How could we fix Decisive Strike without making it useless?
This is just what I think could be beneficial to Decisive Strike, and make it less oppressive in situations when killers can't do anything, like when someone is downed in an exit gate, but they have Decisive Strike, which the killer can't do anything about. Please send feedback, I greatly appreciate suggestions.
Decisive Strike will activate when you are pulled off the hook, this perk is activated for 40 seconds. This perk deactivates, if any survivor except for yourself is damaged in any way. Whenever you are picked up from the dying state, you will have to hit a skill check to escape. Decisive Strike will not activate if you are grabbed from an action, or from a locker. This would fix most of the situations in which Decisive Strike is uncounterable.
Another solution I've thought of is
Decisive Strike doesn't activate when you are grabbed from an action or a locker, Decisive Strike does not proc when the last generator is powered.
These are just thoughts to make Decisive Strike less oppressive, but to keep it's ability to punish tunnelling, not give survivors invincibility from being hooked for 60 seconds. Please, give your feedback, and suggest your ideas as well.
Thanks.
Comments
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I moreso like the idea of it deactivating after another survivor is hooked over if another survivor is damaged. (Preventing it from being cheesy in endgame would be nice though).
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Maybe if you're unhooked and someone else is hooked have it deactivate but have it proc every time you're unhooked instead of once a match?
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Thank you for the feedback it is greatly appreciated,
The main reason I wanted to make it damage a survivor, instead of hitting, is that it's fairly hard to hook someone fast enough and grab them when they are crawling to the exit gate. I still think it could avoid some problems, but I still feel like lockers and when you're in the exit gate with DS situations would continue to happen. Once again thank you for the feedback.
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If you are unhooked by another survivor it activates for 60 seconds. If you are healed to full health, take part in a completed gen or down from a protection hit the perk deactivates.
Like this theres still some cheese but there's also counterplay. Getting full healed will basically sorta counter its effectiveness at endgame if you have adrenaline proc off hook. A protection his is obvious, you aint being tunneled if you are literally protecting someone.
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Reduce the timer and make it only deplete where far away from the killer.
Also make it deactivate once someone else is hooked so it can actually be anti tunnel and less bs
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Thank you for the feedback
I still feel like this would have locker and endgame problems, which I'm trying to fix and make it less oppressive. Once again thank you for the feedback.
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You don't. It's fine just the way it is. You downed them with DS in a gate? Oh well. Hope they miss, and if not, eat the stun and move on to the next match.
Never once have I complained about DS.
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A perk that allows you to break free from the killer's shoulders shouldnt exist especially if its no risk.
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Decisive Strike gets deactivated, when anyone gets hooked.
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This could solve the issue, as you stated yes there would still be cheese, but my solution would still have cheese as well. I like your idea, giving it less synergy with adrenaline and heals could be nice, protections hits could also work very good as well. The completing a generator could also work well. I like the ideas you put forward. Thank you for the feedback.
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No problem. Just came up with it on the spot lol. I just didn't enjoy the no ds off of grabbing you proposed because it is a valid strat. If the killer is smart they will lunge in every non locker situation. If you gen grab a survivor with ds its your fault. Lockers suck yes, but it's okay because some sort of counter that survivors have against killers. Honestly i like when they locker dive, just means i can get rid of ds early on. If it's egc then i just ######### up all game lol.
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The biggest problem I have with it is that it doesn't deactivate when a survivor touches a generator, so you have situations where the survivor can complete their objective but the killer can't complete theirs
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Like a lot of people mention I would like to see DS get deactivated after a new person is hooked.
I would also like to add that DS deactivates when the survivor is healed a single health state.
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Ds doesn’t need anything else just slug when in doubt.
Well I guess a good compromise would be to leave DS active until you heal to full health/ someone else is hooked.
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Please no. Decisive Strike was fixed quite a while ago, it's totally fine now in my opinion. I could maybe see it not activating when getting pulled out of a locker, but I'd rather just have it the way it is now. I don't think DS needs to be 100% an anti tunnel perk and nothing else.
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DS deactivates once someone else got hooked, the person who has it activated cant work on gens and it should be disabled after all gens are done. that would make it at least a bit more fair.
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DS needs a buff! I never have a problem when playing killer with DS. But I don't tunnel at all now that I play survivor and understand how frustrating it can be. It is fine as is.
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DS is a one time use situational perk. It has already been nerfed move on.
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Better solution is too simply have it end when someone else is hooked. That way it actually is meant too be anti tunneling and not a get out of jail free card.
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Not ! Leave the Ds alone , Every time now? He was already nerf, worry about something more urgent in the game!
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The locker tactic should definitely be fixed.
The issue I see with your proposal is that if the killer hits the unhooker as soon as the activation condition is triggered (let's say when the rescue animation ends), then DS would immediately be deactiveted.
I think DS is in a fine place where it is right now, barring the locker cheese. I agree that the gate situation is annoying, but if the gates are opened, then I know I effed up a long time before.
Maybe a possible adjustment is that DS activates only after a survivor hits second stage. That way, DS would become more of an anti tunnel for survivors who are on death hook and the killer isn't slowed down as much early game. Although, I don't think that would be a popular change.
Food for thoughts. Regardless, my main gripe is with the locker tactic, I don't have serious complaints otherwise.
