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The one perk that MUST be reworked in DBD!

Comments

  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited August 2020

    I actually like the save unhook requirement. It would stop people from unhooking right in the killers face with BT and DS but I can picture a ton of survivor mains getting butt hurt at the idea.

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  • t_tv_thasauce
    t_tv_thasauce Member Posts: 35

    the devs have to man up and stop being obedient to the survivors reaction to balancing actions in the game, i mean there are so many ridiculous things on why DS needs a rework one of em is as u said, unhooking right in front of the killers face with no worries.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited August 2020

    The problem is survivor makes up 4/5s of their player basis.

    I remember the heat the devs took when they added the exhaustion mechanic. Being able to recover SB while sprinting was bullshit and there were still a good amount of survivors saying "The game is dead!!!!" Or my favorite. The people who got upset when they fixed MoM.

  • feffrey
    feffrey Member Posts: 886

    DS is to prevent you from being tunneled and BT counters camping


    Simple don't tunnel or camp then the perk is useless

  • CotJocky
    CotJocky Member Posts: 221

    Eliminate tunneling, slugging and proximity camping and you can do whatever you want to D Strike.

    People run these perks because sweaty killers slug, proximity camp and tunnel to slow the gen progress down. Players run D Strike, unbreakable and soul guard to counter this very, very common killer play style. The game is about time management. These are the things that best suit each side to gain the upper hand on time. If the survivors get 3 gens done before the first hook, unless they screw up, they will highly likely all escape (excellent killer vs 4 excellent survivors). If a killer can get 2-3 hooks in before a generator gets done (early find, early down and hook), unless the killer screws up, he will most likely get 3-4 kills. No perks will change those two scenarios drastically the majority of the time if everyone plays well.

    What changes this game more than anything is RNG and the mistakes made in part due to that RNG. That and no communication solo queue vs comms 4 man SWF. Survivor sided maps, very generous crate/pallet spawns vs killer sided maps with a ton of 4 walls, large rocks and dead zones with minimal pallets.

    How much does D Strike matter on Ormond or Blood Lodge with a low mobility killer? You are likely to lose those games anyway. Azarov's Resting Place with poor pallet/tile spawns and playing a mobile killer (Freddy, Demo, Billy, etc...) unless you screw up, RNG just handed you the game.

    This game is way to situational to focus on one thing. Pop goes the weasel is very hardcore with the right killer in the right situation to the point a lot of people feel it needs a limit. It is absolutely devastating in certain situations and highly OP. I see tons of people that run D Strike, use it and then still get downed 15 seconds later almost neutralizing any real effect it had on the game.

  • t_tv_thasauce
    t_tv_thasauce Member Posts: 35

    fair points you made there friend, but what im getting at here, is what i said in the video, that the perk encourages inactivity and slugging, maybe if decisive isnt the way it is now then maybe killers wont slug as much.


    and to reply to the first thing you said which was "Eliminate tunneling, slugging and proximity camping and you can do whatever you want to D Strike" first of all, proximity camping comes with a price, it reduces ur chances of pipping, 2nd, why would u eliminate camping and tunneling? if survivors instahook like u dont exist and disrespect your presence then ofc you have the right to tunnel or camp to teach em a lesson, you're disrespecting the killer if u unhook in front of him, not to mention they also get away with it using burrowed time, so no, there is no need to eliminate camping or tunneling, survivors do ######### behaviors as well and the killer can punish em with those tactics, so no, camping and tunneling are not as bad as you think, it works against ######### altruistic survivors, and not all the time because of how survivor sided the game is.

  • dudeguy129
    dudeguy129 Member Posts: 48

    Moving it to the last hook doesnt solve the problem as to avoid getting hit with it you will just get slugged so that just put us in the some boat just later into the game ,

    Requirements on having it be a safe unhook, doesn't really work well for solo q potato's


    Might I suggest two things for you to consider

    1) leave DS the way it is but , it deactivates the moment the survivor touches a gen, now this might make survivors cry so to give it a buff ...

    2) let the survivor choose when to activate D's , so maybe you don't want to use it right after your second pick up off hook but when you get downed and will be placed on death hook , or say you don't want to use it to try to save it for later but you see the killer trying to put you in basement you then press your action button then it starts the skill check


    Regardless I think option 1 needs to be put in the game.

  • t_tv_thasauce
    t_tv_thasauce Member Posts: 35

    holy ######### dude, that is a great ######### idea, for real, the survivor has enough time to heal themselves, and if not, they can destroy totems in the meantime if they cant touch gens, its like forcing them to do other things than fixing the gens, which will really encourage survivors to do totems to not ######### about hex perks (which is their fault for not destroying them) i like this idea tbh, but still, recently i been in situations where im forced to slug and not as a result of purposely camping/tunneling, i've been slugging alot and believe me, i hate it when i do it, i dont enjoy it, specially considering that i stream the game, so sometime will pass with nothing happening so the best way to cover it is with some discussions, but seriously, i like your first suggestion, if you dont mind, go post the same comment on the youtube video as well, damn dude i gotta get ur takes on somethings in the future! stay tuned bro!

  • CrowVortex
    CrowVortex Member Posts: 963

    Can leave it as it is, but also include deactivating when in a locker, only have it activate when physically downed.

  • Kira15233
    Kira15233 Member Posts: 473

    In all honesty, I do love the ideas, as it wouldn't work with We're gonna live forever and BT (I run those 2 perks to get easy bps!) if safe unhook but, I do agree that the perk needs somewhat of a nerf...like the idea of it deactivating when either touching a gen or going in a locker, I like those ideas, congrats!

  • t_tv_thasauce
    t_tv_thasauce Member Posts: 35

    yep, maybe your suggestion is the best one, it deactivates when doing both of those things not just one of em why not, good point.

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    thats a good idea man keep the good work