy's chainsaw. Now a days, Billy is rare sighting because his chainsaw has too long of charge time. Billy is too slow in his chainsaw ability to curve survivors that hug efficiently the walls. You can often make it around the corner without requiring the need to side-step his curves.Once again, Line of sight becoming hard-counter to his ability which is bad design. Blight is more complicated billy, but you can wiggle his lethal rush in certain instances, though your better off understand his bump logic to avoid requiring the need to side-step his ability as it is mostly favourable for him to hit you. I am aware of his hitbox and I am certain LilithOmen understand the hitbox as well.

    Ok then please explain to me how do you mindgame a spirit that sees the grass moving, can hear your footsteps and grunts of pain while you did not even know if she was phasing as well as where she currently is?

    grunts of pain only happen when your injured. Grass moving? Avoid the grass? Footsteps? Walk as she catch-up. Base-kit spirit is so slow that you often outrun her phase-walk if your far enough away from her. You do not need to see her if your far away. You can calculate her catch-up very accurately. Directional audio cue is really stupid now a days for spirit. ruined the character.

    He even did it against a comp player and what that guy did was basically drop a pallet every 12 seconds and make the spirit guess but even that did not work reliably...

    You're not going to make somebody who is somewhat decent at twins miss a hit... It's just not happening often enough to be even somewhat reliable..

    its not suppose to work reliably. If you can always do X and expect Y to occur then doing X every time against the killer is just free auto-win. that is just stupid. Speaking of which, dropping pallets every 12 seconds produced a 2 minute 17 second chase vs spirit. Definitely looks like a broken killer. For reference, 5 generators take 90x5 seconds to do and 3 survivors only need 2 minutes and 30 seconds to finish all 5 gens, so doing 2 minute 17 second chase is 4-5 generators in 1 chase. Its game-losing chase for killer to have this long of a chase. Scottjund video just proves that spirit does have counter-play. She needed no changes. Survivors just cried because they could not adapt to her play-style.

    Spirit's gameplay is exactly how victor's gameplay works at pallets. just pre-drop every pallet vs victor and use pallets as mindgames for very strong pallets. The lesser safe pallets, you can try pallet stun victor, but it relies on making reads on his pounces. This whole conversation feels like your complaining that the killer has mindgames and that you need to loop differently in risky way instead of the ultra-easy mode looping that most killers have.

    this hook trap/place victor playstyle is exactly why nobody wants to play against twins, besides other reasons... It's just miserable to go against...

    are we once again complaining about killer camping? I mean if you crouch, victor does not detect you with killer instinct+with recent buffs to survivor base-kit, you get borrow time base-kit so if victor hits borrow time or hits endurance such as dead hard, he goes on cooldown and you can kick him. Miserable to go against is not an excuse to keep the killer bad.

    You could have just taken the M1 with charlotte and use victor only to down the survivor... Also you don't have no power during that time... The survivor that has victor clinging onto them does not hear the heartbeat, better than nothing... But this whole thing is basically why you really don't want to give survivors the chance to keep him hostage...

    As you can see with old spirit, the comp player has long chases. M1 Charlotte is a joke to loop. Not hearing heartbeat is irrelevant in most cases for when your in the chase. With survivor keeping victor hostage, your forced to get looped for 30 seconds because you cannot use your ability. Its dumb gameplay design for the killer. Twin's need some quality of life changes to make her more enjoyable to play as for killer. she is too inaccessible to play for the most part in my opinion. the game favours hooking when she favours chain downs. I think remember patrick saying that twin would get changes but it will be in the very distant future. I guess we will see what changes for her in the next year.

  • Archol123
    Archol123 Member Posts: 4,634

    Good timing in the sense of if you do it too early the killer will just wait it out and come closer ... Range capacity what? I didn't say anything like that you have me confused there...

    I don't think you can wiggle Blight, because you can just shoulder flick or use bump logic if you were too far off...

    Spirit usually won't use her power unless she is already in a certain range of you... You cannot calculate her moving towards you as you have no clue what addons she is using and therefore how long and how fast she can phase... Avoid grass alright dude... That's not something you can always do... Really good spirit players can even hear the breathing... I think you just have no idea what you're talking about here... When she uses her power at a loop she is almost double your speed and can catch you rather easy... What the audio allows these days is give the survivor a chance to do something skillfull... what the spirit can do with this is just fake one direction and then go the other... She moves at 176% movementspeed and will most likely catch the survivor before he can reach the pallet again. And that exact thing is by definition a mind game... You make the person believe you're doing one thing and then do the other... And the survivor might even be able to notice it early enough and again do something about it and then the spirit can react again... Thats the whole thing... That's what I mean by reliable btw. by estimating her position you can try to avoid her... It is reliable in chance not in outcome... The audio is the best thing they could have done for her, makes her way less unfair...

    She has counterplay in a comp setting??? Where the players do the gens in like 3-4 minutes... ######### are you talking about XD The comp player said exactly that... But that's just not reasonable in a non comp setting... If you play like that with normal players the map has no safety anymore and your team will fall like the flies... Gen took 80 seconds back then so 3 gens pop but then you have the time to travel to the next gen so the other gens might be half... And that was probably the longest chase he had... There were chaeses were he went down in like 20-30 seconds just because he guessed wrong... Old spirit was basically just blind guessing... And what he basically said was he cannot really outplay her, but even though he has to guess by doing what he did he can also make the spirit guess... That's completely stupid... to guys just blind guessing and by pure luck one will get out on top... That's why once again the change was great... Finally you can actually react to something when you're playing against a spirit... She will probably still get you but at least you had a chance and something to work with.

    You seem to misunderstand the word reliably... It does not mean always... It just means that it has good chances to work... And again you forget that old spirit didn't give the survivor any hint what she was doing... You didn't even know if she was phasing or not there was no way to mindgame her because you had no information what she was doing... to me this conversation feels like you have no idea what you're talking about and think all players should just blind guess everything... Old spirit's stand still pallet mind game was the dumbest thing ever... she just stood there and waited for you to run into her... And she could pull it off indefinitely and at some point she could actually phase if the survivor did not move at all and he had no idea she was doing that... That was just so dumb.

    The crouching takes some time to get to the hooked survivor and if you unhook without kicking victor he will just hit you afterwards... Still really boring... Twins is not a bad killer... They are low A or High B tier... they're just sluggish to play... Yeah they play more of a slug game... Which is also kind of boring... So sure change them so they can aim for hooks more.

    I still can't get over the fact that you apparently watched the spirit video and still don't see your mistake... Predropping every safe pallet works against most killers... But against old spirit it did not work reliably... She could even hit you in shack after you dropped the pallet... At least now she needs to break the pallet... The killer is not ruined at all.. You could even argue she is stronger now as she got some better addons... Hens did a spirit showcase some time ago and from yellow addons upwards the comp killer player was sure that he would be able to 4k the survivors (also a comp team) before they would be able to do all gens and he did... Does not sound like a ruined killer to me... The point is even though you get an audio where she is and that she is phasing she still moves so fast that it does not really matter too much in loops... Basekit of course is somewhat weaker but even then he 4k them... Spirit is still easily in top 3...

