Soo when is ds rework coming?
Comments
-
DS has about as much power as that particular killer thinks it has.
There are people who will try to honestly argue that the 5 second stun is worse than slugging someone for 60 seconds (although it would never be 60 seconds, because it would have taken time to find, chase, and down that suvivor)... let those who fear the perk continue to make bad decisions based on that fear.
1 -
It clearly is and you're lying to yourself and deceiving others by saying otherwise. After they made it so that the condition for DS to be triggered was you had to be hooked first that was clearly and undeniably the purpose, there is no other argument to be made there. There is no other reason why they would add that condition of having to be hooked recently if that was not intention.
As for your middle statement, I refer you to Scott Jund's analysis on "whataboutism".
0 -
They did that bc it was too strong before. It is still not anti tunnel.
0 -
This content has been removed.
-
This content has been removed.
-
And it's still too strong now even with being an "anti-tunnel" perk, but only because it doesn't actually succeed at being one despite that being the intention.
0 -
Ds is not anti tunnel. Its fine in its current state. Slug, or go for someone else. Or you could not be a whiny ######### and eat the 4 second stun.
1 -
DS is meant to be anti tunnel. Therefore it requires restrictions to succeed in that purpose rather than being an aggressive perk that rewards survivors for doing nothing except getting caught, making it a low skill perk that anyone can easily abuse. Especially when used in conjunction with other perks like Unbreakable, Adrenaline, etc. which aren't problematic on their own, only when used with the current incarnation of decisive. Even more so when we shift the conversation from a decent solo squad to an SWF team.
0 -
If you work on a gen for more than 5 seconds after unhook it deactivates. Simple.
0 -
i couldn't of said it better good job.
1 -
God, these threads just need to die already.
0 -
These threads will die once the devs have addressed the problem properly and accordingly with finality so there are no lingering issues that require the need for further attention. By listening to the feedback the community has been giving for weeks and months now.
0 -
The community lol
"The problem" lol
None of these "problems" even merit a response. Thank God the're ignoring these "suggestions."
2 -
You didn't need to be hooked back in the day I said come body block for me I get my ds and the killer is denied a hook.
0 -
Lmao
Look at you, acting all high, mighty, and condescending, yet still deluded.
They're not going to be able to ignore them for much longer, I can promise you that, it's only a matter of time - a question of "when" not "if".
0 -
i hate DS i do but I want a OoO rework more it bs in swf team funny both perks are Laurie.
0 -
/yawn
0 -
It makes you invisible for 60 seconds? Yeah that needs a rework.
0 -
well duh
0 -
*smirks*
0 -
Imagine a perk that makes you Invisible for 60 seconds.
And imagine that perk being non-existent.
Because it doesn't exist.
1 -
*Laughs in Claudette*
0 -
lol
0 -
"Alexa, set timer for 60 seconds"
Done.
1 -
not fast enough
0 -
I just hope they don't butcher the perk like they did to MoM! While I like the idea of DS my only problem with the perk is that their is no risk involved with the perk, and survivors who go out of their way to abuse the perk
0 -
Ok tell me what dev said it was anti tunnel. It was never meant to be anti tunnel. Thats the community saying that. It is anti momentum. Just go for someone else. Ds is only every a problem at endgame. Its a 4 second stun. 20 seconds later, theyre hooked again and its gone. Ds unbreakable is also fine as its one time use. Slug, get rid of unbreakable and avoid ds. Or eat the stun so its gone at endgame. Ds is fine.
0 -
Lol tell me when the devs said it was anti-momentum? That's the first time I've ever heard that made-up bullshit. DS is a problem at all times because it's most commonly used to facilitate aggressive plays, why should I be forced to go for someone else when the person so confident and cocky because they have DS is repairing a generator or cleansing my hex: totem right in my face? Why should I be forced to find the immersed P3 blendette that's been getting all the saves when the cocky guy with DS is running around fast vaulting and leaving scratch marks everywhere and making no effort to hide his presence because he's got 60 second invincibility? Who do I go after if the guy making an unsafe unhook was also recently unhooked within the last 60 seconds and BOTH of them are running decisive? Do I leave them both and concede all forms of pressure I have worked to gain up until that point?
All three of those commonplace scenarios are all complete bullshit, and are perfect examples of why Decisive is unhealthy and unbalanced in it's current state. It also proves how disconnected you are from the problems that this perk creates.
