Why the Devs turn a blind eye to all the DS complaints?
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Where have you seen those complaints?
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Please link me.
The only complaint I've ever seen about MoM is that they nerfed it too far after everyone spent money on it (especially cause protection hits were buggy), not that it should still be the original version.
Never seen anyone say they want old DS back except killers who say this current version is a buff (lol).
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I play killer a lot. I'm always red rank. DS never bothers me.
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How is maintaining the playerbase as a whole favoring survivors? You literally refuted your own point in your comment.
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Why the devs turn a blind eye to all the camping and tunneling complaints?
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You can't be tunneled if you're progressing the game though. You put yourself in that position and should be punished by that fact. Healing, gens, all of it is progressing the game forward, which means you actively chose to be there and the killer isn't focusing you.
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They aren’t wrong though. The perk was never meant to only work as an “anti tunnel” perk. This is something that players that hate the perk came up with.
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@Aneurysm are you so surprised that a group of people have different opinions amongst themselves? I could also generalize something like "moris are fine but keys need to be deleted" despite the fact that these two opinions are not shared by the entire group nor will any opinion often be shared by an entire group.
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The counter is chase someone else :)
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Easy fix:
”When not being chased, the active duration regresses twice as fast.”
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That sounds good, but the chase system is too inconsistent imo.
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But it’s a start. The chase system can be sorted out later (with many other aspects of the game that need fixing).
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True
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I'm not surprised people have different opinions, I'm commenting on people not reading beyond the title before responding. Although there are so many noed and DS threads that everyone has a copy/paste answer ready by now anyway.
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Yes but people say it's not an anti-tunnelling perk, which the devs have agreed with, so that makes sense. They also go on to say it only affects tunnelers. Both things can't be true.
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Yall don't realize, right?
EVERY SINGLE ONE OF YOUR IDEAS HAS SOMETHING TO DO WITH TUNNELING.
DS is a perk that prevents someone to be in a hook in a little amount of time. It is also a 1 time perk, so after it is gone, IT IS GONE. Can someone remind me how many times can activate, oh yes, how could I forget, UP TO ONLY 2 TIMES.
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They don't go on to say that...different people have different opinions like I just said...
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You can want DS deleted if you like. You can want the stun buffed to half an hour if you like. I never criticised anyone for having different opinions, only for using contradictory arguments to support said opinions - so stop attacking straw.
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People don't have contradictory arguments, different people have different arguments.
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DS should last no more than 30 seconds and only usable for the first hook
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DS was already changed once and it has counters. Don't chase the same survivor who was already hooked or down the survivor and don't pick him or her up before the time expires. If it was changed to "unlimited time, unless you touch a gen or heal someone", then you would see survivors with 1 gen left not doing gens, waiting and then using DS when they wanted. Then killers would complain more...
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They can be both.
In fact DS was never an “anti-tunneling” tool. Before you could use it anytime on first down. So for me, the reason it becomes anti-tunnel is because many killers do go back in hopes they will kill the freshly downed survivor. It also kept that original mechanic which was more of an anti-momentum tool.
Post edited by Johnny_XMan on0 -
Because your choir boy complaints on the forums about a perk that already has multiple counters to isn't a good waste of their time.
And it's Saturday and Sunday, their days off.
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No. That's not countering the fact that the person is free to do whatever they want for 60 seconds. It's ignoring it.
I'm very sorry that you need DS as a crutch so badly, but geez, you're making it really obvious.
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If the devs try to rework DS, probably they will kill the perk, like MoM.
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Sounds like you need to just chase after someone else instead of the guy who just got unhooked.
After you get done chasing the guy who made the unhook dont go back to the guy who got saved.
Let him do that gen with his "invincibility"
Go down another survivor and with 2 hooked now go back for the guy who didnt heal himself but instead did the gen with his "invincibility"
Now hes an easy one hit with no DS and you have great map pressure with 2 hooks and chasing the 3rd means realistically no one should be doing gens as the forth guy is running to get saves.
Only time DS is OP is if you get unhooked during EGC and the door is 99d.
Thats some real invincibility not a survivor doing a gen or hoping in a locker in front of you.
Learn to play around DS or just eat them.
Stop complaining.
Im rank 1 on both sides with 1200 plus hours.
DS is not a problem unless your a potato killer who has to tunnel.
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Of course they're free to do whatever they want, what about the other 3 people you're not paying attention to?
What are THEY doing? Why is your concern this one person? Why aren't you chasing ANYONE ELSE?
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As a killer main I can say I actually understand the need for DS, but I can't say I like all its current implementations. I don't mind if it allows a survivor to heal, or do generators, hell they can even hide in lockers for all I care, let them, if they hide in there they are not doing generators.
What I dislike about DS however is that it works as a guaranteed escape if they still have it active, and they get unhooked after all the generators are gone or the EGC has begun. If they get off the hook for any reason at that point, you're gonna lose that kill because DS will save them and I can count the number of killers capable of getting 2 downs with a 5-second stun between them before the survivor gets out of the map on less than 3 fingers, especially if the survivor has any form of exhaustion perk as well.
Further more there are no maps I am aware of where a survivor can't crawl out in less than a minute especially if they have been gunning for that exit practically the entire time.
That is the only thing I dislike about DS, that if they get downed with it during that stage of the game, it's a guaranteed escape because you cannot do ANYTHING to stop them, you can't slug them, they will just crawl out still, you can't pick them up, they will stun you and run out.
And while Pyramid Head can deal with that issue, provided the survivor was stupid enough to let themselves get tormented, that's still a bit to stringed a "counter" that I think that's entirely fair that the survivors have an otherwise guaranteed escape at that point in the game. It's actually a bit reminiscent of the Spirit vs Iron Will, only in reverse, instead of a perk countering a killer it's a killer countering a perk. It's such a narrow counter that while calling it a counter is true, calling it a fair counter, is not.
I am fine with the perk preventing tunneling during the early, middle and even later stages of the game. But I am not fine with a guaranteed escape card for a survivor that screws up during the final phase of the game (purposefully or otherwise) just because they have yet to burn their DS.
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