    Quality of life changes are fine for the twins no issue there, but I would really want the gameplay to be more interesting... Holding victor hostage is boring, wiggling is dumb and not skillfull ... and running around somewhat round objects where victor cannot hit you is also stupid... the only thing that stays is good pallets and windows... And even then on some maps you just want get the tiles you would need to do that properly... So maybe something unique would be nice...

  • Archol123
    Archol123 Member Posts: 4,634

    "grunts of pain only happen when your injured. Grass moving? Avoid the grass? Footsteps? Walk as she catch-up"

    the point is you did not know when spirit was in phase... So when do you start walking? If you start walking too early she will just go to where you walked and hit you... and if you start too late the scratchmarks will still be there... And since you have no indication whatsoever that she is actually phasing all you can do is blind guess... And the spirit will basically always come out on top of this... Because she can just wait for 1-2 seconds and look what you're doing while you are guessing if she is phasing or not and so on... This was just completely dumb. There was just nothing for you to know if she was phasing or not...

  • Gandor
    Gandor Member Posts: 4,282

    3 survivors only need 2 minutes and 30 seconds to finish all 5 gens

    This just shows how extremely biased you are. Ayrun is doing his fastest escape possible streak with 4man SWF using BNP's and everything to get out as soon as possible in public matches (counts time 1st person leaves the trial). Last time I checked that was 2:34 (maybe they made it in a few seconds less, but it's generally there). This is with 4 BNP's, streetwise, proof, sprint and adrenaline for max speed (they don't use hyperfocus, because it's slower under those conditions). So max genrush max speed and everything produces 2:34. Yet normal time for 3 survivors to finish gens is 2:30. Why should anyone take you seriously?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    yes because your not account walking time and healing time. you would be surprised, but a lot of the survivor's time is spent walking and healing. Assuming the killer is successful at applying pressure and winning chases, the game is extended for survivor for every chase they fail. Its just not extended enough for the killer to go for many chases since unhooking takes very little time and grouping healing also takes very little time if survivor are efficient at these activities. Part of skill-cap for survivor is being able to push generators while being pressure by the killer. that is what strong survivors teams are effective at. When a killer is getting looped for 2 minutes, this is 2 minutes where killer is not applying any pressure to the team because he got 0 hits. As a result, you will lose all generators or most of generators and be unable to comeback without slugging or a successful tunnel.

    I do not want to talk about the survivor items. the whole streetwise/prove thyself(Old leader) genrushing has been in the game for like 6 years. Toolbox got nerfed to only be accessible for SWF genrushing, but originally they were available for soloq with 180 charge commodious toolboxes. The build re-emerged when felix was released with his build to last perk. Strangely enough, survivors were not using it. They eventually buffed build to last to work multiple times but added small window to recharge the item. It has further been buffed with emergence of hyperfocus+stake out. Genrushing build is nothing new. it has been in the game for long time.

    between loops, spirit has 1.5 second cast activation time. Do you ever see trapper just stand still randomly for 1.5 second in middle of the chase? Of course not. Standing still as killer in middle of the chase is silly. You can tell when spirit is going into phase by standing still. You can also estimate her catch-up time. In most cases, Spirit's activation time and her low movement speed is not enough to catch-up to the survivor at base-kit. Hold-w is pretty effective vs spirit. The speed add-on were 5%/10%/15%/40%. At best, your facing 25% extra speed with regular add-on's on old spirit, but old green speed was removed. Now only iri ring does anything particularly useful. After you have seen one of her phases, you can mostly estimate her precise phase distance if you have good understanding of movement speed in this game.

    since you have no indication whatsoever that she is actually phasing all you can do is blind guess

    Spirit at loops is all about mindgames and predicting her routing. you pre-drop pallets and use pallets as mindgames like the comp player in the video. All the killer are suppose to be about blinding guessing. blinding guessing is a skill. reading your opponents mind is what dbd should be about. not looping ring-round rosy with low/no mindgame loops.

    I don't think you can wiggle Blight

    You can wiggle blight, its not reliable way to loop blight but it is not suppose to be.

    still can't get over the fact that you apparently watched the spirit video and still don't see your mistake... Predropping every safe pallet works against most killers... But against old spirit it did not work reliably... She could even hit you in shack after you dropped the pallet..

    Pre-dropping pallet is NOT SUPPOSE TO WORK against any killer but it does. every pallet should have mindgame for every killer. Its not suppose to be 100% safe. its suppose to be unsafe. This is why old spirit was balanced. her power fixed the bad loop design of the game for killer. All the killer should be like spirit.

    It does not mean always... It just means that it has good chances to work... And again you forget that old spirit didn't give the survivor any hint what she was doing... You didn't even know if she was phasing or not there was no way to mindgame her because you had no information what she was doing...

    that is entire point, a mindgame by definition alternative game within the game(DBD) in which the player plays a game in the mind. The game being played is not on the screen.

    The audio is the best thing they could have done for her, makes her way less unfair...

    What the audio allows these days is give the survivor a chance to do something skillfull... what the spirit can do with this is just fake one direction and then go the other... She moves at 176% movementspeed and will most likely catch the survivor before he can reach the pallet again. And that exact thing is by definition a mind game...

    This is exact definition of not a mindgame. Reacting to what your opponent does is not mindgame. it is reacting. The audio cue gives precise details for where spirit is phasing. there is no point being invisible. you might as well be visible like wraith.

    In order create a mindgame, you need two aspect to be true

    1) The mindgame does not allow the player to be able to humanly react to the ability.

    2) The player who is trying to win the mindgame has a lack of information.

    This is why spirit was mindgame. You could not react to her ability because you had no information on her routing. you had to predict her routing. Not listen for her precise routing. The killer has to listen to sound cues as guidance to predict the survivor routing. your entire post is making it seem like this interaction is unfair for the survivor when it is not.

    Going back Twins and Victor. Wiggling is mindgame. The survivor has lack of information when the killer releases the pounce and you have to predict where the Victor pounce is being aimed to avoid the pounce hit. your saying twin(victor) is unfun to loop. To me, it sounds like you dislike playing survivor and dislike mindgames in general. Your ideal balance for Victor would be adding a red indicator when victor is aiming at you and having 1 second delay after the killer player releases their pounce ability thus removing any need to wiggle since you would be able to react to his pounce by looking at the big red ! indicator sign. Some games have that where AI has unblockable attacks, but they put big red ! when the enemy is using the attack. This is perfect description of how to remove mindgames. Just put indicator and large activation delay on the attacks. hand-holding game design. Dbd does a lot of hand-holding for survivor but at least its not hand-holding you on ranged attacks. Not yet.

