We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Decisive strike needs a decent buff now that it's been nerfed to the ground

Even though oddly enough, killer is in the best state it's ever been in (in terms of difficulty level, it's the easiest it's ever been), and lot of killers have taken this opportunity to camp and tunnel a LOT. I see it every game, I haven't been able to escape at all anymore as I just get camped and tunneled, and the one perk that detered people from doing so (at least a little) was ds, and now that's useless. The perk needs to have a longer stun time, maybe 7 seconds? 2 more than the original 5 (which is now 3 for some silly reason). Ds should also stay active until an exit gate is open, rather than when the exit gates are powered. And hopefully that would bring the perk back from the grave and at least help survivors outa little, especially solo queue, cause we are suffering out here 😥

Solo queue needs some big changes and so does camping/tunneling. But that's a post for another time.

Comments

  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    This could be bait but I've met too many survivors who'd think these changes reasonable.

    Anyways, No.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469
    edited August 2022

    Like I'm not saying that it shouldn't be deactivated at endgame, or making it so it's always active the whole 60 seconds regardless if you touch a gen or not. I'm saying increase the stun time a little, and make it so it deactivates when an exit is opened, and not when they're powered. Very small changes that would make the perk fair but still useful.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    You want the stun time to be more than doubled and you want to reinstate the free escape it gives you in the end game that the devs said was a problem.

    They nerfed it to make it used less and you want to immediately turn around and make it meta again. Figure out something else to run. Quit trying to claw back your comfort perks. It's a very dull way to be.

  • dugman
    dugman Member Posts: 9,713

    Yeah, I agree 3 seconds does seem a bit short, especially when you consider the first part of those 3 seconds is the animation of the survivor escaping the killer’s grasp. They could probably up it to 4 seconds which would be a compromise between where it is now and where it was.

  • jesterkind
    jesterkind Member Posts: 7,959

    The stun time could see improving (though obviously not to seven seconds, that would be ridiculous), but disabling it in the endgame is a very reasonable change. Remember that exit gates can be, and in almost all games that reach the endgame they will be, brought to 99% completion and tapped to get people out immediately.

    My idea for DS is twofold, and acknowledges that the devs do not want it to be an obvious, necessary pick anymore, they want you to weigh other options too.

    1: Up the stun to 4 seconds, the same as Head On.

    2: Make the Nurse and the Blight lose all their tokens when they're stunned, to help equalise DS against those two killers specifically.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469
    edited August 2022

    Its not doubled stun time if you're looking back at the original reasonable stun time of 5 seconds. 3 Seconds makes the perks useless, and I'm not saying the perk should be active at endgame, if you payed attention I said it should be deactivated at the exit gates being opened instead of when they're powered, which still fixes the problem of survivors getting a free escape, but still making the perk useful. Obviously if the doors are 99'd that's still a free escape, but that doesn't happen much anymore so I don't see that being an issue since the survivors were actually coordinated enough.

    Also this is a necessary perk, because of the way they've set up this game, tunneling and camping is ever prevalent and getting easy win for killers, so until they figure something out, this is a perk we need to be kept useful.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469

    I like the second idea. But I think ds at least needs to be reverted to 5 seconds, the way it was before. 3 seconds is too short to get any distance and 1 second extra isn't enough of an add on to help that in any significant way.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Head on doesn't stun for four seconds, it's three. I see you don't run the perk.

    They're never going to add bizzare edge cases where it drains some killers' powers but not others. Stuff like that muddles the accessibility of the game. And what's that do vs. spirit? She's just as good at catching someone as they are and doesn't have tokens.

    That being said four seconds is fine. I don't care about DS, I just think it's lame that people want their comfort perks back so desperately.

  • jesterkind
    jesterkind Member Posts: 7,959

    Doesn't it? Huh, I could've sworn it did. Not sure where I got that from, if that's not the case.

    Anyway- I'm not saying DS should drain a killer's power, I'm saying being stunned should drain those killer's powers. I'll admit that it's maybe less justifiable on Blight, I'm not as sure if that'd be too common on him, but the Nurse basically doesn't get stunned unless a perk does it, you don't pallet stun the Nurse.

    As for other killers, since this would be a universal rule and not a DS-specific thing, I wouldn't think it's necessary on them. If they're too strong at catching up to people after DS, maybe something else should be changed about them, but more realistically I think people should just consider if they want to run DS or if they want to run different perks to help them out in those scenarios.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469

    Its not about comfort perks, I was excited to see them change up the meta, but ds wasn't one of the perks that needed to be changed in my opinion, besides endgame deactivation. Ds was the only anti-tunnel perk, and is now one of the only two anti-tunnel perks, except now it's not worth running, so we really have gone back to only having one.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    The doors are 99ed every single game. You cannot be serious. And you want it from 3-7. The original value is irrelevant as it no longer exists. That's more then doubling which is an obvious bad idea.

    There's nothing necessary about it. Blah blah blah camping tunneling don't care. I don't understand how people get so bent out of shape over a single match. You get tunneled out of the game, so what? Reque. Ultimately it matters very little. We've all had bad games in whatever multiplayer title we enjoy.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469
    edited August 2022

    It's because it doesn't happen for 1 match, tunneling and camping happens EVERY match now, survivor (solo queue at least) has become extremely stale and unfun, when you're just being run after constantly and the killer stands at your hook waiting for death, you get to do nothing else. This is an issue, and ds is one of only two anti-tunnel perks, but is currently useless because of its 3 second stun time, providing you no time to get distance to a decent loop or window or pallet.

    And the doors are not 99'd every game. I doubt you have ran into a lot of games recently where every game a door is 99'd. Solo queue survivors barely escape anymore, and most of the time I see them open the gates straight away.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    edited August 2022

    So you want to make it reintroduce the free Escape DS granted, along with extending the Stun duration to be longer than it was pre-nerf? What are you smoking that makes you think this is a good idea in any way, shape or form?

    Post edited by ThatOneDemoPlayer on
  • Seraphor
    Seraphor Member Posts: 9,429

    I think DS should get two uses, one for each unhook.

    This would make it a legit anti-tunnel perk, because the killer would get hit with DS after the first unhook, then know to avoid it for the second.

  • Grum
    Grum Member Posts: 273

    I think DS was fine at five seconds. Three seconds is way too short, especially considering how you spend the first second locked into an animation. There's virtually nothing you can do with only two seconds of distance; and currently no incentive for killers to not just immediately tunnel you off hook (other than the kindness of their heart).

  • Zolfo16
    Zolfo16 Member Posts: 479

    DS was fine at 5. I would support it to go bat to 5 s. 7s is too much.