Decisive Change
I like the new decisive change, because it punishes survivors for taking advantage of the invulnerability DS provides.
However, it doesn't change the core problem of survivors just running towards a killer to block them, knowing they can't be hooked for a period of time.
And on top of that, even while used as an anti tunnel perk, a killer can just eat it and the perk is gone for the rest of the game.
My proposal is to make it so the perk doesn't deactivate after a successful or failed use, because it's not fair that the anti tunnel perk can be deactivated by tunneling.
My second proposal is that the timer goes down faster when not in a chase.
Thoughts and Bait posts welcome
Comments
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If the killer wants to tunnel you, you better be chased for 5 gens and a open gate.
A perk is not supposed to give invecibility to a survivor.
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I understand your logic, and I dont have any suggestions against it, but I also dont agree with it. I could see it being abused by even a 2 man swf just being annoying. Surv 1 unhooks surv 2. You down surv 1. Surv 2 unhooks surv 1. You down surv 2. Get DSd. Then down surv 1. Get DSd. Repeat two more times to get any kills. Eating 4 DS to kill 2 people would be rough and easily a loss against any but the most scared and immersed taters.
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