http://dbd.game/killswitch
What are your thoughts on current DS?
Comments
-
The stun time nerf was unnecessary, 5 seconds was perfectly fine as it was.
8 -
I feel like a lot of the time when people talk about the value of perks like DS and Unbreakable and even Adrenaline being situational and rely on the killer doing <splot>, they often ignore the value that just having the perk passively brings.
They all allow survivors to play in ways they otherwise wouldn't be able to by passively existing.
E.g. if you have Decisive Strike, you can afford to heal under the hook because you know you have Decisive Strike, whereas not having it means you take a big gamble trying to heal under hook. Used correctly, it also allows you to save a good pallet by deliberately going down instead of throwing it.
E.g.2. If you have Adrenaline, you can afford to take chase and bait yourself while on Death Hook for the final gen, or just flat out ignore healing off the hook to get the final gen done since you know that Adrenaline is gonna pop.
E.g.3. If you have Unbreakable you can afford to go for a last second risky unhook, because if the killer downs you as you unhook, you know they either have to leave you slugged for the tunnel, or pick you up and lose the tunnel.
When discussing value, a lot of players only look at the primary flashy value you can see with the perk, and consider that where the value ends... rather than stopping to think what additional options are available to you simply because you have this ace in the hole...
A lot of perk discussions on both sides tend to frustrate me, because unless a perk in unga bunga stupid amazing and gets insane value in literally every single match and scenario for very little effort or build investment, then the perk is deemed trash and not worth using. I know for a fact if certain suggestions ever made it through, all the fun I have making builds currently would die if every perk were jacked up to the nines.
Perks are meant to provide situational benefits, which in turn is what makes tangible trade offs for your choices between the different options. If you have a perk that can satisfy whatever you need it to at all times, it effectively has no weakness, and in that scenario there is no need to consider alternatives, and makes every other similar perk redundant.
2 -
That's true for basically every strong survivor perk. OTR and Adrenaline are manageable if you only have to deal with one of them, but if there are multiple it becomes too much, hence why comp bans survivors picking the same perk.
-3 -
Surge gets obliterated by survivors forcing downs away from critical gens.
In terms of Eruption, your match will pretty much end before gen kick limit hops in, it's #1 best perk for 3-gen protection.
0 -
thoughts on ds? It’s overhyped and always has been. There’s much better, more consistent, and higher value perks that it’s never even a consideration for me. If you gotta do xyz to use it offensively and get value, and A has to happen for it to trigger, and you need someone else to not do B, but you gotta bring C and possibly D to get any use just in case, it’s not a good perk in my book. There are much better perks than DS and I will die on that hill no matter how many ppl use it, or think it’s great. You’re better off slotting MFT and WMI and getting value consistently for your entire team each hook. Not only can you tank a hit if you get the heal, but they also have their endurance still, and they’re reset. Just better combos imho.
3 -
It's ok, I don't like when it's weaponized but it's ok
-1 -
Still a really good perk
1 -
I mean, using nurse as a benchmark is silly. She's one out of 40 killers.
But also, DS is only as good as the survivor running it. If you're getting no value from DS, you messed up. Badly.
0 -
Depends who you go against if is it a killer that can catch up fast than ds isnt that crazy perk. Still its one of the strongest survivor perks that will help you to get on loop and buy you time.
0 -
DS is a chase extender. The four seconds, of which 1.6 or so are stuck in the release animation, are mediocre. It's a one-time, limited perk with a laundry list of deactivation triggers and a particular and narrow window of use. If the tunnel falls outside this window, then it won't be helpful. And if you're unfortunate enough to get rescued after the generators are completed, it's useless. I don't see value in DS because it doesn't work when you need it most - if you're a capable chaser - and barely works in other circumstances.
1 -
you pretty much need to stop looking at perk with the "it needs input and has conditions = bas perk" because it's a perk that requires certain level of player input to be used to the full extent, not to mention how so many players are infested with the "if killer doesn't eat the DS up, i wasted the perk" mindset. If killer doesn't tunnel you when you have DS, you literally still got the value from it, killer doesn't tunnel you.
And you can still tell your teammates to 99 the last gen if you have DS.
Only ways you actually truly won't get value of this perk in any way is if you either position yourself terribly or simply can't resist wasting 2s tbagging killer after they eat the DS up.
0 -
If killer doesn't tunnel you when you have DS, you literally still got the value from it, killer doesn't tunnel you.
This is incredibly optimistic. If the killer wasn't influenced in their decision-making by the consideration whether DS is in the game or not, then it's unreasonable to consider it 'DS value'.
I never tunnel, so DS has zero value in my killer matches.
4 -
Yes, it's a chase extender. Is this meant to counter the argument that it's an anti-tunnel perk? Because it's a chase extender that has a window where it would activate in situations that the developers have considered to be tunnelling. Even so if the killer tunnels you outside of this window then the effect of that is not as catastrophic.
Yes the stun duration isn't great against every killer, but the 1 second wasn't doing much against the killers that it isn't good against and the 1 second was too much against the killers it is good against. But the stronger part of it is the fact it puts you from dying to injured - if the killer drops the chase after getting hit by a DS then they have wasted their time. Also, even if you're a capable chaser, some killers are too strong to loop for 60 seconds off a hook.0
