My thought on how to change DS
In a vacuum, I think DS is fine. Where I think it becomes problematic is when survivors weaponize it. It's a good anti tunnel perk but too often it's used as a "haha you can't touch me" perk & I can see why killer mains get frustrated with it.
I'm a survivor main btw.
So my suggestion is this:
Upon being healed a health state, entering a locker, or working on a generator, Decisive Strike deactivates.
Boom, now survivors who legit didnt get tunneled & got healed cant play dumb cuz DS will save them, they cant speed vault into lockers to get the killer to grab em n use DS as a getaway, & they cant just run straight to a gen n sit on it till killer grabs em then use ds as the gtfo.
The synergy with Unbreakable would still exist which can be used aggressively but is also a solid anti tunnel combo so it's a bit of a double edge sword there.
I just think Survivors should be trying to escape & survive whereas with how DS is balanced, the most effective way to beat killers is to get caught on purpose. Seems backwards to me.
Thoughts?
Comments
-
Yeah this is already been mention a butch of times already, but thanks for making another topic about it
1 -
I don't understand the issue with DS from a locker. If you just got off the hook and the killer tunnel you then you go into a locker and get the stun, they still tunneled the person and thus the stun was justified.
1 -
The issue with that is people with DS if it's close to running out will sometimes purposefully find the killer to stun them. It can still be weaponized even when tunneling isn't occuring
0 -
Then the problem isn't the fact that they head into a locker the problem is the timer or activation.
To solve the problem your describing either lower the timer to 45 seconds or deactivate when another survivor is hooked. No need to deactivate when you enter a locker.
0 -
I think there's multiple ways to solve the same issue and I'd be fine with that idea aswell
0 -
None of them are actually good solutions... First one is beyond neutered, there is no point in running this perk in that state, unless every survivor gets it for free as a base.
Second one would be abused by the killer when people die to unhook a person.
Realistically it would be easier to make tunneling slow killers down (after all gens are powered that rule would be turned off), and then changing DS to something completely different.
0 -
There is a point in running it. It's an anti tunnel perk meaning if you're being tunneled it will help you. If not it won't. I've used ds countless times and never had to use it. I've only had to use it at end game and it's still.at it's strongest in the end game if this is the changes that were made. If a teammate saves in front of the killer without borrowed time and you both go down that's the teammates fault and it should be punished. You shouldn't get free escapes for playing badly. DS encourages risky and bad plays in its current state and that change would make survivors have to plan their saves more strategically. This change would help a lot I think. This game shouldnt give either side a free win without a reliable counterplay. Pretty much every killer perk now has reliable counterplay with the undying change. Killer should be the power role not the survivors. They should be rewarded for good play and team coordination and punished for bad play. You play bad you don't escape that's how the game should be.
1 -
Both changes make it unreliable and situational, aka high risk, low reward/no reward.
- There is no point in bringing a perk that stops working if i do virtually anything. Not unless you remove timer from DS. Meaning DS stays on until you perform any action. This could lead to killers being DS'ed by everybody in the game even if they didnt tunnel.
- I am not bring DS that has 45s timer and that can be disabled by virtually any random that dies while they unhook me.
As I said if you want to balance DS you have to balance tunneling.
Alternatively what you could do is:
- DS has 30s timer
- While in chase and you are injured timer goes slower (50% slower)
- While in chase and you are healthy timer goes slower (25% slower)
- While not in chase and injured (No change)
- While not in chase and healthy (25% faster)
0 -
As a Killer main I think the best way to balance DS would be to give the Killer some sort of icon that shows a person has DS available, that is the timer hasn't run out yet.
Whenever I see that there is an Obsession in the game I just assume everyone has DS and so I always wait sixty seconds after someone has been unhooked before I pick them up. This often means I leave people without DS on the ground a good twenty to thirty seconds and some times I have counted out a full minute after downing someone just to be sure the timer has run out, when I can do other things such as break pallets, kick gens or chase someone else.
I don't think that knowing who has DS and who doesn't will really change how most Killers play. You either treat everyone like they have DS and play accordingly or you don't respect it and eat the stun every time, there is no real "counter-play" to it. And often times you can already figure out who has it by the way they play so it not being "secret" anymore isn't that big of an issue either.
0 -
Make It 30 seconds.
That us It.
That would prevent tunneling but also stop people from using It as a weapon,
0 -
usually only in 1 in 5 games my DS active, survivor rescue me, killer just tunnel me, slug me, and that's it, wish there's stronger perk for tunneling instead of DS
0 -
Decisive Strike got the change it needed. While there was enjoyment to be had watching a killer so afraid of it they'd do anything to avoid it, it was still circumventing the process because they'd rather not engage in challenging gameplay. While it's rare, there's still a small contingent of killer mains who tuck their tail between their legs to wait out borrowed time and decisive strike timers which is kind of sad really.
0