    The crouching takes some time to get to the hooked survivor and if you unhook without kicking victor he will just hit you afterwards... Still really boring... Twins is not a bad killer... They are low A or High B tier... they're just sluggish to play... Yeah they play more of a slug game... Which is also kind of boring... So sure change them so they can aim for hooks more.

    they're sluggish to play to prevent tag-teaming and zoning with two killers. What is wrong about playing a slug game? Victor would need to apply torment on the survivors and if victor downs someone that is injured, They would need to be sent to torment cages automatically like pyramid head's power. That would reduce slugging and encourage automatic hooking for Twins. I am not exactly sure why survivor take offence in slugging. Slugging is currently not very rewarding and you can often get pick-up for free second chances by your teammates. this is one of reasons why twin is not popular killer. She is not rewarding to play and her strategy currently is difficult to execute. Its hard to keep people injured making it difficult to slug(chain downs)+lack of information to do so. holding victor hostage and abusing lockers is unfun for the killer. Hooking survivor is painful while slugging is unrewarding(for the killer) if the survivor team is effective at countering it. On top of that, you have to be stellar at landing every single victor pounce to be good at twins which can be difficult depending on survivor skill-level in movement. Twin's needs to massively over-perform compare to effort required for survivor to win. Its not surprising that twin is not popular. Just unfun killer to play in current iteration of dbd.

  • Gandor
    Gandor Member Posts: 4,282

    I am so glad you are not designing this game. By what you say, you would ideally reduce the game to rock paper scissors. With caveat that winning 50/50 or loosing once = autowin for killer, because you don't buy enough time for your team and "chases" would be too short.

    Right now the game is designed so, that survivor escapes so long, as he has resources, makes no mistake and does not get outplayed by killer (but the games give a lot lot lot of opportunities to make a mistake or get outplayed. But if he does, killer gets great advantage). This is much better design then playing rock paper scissor with better graphics.

  • Archol123
    Archol123 Member Posts: 4,634

    So either you're meming or you seriously just don't understand 1. the game 2. what a mind game is 3. why blind guessing is completely stupid and has nothing to with skill of any sort...

    Your comparison to trapper lacks any understanding of old spirit... Old spirit could just stand still and you had no idea if she was phasing or not... Trapper cannot just place a trap without you seeing him place it... Why do I even have to explain this to you dude? It was literally called the stand still mindgame... People did this and because the survivor had no idea if the spirit was phasing or not they sometimes even vaulted into the spirit... That this was actually like that and happened rather frequently is not up for debate as anybody that played against old spirit knows it... And there are probably a lot of videos up on youtube with exactly this stupid stand still mindgame...

    Spirit moves at 7.04m/s at base whereas the survivor moves at 4 m/s... So let's say you are like 5 m away from her and start running away... she starts phasing... you are now 11 m away from her... You will loos 3 m of distance every second... she catches you after roughly 3.5 seconds... You seem to have 0 understanding of how this works... Leaving a tile against spirit while her power is up is just deadly... But back then you did not know when she started her phasing how often shall I tell you that? There was no way for you to know when she started to phase and therefore no way to know what speed addons she had... She could just stand still and look in which direction the survivor went or look if they started walking or something and there was no way for you to know that.

    A mindgame usually works in a way where you give the other side a certain information... For example hiding your red light, which is the most basic mind game indicates for the survivor that the killer might not come around the corner... With this information he can now decide whether he things the killer will go left or right... With old spirit you had no information at all... You were just guessing... That's like saying when there are two guns aimed at you and without any warning one of them will shoot you it is skill to guess correctly which one will shoot you... It has nothing to do with skill ... Guessing is like the opposite of something skillfull.. You're not even doing an educated guess where one option or the other is more likely or with more options you are able to say at least one of them is not it...

    This cannot real man... You cannot seriously be this delusional... I mean... what you basically want the game to be is just blind guessing without anything... Without any skill involved... This is ridiculous dude...

    Not I would not want that either... I just want some serious counterplay that you can actually learn and react to and do something meaningful that can tell your skill apart from somebody less skilled... Like getting a fast vault at some spots... That's something skillfull you have to put time in to learn... Your idea of wiggling is explained and 5 seconds and can be done by anyone... Just be unpredictable and don't run in foreseeable patterns... Calling that skillfull ist just ridiculous...

    I'm so glad the game does not get balanced around your ideas because I would stop playing it imediatly... Your idea of skillfull plays or mindgames is just enraging... Jesus man...

  • Archol123
    Archol123 Member Posts: 4,634

    Agreed dude... I have no clue what is up with this guy... Holy moly...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Right now the game is designed so, that survivor escapes so long, as he has resources, makes no mistake and does not get outplayed by killer

    Your describing the opposite experience. the survivor can make many mistakes in chases but still escape. This is especially true if the killer spreads hooks and plays inefficiently. Killer need to massively outperform consistently at baseline to win strong survivor teams and even then, there is still a chance that end up losing and walking away with at best 2 kills.

    Old spirit could just stand still and you had no idea if she was phasing or not...

    Most of the time, you did not need information to know where she was phasing but there was 2 ways to tell if she was phasing. the first is that if spirit is using default skin, her shards would light up.

    Spirit when entering phase had phase cycles. When she enters phase, her phase cycle resets. It was just very high-level to know she was phasing but most of the time, this was not required to loop spirit in first place.

    As shown by scottjund video who is self-proclaimed "good spirit", he had long chase with survivor. You didn't need information to loop spirit, you just need good predictions which is what spirit was all about.

    Spirit moves at 7.04m/s at base whereas the survivor moves at 4 m/s... So let's say you are like 5 m away from her and start running away

    5 meter is less then killer lunge range. As I said with pallets. Its about predicting her pathing and use the pallet as mindgame. You force spirit to guess on you like comp player did in the video. Its not suppose to be 100% certain counter-play. that is reserved for broken windows and safe pallets that lack mindgames like entire Gideon meat packing plant map or Garden of joy main building window.

    A mindgame usually works in a way where you give the other side a certain information... For example hiding your red light

    Hiding your red light removes information from the survivor because red light is essentially wall-hacks on the killer hence its called red glow mindgame because you lose information on the killer's location and need to make blind guess on whether to vault window or bluff window vault. Its just that in many situations, you can take safe option which removes risk from the decision.

    This cannot real man... You cannot seriously be this delusional... I mean... what you basically want the game to be is just blind guessing without anything... Without any skill involved... This is ridiculous dude...

    opposite, I like the game being difficult for the survivor. Given your description and knowledge about exploits, you want the game the game to be about looping and using cheesy exploits that auto win the killer power. Your description of skill is learning how to drop 20 pallets on Gideon meat packing plant then T-bagging at exit gate.

    Your idea of wiggling is explained and 5 seconds and can be done by anyone... Just be unpredictable and don't run in foreseeable patterns... Calling that skillfull ist just ridiculous...

    There is definitely a difference between a survivor that has bad predictable movement and good unpredictable movement where landing a hit is difficult. I would argue that Wiggling is one of the highest skill-caps for survivor. Wiggling and dodging skill-shots is about reading your opponent and predicting where their aiming. Its on completely different level compare to looping in term of difficulty. You could say its luck based but the stronger survivors do have high probability in making the killer miss their shot compare players with poor movement. As a result, they win more games because their movement is good.

    A lot of windows in the game have these rotational loop patterns where the killer cannot do much about them other then take an arbitrary loop that wastes time. Its same with pallets. a majority of pallet just waste killer time and the killer mostly waits for them to get dropped so they can break it. Looping does take skill but I would say its more knowledge based over skill. wiggling definitely takes more skill then looping. Looping is very reliable strategy to waste the killer's time. This is why its so popular.

