DS needs to get Ruined (or a major rework)
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I believe that removing the ruin was a negative adjustment, nobody wants to play as a killer, it takes time to find a game, because there are not many killers and if you find it is a level 10 killer it goes red range survivors
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100% agreed. If I load into a match and nobody is the obsession, the killer tunnels the first person they find to death in red ranks. Now we are at a massive disadvantage, and the person that got tunneled had a miserable experience. I don't like running DS cause I find it boring but some days the killers are relentless and I end up putting it on.
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DS is fine as it is.
Just because some people choose to use it in a risky way and fail at it doesn’t mean everyone is using it this way.
It is very easy to counter.
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There is a simple solution to that. If you dont want to be tunneled, just dont heal under hook. First run away to a safe place, then heal. There is nothing hard to do here. Also its kind of a loophole, but it would only apply to self healing, if someone else starts to heal you then it wouldnt disable DS.
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I think DS needs rework, becouse it's used as much as ruin was in high ranks.
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I know this might be a shock, but killers actually tunnel harder if they suspect DS.
Why? Because they want to trigger it in early game and get it out of the way quickly, so it doesnt bother them in lategame/engame.
Surprising, I know, but no one wants to have a person on gen for 45+ seconds that cant be caught because they will just hide in a locker and you will have to wait the DS out.
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You mean just like the genrush epedamic right now?
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- NOED - should be reworked just like DS, these perks basically are the same situation. Counter: cleanse dull totems
- Whispers - useful only during very early and very late game, other that that its active for the whole game, so it gives you almost no info. Counter: none
- Infectious Fright - agreed, bit it os easily countered. Counter: spread out.
- Franklins Demise - highly situational perk, unles survivior has a key or map its almost useless. Counter: none, but items can be picked up
- Blood Warden - situational perk that requires you to be losing a game, but you have to menage to hook anyway and in a small time window. Useful only with NOED. Counter: 99 gates, destroy NOED, wait out.
- Haunted Ground - currently almost useless after the Ruin nerf. Counter: dont cleanse hex totems until Devour reaches 3 stacks.
- Make Your Choice - literally anti camping and anti tunneling killer perk. Counter: none (or force killer to camp)
- Rancor - gives informations when gens are completed and allows to kill obsession in the endgame, but REVEALS YOUR LOCATION TO OBSESSION. Counter: just use information Rancor gives you and avoid the killer.
- Stridor - situational perk that is not worth the perk slot, only useful on Spirit. Counter: Iron Will, wider looping.
Out of all these perks only like 3 are really crutches, (NOED, BW, Stridor on Spirit) and its not like they have no counters.
Now killer combos:
- Blood Warden + NOED - the only combination where BW is useful, NOED needs rework, but can be cleansed, this combo is not that good, you dedicate 2 perk slots to gamble on a losing game...
- Enduring + Spirit Fury - good combo, but 2 perk slots are used just to counter pallet stuns. Just drop pallets early like you do with Doctor or Billy and use windows more.
- Infectious Fright - just stay out of TR, spreading out is more effective anyway.
- Whispers - you really are overestimating it. All it does is tell you if there are ANY surviviors NEARBY. This is not accurate at all, useful only to find first survivior, last survivior and to patrol Exit Gates.
- Im All Ears - not sure why its good with anything, but Quick and Quiet completly counters it. Also you can bait it at the start of a chase, it has a long cooldown. And its not good on every killer
Survivior perks:
- Dead Hard: bugged with servers, but so are killers attacks, you often miss because of that too. Can be baited, but it also forces killer to not lunge and wait it out, sometimes letting you get to a pallet/window. Also you can DH through Bear Traps without triggering them...
- DS: its not once, there are 4 surviviors in a match and everyone could have it. Slugging is often disadvantageous and is countered by Unbreakable. Eating early requires you to tunnel someone, wastes you time and breaks pressure.
