http://dbd.game/killswitch
Considering Vecnas ranged attack, do you think we could maybe look at reducing Unknowns CD?
I don't know if people feel the same but I see both Krasue and Vecna and I feel Unknown is being a bit power crept, if this is the new standard could we buff Unknown to be able to shoot more frequently, like shorter intervals doesn't need to be spammable, it'd just be nice.
I would like to play against and as Unknown more is all, does anyone else feel the same?
Comments
-
Unknown definitely feels like the biggest looser this patch because of that. Vecna can spam his power and reliably get injures at a fast pace. In the right circumstances he actually has some really good snowball potential. Unknown doesn't have that, not at the average level since the skill ceiling for Unknown too high for too little of a pay off. He definitely needs some significant changes to his kit, but a faster recharge rate would just make him a spam happy killer.
6 -
He doesn't need a super fast spam, more just like a second or so off the CD to make it a little more forgiving
-1 -
if you just never miss, Unknown is fine. so technically he's fine in a vacuum...
id like to touch up on him in some other aspects to help him do his job, like shrinking his TR. seriously, why is he normal TR? dbd 2026 is pre run simulator, featuring Finesse and SB. Cooldowns won't help you with that.
0 -
if anything they should meet in the middle because vecna and krasue need a slight cooldown and unknown needs less of one.
8 -
Its simular situation like with springtrap who has simular tp ability but way stronger and vecna 2.0 to harmless its the same, harmless is just way more punished for missing.
-2 -
- The most controversial aspect of Vecna is its mindless spam ability. So, it's not that Unknown should be a bit like Vecna, but Vecna should be a bit like Unknown. (My opinion)
8 -
considering how much effort it takes for survivors to get rid of Leeched against Krasue and how she can just easily hit them to stop the removal, Unknown needs a much stronger Weakened effect and maybe a second less on cooldown. Weakened should also slowly go up when not looking at him to pressure survivors further.
The Hallucinations also need something small, such as survivors either can't get rid of them or something that makes it a risk more than it already is - I would suggest removing them gives Weakened but that seems too strong paired with the other changes I suggested, though who knows it could make him scary again
-4 -
But thats not killer mentality.
1 -
if you just never miss, Unknown is fine. so technically he's fine in a vacuum...
Thing is, if you never miss, Unknown is fine. But if you never miss as Vecna, then he is broken.
Neither of those are really possible anyway. But even at best play, Unknown gets to just "fine" level.It's also so much easier to lose your progress with Unknown. Vecna doesn't have that. His tokens stay forever and his window to injure/down survivors is way bigger.
3 -
Well, I would say The First should have bit higher, Unknown bit shorter CD.
Unknown is not really good target to balance around. He was also considered to be very strong on release and now he is The Harmless.
The First is definetly strong, but he is going to fall off a bit once survivors learn how to play against him.4 -
Unknown definetly needs some changes, bro is literally reffered as the harmless by the people who are actually good. And he is one of the few killers that are fun to verse, making him more common is a legit win-win.
5 -
Unknown I think needs a Uvx cooldown reduction and a slight teleport rework when you teleport to the hallucination that hallucination goes on cooldown the rest are still active unknown no longer has a global tp cooldown.
Think like his hallucinations are like sadako tvs only that TV (hallucination) spot goes on cooldown
2 -
even if Unknown had 1.5 seconds of CD, they'd still have a second of charge time, I just want to see the killer more as I they are one of my favourite unlicensed designs.
I want to stress I don't want them to be frustrating to play against, I just also don't want them to be frustrating to play as either.0 -
one person who plays the game for a job going on a streak is not representative of the general playerbase. the only S tier killers recently were Ghoul who got nerfed and will be again soon, and Krasue who was nerfed even quicker to a more balanced state; both retain the fun that comes with them too and Kaneki surely will when he gets put in a more healthy spot.
Unknown on the other hand is easily countered unless they are, as you used in your example, someone who plays the game more than most players will. Mobility can be removed, Weakened can be removed in chase quicker than Krasue's Leech when outside of chase. Even take the RE killers, both need you to stand still to remove the infection and give killer instinct. Counters should work in that way, or like Freddy's alarm clocks.
4 -
This exactly, I'm not a pro killer player and I feel with recent killer designs it's only fair to give them a little more help.
UVX is so unforgiving to use, it makes it really hard to learn and more often than not frustrating. The amount of time wasted going for m2 hits coz you have to keep reapplying it is so annoying.2 -
Considering vecna is 110 his ability should be stronger than uknown who is 115 (uknown is super punishing so vecna is just upgrade with better skill expression that is way more rewarded than uknown if you hit your shots).
1 -
This explains it well. First cd should go from 3→3.5 secs, maybe a bit more to ensure that Vecna is actually hitting his shots and not just spamming his way to victory. He will not be considered as strong once good survs learn his particular way of looping.
Unknown should get a reduced CD from 7→6, maybe 5 secs (with perhaps an added few second buffer from when a survivor is weakened to when they can start removing it). It really does struggle as a killer without leverage in many situations.
0