    Wiggling is not a popular strategy because it is inherently unreliable and difficult. Spirit was difficult and unreliable killer to loop. This is why she was strong. Now she is more reliable to loop because of directional audio cue. its just looping fast killer for 5 seconds. Nothing special. Its why she is played a lot less compare to old days. I remember when spirit had like 10% pick-rate and every game was spirit. Back then, she was a lot more fun to play. far more enjoyable then current iteration. Oh well, Easy come, Easy go.

  • Clockwork_Enigma
    Clockwork_Enigma Member Posts: 529

    Oh, mein Gott...

    I didn't expect to come back to huge walls of texts for this. You guys went off on a completely different tangent than the original post.

  • Archol123
    Archol123 Member Posts: 4,634

    Ok yes agreed you could see the shards light up... But only when she was right next to you... At a normal distance in chase there is no way for you to see it... As you can see in this video:

    So yeah... this hint was absolutely useless in a realistic scenario...

    I have never heard anyone say something about phase cycles nor have I seen video proof of such a thing existing... So unless you can give me a source for that information I'm just gonna assume it is wrong...

    Yes he had some long chases with him and also some chases that lasted 20-30 seconds... The point is... Scott is a good spirit, the other guy was a comp player... That is a completely different level of skill... And the whole point stays... When you guess right... When you just got lucky by chance because there was no tell that she was phasing so all you could do was guess.. No skill involved whatsoever...

    Nobody wants 100% safe counterplay so can you finally stop repeating that line like a broken cd... But your skill did not matter against her... As it was completely irrelevant to guessing right or wrong...

    According to the wiki:

    A lunge attack lasts for 0.3 seconds in which your speed is increased to 6.9m/s... so you'll travel roughly 2.3 m in that time whereas the survivor will travel 1/3*4m/s 1.333 m/s Therefore I don't think 5 m is lunge distance... Also ofc the example is about her being on the other side of a tile... Why else would she even phase otherwise? Spirit keeps her phase speed for 1 second after coming out of phase and can then go into the lunge... With those two combined you will make like 4.5 m/s (or something similar) on the survivor... during that 1.3 seconds of post phase speed and lunge attack.

    When we compare the red light mindgame and old spirits phasing the difference is that when you hide your red light you actually do something... Spirit did not have to do anything to "mindgame" the survivor... Since he had no information whatsoever... The whole thing about a mindgame is playing with expectations... You do something that makes the killer or survivor think that some other thing is gonna happen next... The survivor runs toward a window or pallet but fakes it... There is always some form of interaction between boths parties with makes the gameplay... But if you have no information whatsoever you're not mind gaming anyone... Because you're not doing anything.


    What I see as skillfull is knowing how to run and connect loops, knowing how to align a fast vault at the most narrow spaces... Being able to counterplay every killer to some degree and in general having good knowledge of the game and how it works... Playing on Gideon takes no skill whatsoever from both sides... Drop 25 safe pallets and kick 25 safe pallets... What I want out of gameplay is the chance for improvement learning mechanics and getting the understanding of the game and apply it in a practical way.


    I will die on that hill but I don't think any good killer will miss a survivor because of wiggling... And it is just not skillfull. Once again you're just doing something without any real interaction or goal. You're just hoping for the best without a real plan behind it.

    Spirit is still the 2nd or 3rd best killer in the game without a doubt and she got some even better addons now. And now you can actually mindgame with her... By making the survivor believe you're coming from one way around the loop which makes him start rotating in the opposite direction and then changing your direction which he won't notice immediatly so you can catch him offguard before he can reach the pallet again. That's a real mindgame... You're giving someone a certain expectation and then you're doing something else what he did not expect. People felt bad about playing spirit as she was one of the most unfun killers to go against because there was just no counterplay to her... Nothing skillfull you could have done...

    Why would you think she was more fun to play back then? Her addons are somewhat stronger nowadays and according to you you woul have known anyway that she was phasing so nothing really changed... (At least in your own little world... Because for everyone else she was miserable to go against and did not really change gameplaywise from the killer side...)

  • Archol123
    Archol123 Member Posts: 4,634

    Sorry buddy, but I am somewhat unable to let it go... Because what he is stating is just wrong on so many levels... Why does he even play a game when he only wants to do a 50/50 guess all the time... Just throw a coin and guess... Basically the same.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2022

    When you guess right... When you just got lucky by chance because there was no tell that she was phasing so all you could do was guess.. No skill involved whatsoever...

    But your skill did not matter against her... As it was completely irrelevant to guessing right or wrong...

    If your skill did not matter at all and it was entirely based off spirit's skill, then why was the chase so long? you would expect every single chase to have exact same duration. You look like your repeating yourself a lot more then I am.

    I will die on that hill but I don't think any good killer will miss a survivor because of wiggling... And it is just not skillfull. Once again you're just doing something without any real interaction or goal. You're just hoping for the best without a real plan behind it.

    Well I definitely disagree. A survivor with tricky movement is more difficult to hit then a survivor with no movement. Your saying that killer have 100% accuracy on their ability. I would say killers miss their ability more often based off how tricky the surivovor movement is. Having tricky movement does not guaranteed dodging every attack. your only more likely to make the killer miss. I'm sure there are many survivor player that make twin players miss pounces and get victor crushed which results in twin's losing games. I would imagine that being part of why she has low-play rate. very punishing killer to play that requires a lot of macro play and macro game knowledge along with strong degree in micro gameplay for not great rewards. I don't know what to tell you, but difficult to land skillshots+slugging is among highest skill-cap elements on the killer side. Not a very accessible killer in my opinion.

    now you can actually mindgame with her... By making the survivor believe you're coming from one way around the loop which makes him start rotating in the opposite direction and then changing your direction which he won't notice immediatly so you can catch him offguard before he can reach the pallet again.

    um, no? there are no mindgames with spirit anymore. She is somewhat normal looping killer now. She has directional audio cue. you know exact precise location of the killer. there is no guessing or catching anyone off guard. These days, I can dead hard the spirit attack out of phase-walk and sometimes get pallet stuns on spirits in phase-walk. You can semi-consistently 1vs1 the spirit. I thought that was the whole point of the change?

    Why would you think she was more fun to play back then?

    I don't know, I just do not think there is mindgames with her anymore. The sense of anticipation and uncertainty in predicting her movement faded away? my conclusion from this conversation is that killers with mindgames-type powers are miserable to play against and not very fun for survivor. Only looping and being in near full control of the chase is fun for survivor. I guess it all add up to why deathslinger and spirit were changed in the same update. such unskillful killers /s.

  • Archol123
    Archol123 Member Posts: 4,634

    Once again... Comp players made the spirit also guess... Which is terrible game design by itself... Just both parties are guessing at this point... But the reason why some chases are really long and some end withing 20 seconds is the same with a coin toss... The probability is 50 50 but if you throw the coin often enough there is a high probability that the coin will land in your favor many times in a row but the opposite will also happen very likely... That's just how probability works... So that's why the results where like that... When he guessed right a lot he lived longer when he didn't the chase ended immediatly...


    Yeah sure skillshots are hard to land... But skillshots from a distance... not from 2 m away... Because you simply cannot react at that short of a distance. You won't even be able to press a button in time after the attack starts...


