Please make ds an actual anti tunnel perk LOL
I can’t believe how many times survivors is unhooked across the map and I run into them and get ds’Ed this is honesty worse than old ds , not to mention ds become unfairly stupidly op in the end game
rework:
when you are unhooked ds will be active for 10,20,30 seconds of your timer is still up by the time a chase is started your perk will become active it will deactivate on use, ds will deactivate if the killer has stopped chasing you for At least 30 seconds and I know that the killer coilr
moon walk but it gives you plenty of distance to make and they would waste a lot of time , and I also think ds should make it so you leave no scratch marks or blood for the 5 second duration
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I'm sorry, but what? 10-30 seconds is nothing and easy to wait out. It doesn't punish anyone that tunnels and more than likely the killer will leave you slugged for five or so seconds after downing you then since that suggested timer is nothing for anyone attempting to even escape the chase from a killer. If they stand there and let the killer down them, it'd be obvious they'd have DS.
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Then they won’t get picked up and will still have ds, meaning the perk did its job as a an anti tunnel perk
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I feel like it would be easier to just say "Decisive strike will deactivate if another survivor is hooked" Still works as an anti-tunnel perk. Still has a long timer to ensure it works against tunneling, but you'll next to never have a situation where you didn't tunnel and still get DS'd for just running into them.
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i would love to see it this way: Decisive strike will deactivate if another survivor is hooked when youre healthy or injured. When in dying state timer pauses until picked up (either by surv or killer).
Because hour ago i killer camped body waiting for DS timer. But funny enough he picked surv literally after 55 seconds.
And i know "killer wasted whole minute" but if we're gonna nerf DS in one way, we can buff it in other in which cant be abused. + you wont tell me "if killer is standing on top of your body for 60seconds youre not tunneled"
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They wouldn't still have DS if they attempted to run away from the killer. That timer is far too short if you're even half decent at running the killer. If the perk stayed activated upon being downed indefinitely, that's equally punishing in the end game collapse. I don't agree with this idea at all.
The only change DS should receive is deactivating after the fifth generator is done.
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While not fixing the problem entirely, just making it deactivate if another survivor is hooked would solve most of the issues.
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It’s nowhere near as bad as old DS. People that say this forget just how bad old DS was.
I very rarely ever get hit by new DS. If its affecting you that much then you need to look at the way you play. You should only be getting the od one every couple of games at most if you’re truly not tunneling.
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This doesn't exactly feel like a fair change and is easy to exploit as the killer. Let's say another survivor is farming hooked players in front of a killer who's camping. The killer can easily down the person farming their team, but the killer can then chase and smack down the previously hooked survivor. Hook the rescuer first and they get no chance at DS even though they were technically tunneled off the hook.
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you may not get hit by ds but you do slug them.
DS is affecting you if you do or don't pick them up as they got a second chance either way.
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Take out the explanation that it 'works as an anti tunnel perk' and leave the perk as is.
The devs never said it is strictly an anti tunnel perk.
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Why shouldn't I tunnel? It's way better to eat 4 DS early and get them out of the way.
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I'm sorry. I'm confused. Does the perk say "anti-tunnel + 6.99 processing and handling."
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Balancing a perk around a teammate hook farming them isn't a good idea. Fix the hook farming, don't base it around DS.
Not to mention for that scenario the hook farmer would have to be playing extremely bad and we shouldn't be balancing perks around people being bad. That's how we got in this situation of so many busted perks in the first place.
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It's not only hook farming, it's also when a killer camps. Survivors can be forced into situations where they're stuck into making a save or the hooked player is going into second state or death. In that scenario you're rewarding camping as well as tunneling. Decisive Strike prevents that. This change would allow for rewarding camping and is a bad idea.
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You're never forced to bomb a hook. If he's camping that hard your team should be gen rushing as there's no pressure on you. That said, most camping is proximity camping which is completely savable without the scenario you're describing happening if they make it a good save. Very few camps are unsavable face camps. Not to mention you can run BT still for this exact scenario.
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Why not change it to an item
Or the teammate who saves you gives it to you (like BT)
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Some thing more like "Decisive Strike will deactivate if another survivor is downed and hooked" would help prevent abuse by killers 😁
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What if you are the last person? Killer can't pick you up forever?
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I would add that DS is active if the killer downs you during the chase. otherwise, that is a very good suggested rework. Maybe not for the perk description but DS deactivates if you go into a locker, search a chest, or repair a generator (including tapping).
