A concrete buff to Insidious

YamamuraVideoRentals
YamamuraVideoRentals Member Posts: 509
edited May 2025 in Feedback and Suggestions

Unlocks the stealth ability.

After standing still for 4/3/2 seconds, you are granted the Undetectable status effect and 10% haste. This effect lasts for however much extra time you spend standing still, up to a maximum of 8/10/12 seconds.

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It still isn't a great perk for helping a killer develop consistent pressure, but at least it would be possible for killers to find better hiding spots to come out of, and they would have a better opportunity to get grabs and surprise hits, without some audio cue instantly alerting the survivors to their presence when they move.

Post edited by YamamuraVideoRentals on

Comments

  • Lexilogo
    Lexilogo Member Posts: 796

    I actually think this version would be quite strong, thanks to the Haste. I think it would turn some safe/semisafe pallets into totally unsafe pallets against M1 Killers- If the Survivor has no good option to run away, you just stand still for a bit to proc Insidious, then use the Haste to break the loop. I'm not sure how common it would actually be, it could end up being overpowered or not very good, but worth giving some thought.

    Anyway, I approve of the concept. The idea of being able to use Insidious to proc a temporary Undetectable on command and walk with it for a short time as a mindgaming tool is what I have wanted Insidious to get buffed to for a long time.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    I think to be fair, pig crouch/ambush and chucky slice and dice would be way more powerful than this insidious buff at a loop.

    Now could there be times the survivor loses track of the killer and can't see them over a maze of walls, and doesn't simply leave the tile? Yeah that's also true, and in this case, I think it would be perfectly reasonable for a perk like this to shine. This buff I was suggesting was mainly made to make it easier to genuinely surprise and grab survivors busy doing something though.

  • Langweilig
    Langweilig Member Posts: 3,222

    Sounds good. I would only want it to be buffed a bit differently.

  • Memesis
    Memesis Member Posts: 735

    Sounds good for killer, but consider the survivor perspective. Imagine being stuck at a tile at the corner of the map with the killer deciding to just stand on the pallet for 5 seconds, then easily beating you before you make to the other side like they got 5 seconds of bloodlust tier 2 for free.

    Nice idea, but would also need some kind of activating condition to make that scenario fair, and now the perk is so bad its pick rate will just stay the same despite the effort put into reworking it.

  • Gandor
    Gandor Member Posts: 4,383

    IMO it would be problematic, because of "unintended" use. To clarify - it would be perfectly fine in chase and IMO not even too strong. It's survivor's fault if he does not notice killer is standing in a spot for more then 2s without ever moving. If the perk was used this way, I think it would be perfectly fair (maybe even being a little on a weak side).

    However I am pretty sure the perk would be used for camping/tunneling way more then for additional possibility to do in chase. Imagine killer ignoring AFC, because he knows that survivor that unhooks himself is going down very quickly even thru endurance (because double tap before survivor gets to any loop is now serious possibility / hitting him anyway even if he gets to loop).

    So IMO the perk would be too weak for intended purpose while too strong for camping and tunneling

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    Alright, so what… just remove the haste entirely from this idea?

  • TieBreaker
    TieBreaker Member Posts: 1,331

    I don't think adding another 10% haste perk is a great idea, seeing as we already have a bunch of haste perks. These activation requirements are also easier than other perks, so stacking it with others might be too easy.

    I'd be happy with some number buffs. Faster activation, with a longer linger effect after moving. With a small buff, Insidious could be a fantastic perk to use for mind gaming structures like jungle gyms.

  • Langweilig
    Langweilig Member Posts: 3,222
    edited May 2025

    This is my idea:

    Insidious

    • Activates after standing still for 0,5 (was 2) seconds.
    • Undetectable status effects linger for 3-6 seconds (new)
    • Suppresses the sound of the chase music for 3-6 seconds on both sides after entering a chase (new)

    This gives it synergy with killer powers and makes it more universally useful outside of standing still.