    Spirit still moves at almost double your speed... Changing direction while chasing is somewhat a mindgame... If the other player doesn't expect you to do it you will catch him offguard... And spirit can do this while in her power... Also I'm not entirely sure how often the cue refreshes... Dude if you're not playing mindgames on the survivor while chasing what exactly are you doing? Just balatanlty following? Hiding your light, changing direction(while out of sight) and so on are all really basic mindgames you can do... A mindgame does not need to be something huge... It can just be coming from a weird angle so they run into you... During chase not at the beginning... The whole point of the change was to give players feedback what spirit is doing to react appropriately... A good spirit will still trash you man ^^ I already sent you the spirit showcase video by Hens you still cannot reliably loop her, just because she moves at double your speed... She will still catch you. When you get an idea of what the killer is doing by some information you can react appropriately to it by using your skill... But if you play against old spirit and you just have no information whatsoever that just does not apply... So with the spirit change a player can use their skill to do stuff and not just blindly guess... Now god pallets stop her, but not even the pallets in jungle gyms are safe enough so spirit has to break them... in the showcase only the crane pallet and shack are strong enough so they need to get broken, no other one.

    And now you bring in deathslinger man... Slinger was just as bad... You couldn't react to insta shooting... At least you get some wind up time and only then you need to start guessing when he will shoot... That's somewhat better I guess... I still don't like it that you have such a fast attack with no appropriate windup... I mean if we compare it to a huntress hatchet and how long she has to hold it till it is maximum charged... And only then they move at the same time... But at a very short range you cannot react to either of them...

    Also Spirit is still in full controll of the chase... No idea why she would not? She moves at over 7m/s... Just because you know she is coming does not necessarily mean you can do much about it in many situations... Also I don't think the skill required for spirit and Deathslinger did get changed... Spirits brainless stand still mind game is no more and now she can mindgame by changing directions in loops to trick the survivor... I think it got even increased... Unless you play the unga bunga spirit build with spirit fury enduring and the addon the refreshes your power when you get stunned or break a pallet or whatever it was? The same for slinger his mechanics didn't get touched besides the wind up time... And let's be honest insta shooting required 0 skill... You just line up while following and the survivor cannot dodge at all in time...

    Deathslinger and Spirit had no mindgame powers before the change man... Like stated many times... A mindgame needs some form of setup... Something the person does that tries to mindgame... But in both cases the survivor had nothing he could react to.

    When you play against a curv billy he is constantly trying to put you in a position at a tile where he can curve you... And by constantly changing his position he makes you believe he will come from that side... Until you place yourself poorly and he can curve you... I think that's a mindgame like power... And I think it is great to go against... You can never be sure from which side he will curve you and also not if he goes tight or wide... But the survivor can also react to it and has a good chance to not get hit if he knows what he is doing... You seem to have a problem differentiating mindgame and guessing... Survivors don't have a problem with mindgames... They however do not want to constantly guess as they want to apply their aquired skill to the game and just does not happen when all they can do is guess... Let's go back to the billy example... Let's say the tile is shaped in a form that makes it way harder to curve from one side and easier from the other... The billy knows what he is doing but he hasn't mastered billy... Based onthose two things you can now make an educated guess that it is more likely he will take the easier curve because he might not be able to pull off the other one... That's an example for something survivors enjoy...

    I mean we have played the game for several thousand hours and learned countless of things... All we want to do is apply the things we learned in a skillfull way to try to last long in chase... And if a killer like Artist, old spirit or the knight as he seemed on ptb just does not let someone use their skill then this is just not fun... (Artist and Knight because they basically put their power down at a loop and if you cannot find a connected tile you will get hit...)... Once again why would you like to play a game where you put in so much time and all it comes down to in chase is guessing without any hints if you're right or wrong beforehand... If you think guessing is fun good for you I guess... But most people don't as they'd rather apply what they learned to outplay the other side.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    So that's why the results where like that... When he guessed right a lot he lived longer when he didn't the chase ended immediatly...

    so how is that any different with other killer powers when killer guess wrong? When I guess wrong, I get long chases as killer and lose. When survivor guess wrong, they get short chases. its fair interaction.

    When you play against a curv billy he is constantly trying to put you in a position at a tile where he can curve you... And by constantly changing his position he makes you believe he will come from that side... Until you place yourself poorly and he can curve you... I think that's a mindgame like power... And I think it is great to go against... You can never be sure from which side he will curve you and also not if he goes tight or wide... But the survivor can also react to it and has a good chance to not get hit if he knows what he is doing... You seem to have a problem differentiating mindgame and guessing... Survivors don't have a problem with mindgames...

    first of all, this is not mindgame. you can see what billy is exactly doing and react to his negative movement speed penalty when holding his chainsaw. Reacting =/ is not mindgames. Mindgames are cannot be seen nor can you react to them they are only predictable. its like playing chess 3D but knowing what your opponent next move is before he does the move in advance. I cannot really go on to further explain this anymore then I have to. In reference to billy, if your movement is good enough, you can always make corner on every curve currently with billy. curving does not work vs good players anymore. Furthermore, you can often just detach loops at key moments and then billy who is trying his curving will just look like a circus clown.

    Old billy curving worked because he could dynamically loop as normal m1 killer at 115% m/s, but at any point in the loop, he could curve loops by having 1.6 chainsaw cast time, this was refer to as "instasaw" that appeared by using a green add-on called carburettor tuning guide which reduced charge time by 18% and primer blub which also reduced the charge by another 18%(36% total). In any case, he had mindgame where you had to guess his chainsaw charge time for when he releases his chainsaw and you had to predict where billy was aiming his chainsaw. So once again, lack of information+impossible to react to by human standards due to fast m/s. This is what mindgame is, not that baby mode billy that you see today.

    going back to your statement. Survivors do have a problem with mindgames. you do not want mindgames, you want loop killers around and perfectly react to whatever killer is doing. that is what spirit is now a days. you can just loop spirit like a normal killer around safe loops. in essence spirit has to guess where the survivor is while survivor knows where she is. She has a bit more gameplay at unsafe loops but almost every killer has gameplay there.

    And now you bring in deathslinger man... Slinger was just as bad... You couldn't react to insta shooting... At least you get some wind up time and only then you need to start guessing when he will shoot... That's somewhat better I guess... I still don't like it that you have such a fast attack with no appropriate windup... I mean if we compare it to a huntress hatchet and how long she has to hold it till it is maximum charged... And only then they move at the same time... But at a very short range you cannot react to either of them...

    The frustration of reading this post drives me wild. Oh man. your not suppose to react the shot.... your suppose predict when he is about to shoot and dodge at very last mili-second. For how small his harpoon gun spear is (hitbox-wise), wiggling vs slinger's gun right now, he has greater odds to miss long ranges shot then hits shots. You can almost react to deathslinger's gun and side-step outside of his harpoon gun on reaction. Its so stupid for slinger at the moment. And this wind-up thing with huntress hatchets does not matter either other then increasing the odds for huntress to suffer from Line of sight(LOS) issues. thank goodness that wind-up add-on exist to make this less of pain. Once again, its suppose to be about mindgaming.... and anticipation.

    Yeah sure skillshots are hard to land... But skillshots from a distance... not from 2 m away... Because you simply cannot react at that short of a distance. You won't even be able to press a button in time after the attack starts...