While we are at it, borrowed time is deactivated if the survivor unhooking is between the hook post and the hooked survivor.
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Close hatch then pick em up 😁
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Why extend a game that's already overand waste time. Makes no sense...
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You get some points for your trouble.
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I get it anyways without your horrible ideas?
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You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null. Your post also doesn't address the situation in which the post I was referring toward. If a survivor saves the hooked player without BT in play, and goes down directly after the unhook. The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS. That's why the idea that hooking another player should take out DS doesn't work during game play. Saying, "They should have been doing gens anyway!" doesn't address the situation.
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There are many problems with that iteration. I'm not going to get into those. But the main issue is that it still doesn't address tunneling. What about the situations where you happened to exceed 60 seconds in the chase? Is it no longer tunneling when the chase exceed 60 Seconds? What about the fact that you can be tunnel twice per match? How do you address the potential second tunnel? People keep talking about narrowing DS But never address important questions. What would an iteration look like that truly address tunneling on both occasions?
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Then this is just a normal OP perk and should be nerfed to the ground.
The only reason DS is not nerfed is to prevent tunneling.
It was surviviors that decided that this is an anti tunneling perk
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DS timer should be paused while in a chase.
BUT it should disable after:
- Doing any action for more than 1 second (except vaulting)
- Getting caught in a Bear Trap
- All other surviviors are dead/hooked/downed
- Timer is reduced to 0s. Killer downing another survivior reduces the timer by 50% (30s by def.)
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If you want to do that then that’s your choice. My advice was to someone who does not like taking DS.
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It’s not an OP perk because many killers (myself included) know that slugging is a way to counter it.
The devs themselves addressed that if the survivor who got unhooked happens to find the killer later after the killer didn’t “tunnel” it would come down to strategy for both sides. They never said it is strictly an anti tunnel perk.
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It can be countered by slugging, but slugging is countered by Unbreakable and Lockers. This is an endelss circle.
Right now DS should be strictly Anti Tunnel, original purpose of this perk doesnt matter, as half of the mechanics associated with this perk were scrapped.
Just finding someone randomly is a different thing that finding someone doing a gen in your face and then hiding in a locker, or finishing opening an exit gate.
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This is correct. Adding a "DS deactivates when someone else is hooked" condition without any other stipulation would simply reward camping and tunneling, effectively making the perk useless. I see that suggestion being parroted around a lot in this forum while failing to address this critical point.
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Of you downed the rescuer, then they weren't really tunneled though, they just either didn't get far enough away before you downed the rescuer, or the rescuer made a bad play and hurt the team
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But what if the killer downs you when you are unhooked and sluggs you then he downs the unhooker(with a little camp it is possible to get a free hit and down unhooker fast)and when he suddenly hook him and pick you, your decisive strike would not work. So you are tunneled and the perk did not work. I think DS is OK. The killer has to start putting pressure on survivors from the beginning or at least in the middle of the game but not at the end of the. So If you already let it at the end of the game, there is for sure low possibility for you to get kill.
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"You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null."
There is at least 2-4 BT's in e very single game I play. Also, the amount of killers that counter BT is extremely small and hardly worth mentioning.
You can't complain that someone might not be running BT when this is entirely the situation the perk is made for. If you don't like those situations then run the perk.
"The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS."
If this is seriously happening then the survivors are playing just completely terrible. Even in a face camp scenario that is THREE hits from the killer. That is serious misplays and should not be happening. It's an unrealistic scenario and a perk being countered by the survivors playing bad makes total sense.
"That's why the idea that hooking another player should take out DS doesn't work during game play."
Saying that idea doesn't work if the survivors are dumb isn't valid.
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Thats what DbD is though. An endless circle of RNG. Imagine if survivors knew a killer had exhaustion add ons, do you really think they would be inclined to brining a perk that an add on basically renders it useless?
As much as people might hate DS this is probably the most balanced it’s ever been. This perk is not an anti tunnel perk because you can continue to tunnel even if you get hit by it. It merely slows down the killer.
Most of the time if you find someone after not seeing them for a bit they won’t have a 60 second timer. So if they wanna be cocky and go on a gen, they are just delaying the inevitable for what? Another 15 seconds.
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Thats why I think it SHOULD be more anti tunnel.
Deactivates under certain conditions (doing objectives, stepping into traps, last survivior alive etc) but timer is paused while in chase.
Yes, you can still tunnel after DS, but eating DS wastes you time and can completly break the game momentum, so its not worth it. Unless you are forced to, like with current DS.
