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A simple Decesive Strike fix.
Ds is more like a 60 seconds god mode, instead of being the anti-tunneling perk. So i've came up with a very simple solution:
The moment survivor starts repeairing a generator, decesive strike will deactivate.
(By the word deactivate I don't mean that you won't be able to use it the next time you will get unhooked)
So, the main reason is, that survivor who has DS and gets unhooked, can carelessly hop on a generator, and start making progress without any stress, that killer can come any moment and down you, because you have this perk.
Do you agree? That's cool. Do you disagree? That's even better, because we can discuss about it in the comments.
Comments
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Or get into a locker. If it's meant to be a "anti-tunneling" perk you shouldn't be able to force it. Also survivors please stop locker spamming a locker right when you get unhooked. I wasn't going to chase you anyways, why do you have to remove my ability to hear sounds while you're immune to getting picked up.
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DS is fine as is. I rarely get hit with it. Then again, I rarely tunnel unless in end game. It needs no change. It is a powerful tool for anti tunneling and I think it should stay. Personally, I like DS much better now than it was before the change. Getting 4 DS before ever getting your first hook was super frustrating.
Don't like DS, don't tunnel. That simple. Or, tunnel with a strategy. Eat DS early so they don't have it at end game.
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I read the title and came in here fully ready to start talking about how the perk does nothing if you don't tunnel...
This is fair. I see nothing wrong with this. Gives time to heal up safely. If you work on a gen knowing it breaks your safety and then the killer comes for you... Fair. I approve.
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Except pallet and vaulting all other actions shpuld deny it even unhooking
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The main problem with DS is when it’s activated people use it as a body block supporting perk and with 60 seconds on it they can heal or goi on a gen and you find them and they stab you.
DS:
Deactivates anytime you start an action: Totems, gens, healing, chests, etc.
Lasts 20/25/30 seconds
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Survivors who do that are annoying, and really childish. Personally, when I play Trapper, I'll follow them to the locker, place a nice trap under the locker with the add-on to down them if they free themselves. Teaches them not to try be clever.
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In my opinion, Decisive Strike should stay in it's 40/50/60 seconds, BUT it should definitely deactivate when the killer has hooked an other survivor.
DS is meant to be an anti-tunnel perk, and the killer is most likely not trying to tunnel if they are going for other survivors.
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It shloud only deactivate on generators because it's thier objective. Healing or searching chests not really.
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Slug at unhooked, chase unhooker, hook them, go back and rehook the downed survivor. If you want to go that route, DS should be permanently ready if you're slugged, for as long as you're slugged.
Hell, you could slug the unhooker at the unhook, slug the farmed survivor, hook the idiot that farmed him, and then be free to go rehook the one on the ground.
No. That's far too easy to abuse. It's really simple. Just leave the person who got unhooked alone. Let them have a chance to actually play the game.
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That's absurd. You're basically saying they shouldn't have any chance to defend themselves before you just slug them and wait the DS out. Why don't we just make it so trying to unhook someone just advances them to the next state while we're at it?
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Slugging is also considered a skillful tactic used by Killer - another survivor can easily come over and recover a slugged survivor, also there are perks you can take to make slugging more bearable (Tenacity & Unbreakable).
Don't forget, you are not supposed to be the power role as survivor, you are supposed to be vs a stronger power than you.
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That already happens. Unhooking someone they do end up at the next hooking state when they are hooked again. But it's true, if you are looping the killer then he no longer has the advantage as you can easily loop a killer for the rest of the gens. When you max chase, you receive a black pip anyways, and anything more to that point you essentially already won.
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Decisive should ONLY activate when you are downed and you are picked up within the time limit, no lockers, no gen grabs.
Plus it should deactivate every time another person is hooked
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..and they are. What can a survivor do to a killer? Flee. Surprise them with a stun or blind for a chance to... Flee. This isn't Last Year where you can straight up kill the killer. They can't hurt you. They are your prey. Just like real hunting, if you don't do it right, the prey gets away.
What most killers on this forum ask for is to not be hunting out in the wild, they want to shoot fish in a barrel. No one wanting challenge in the hunt runs huntress and slaps on iri heads, an infantry belt, and an ebony mori. Or really... Any of the iridescent stuff.
All the power is on the killer. If killer makes mistakes, survivors have a chance to escape. If a survivor makes a mistake in a chase, he's either dead or hooked waiting to be, especially considering the sheer number of camping and tunneling killers out there.
Make no mistake, the game is designed for the killer to torment the four survivors and kill them. Everything from statistics to in-game experience shows this to be true.
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No, you misread. I said they *just* go into the next state. No unhook, it just puts them into struggle, the next kills them. They don't get off the hook, they just progress towards death.
It's an absurd statement to counter the absurdity of the quoted statement.
The game is not entirely the chase. If all I do all game is run from the killer until the gate opens, even if I escape, that's an insanely unfun game for me. This is why I go out of my way to try and lose the killer. I want to do other things. Honestly, I enjoy games where the killer never even sees me more than anything.
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I think this is a pretty interesting idea that may work. Maybe DS could also receive a buff at the same time: its timer will stop if the survivor gets downed. It would punish a truelly tuneller killer.
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It shouldn’t activate off any grab (especially lockers, DS makes them way too safe) and if you hook another Survivor first. If the Killer managed to down both of you in 60 seconds, then someone made a mistake or the Killer just outplayed both you. Your teammates should also be working on gens while this is happening.
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Then why play a 1v4 asymmetrical game? That makes zero sense. Like goto Stardew Valley or Harvest Moon if you want 0 horror aspects and sitting there watching plants grow (equivelent of sitting there watching a generator light up).
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If I want to tunnel off the hook, I can down 2 survivors within 60 seconds easily. Especially with no BT. Smack the unhook as they get down, then chase the rescuer. Not hard, and does not take a lot of skill.
Your scenario depends way too much on coordinated teams. Most teams, even SWFs are not this coordinated. I played survivor with the wife last night and almost every time I got hooked, my wife was the only one on gens. Why? Match making is crap. Rank 16s with purple ranks.
I agree perhaps with DS not triggering out of a locker grab. The others, I disagree with. Window and pallet grabs should still trigger it. That is an act of being tunneled down by the killer, which is the purpose of the perk. Now, I do think the perk should deactivate once the gates are opened. That would eliminate the late game situation where even a non-tunneling killer gets hosed over.
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