    2 meter away is nearly pointblank. I can usually get to 4 meters away from victor almost consistently because I can take account into his 1 second charge time(where he cannot attack), I don't know how to describe it, but its something like dodging old instasaw billy backrev's without instant down part. your describing a learn to play issue. Victor hitbox is not that big where he is further away. only when he is really close is he dangerous but twin's player rarely use victor like hail mary grenade. Not a reliable way to hit with victor. Another thing i forgot mention is that victor does not work really well on elevations, like staircases are like really bad for victor.

    Once again why would you like to play a game where you put in so much time and all it comes down to in chase is guessing without any hints if you're right or wrong beforehand... If you think guessing is fun good for you I guess... But most people don't as they'd rather apply what they learned to outplay the other side.

    what you learn over-time as playing survivor is knowing how to guess and when to guess. Also how to avoid guessing when it is not necessary to guess. your looking for how to loop killer for 5 generators every game consistently. With old dead hard, I made so few mistakes in loops that most m1 killers if they commited to chasing me would lose like 3 generator, sometimes even 5 generators in a single chase. Luckily, good killer players do not just blindly commit to chases and know when to stop chasing, so after MMR, its not very likely that a killer player will do those mistakes because good killer know when a survivor is good and when committing to the chase is not worth it.

    in conclusion, I do not agree with communities notion of mindgames. Because a lot of killer powers lack mindgames to their ability(weak abilities), a lot of killer are at mercy of survivor's looping skill in my opinion which creates fast gen-speed because of lack ability to pressure survivors and win chases. I wish killer power were more impactful but due to allergy of mindgames, its seems that direction is to de-void killer powers from having mindgames. Just have everything telegraphed. Who knows, perhaps they'll eventually weaken pallet loop enough to make killers not need powers to need have mindgames. Killer will just bloodlust win every loop. This is just my 2 cents on the topic.

  • Archol123
    Archol123 Member Posts: 4,634

    "so how is that any different with other killer powers when killer guess wrong? When I guess wrong, I get long chases as killer and lose. When survivor guess wrong, they get short chases. its fair interaction."

    I have no clue what you are even trying to say with that?

    A mindgame is by definition the attempt to trick someone into believing that a specific thing is gonna happen and act according to that specific thing just to do something else and throw them of by doing it this way... Therefore you need some form of interaction with which you make the other person mistakenly believing that you're going to do a certain thing. By hiding your light you generally intend to make them believe you changed direction... This can however be a double mindgame where you combine it with moonwalking... The survivor now has to act accordingly to what he think the killer is going to do... This is by definition a mind game. Yes curving is really hard to pull off against good players... But the back and forth around the loop against a Billy is basically the survivor acting accordingly to the billys movement... Billy only works on survivor mistakes... When he could get the survivor to place themselves poorly he can curve them.

    The chess example is terrible... Chess has much to do with possibilitys each specific moves opens up a large number of further moves the player can do, based upon the playstyle of the player. Even in chess there can be mindgames where one person cannot be sure if the other one wants them to make a specific move, maybe it is a bait, maybe they just made a mistake... Trying to make someone make a preemptive move by baiting them is a common mind game to pull off...

    You can basically never know when billy is gonna start his chainsaw sprint because he can feather it... So once again this is a terrible example... A mindgame needs the intention to trick the other person by presenting them a specific set of information whether that information is true or false cannot be verified by the survivor easily... Let's for example take old billy... chainsaw without addons is 2.5 seconds with both addons 1.6 seconds... If billy starts revving his saw and starts the sprint at 2.6 seconds you have no clue if he has a faster chainsaw or not... All you can do is blind guess... A prediction usually needs some form of information on which the prediction is based and which is evaluated... And at the same time Billy has complete control over where is gonna aim his chainsaw just like huntress or nurse can flick just before using their power... You can only make an educated guess that they're probably gonna launch their power in the direction they are currently facing... Which is more than a blind guess but can still be wrong.

    If you have watched the spirit showcase video that I posted from Hens you can see that the spirit does not have to predict where the survivor is... A good spirit knows exactly where the survivor is while phasing... Both survivor and killer have an somewhat accurate idea of where the other one currently is... The point that makes a mindgame possible in this situation is doubling back... When the spirit chases the survivor around the loop in one direction the survivor will run away from her in the other direction... When the spirit doubles back the survivor can adjust shortly after... and by changing the way she is going around the loop she can bring the survivor into a position from where he cannot reach the pallet before spirit can hit them... For further information on mindgaming with current spirit:

    The safe loop argument is somewhat invalid as I said before, loops that are safe against normal killers are not necessarily safe against spirit... Since she moves so fast at Wreckers Yard for example there are two safe loops against spirit and that's shack with pallet and the crane... That's all... Any other tile is not safe against spirit. If a loop is safe or not depends on the killer not necessarily on the loop so that's where you wrong there buddy. Shack can be safe against M1 killers but is very unsafe against many others like Wesker, Huntress or Demogorgon.

    "The frustration of reading this post drives me wild. Oh man. your not suppose to react the shot.... your suppose predict when he is about to shoot and dodge at very last mili-second. For how small his harpoon gun spear is (hitbox-wise), wiggling vs slinger's gun right now, he has greater odds to miss long ranges shot then hits shots. You can almost react to deathslinger's gun and side-step outside of his harpoon gun on reaction. Its so stupid for slinger at the moment. And this wind-up thing with huntress hatchets does not matter either other then increasing the odds for huntress to suffer from Line of sight(LOS) issues. thank goodness that wind-up add-on exist to make this less of pain. Once again, its suppose to be about mindgaming.... and anticipation."

    With no indication of when the player is going to shoot you once again have no idea... So you are again just blind guessing... No skill involved there you toss a coin and if you by chance guessed correctly you'll not get hit otherwise you will... It is that easy. To anticipate a certain action you need to have a hint that something is going to happen... When a huntress is winding up her hatchet you can try to react to the shot that will follow soon... But with slinger just chasing you normally and randomly quick shooting you there is just nothing you can do but blindly guessing when he is going to shoot. Every pvp game is somewhat about action and reaction... You play a game, aquire the skills to improve and then try reacting accordingly to what the other person is doing... That works in RTS, Chess or whatever game you're basically playing... In RTS for example you can pull off great mindgames... I'll use starcraft 2 as an example here: If you build the tech building that is required for invisible units and make the enemy spot it he will probably react to that by building something that grants him invisibility detection... If you had the plan from the beginning to just trick him into building detection without wanting to actually build invisible units you have succesfully mindgamed him into doing that. You have given him a certain information to which he reacted in the way you expected him and used that to your advantage. That is the core of any mindgame... You give the other party misinformation and let them act the way you planned for and then benefit from it.


    "what you learn over-time as playing survivor is knowing how to guess and when to guess. Also how to avoid guessing when it is not necessary to guess. your looking for how to loop killer for 5 generators every game consistently. "

    But if you were able to learn how to guess it would not be a blind guess anymore... The definition of a blind guess is that you have 0 information about the outcome and you just throw a coin and hope for the best... You cannot learn that... You can maybe try to predict by taking into account what people usually do in a certain situation... But then again the problem there is the general lack of information about old spirits power and deathslingers quick scoping... Since you had 0 information and there was not really a comparable situation to other games played against the killer because you could never see what exactly they did...

