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New decisive idea (rethinking and open for suggestions.)

I'm back after a few months, I left because of the toxicity I received because people couldn't understand that I forgot to think about downsides for my decisive idea. Here's the idea but with downsides too. My idea is that decisive activates once a survivor is unhooked and stays active without a timer. It will have a timer that activates for a short amount of time once another survivor is downed or once the unhooked survivor starts a objective or takes a protection hit. It will reactivate once the survivor is unhooked again when it wasn't used already. Decisive deactivates for the remaining time of the trial when it's the skill check is hit or missed. This could punish people who tunnel and slug to wait for decisive to run out. Any criticism? I'm open for suggestions but I won't accept toxicity.

Ps: I'm a killer Main so don't write stuff like "entitled survivor main." thank you and have a great day!

Comments

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Decisive:

    Active from the beginning of the match. Succeed a tremendously difficult skill check to stun the killer in place for 4/5/6 seconds after being picked up.

    If you are the Obsession: When hooked for the first time, you are instantly sent into the second phase.

    When not the Obsession, you instantly die on your first hook.


    This is what I think DS should be. Incredibly high risk and downside with a potentially incredible payoff for those who just want to be chased.

    This is how all Obsession perks should work. Off the Record should be the anti-tunnel perk.

  • FoodforThought
    FoodforThought Member Posts: 5

    Instead of outright dying on your first hook, what if you immediately went to second phase, or instead of 60 second phase one and 60 second phase two you only have a 70/80/90 second tier 2?

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    So more like?:

    DS: Active from the beginning of the match. Succeed a tremendously difficult skill check to stun the killer in place for 4/5/6 seconds after being picked up.

    If you are the Obsession: When hooked for the first time, you are instantly sent into the second phase lasting 70 seconds.

    When not the Obsession, stun the killer for 4/4/4 seconds instead, and you are instantly sent into the second phase upon first hook, lasting 60/75/90 seconds.


    Part of the reason I suggest DS to behave like this is because I'm not sold on the benefits of having Obsessions switch mid-match. I think it's far from what the spirit of an Obsession means: a special interaction between one survivor and the killer that powers each side up respectively.

  • Trwth
    Trwth Member Posts: 921

    This doesn't look overpowered. It just looks super out of place and incredibly unbalanced. And by unbalanced, I mean weak. You're better off just taking a hook state over running this perk. You could even just die on the spot if your teammates uses For The People or the Killer has Nemesis.

    DS is just... ugh, I wanna stop thinking about it. It's cool in concept, but in execution (at least in the game's current state) it's just such a pain.

  • Trwth
    Trwth Member Posts: 921

    I honestly think Decisive Strike should just be disabled until base tunneling is tackled. After all, if there are no concerns about being tunneled, there's less of an incentive to use the perk. The only reason one of my friends bought Laurie is because of how often he just gets rushed down after being unhooked, and I'm unfortunately a witness.

    My idea is that, when a Survivor is unhooked, they lose their collision (similar to Dead Hard) for about 8 seconds. This means the Killer's weapon phases through the Survivor and they can also walk right through them, which will prevent body blocking with Borrowed Time and also encouraging the Killer to attack the unhooker.

    Also, the Survivor will also receive a hook immunity for 30 seconds, which will pause if they're in the dying state. If they're put back on a hook during this time, they won't advance a hook stage and will continue from where they left off with an additional 20 seconds where their timer is paused. If they're hooked again after this, they'll advance their stage, meaning a Survivor can be hooked a maximum of five times under the right circumstances.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    yeah, it's clearly not overpowered (why should it be?). It's designed to not be, and it's (perhaps) weaker than it is now because it is solely designed around giving survivors that liked to be chased more of that and in a more concentrated fashion. Additionally, it helps them leave the match sooner if they want once they've been downed. It's not a flat out boost to survivor power; it's a way for survivors to reallot the power they have into different departments.

    And for the latter part...what? Are you saying that if you're using DS, you're not the Obsession, you've already used DS, you're on second hook, and the Obsession changes, then you'll instantly die on hook? Wouldn't you die after being hooked a second time even if the Obsession didn't change? If you're already on the hook when the change happens, then nothing happens because the perk specifies the activation conditions, the activation conditions have already been met, the effects applied, and the game isn't going to go back and say, "now this survivor should just instantly die because the Obsession changed" because that's not how this game's coding works (as far as I know from all the evidence presented on the wiki and other sources). Everything I say should be taken within the mechanics we have and not applied arbitrarily to unintuitive hypotheticals that don't align with the code.

    Regardless, I'm much more in favor of what FoodForThought suggested in reply to my comment than what I originally suggested.