The end all be all DS change
Comments
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A locker bring nearby is RNG based, just like when there is no locker in sight and you come right back to the hook to tunnel.
Even if a survivor is fully healed, and hop right on a gen. By the time you have found them (unless you come back to tunnel off hook, then that’s on you) their time will have most likely depleted.
You can’t blame players for trying to counter a mechanic that doesn’t even require you to use a perk. Unlike unbreakable, or DS which eats a perk slot and can only be used once.
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If you have time to do a gen your obviously not being tunneled. So do you really need your get out of jail free card there anyway?
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Devs never said it is strictly an anti-tunnel perk to begin with.
Besides you can easily keep tabs on someone after they were just unhooked. So to use Peanits’ example, as a Wraith can just cloak and wait to see in which direction a survivor went. They hop on a gen and I can start chasing them again....boom, they can't get in a locker anymore.
Now you might say “well they are wasting their time for doing that” ... well, then so is the person inside the locker who might have 15 seconds left on their DS.
You can’t punish using a locker when the people who just got unhooked had no other choice. They are using it as a strat. Just as you can use unlimited slugs as a strat.
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I think this would only be fair if it didn't disable when a survivor "touched" a gen but rather when a percentage of the gen has been completed. Many times as a killer you can still keep tabs on that survivor, so while you won't immediately tunnel off hook, you can easily do it shortly after.
I think at this point we are literally nit-picking every scenario in which a survivor might have had an advantage using DS, and not nit-picking scenarios in which a killer was still just able to slug because the survivor had no other option. Like when they don't have DS, and the killer can just come back to the hook if they feel like it. Because when that happens, excessive Slugging becomes problematic too.
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That's how Decisive Strike originally worked, if I remember correctly. Originally there was no rescued from hook requirement. If you were downed and were the Obsession, you got an immediate chance to use it. If you weren't the obsession, you had to wiggle a certain amount first.
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Ds would not be buffed it if deactivated when you worked on a gen or went to rescue someone off a hook.
I also made it last longer so its neither a buff or a nerf, just a rework.
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They also ended up nerfing toolboxes and working on gens together. And new ruin is not a bad perk, it just can't be used on everyone is every situation like the old one could.
The nerf to gens did come a little bit later, but they made that change because of how mad killers had gotten over gen rushing and the ruin nerf.
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You didn't answer their question, you just deflected it with your own. Maybe if you gave an answer and then followed up with your own question, this discussion could actually lead somewhere instead of being a bunch of deflecting passive-aggressive presuppositions.
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It would be permanent, once. It's still a one-use perk.
To be absolutely fair, this forum shouldn't be the place to get changes done. Suggestions from multiple sources and the testing of those suggestions in private is what truly makes things work. If they just take everything the forums say is broken and fix them, the ease in which this would flip every patch cycle would be astonishingly high. It's so easy to get five or ten people to spam the same rhetoric, make it seem like that's what people want, it just takes a few words to throw perception off.
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Any thoughts on changing the (existing) DS timer to tick twice as fast while a Survivor works on a gen?
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ehhh duuuh, all 3 cant be on gens since at least 1 is unhooking. And in solo Q its not rare that noone is on gens since everyone is trying to unhook.
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Or just leave the 60 seconds in, if slugged timer does not go down AT ALL but it immediately gets deactivated once you heal/cleanse totems/do gens.
It would even be stronger than previous DS against actual tunneling but not be abusable.
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That would make kicking generators actually have some value and not something you do only when you have Pop.
at least then, when you waste 3 seconds to kick a gen and a survivor taps it in a fraction of a second, it might do something like deactivate DS.
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What do you think happens when you start chasing the guy that got unhooked? You think the unhooker just stands there and watches? Run kindred if youre worried about it
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noooooooooooooooo! survivorinos can't have useful perks!
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Your devil's advocate is just bias survivor
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