0 -
the perk should be reworked
they can add even 30 seconds to this perk but it should be cancled if surv starts repairing gen/healing others etc
the most frustrating thing is when you make a circle round map see injured survs reparing gen you put them in to the dying state, then you are picking them up and you get stunned.
then you curse all this "antitullening" stuff people talking about
im fifne with anti tunneling if everyone demans it but when insolent surv starts playing agressive it has nothing to do with antitunneling they simply feel their immortality, they can finish an important gen and so on.
also 1 minute espesially in the late game is INSANE amout of time. I count each second when i play killer 5-10 seconds wasted seconds means i missed a gen.
This is insane even at the beggining because good survs can make 2-3 gens in several mintues.
0 -
The 60 second invincibility as you call it is exactly why its anti momentum. You lose momentum. You just proved my point for me lmao.
0 -
That's a very grandiose way of saying it's unbalanced. You took a dandy term just to make it look "nicer" and less outrageous by deceiving other people by purposely mislabeling it as "anti-momentum".
It's literally the exact same principle exemplified by Brian in that episode of Family guy where he tries to downplay the negative impact of Herpes to seem less bad by calling it "Boppo"
0 -
You got to be joking. Name me a killer perk that just magically disables when they do the objective.
If you think DS is insane in the late game, try to win with Whispers when you are the only one left.
1 -
I can't stand players that use DS offensively by getting on a gen right in my face, getting on a totem in my face, or straight up chasing me to try to use their DS when I'm chasing someone else. If someone does that, I just eat their DS and then I immediately hard tunnel them for the rest of the game until they're gone. I find that wholly satisfying
1 -
When I play killer I have no problem with ds. And although I'm a survivor main(was killer but l2 on my controller broke so I cant use powers until I get a new controller I changed it to square so now the only killer I can play are legion, hag etc.) I have never thought of it as unbalanced. I havent gotten hit by it in months. I go for other people, slug or eat a four second stun and kill them off early game. Ds unbreakable isn't really a problem for me anyways as i go for more slugs than hooks. I slug early game and typically use up unbreakable then. Either way I have two people at least off gens so I'm chilling.
0 -
"just go for someone else" , "20 seconds later they are hooked again", "just eat the stun" , when "i play killer i have no problem with ds", "never gotten it by it in months".
you sound like an insane player nothing stops you, you never fall in to critical situations, you can always go for someone else , distances or time is not a problem for you, you never have a game where each second matters and you should not waste your time. The rest of plaeys are not so good me including and some strong features like DS a problem for us espesialy when DS is in the hands of SWF and they use it for agressive gamplay
0 -
And you speak for everyone? That lame anecdotal excuse is hardly worth anything. I can just as easily tell you how many times I've had DS used against me boldly and offensively to singlehandedly win matches where everyone and their mother is running DS so I'm forced to concede pressure and have no means of any kind of counterplay without being pinned in a situation where I'm stunned and have to go through another chase all over again. Hell there's a reason why Scott calls the classic DS-Unbreakable combo "the small pp build"
But note that most of this video talks about Decisive Strike, because by itself Unbreakable isn't as much of a problem as DS is.
Even if I hadn't thrown up Scott's video to corroborate what I'm saying, anecdotally speaking my word is just as good as yours and therefore that would put us at a standstill.
On top of that the real difference is, these threads are cropping up because people want to see Decisive changed, not because they want to see it stay the same. Pages full of dozens of comments and hundreds of views, all receiving lots of attention, and many pushing for change.
0 -
The only thing I would change is disable DS when the survivor enters a locker. Its so bs when they get unhook and go inmediately to a locker.
1 -
I challenge any killer main to play a few games against Deathslinger and you will see why DS exists.
2 -
Remember, mob mentality doesn't make it right.
0 -
That doesn't make it wrong either. Especially if you've completed your own research and have done your own critical thinking / reflection and come to your own conclusions naturally.
Then that's not a mob. That's a movement.
0 -
There's been a bigger movement to delete Spirit. But somehow she still exists.