    Predicting something that has no indication that it will happen soon is purely luck based... If you are sitting in front of your computer and at some point with no warning beforehand it will just explode... How do you predict when it will happen? It's simple: You can't and exactly like that you could not react to old spirit hitting you with her power or slinger insta shooting you. You had 0 information when it was about to happen and therefore could only select a random moment purely by chance at which you thought it would happen... But it is nothing but luck... Nothing you did had impact on the outcome of the decision... And this is exactly what people don't want in video games... They want the decisions they make to have an impact on the outcome.


    I would even go as far as to say it is not only the definition of a mindgame that the community has... But it is a general definition:

    Once again: "Actions intended to mislead someone else, often to gain advantage for oneself"

    By hiding his red light behind a high wall the killer tries to mislead you into thinking he changed directions to gain an advantage and hit you. This is by common definition a mindgame: You present false information and capitalize on the other side believing the false information to be true, and this can only be achieved by actually presenting information.

    This is basically the definition of mindgame the whole world uses... I browsed a few dictionary websites and they all came up with basically this... So if you like this definition or not does not matter since everybody else uses the word in that sense, therefore I can simply say your definition of mindgame is wrong as it does not mean what the word actually means and how it is used by everybody else.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    every word in language often has context and in the context of real life, Mindgame is more synonym of the word Deception which is act of deceiving another person which if we expand word deceiving. It is something along lines of making someone believe something that is false/untrue which is what you are posting.

    Mindgame in the context of DBD is not deception. We are not playing town of salem or original name, Mafia. Its not game about deceiving. In the context of dbd, when player refer to a mindgame, its related to predicting what the opponent will do before they do it with minimal/no information.

    I also do not understand all these scottjund because.... these scottjund videos are textbook example of... how not play vs spirit. Man, I hate the whole balance around -bad- survivor players mentality. This whole thing he is talking about does not work vs good survivors..... you hear directional where spirit is phasing. in other words. you know exactly her precise location every second. that is why she has no dust clouds because who needs dust clouds with directional audio cue, the audio cue is better then seeing the killer with wall-hacks. you slide pallets on reaction. there is no mindgames. I went to search old video to showcase this. tru3 showcases this on ptb.

    As you can see, he can track spirit on the hill perfectly and shack pallet perfectly which applies to all pallets in the game. This is what I mean that spirit has no mindgames because its all reaction and reaction are not mindgames. they are... reactions.

    the problem there is the general lack of information about old spirits power and deathslingers quick scoping... Since you had 0 information and there was not really a comparable situation to other games played against the killer because you could never see what exactly they did...

    This is wrong. you do have general information. Deathslinger is going to shoot at some point, you need figure out at what point he is going to shoot and Spirit is going phase and you need figure out her routing to neutralized effectiveness of phasing. that is entire mindgame behind their ability. this is entire point of their mindgame.

    You can basically never know when billy is gonna start his chainsaw sprint because he can feather it... So once again this is a terrible example... A mindgame needs the intention to trick the other person by presenting them a specific set of information whether that information is true or false cannot be verified by the survivor easily

    that is literally billy's mindgame. you don't know when he is going release the chainsaw and you do not know where he is going to aim. you just know he is going to use it. you have to guess what trajectory the billy will use his chainsaw. that is same mindgame that victor has with his pounce. you know he is going to use pounce, you don't know where the player will aim it, you need guess where the player will aim it and you wiggle while moving as forward as possible to make it as difficult as possible to land the hit.

    With current billy, he charges his chainsaw too slowly and he walks too slowly to curve because the survivor is always going to be perfectly 180-degree's from billy's position. that is just how looping works. He can't walk to correct position to curve because survivor can always walk to correct edge of the loop to avoid curve. As a result, there is no mindgame. its just reacting to where billy walks. this whole current counter-play is Line of sight+Reactions and as I said, Line of sight+Reaction /= is not mindgames.

    what made him good before is that he could rotate loop by walking as 115% m/s killer and dynamically curve around loop. you could not line of sight billy, you needed to predict when he releases his chainsaw and where he dashes with his chainsaw. it created interesting mindgames at loops.

    The definition of a blind guess is that you have 0 information about the outcome and you just throw a coin and hope for the best... You cannot learn that...

    there is skill in blind guessing. I mean Poker is great example of a game based off guessing your opponent cards, the incoming cards on the board which are known as flop, the turn and river. Some player win a lot and other player lose all the time. There is skill-cap behind guessing correctly more often then being wrong. you can never be fully correct because there is element of luck, but it is not pure luck. it is combination of luck and intuition.

    The killer that are strong in DBD are strong because they force you to guess on their gameplay. They play a mindgame on top of regular dbd gameplay loop. One of key details behind mindgames is that they create an illusion of lose/lose situation, not that situation is lose/lose. it just looks like lose/lose situation. there is suppose to be always a correct play. It is just difficult to always do the correct play because principal of mindgames is revolves around a lack of information to make correct play every time. If you could see your opponent hand every time, you'd win every card game but that is whole challenge.

  • Gandor
    Gandor Member Posts: 4,282

    Mindgame is about deception also in DBD. I have no idea why random chance should be mindgame. Random chance is luck. Mindgame is not about luck. In fact best mindgames are 100% about reactions and 0% about luck. And by reactions I don't mean just 1 side. I mean both sides reacting to something the other side did. This is mind game. Not guessing on which side of a pallet by 0 input I will stay. That is pure guessing and 0% mindgame

  • Archol123
    Archol123 Member Posts: 4,634

    Agreed but apparently words have a different meaning for the guy...


    "Mindgame in the context of DBD is not deception. We are not playing town of salem or original name, Mafia. Its not game about deceiving. In the context of dbd, when player refer to a mindgame, its related to predicting what the opponent will do before they do it with minimal/no information."

    No it is not... You give someone a certain information and assume they will react accordingly to it base upon that you do the opposite of what you made them think is gonna happen... That's exactly what a mindgame is in DBD.


    "I also do not understand all these scottjund because.... these scottjund videos are textbook example of... how not play vs spirit. Man, I hate the whole balance around -bad- survivor players mentality. This whole thing he is talking about does not work vs good survivors..... you hear directional where spirit is phasing. in other words. you know exactly her precise location every second. that is why she has no dust clouds because who needs dust clouds with directional audio cue, the audio cue is better then seeing the killer with wall-hacks. you slide pallets on reaction. there is no mindgames. I went to search old video to showcase this. tru3 showcases this on ptb."

    How is it balancing around bad survivors... A good or a bad survivor had to guess in the exact same way and the skill did not matter as they could not use their skill to process the given information since ther was just no information given at all... Also he was saying that when staying in the way he described the difference was so narrow that you could not necessarily pin point her exactly ...

    First of all this is probably one of the most clickbait titles ever... Spirit is not dead at high level... Having to break two pallets a map does not kill spirit... And I love the assumption of balancing around bad players when this spirit is constantly loosing him and not being able to keep track of where he actually goes...