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Its actually quite simple. Don't tunnel. Or slug. Honestly its not bad at all. I'll eat DS from a swf and still get 4k. What they should do is buff it by making it so that if the timer is activated and killer brought mori it should be able to use DS to break free from mori. Everyone is saying how DS is broken or rewards survivors with no punishment. It used to be so much easier to counter with juggling, enduring and unnerving presence, but trash killers complained so much that the devs reworked it into what it is now. And now those perks have no effect and its more alined to be the type of perk is supposed to be, an anti funneled perk. The only people who complain about DS now are those who tunnel. If you see a recently hooked survivor being aggressive and taking hits, be smart and leave him/her on the ground if your so scared of DS. Playing the game fairly and properly by going for different survivors instead of the same 2 and it won't be a problem. I constantly go against survivors with at least 2 of them running DS and not a single one gets to use it making it useless perk for them. Any killer that don't tunnel or go for same 2 survivors waste any survivors perk slot with DS
Deactivating when being pulled out of locker? So you basically want absolutely no counter to Mori which already is a guaranteed 4k unless you are super bad which then That's on you and not the game or survivors. If you see survivor go in locker just leave them, its not that hard or hit and leave.
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It has risk, you lose wiggle time if you miss your skill check.
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It isn’t broken so it doesn’t need fixed imo.
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I personally don't like that you can't do anything to an unhooked person at EGC and the door is right there so they are immune to being killed unless a mori is in the game.
Then the obvious where you don't tunnel, you down and hook someone else and then down the person who got unhook just before again but eat a DS anyway even though you didn't tunnel.
It has dumb flaws that idk if it worth addressing them cause it would be a heavy nerf for the higher levels of play where people usually don't tunnel anyway and be like nothing ever happened for those that intentionally try to focus on one person.
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Or you hook someone else and the ds user comes and unhooks them right in your face you smack them down pick them up and get DS so then you just lost both survivors by playing legitamately and the survivor playing in a dumb way.
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She should have been punished or traded but no ds gives her a freeby.
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to be honest I have no problems with it if your picking up a guy That got unhooked 40 to 50 seconds ago you Just gotta suspect it
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yeah I was trying to cover that in my second point on the dumb flaws it has, it's really stupid and frustrating. Just like old mettle of man it allows people to take advantage of a situation that should be considered bad play without the perk.
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It's not broken so it does not need to be fixed.
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Did you not see the twitch clip with otz the ds user literally unhooked infront of a leatherface and should be punished for it but no she gets the guy off the hook gets downed and is about to be put on basement hook but ds lets her go. Its really dumb especially when your also chasing a survivor and they jump in a locker forcing you into ds. Like it or not it needs to deactivate if you work on a gen or if someone else is hooked.
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I'm not seeing the problem here.
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it's called not hooking a person and leaving them slugged in the basement
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She unhooked a survivor in the basment...infront of a leatherface...right next to a hook and wasnt punished for it because of a perk.
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And waste 60 seconds of valuable time to get one hook? Great and if more then one has it ill have to do that multiple times.
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When I get DS I just deal with it and move on. It's not difficult to catch them again anyway.
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He could have easily avoided that ds and getting slugged is still a punishment
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How dare she unhooking in the presence of the mighty leatherface!
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That would ruin it and make it a trash perk.
No one would use it if it deactivates after the gens are done.
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I could see the another survivor is hooked though since its a anti tunnel if another survivor is hooked your not being tunneled.
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How is a killer to know a person has DS still when they unhook someone else? How people won't acknowledge that issue, I'll never know.
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You act like everyone has ds. Survivors basically do the same thing with noed.
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Except as you get down a lot of survivors have ds so you pretty much have to down someone and wait for about 30 seconds if they were recently unhooked to avoid it thats 30 seconds of genwork and if i have to do that for every newly unhooked survivor im screwed. Noed is only during endgame killers have to worry about ds the whole game. Especially during endgame.
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Ok. Still not seeing a problem.
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Yeah man, lets slug everyone cause there is a chance a minute hasn't passed since you hook the second or third person. Working as intended very anti-tunnel.
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This perk isn’t broken at all. So I don’t think it needs to be fixed.
The real problem is that many people see it as an anti tunnel perk. If it was an anti tunnel perk then it would deactivate the moment the killer didn’t come back to the hook. Which it doesn’t, because it is intended to work that way. You have access to other ways you can use it.
Also, since when do we need to “punish” tunneling when it is explicitly allowed? Especially when it can become part of a strategy. I never understood this one.
You can nitpick instances where you think it might be too strong but there are also instances where it’s not. If you’re being tunneled because you’re the last person hooked, why would the perk not shine in that instance? Gate spawns are very rng based as it is... so if that person stabbed you and got out, good for them. You probably tunneled them before they got hooked too.
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Have DS deactivate when the Survivor interacts with something, the gates are powered, or when another Survivor is damaged.
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You can't possibly consider the protection hit a smart thing. They are so broken as long as the game thinks you are close enough to a hirt survivor and you get hit you get a protection hit. I have gotten them from across the map from anyone.
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The when another survivor is damaged in any way is a silly counter. Also deactivating when the last gen is completed? What? If this is about balance we can reduce the time from 60 seconds to 40 seconds.
If you are that worried, either tunnel early into the game to get rid of it or dont tunnel at all.
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Just make it so it deactivates if you hook another survivor.
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