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"Ds was always a anti tunnel perk" Why does it nobody use it then anymore?

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Comments

  • Sluzzy
    Sluzzy Member Posts: 3,130

    It punishes you for playing the game and the killer is rewarded from it. Why does a perk deactivate for playing the game? Sprint Burst doesn't deactivate for healing or doing a gen. It's not very appealing to equip a perk that means you have to stand with your hands tied to keep it. Very bad.

  • Ecstasy
    Ecstasy Member Posts: 426


    True that, though they didn't really specify under the hook only, and, truth be told, it's pretty much the same scenario even if you're going at least as far as the the next hook spawn to find some decent hiding spot (assuming there's any to find).

    Without iron-will, chances are that any killer heading back that way still pinpoints you based on the sounds alone. Hell, even when you do run it, there's still those times where the killer just happens to circle around your hiding spot and catches you based on blood, sheer luck, or game sense anyway.

    You can run off farther, but the farther you go means a lot more exposure out in the open with a giant glowing trial of scratch-marks and that means an obvious, definitive direction you're headed for the killer to search. Longer to start the heal means longer to finish the heal too, Plus, if you don't know where the killer is, you also run the risk of smacking right into a killer who actually WASN'T out to tunnel you initially, but a freebie is a freebie. (Still, I've found this to be the best alternative to roll the dice on, since you can usually tell if the killer is coming that way or around before you pick the hiding spot--and if not then the DS will be active at least--where you can then start the heal in relative safety.)

    Meanwhile, all those circumstances are time & location dependent, where your choices really relate to how much lead time you've got from the unhook until the killer reaches that area again. And sometimes those initially safe heal locations end up super dangerous when some d-bag Dwight leads the killer back that way, so the killer naturally switches to the easy, loud, stationary target with a heal at 95% and DS gone. :-)


    The point of it all is really the same: this perk you're taking that's already situationally useful in trials has its utility sliced down even more by all sorts of situational factors where you'll still end up deactivating it prematurely (sometimes even accidentally... grumble grumble.... stupid limited button bindings) and still vulnerable to tunneling without even having recovered that full health state, so its ultimate value was the same as not taking it at all. You're tunneled out of the match without much opportunity to really play all the same.


    The new DS really is garbage, but I've run into too many killers tunneling right off the hook lately if someone isn't an obsession to ignore it.

    I actually never even use to even run the damn thing, yet now I find myself having to run this ######### watered down version for that minimal practical application just because I can't count on an obsession in solo-queue. I resent it so, so, so, so ######### much. It doesn't even do a good-job at the one thing its suppose to be doing.

    As with so many mechanics in this ######### game, the whole healing deactivation thing is no big deal for SWF to work around (since they can ensure the unhooker stays around for the heal), but punishing as hell for solo queue where you're largely dependent on yourself.

  • NVerde
    NVerde Member Posts: 264

    How would people feel about the old DS that doesn't deactivate but makes you Exhausted instead? That makes more sense to me thematically, since it's meant to be a desperate last attempt to break free with the last reserves of your energy