    This is a far better example of spirit performing in high level... We a team of comp players playing against a comp spirit and oh my god who would have thought spirit is still able to perform really well... The spirit is one of the best spirit players in comp and the survivors are team Eternal... The best comp team at the moment... The whole point is even if you know where the spirit is it does not really matter as she moves so fast during her power that she can catch you regardless of you knowing where she is... That's exactly what happens in this spirit showcase... It does not matter if the survivor messes up because most tiles are just not safe against spirit especially when she is not going in addonless... And when you hear her rotating in one direction you need to act accordingly to that... unless you can just leave the tile entirely and go to the next one... But that risks that she will catch you in the open without any safety...

    Mindgames play around reactions... you want them to react in a certain way... and then change to doing something different which puts them in a bad spot because they assumed the killer was coming from a different direction...


    "This is wrong. you do have general information. Deathslinger is going to shoot at some point, you need figure out at what point he is going to shoot and Spirit is going phase and you need figure out her routing to neutralized effectiveness of phasing. that is entire mindgame behind their ability. this is entire point of their mindgame."

    No he is not gonna shoot you necessarily... If you just wiggle around and don't go anywhere he can just M1 you without the need to use his power at all... And even if he was guaranteed to shoot you at some point... What does it matter? It does not narrow it down to give you anything to work with...


    The whole point of a mindgame is to force a wrong reaction... That's the entire thing... How can one be so stubborn to not understand that...


    "there is skill in blind guessing. I mean Poker is great example of a game based off guessing your opponent cards, the incoming cards on the board which are known as flop, the turn and river. Some player win a lot and other player lose all the time. There is skill-cap behind guessing correctly more often then being wrong. you can never be fully correct because there is element of luck, but it is not pure luck. it is combination of luck and intuition.

    The killer that are strong in DBD are strong because they force you to guess on their gameplay. They play a mindgame on top of regular dbd gameplay loop. One of key details behind mindgames is that they create an illusion of lose/lose situation, not that situation is lose/lose. it just looks like lose/lose situation. there is suppose to be always a correct play. It is just difficult to always do the correct play because principal of mindgames is revolves around a lack of information to make correct play every time. If you could see your opponent hand every time, you'd win every card game but that is whole challenge."

    1. There is no skill in blind guessing... Because what blind guessing means is without having any information that could lead you to assume one or another thing you just guess... That's why it is just like tossing a coin... Pure luck, no skill.
    2. Poker is a terrible example... In poker you know how many cards are in the set, you know which cards are played and calculate which cards you haven't seen and which card combination would beat yours, therefore you can calculate the probability of winning or loosing and play accordingly to that... In addition you can try to read your opponents if they have tells... Let's say we have a player with a very obvious tell.. When he has a bad set of cards he touches his left ear... You can now try to read into that tell when he is touching his ear... But what your opponent can do know is touch his ear when he has good cards to throw you off... Both players can make assumptions based on the give information... The player touching his ear is trying to make you believe he has bad cards, therefore he is trying to mindgame you... Such an obvious example is for sure not gonna happen in pro poker tournaments I assume... But I hope you finally get what a mindgame is... If you still don't understand then I guess hope is lost....
    3. Regular DBD includes many mindgames... Since otherwise you would only every follow the exact same path the survivor took... Doubling back, moonwalking, red light mindgame, coming from a different angle and so on .... those are all mindgames that are regularly used by players, not even necessarily good players...


    The killers that are strong in DBD will put you in a loose loose situation if mastered... You can only delay them for so long... Nurse does not need mindgames, she can just run straight on top of you... Spirit with mother daughter ring does not need mindgames, because she is so fast she can just catch you regardless and so on... I think you just don't understand how this game works at that point and for some reason don't even question your beliefs even with that massive amount of information that proves it wrong... Sad to be so delusional... :/

  • Archol123
    Archol123 Member Posts: 4,634

    I would also like to quote the video I posted above:

    "You can try to win those pallets (non god pallets in this game it was crane and shack, the pallets at jungle gyms are not god pallets against spirit), you're not gonna win, this is a top tier spirit, you're not gonna win those pallets. It's incredibly hard, you might think like "argh why are the survivors not winning this?" You're not supposed to win this." That is around 9:25 min in the game with two yellow addons... So if you really think Spirit is not in controll of the chase you're just wrong...

  • AverageAshEnjoyer
    AverageAshEnjoyer Member Posts: 427

    They've confirmed that twins are getting a rework...a full year ago. Honestly the changes are probably just going to be number stuff lmao

  • Archael
    Archael Member Posts: 844

    I havnt play twins, so perhaps i should not talk about their rework.

    But i saw some videos of them... And this looked weird.

    For me, the only thing they need is some basic AI to controll one of the siblings. Player giving Victor an order of patrol or guard location, and Charlotte doing chaces, damaging gens etc... Right now it looks just weird when she suddenly just freeze...

  • Archol123
    Archol123 Member Posts: 4,634

    But then you just have the Knight in a different form... And since apparently the AI still does not work alright (when we consider nemesis zombies) unless they get a pre-defined path to walk along or move through objects... The idea of twins working like that would be nice... But since Knight exists we kind of already have that now... I would have liked the idea if it was originally like that... And maybe with something you could actually do to avoid the counterplay the knight currently has... Which is leaving a tile to get to another one because you cannot loop two killers at once...

  • Archol123
    Archol123 Member Posts: 4,634

    What else can we expect XD But then again most twins players would be alright if the downtime of victor after a hit was lowered so you can switch faster...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Also he was saying that when staying in the way he described the difference was so narrow that you could not necessarily pin point her exactly ...

    I am saying you can know her position as shown in the spirit is dead video.

    How is it balancing around bad survivors... A good or a bad survivor had to guess in the exact same way and the skill did not matter as they could not use their skill to process the given information since ther was just no information given at all... Also he was saying that when staying in the way he described the difference was so narrow that you could not necessarily pin point her exactly ...

    No he is not gonna shoot you necessarily... If you just wiggle around and don't go anywhere he can just M1 you without the need to use his power at all... And even if he was guaranteed to shoot you at some point... What does it matter? It does not narrow it down to give you anything to work with...

    one of major differences between better survivors and worse survivors is putting yourself in favourable position to guess correctly. there is no name for this, but it is about taking the path of least resistance. Remember what I said about wiggling in my previous post? Wiggling is about confusing killer where he is suppose to shoot while moving as forward as possible.. its risk vs reward mechanism. Worse survivor over-wiggle/wiggle incorrectly because their objective with wiggling is never get hit rather then to reduce probability of getting hit. You need to know how to hold-w effectively vs slinger to take path of least resistance then guess incoming shots that are inevitable to occur through normal dbd gameplay loop. You just want a full proof 100% strategy that asserts 0% probability in getting hit. In your ideal form of killers, you want to line of sight the killer and give near zero probability for the killer to shoot and just in case, he does get to shoot, you want to react to his shot and be able to near 100% dodge it. That is kinda of where slinger is at now a days. Survivor main logic is amusing. I will give it that.

    I have nothing more to say about the topic. you can believe that seeing everything the killer does precisely and doing appropriate play is you outplaying the killer(winning mindgames) but I do not agree with that notion.