http://dbd.game/killswitch
FAIR changes to DS that helps prevent it's abuse with UB and free gen progress/escaping
First off reasoning behind why current DS by itself is fair regarding it's interaction with the killer.
So let me say that everything about how this perk hinders the killer is FAIR even if you go into a locker because it's punishing the killer for going after you when you got unhooked and because it's on a timer you can still get someone with DS if you slug them and they don't get picked up or if you wait out the timer. If they try to force DS using a locker unless they are on last hook or it's EGC it's almost always worth wasting it unless there is a survivor you can go after within reason because then later in the game you can quickly kill them off knowing they don't have DS anymore. As for if it's used in EGC/after gates are powered it's never worth it to leave whoever you have hooked and you want to hook them far from the gates, if a save happens you always hit the savior and then down them if they commit to the save and if you can see if they used BT on the unhooked survivor as you might be able to slug them in other words don't go after the unhooked first. Even if there is another survivor who can do the save you should be able to get them as long as you are far enough from the gates unless all survivors are alive and 2 can takes hits in which case you lost anyway so 1 or no kills is what you get. However i feel that a survivor shouldn't be able to crawl to the gate and escape from a long distance because of the 60 seconds DS is active so i think that should be addressed.
So these are the three changes to DS that will hinder how abusable it is for survivors, i also think the timer needs some work but i don't have a good idea for that so feel free to suggest one but if these are implemented i don't think a change to the DS timer would be necessary.
- DS will deactivate if you work on a generator for more than a total of 1/2/3 second
- DS will deactivate if you recover from the dying state
- After all generators are completed or if EGC starts DS timer is reduced to 30 seconds when you are unhooked. (whatever the devs prefer timer can also be adjusted, timer doesn't change if DS activated post gates being powered)
These changes address a lot about what makes DS unfair, it first makes using UB not as good because if you recover you can get hooked if your downed again, the second one makes using DS good for going off to heal or stay by to help others and it can no longer be used to work on a generator safely which also hinders using it with UB to have free progress on generators. You can also still stop regression with this change it just makes it so you can't repair generators and if it's end game you can't have as much immunity to being slugged so if you get downed too far from gates the killer will be able to get you (this basically cuts the distance a survivor has that allows them to escape by the gates in half).
beyond this are some other DS idea's I have seen and why i don't think they work. feel free to stop reading here
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- Deactivate after another survivor is hooked: won't work if the killer downs who saved you and hooks them after he slugs you or if he quickly hooks someone else after leaving you and finds you right after. too many situations where DS becomes deactivated quickly and allows the killer to tunnel. could work if a good idea was presented that covers that.
- shorten the timer and either stop it in a chase or if you are in the TR: the killer can exploit the chase mechanic like old legion did and a survivor can exploit it by just staying in the TR and being a nuisance.
- Any idea that deviates from its purpose such as recovery speed in dying state, reworking the perk to barely work or make it so the killer has too much counter play. DS is the only good anti tunnel perk as even BT has limitations and i think it should stay that way.
- deactivates when healed: too many killers/perks that allow insta downs and there are perks like we'll make it that are used to quickly heal off hook. smart killers that want to tunnel will allow that heal to happen so one less survivor is in the game faster.
- reducing the timer without any form of compensation post gates being powered: DS works because of it's long timer if the perk was only 45 or less seconds killers would just wait it out and if they use regression perks they can recover from doing so, current DS makes that risky which is why reducing the timer isn't a good idea.
- Changes based on what perks you use: unrealistic and i HIGHLY doubt the devs would seriously consider doing such a thing so idea's like if you use UB with DS X thing happens won't work/ be implemented.
- making enduring work for DS stuns: this used to be a thing but i think it's better that it doesn't reduce the DS stun. the reasoning is simply because it helps tunneling and is already a decent perk, we don't need to encourage the killer to take the stun simply because they can recover faster so they can tunnel easier which is what happened before FYI.
