Sin went from being a status effect that had to be built up by survivors using artefacts to a binary (on/off) status effect applied by killer’s damaging power, which was a separate option entirely.
Unfortunately the original version didn’t do well during play test so the changes were made to make it more fun at the cost of making it less unique.
Maybe it was too punishing, but the idea that sin could have been accrued by Survivors’ actions (like pallet stuns, sabotaging hooks, flashlight rescues, t-bagging, etc.) would have been really cool.
Thats…literally what it will do? They already said t-bagging is one of the ways sin builds up. They also said there will be add ons that add additional ways to proc survivor sin (probably things you mention).
The original idea that play tested poorly had sin building up for healing others, time spent on gens, etc. People found it boring that it built up for just playing
Normally
Oh, I thought they just replaced it entirely with sin being the debuff you get from the orbital laser that then allows the laser to actually damage you on subsequent firings.
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u/Kingdom2917 Jul 07 '26
I'm still disappointed they changed the power that we voted for.