Twins Idea: Fleeting Thoughts
I was just thinking about a Twins rework. This is faorly rough, but these were the things I was thinking about:
The main changes were to a) remove the slugging issue, b) make the Twins fun to play as and against, c) offer a new ability of some sort. Ultimately, I admit there's some influence from a mix of other killers, but judging by how well-received The Unknown was (who did similar), I'm hoping this would be different.
New Power: Victor
Victor now has the ability to spring off walls or on top of objects up to two times. Each spring grants extra distance, and however many springs you do affects what happens when you pounce on a survivor:
- Pounce directly onto survivor. The survivor will be Hindered to running at 3m/s while they try to throw Victor off. After throwing Victor off, they are not injured but have their aura revealed for 8 seconds.
- Pounce onto the survivor after jumping off the wall once. The survivor is injured and has to shake off Victor with skill checks. If they fail 2 during the period, Victor is thrown off, but the survivor now suffers from Deep Wound, and Hindered for as long as they have Deep Wound. Their aura is shown whenever they are not healing from Deep Wound. If the survivor throws Victor off successfully, their aura is revealed for 8 seconds.
- Spring off objects twice before pouncing. Victor immediately downs the survivor, but a tussel ensues. The survivor fights with Victor on the floor, whilst facing "Merciless storm" skill checks. If they miss a skill check, Victor pins them down and prevents them from recovering, unless Victor is kicked off. If the survivor succeeds, they throw Victor off and get back on their feet injured. Their aura is shown for 12 seconds and they suffer from a Deep Wound status.
Different add-ons may change the effects of the pounce attacks, alter speed and recovery to make the Twins have some different ways of playing and add more variety. Also, when Victor does latch on, Charlotte gains 3% haste for as long as Victor latches on.
Again this is rough, but it just came to me and would be interested what's good or bad about this idea.
Comments
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That sounds as most map dependant killer in the game to me.
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I think that's why I'd want each pounce to be even longer than the last. I'm not thinking his current pounce - I'm thinking much further. Besides, rocks, barrels .. any junk could be used as a spring for Victor.
There's enough clutter about that Victor could use.
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Yeah, but if distance is big that means it is going to take longer and what exactly am I going to do about survivor hiding behind a barrel/rock etc.?
Basically any small object is going to make it impossible for me to get hit. If survivor crouches behind it, there is nothing I can do about it with Victor, no?0