Ds / pop crisis
Ight so we all heard bout this with Bhvr and stuff. NOW NOW... i know everyone is complaining but this is my hot take on a GOOD and ACTUAL Ds change:
Decisive Strike: Now lasts 20/25/30 Seconds, When you're unhooked, the timer starts. if you're being chased or tunneled in this case. The timer pauses and will Not move at all, It will also pause when You're downed. It will still stun for 4/5/6 seconds, HOWEVER: if you do ANYTHING to progress the game I.E Do a gen, / Totem / Heal another survivor / Hide in a locker... Ds will shut off aswel if another survivor gets Hooked, Making it a TRUE Anti-Tunnel perk.
What do you guys think?
Comments
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Decisive being an issue is amazing to me in the first place.
Just go after someone else for one (1) minute and it's a non issue.
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This is yet another variation of the same idea that has already been shot down by the Devs. THEY WILL NOT CHANGE CHASE MECHANICS TO REMOVE MOONWALKING.
Which is stupid, yes, but the exact reasoning I was given when I asked why was because they wanted a chase to benefit the killer and for the killer to never want to avoid getting into a chase. It's also why they adore Bloodlust and, I assume, Beast of Prey.
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So your saying people that have DS should just get a free pass if they are spotted working on a gen 45 sec after being unhooked?
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There's the other issue.. not taking into account what if theres two survivors that lookalike and you forgot which is which. forcing to eat a ds or you just don't like that survivor in general...eating ds like usual,
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he also doesn't take into account FOUR survivors running this perk.. so there's that..
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im not going to just let people work on gens in front of me just cuz i hooke them less than a minute ago espcially if i cant find anyone else or if i hooked multiple people under a minute ago
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Old legion pretty much showed that anything that involves a timer pausing in the chase can get easily exploited by moonwalking. It's why the devs are now keeping away from that sort of thing.
The only change i feel like it needs is as you said, it deactivates if you start repairing generator or get fully healed as you're clearly not getting tunneled if either of those things happen. Just that change alone would probably make a big difference
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Guys, if you slug the survivor that you suspect has DS (if he's being bold) and start a chase with a new survivor do you realize how much pressure you're putting on the enemy team? It's the difference between "Oh god guess I better go get him." and "His timer will let me finish this gen, the killer is gonna camp."
Didn't say you had to let him run around and do gens etc. Just bap him.
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Here's my suggestion, lower the timer like Pop is getting, or just make it so it is deactivated when another Survivor is hooked. DS alone is less of an issue to me than the DS/UB combo.
Deactivating it when someone else gets hooked is ideal to me because it shows you're not being tunneled, prevents the DS/BT combo from preventing the unsafe rescue hook trade, and makes the DS/UB combo seem less oppressive when you have multiple Survivors downed because you can just hook someone else and them picking up will give you a hook trade opportunity.
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i already said that in my First ds post bout it mate, =D
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Your first post has a lot of conditions and whatnot. I'm saying keep it simple, either just reduce the timer or make it so it's only active for x amount of time or until someone else is hooked. No need to mess with chase mechanic or deep wound type conditions. But yes, we are essentially saying the same thing.
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Well survivors Do abuse comboing it with Ds/UB/HO/IS or Ds/Dh/Ub/Sg or any other ds/Ub Builds, just denying them doing anything objective would make it said anti-tunnel. also 20/25/30 seconds is fair amount like i said,
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Im going with DS is fine as it is.
You cut down the timer because it was cut on PGTW? It doesn’t make any sense when you can’t DS killers after every unhook. The two perks have nothing to do with each other.
Im really starting to believe that there are many bad killers in this game getting stunned left and right. Because that is the only explanation for the same argument being made.
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Spoke like someone who has no idea how this perk can be abused so easily. One DS can extend the game 5+min it has happened more than once, enough with this "just go after someone else 4head!" guess what sometimes you can't, it's not black and white like that dude. Or how about the classic "let me just work on this gen, right next to this locker and jump inside it as soon as the killer comes to apply map pressure."
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You're actually the "Just play better forehead" meme
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30 seconds of bodyblock? LOL
It shouldn't pause when downed.
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Have you met ds’s best friend unbreakable? Now you have no pressure lol. This forces a lose lose situation which is why they are nerfing things like pyramid head for example and thana of all things. So in that logic ds should be changed.
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This reply, right here. It solves all the mysteries to humanity and life (no, I'm not being sarcastic).
Thank you for taking the time to say something that should've been really obvious to everyone arguing about DS, Lmao.
I seriously don't understand why people still go on and on and on...and on...AND ON...about it.
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most killers complaining are the ones that tunnel off hook 😉
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I noticed. People that complain about something are usually in the wrong.
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Just reduce the stun by a second. Maybe reduce the timer a bit too. That's all it really needs IMO.
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I mean, this change has been talked about before, and it's too easily abused. You get unhooked and tapped a totem because you didn't realize the stealth killer would come straight back to hook? I don't think you should lose your DS. Running Second Wind or Adrenaline? I don't think you should lose your DS for gaining a health state from that. (Tbh I don't even really agree with Adrenaline giving you a health state with the speed boost but w/e) Hop into a locker for a few seconds to try to get some distanve with a Head On stun because you aren't running an exhaustion perk? You shouldn't lose DS.
With that being said, I could agree with losing DS from the following-
Commiting to an action, such as tapping a gen (which, let's be real, stopping gen progression from a kick shouldn't be stopped by a tap imho-) or even working on a gen/totem/heal for at least 3 seconds (with the perk turning off if you pop that gen in that time period, heal another survivor, or get healed by another survivor.)
And, DS shouldn't work if you get pulled from lockers.
I think if those changes were made it could keep it's current timer. We've seen how bad chase-based timers work with Legion. At the very least if there's a timer change, it should work more like the Deep Wounds Timer.
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