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So you would just wait if anyone picks him up to down him the same moment again. Nothing changed. DS isnt the problem, the problem is that kiillers are allowed to play cheap, that it needs such perks to punish them the hard way.
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I miss the old DS. But the skill check zones were bad.
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DS IS FINE. Just Decreased the timer to 20-30 seconds During EGC. Problem solved. :|
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Well not really.
And 20 seconds is more than enough to crawl to the exit gate, this would solve nothing
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For DS to be strictly an anti tunnel perk, that would mean that any killer who comes back to the hook cannot be allowed to slug. Because then what is the point of it “protecting you”. This applies to the soft campers with long range attacks like Huntress.
I don’t think you understand how bad a deactivate feature would be. You could easily camp a survivor, let them get unhooked and down them again while downing the other survivor. Hooking the survivor who came for the save, and bam you just lost your DS.
Eating DS does not waste time if anything it prevents it from being used in EGC. It’s all about position, of course if they are in an extremely good spot they will have the upper hand but if they are in a dead zone they will go down again seconds later. Again RNG.
DS exists because of the luxury that killers have to slug, camp and tunnel. Not saying those things are bad BUT it is a luxury nonetheless.
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Who said DS was an anti-tunnel perk? It's just a perk, no one likes to get rescued, downed and hooked again in less than a minute. DS gives you an opportunity to do something in the game instead of dying.
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Ds deactivates if you heal other player, another player is healing you, reapiring a generator,unhooking cleansed a totem or any other killer belonging,(like trapper traps, wake for dream), enter on a locker. ONLY RUN AND VAULTINGAND DROP PALLETS
If you are being tunneled you shouldnt nor would being doing those things.
That would be a FAIR ANTITUNNEL PERK.
Same should be made to BT lose endurance if you do those actions.
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You cannot have anti camping, anti tunneling and anti slugging in one perk lol. You need separate perks for that.
I never said that hooking one person would disable DS, so no, it wouldnt work like that.
I think you dont understand how bad current DS is, it gives survivior 60 seconds of immunity, in that time he can do like 60% of a generator without a toolbox. This is way too much, DS shouldnt work if you start repairing.
Eating DS pervents it from being used in endgame, but it also wastes your time and destroys built up pressure. It literally makes one hooked person into injured person that can do gens or unhook other people...
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So let me ask you this then.
Cuz I feel like at this point if this perks gets nerfed it will be as useless as Mettle of Man is.
Say I get unhooked and my DS activates. I see a gen I can work on close to my hook. Not 5 seconds from touching the gen the killer decided to come back. According to you the fact that I touched the gen deactivated my DS. I am now left with nothing to protect myself with. How is that even a good design?
It would easily be abused as a killer... to pretend not to tunnel but turn around and do it.
As a killer I like the way DS works now because at least i believe a survivor WOULD find a way to stab me as a killer. What I couldn’t get behind is this notion that I need to somehow tame myself from tunneling because I get punished? When has that been a thing in any horror film or media. I don’t get it.
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I think you need to inderstand something first: IF YOU DONT WANT TO BE TUNNELED THEN RUN AWAY. Simple as that. If you decide to heal directly under a hook or do a gen 5m away from it, then dont talk about tunneling.
What is killer supposed to do if he sees you doing a gen right next to him? Let you finish it or what? I dont understand how killer could abuse it, YOU are the one that decides when you want to disable it.
So yes, if you get unhooked and then start doing a gen, then you will be defenceless.
But there is incredibly simple solution to that: DONT DO GENS UNLESS ITS SAFE. When you are unhooked, run to a safe place, and when you are sure the killer is not following you, disable DS and start working on objectives.
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I'd prefer: "After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.
Decisive Strike deactivates if another survivor is hooked, or if you begin to heal another survivor, work on a generator, search a chest, or hide in a locker."
This way, if you decide it's safe enough to start being productive again, you clearly no longer need DS. So it deactivates.
This turns it into an anti-tunnel perk that steals the no-brain immunity that it offers to survivors who will simply jump into a locker to try and waste the killer's time.
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No every survivor deserves a second chance and then another and another and multiply it by 4 ... how ironic that they refuse to give ds bt away and rank up more and more just to complain that too many survivor are in red ranks ..
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Decisive strike is currently strongest perk of the game. If i offered survivors to delete ANY killer perk in exchange for deleting DS, they wouldn't take this trade.
DS should be reworked to be anti tunneling perk as they claim it is, but it's much more than that.
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