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Alternative ds change

TheButcher6641
TheButcher6641 Member Posts: 252
edited February 2021 in Feedback and Suggestions

My idea: Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 30/35/40 seconds.

Current idea: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. Completing an action deactivates ds.

I think that my idea counters tunnelling more effectively than the current change. If you are unhooked and immediately get on a gen, then the killer returns to the hook, follows your trail and downs you, then you are still the next person to be on the hook after just being on it. With my suggested change you will never be the next person on the hook and even if you are downed, it's not tunnelling because they chased somebody else beforehand.

Thoughts?

Post edited by Gay Myers (Luzi) on

Comments

  • Shaped
    Shaped Member Posts: 5,870

    Bubba says hi.

  • The problem with DS at the moment is survivors working through their objective with 60 seconds of immunity. This doesn't fix any of that.

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710
    edited February 2021

    Ok so you get unhooked and follow your buddy to a gen and when the killer shows up you body block with no consequence because you cant be hooked without stunning the killer. Then the killer camps your body until you bleed out because even though they weren't trying to tunnel you, you pissed them off and forced them into a lose/lose scenario.

    In that situation you should be punished and get hooked, not get a free pass. Your suggestion is far to easy to abuse, without even going into the swf and matching cosmetics issues.

  • NMCKE
    NMCKE Member Posts: 8,243

    I understand your reasoning behind Decisive Strike and believe there's a better way to change it to make it a true anti-tunnel perk.

    Personally, it should be like this:


    Decisive Strike

    Once unhooked, DS activates and remains active until:

    • You perform any non-chase related actions.
    • The killer hooks another survivor.
    • You haven't been in a chase within the last 20/25/30 seconds and not in the dying state.

    When picked up by the killer while DS is active, stun the killer for 5 seconds. After escaping the killer's grasp, you leave no scratch marks, make no grunts of pain, and footsteps are silent for the next 8 seconds. The perk deactivates after a successful use and can be reactivated later in the trial.


    There's no loophole, this perk will make sure you don't get tunneled regardless what the killer does to bypass it.

    Killer will never get hit by DS if they don't tunnel, seriously.

    Only one DS is ever active at a time.

    Rewards survivors who can handle tunneling decently.

  • bjorksnas
    bjorksnas Member Posts: 5,619

    Still being able to work on gens while invincible

    Thats going to be a NO it capital letters from me

  • TheButcher6641
    TheButcher6641 Member Posts: 252
    edited February 2021

    I didn't give that much thought but I have a fix:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

    So bodyblocking doesn't work and you can't just work on a gen and abuse it forever.

  • TheButcher6641
    TheButcher6641 Member Posts: 252

    I realise that and I've fixed it:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

  • TheButcher6641
    TheButcher6641 Member Posts: 252

    It doesn't grant you eternal immunity unless the killer tunnels you. It encourages the killer to go and chase other people. I have refined my idea based on feedback though:

    Once unhooked, If you are the first person downed, when you are next picked up by the killer succeeding a skill check will stun the killer for 5 seconds. Protection hits do not trigger ds. Ds begins to deactivate after performing an action, deactivating takes 40/45/50 seconds.

    Does this fix it?

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Still an issue because the coding for protection hits is super wonky. Also if you are furthering the objective you arent being tunnelled. The killer should not be punished for hitting someone on a gen, ever. End of story.

  • This solves nothing, if anything it actually would exemplify the problem.

    This just looks like you want to make it actually easier to tunnel someone just to preserve the ability to sit on a gen for a while with immunity and then jump in a locker when the killer is near which is the current problem.

    This is a complete step in the opposite direction.

  • TheButcher6641
    TheButcher6641 Member Posts: 252

    How does it make it easier to tunnel. The whole idea is to prevent tunnelling. If you get tunnelled you use ds. If the killer goes for somebody else ds deactivates and you don't get tunnelled. If you try to abuse it and bodyblock ds deactivates. If for some reason the killer doesn't down another person and stumbles upon you on a gen you're either going to get to use ds because you've recently been hooked or you're not because you've been on a gen and ds has run out. This makes it so that you can either do your objectives and lose ds or save ds but don't do objectives and that's only if the killer doesn't down another person. The situation you are speaking of would be incredibly rare. With the regular ds people always jump into lockers and killers are punishing even when they don't tunnel. The whole purpose of my rework idea is to fix that.

  • TheButcher6641
    TheButcher6641 Member Posts: 252

    It's not being punished for hitting somebody on a gen, it's being punished for downing the same person off the hook. If for some reason the killer doesn't down another person and stumbles upon you on a gen you're either going to get to use ds because you've recently been hooked or you're not because you've been on a gen and ds has run out. 

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Your trying to make it so 2 people can pretty much do a whole gen before ds deactivates so yes it is punishing, IF YOU ARE ON A GEN YOU ARE NOT BEING TUNNELLED. I dont know how that concept is escaping you, you should not be able to progress objectives and keep your ds.

  • TheButcher6641
    TheButcher6641 Member Posts: 252

    I assure you I understand that perfectly. Being on a gen doesn't count as being tunnelled but my idea is also to prevent you getting hooked too quickly after being unhooked. If somebody else is downed ds deactivates. If you get on a gen ds begins to deactivate, even if somebody else has not been downed. It's not very long too, only 30/35/40 depending on the tier. Your ability to keep ds depends on the killer'd ability to down people. If they for some reason can't or don't then your ds should have already ran out anyway because you'll have been on a gen. If in the unlikely scenario that you decide not to do an objective and the killer doesn't down somebody else then yes you will get to use ds but what you've sacrificed to keep ds is great considering it can be rendered null if the killer does down somebody and you're wasting precious gen time. Other than that it only prevents tunnelling and getting back on hook too quickly. Do you agree now?

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    No because if the time doesn't tick down from the unhook its even worse than what it is now. 40 seconds is still long enough that 2 people, 1 with prove thyself, can practically completely finish a gen and thats wothout adding in resiliance or tool boxes.

    The main reason they are changing it is because people are using it to work on gens, and the killer is punished for knocking down people working on gens, your ideas keep trying to preserve the core aspect that makes ds a problem to begin with.

  • bjorksnas
    bjorksnas Member Posts: 5,619
    edited February 2021

    still dislike the change in comparison to the devs change

    a better alternative to the one you suggest is, upon being unhooked ds activates, while ds is active if the killer picks you up you can succeed in a skill check to stun them for 4/4.5/5 seconds, if you repair a gen, become fully healed, heal others, cleanse a totem, unhook a survivor, or another survivor becomes unhooked (while you aren't in the dying state) ds deactivates true anti tunnel perk even comes with the safety of if you get healed under hook but don't finish getting healed you still have ds up

    succeeding or missing the skill check permanently disables ds for the rest of the game

  • Rizer
    Rizer Member Posts: 95

    DS is fine the way it is right now... Just because killers are too dumb to stop chasing the same survivor for longer than 60 seconds isn't our problem... if someone gets off a hook and chooses to start working a gen, it's no one fault but the killer that they went after that exact same survivor...