0 -
Stronger my arse. You used to get DS'ed 4 times before getting the first hook in the game. There was no prerequisite to using DS. You would have 3-4 gens done before you could get someone on a hook in some games because everyone could DS out before you ever got a freaking hook. This new DS is way, way weaker. It is only strong if the killer is tunneling you. I get DS'ed about twice a week, sometimes upwards of 5 times. It is usually when the survivor is trying to be in my way because they have DS. The only change that is needed is DS should deactivate if you hop in a locker. Sorry, but that is the only real abuse I see. If they hope in my way, I down them and keep going. A slugged players is 2 off the gens. If they hop in a locker, it is merely to try and get me to pull them out for the DS. Disable that function and you have a perk that works fine. Slugging is a fine option if they get dumb.
1 -
Stronger my arse. You used to get DS'ed 4 times before getting the first hook in the game. There was no prerequisite to using DS. You would have 3-4 gens done before you could get someone on a hook in some games because everyone could DS out before you ever got a freaking hook. This new DS is way, way weaker. It is only strong if the killer is tunneling you. I get DS'ed about twice a week, sometimes upwards of 5 times. It is usually when the survivor is trying to be in my way because they have DS. The only change that is needed is DS should deactivate if you hop in a locker. Sorry, but that is the only real abuse I see. If they hope in my way, I down them and keep going. A slugged players is 2 off the gens. If they hop in a locker, it is merely to try and get me to pull them out for the DS. Disable that function and you have a perk that works fine. Slugging is a fine option if they get dumb.
0 -
Slug them.
0 -
I'm literally smiling at the many responses in the defense of DS.
And to those, I say thank you.
0 -
First of all, why is anyone even attempting a grab with the current state of hit detection anyways?
Second, how hard is it to lunge instead of grab someone at a generator/totem?
Third, why are you crying about not being able to tunnel someone down? Oh, that answered my question.
Fourth, if you're so worried about DS in the end game, eat the stun before the EGC.
Fifth, if you want to be a douchebag who tunnels, proxy camp the slug like you most likely proxy camp the hook.
All that said, DS timer should go down faster or be negated if the survivor actively puts forth progress to the objectives (this does not include healing). Likewise, DS should never deactivate until the survivor touches a gen or a totem. Bam, any sort of abuse problems solved.
0 -
It isn't a powerful perk unless it's endgame. Its a 4 second stun. Eat it and kill them.
0 -
Because deleting content of any kind is absolutely dumb and unrealistic, that's definitely a mob. As much as I despise decisive I don't want it to be straight up deleted and removed, it should be reworked into a comfortably balanced state for both sides that's no longer as abusable as it is, but still functions (and functions well) as an anti-tunneling tool.
If it were anywhere near that simple, this thread would not be 5 pages long with over 120 comments on it. Eating the stun is precisely the problem, in too many scenarios you have no choice but to eat the stun but it's not the stun itself that's the problem it's the chase you have to go through afterward. I have no idea why people like you suggest "it's just a 4 second stun" that's absolutely absurd, it's a 4 second stun followed by something like a minimum of a 20 second chase.
Saying it's just a 4 second stun is absurd because that would imply they are standing still after they decisive which obviously: they. are. not. Taking away all factors like map, and killer and for the sake of my point assuming all killers move at 4.6m/s, even if survivors didn't do any looping or vaulting through windows at all and just ran in a straight line it would take the killer roughly 25 seconds just to catch up to a survivor in a static environment. You can get the same number from this simple equation y = 4x + 16 and y = 4.6x
y = total distance, x = time, 4 m/s is the movement speed survivors move at plus the 16 meters they moved over the 4 seconds they ran while the killer is standing still stunned. You can put this into a calculator yourself if you wanted to check 116 = 4(25) + 16 and for killer 115 = 4.6(25). Assuming lunge distance is about 1-2 meters which is me just spitballing I'm not actually sure about that number, so give or take maybe a second or two depending on how long a lunge is on your average killer.
25 seconds. Just to catch up to a survivor running in a perfectly straight line, not even considering how long that survivor manages to run a loop after they decide they finally need to drop a pallet or vault a window to prevent getting hit. 25 seconds (minimum) is more than enough time to get a large chunk of a generator done or multiple if you've got different people working on different gens all at once.
Boiling it down to the "4 second stun" as if it's hardly anything is once again, mis-labeling the issue and deliberately deceitful.
0 -
It's also one time use. If it were both times it would be a problem. You are free to tunnel and kill them once it's gone.
0 -
1 time use but you've got 4 people running it at one time in one lobby on a regular basis (made even worse when in combination with unbreakable / adrenaline / etc.). So call it like it is, it's 4x use
1