- Unbreakable: Again, once for every survivior, so 4 times total. And again, synergy with DS
- Adrenaline: basically survivior version of NOED only a bit more fair. Allows surviviors to escape way easier, can be countered ONLY by NOED (that can be cleansed) and its an unfair perk. Perk that can only be countered by a toxic perk... This tells somethinh about Adrenaline.
- Sprint Burst: great exhaustion perk, allows you to gain a lot of distance when found, helps you escape after getting unhooked. 99ing it allows you to completely outplay the killer and extend the chase greatly.
This isnt as simple as you are saying, both sides have some broken perks, this means both sides need to be fixed, not that none of them need.
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and there are some like myself that don't tunnel because of DS. If I bump into someone who just got off hook I slug, I've been doing ok so far.
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I also do that most of the time.
But so many people here say that to counter DS you have to "eat it early" and that basically requires tunneling.
So if I dont want to be DSed by a guy opening an exit gate/ doing gens right after getting unhooked (well 50s is not that right after), then I HAVE to tunnel him early... This makes no sense...
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You should be able to tunnel because the survivors did well and finished their objective? Sounds fair enough I guess.
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What?
If you see a guy working on a gen, then it shouldnt matter that he got unhooked recently, because you are supposed to PROTECT GENS. So you have the full right to attack him. He came here out of his own violition, felt safe enough to stop running/hiding and then started working on an OBJECTIVE YOU ARE SUPPOSED TO PROTECT, and the survivior is fulky aware of that. This is not tunneling, this is protecting generators.
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I was talking about if DS got disabled in endgame. Disabling on gens, unhooks, and lockers is fine.
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Yes killer has a few strong perks individually, but you still didn't name a combo that has the same synergy and strength of the one I listed.
Noed has a hard counter. You can pick your items back up with Franklin's. Haunted grounds is way too short to be strong, you're wasting a perk for maybe 2 hooks. Whispers barely gives info at all, just that they're somewhere near.
No sir, ds can be used 4 times per game, same for unbreakable. Dead hard is fine when used as intended, it sucks when used at a loop.
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Except that survivors have a multiple second chance perks and few game speed boosting ones, while killers don't.
DS - It rarely prevents killer from tunneling, it often is used as a safety card as killer can't pick you up for 60 seconds and you can work on gens, jump in a locker to prevent slugging or just taunt him entire time.
Unbreakable is the second comeback perk that actually removed only way for killer to pressure survivors from leaving gens as he can't possible down and hook survivors that fast unless they mess up badly.
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If we count opening gates as doing objectives then ok. You cant let the guy opening the gate do whatever he wants either.
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Yea makes sense
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That was just an example. Anything in this game can happen. If DS was disabled by interacting with gens or whatever else or the time that it's active were decreased, then it could just make it as useless as ruin at its current state. If you don't want to believe that ds is balanced right now then I don't know what to tell you other than change the way you play so that you can avoid it. The only perk that I'd argue would need a rework or nerf on survivors is Object of Obsession, it's just plain cheating especially in the hands of swf.
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I dont see how that would make DS useless. If DS purpose is to prevent tunneling, then it would do its job. You get unhooked, and you are protected DS. You run away to a safe place, disable protection and start doing objectives.
If you are using DS as a protection while doing gens, then yes, it would become useless for you. And thats what I want, because surviviors dont need a perk that protects them while doing gens, current DS leads to sometimes ridiculous situations, like when someone with a DS active is working on a gen and you cannot stop him, because he will DS you if you grab him and use Unbreakable if you slug...
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Alright man if that's what you want, whatever. Everyone has an opinion
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Funny that people still say that DS is only against tunneling while in truth DS punishes killers who do too good. You can down/hook 2 other people, get hit with the DS, the killer was not tunneling at all. A 60second timer is a lazy way to determine whether or not a killer was tunneling, no it isn't just lazy it is wrong in many cases. DS needs to be deactivated as soon as another survivor has been hooked.
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