- Making it a base kit feature and reducing its power: Horrible idea, survivors are strong enough as it is they don't need a free perk that is considered to be the best in the game even if it's power is reduced. Also if there isn't a substitute that can replace DS and maintain that power level for anti tunneling it will make tunneling more frequent. the perk itself just needs to be limited it does not need to be a base kit thing for all to exploit which would also free up a perk slot for more meta perks.
Comments
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I think you have readed many DS post and considered many things... and I can say. Amazing. I haven't seen many people who consider the "what if" and you did.
I know it's almost impossible to consider all points since other person might have foreseen something that you didn't.
I am going to put others "what if" with your current DS.
What if... The killer tunnels X survivor when he's off hook, now said killer fears DS so he won't pick you up and proceed to chase someone else, when he proceed to do it, the survivor Y proceed to heal the survivor X, when the survivor Y is finishing the healing of survivor X, the killers come back, since survivor Y doesn't know that survivor X has DS finish healing him, survivor X start running away, but since he's not too far already from the killer, he is unable to last even 10 secs?
What if.... I am a ghostface that is tunneling you, you start fixing a generator since the unhooker decided not to heal you, and I decide to either grab you or hit you?
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Thank you, I try to look at things from all angles but i do miss things sometimes and i guess i didn't explain the reasoning behind DS being deactivated after recovering from the dying state.
The reason i think this should be a thing is because of the various ways you can get picked up with either team work or perks. if someone picks you up after you got hooked the best play is for them to take a hit, they also shouldn't have picked you up in the killers TR unless the killer is after someone else. I also don't think it's fair that you can get downed twice and still have DS, in fact most of the time DS is deactivated by then so there will be few situations where this will happen. This is also to mainly address unbreakable and soul guard, if you get downed and recover using these perks the killer can't benefit even if they down you right after as DS is still active. This simply makes doing such plays require more skill and situational awareness.
As for your second point this is what the perk addresses as you can no longer have safe/free progress on a gen. During this time if you have no way to heal there are a few things you can do besides working on a gen. you can go cleanse totems to stop noed and look for the potential hex's that might be in your trial, you can find another survivor to heal you or save a survivor and go heal each other, you can go loot chests for a medkit or any other useful items, or even try to force the killer to take DS by being a nuisance however that is very risky. A big thing i see DS users do is right after they get unhooked both that survivor and the savior go and try to rush the nearest gen before healing, at the very least they now have to heal first which buys time for the killer and makes it so the killer can stop the gen those survivors work on and still benefit no matter which survivor the killer caught. A DS user can also no longer do a gen right in the killer's face without worry because they are protected by DS so this makes killers have more control over gens.
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Don't you worry, we are no God to foresee all angles. What matters the most is that you're willing to do it, and it's a good attitude in life to try to look from diferent angles the same situation. That's why I complimented you, because it's truly nice and the world needs more people who are willing to open their minds to another things they might have omitted due to the fact that we are humans.
As for the points, you have great arguments. My way to make DS better is the next one "when a survivor performs an action such as cleanse, repair, enter a locker or if he's fully healed, the timer goes 2x faster"
As for the progression of the gen, your idea is not bad, perhaps giving the survivor 3 seconds of "grace", of course that might be abusable still but at least it will be less abusable.
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yeah it wouldn't hurt to increase it to 3 seconds as it's unlikely they can finish a gen and still have DS active.
that idea is interesting, it does fix things that DS users abuse to an extent. the thing that worries me with that idea is that the killer can go after survivors easier because going into a locker won't be viable, i also don't think a survivor should be able to get significant progress on a generator with DS as the situation where they finish it in your face will remain.
definitely better than current DS but i would exclude being in lockers, cleansing, and maybe even being fully healed because of insta downs.
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Well, the locker situation is because those who have been wandering into the map for 40 secs, the killer see them and chase them but they hoop in a locker, when he was indeed not tunneling. I do agree that my solution have problems.
I think yours would fit better, not too many conditions like mine, you keep it simple and is not so abusable.
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