A simple solution to DS

Avarice00
Avarice00 Member Posts: 39
edited January 2021 in General Discussions

DS does everything it already does, but:

  • DS will not activate when being pulled out of a locker.
  • The DS timer will decay while on the ground, but it cannot deactivate while on the ground. Meaning survivors must get back up to loose it.

Reason: make it an anti-tunnel perk. it shouldn't matter when you went down if you wen't down just off the unhook, and it shouldn't be possible to jump in a locker and use DS as a weapon.

Comments

  • Kebek
    Kebek Member Posts: 3,676

    So you can sit on a gen and if you get downed you can't ever be picked up ? Maybe too simple of a solution, it needs more then that.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited January 2021

    yeah no that is a straight up buff and the perk needs a nerf/restriction. lockers are not the problem unless you tunnel the problem with DS is immediately going onto a gen after being unhooked with your savior to quickly finish it. What you are asking for is essentially complete immunity to being picked up for a total of 60+ seconds depending on if you get downed and that is simply ridiculous.

    As said lockers are not a problem, if a survivor goes into a locker it's because you went after them or you were near enough to potentially slug them the perk is working to hinder tunneling even if you were just going to slug them you still went after them. the extremely simple thing to do is either just not go for them and get the other survivor nearby or if they are not on last hook just eat the stun so it's easier to kill them later.

    As for what nerf it needs it should deactivate when you work on a gen and also after all gens are done the timer should be reduced. that would actually make it an anti tunnel perk instead of a perk you use as a safety net to do gens which is how it is most commonly used in high ranks.

    edit: also it's funny that this is basically asking for the 60 seconds DS is active to potentially be longer when that amount of time is enough to do a gen AND heal. the timer doesn't need to be adjusted except for it's end game use, it last long enough to effectively hinder tunneling and any longer would be again ridiculous.