Decisive Strike
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As the last survivor left I once spent 10+ minutes with a Myers trying to mori my Nea. I kept jumping into lockers every chance. It was cute, he was trying so hard to stab me to death by letting me wriggle free then trying to catch me before I found another locker. He finally figured it out by trapping me in an alcove. His words in after chat -- 'worth it.'
I haven't thought to use lockers for DS though. Nice tip.
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What?!
Imagine playing trapper(if you even play killer).
Survivor gets unhooked before you even went further then 15 meters away from the hook after you placed trap nearby.
Survivor 1 is injured, Survivor 2 ran straight into the trap. I come back and smack survivor that isn't trapped and then the other one.
How am I tunneling? Should I ignore obviously stupid plays and ignore stupid plays?
That's the game I had today at rank 7...
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@Slayer Are you even serious with this comment?
This "Gen Rushing" as you call it, is 99% of the time the result of you tunneling one target. What do you expect the rest to do? Wait for you to get better at catching the one player?
Countering would be efficiently hooking multiple survivors so that other survivors have to go and save (i.e. giving them a reason to pause on their main objective).
The devs never said DS was strictly an anti-tunneling perk. It works as such, but it isn't meant to only work for that. Adapt.
It fine as it is.
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I look at DS as they announced it was to prevent tunneling. If it is designed around tunneling but can be abused to do other things. Than the claimed anti-tunnel perk is not actually anti-tunnel. Simple logic goes along way. Similar to legions blades they functioned how they functioned it wasn't intended and it got fixed. Just because it is better or in a state that seems acceptable doesn't mean that the mechanic is working as intended.
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No one saves their DS for endgame in your matches?
Legitimately curious.
I get this a lot...
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DS is uncommon in my games.
I saw more MoM's today than DS's.
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@TRB124 You realize that one could describe the old DS the same way? Also, the old MoM was a very situational perk that could only be used once per match.
"Situational" and "limited use" alone are no arguments for balance/imbalance.
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I'm jealous T_T
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If he's crawling out of the game with DS still activated, you accept you lost and move on. You can't and shouldn't be able to stop every single contingency. If it reaches that point and they hit their DS, you've lost. Accept it.
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Hot take: decisive is better now than before, especially if multiple survivors use it. It forces you to waste time, rewards sloppy play, and punishes good killers. It was counterable before.
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Applying pressure + eliminating survivors as fast as possible (less survivors on gens better). And ds stays on my way for wanting to eliminate survivors as fast as i can.
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People complain about DS in the beginning, people complain about DS in the end.
People complain about it disrupting momentum. People complain despite having counterplay.
It's almost as if perks that help survivors survive are generally unpopular!
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Give me some sign that i can pick up survivor without getting stunned then it will has counters.
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Survivor is unhooked by a teammate instantly, and/or and makes little effort to run or hide right after getting unhooked. Which, ironically, is what the OP is complaining about.
Or make it a practice to slug recently unhooked people and go for the unhooker. If you don't want to give up the hook, simply injure the unhooker and go back to pick up the person with DS.
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Here s something that s going to surprise you : I DO but i still get stunned with DS plenty of times.
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Sure you do. It's almost as if the perk is working as intended.
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There was a clip somewhere here where survivor got unhooked, run around for a while then after killer hooked 2 other survivors, first survivor which was streaming at the time went for the save, got grabbed and DS'ed away.
HE GOT TUNNELED SO HARD that other 2 survivors slipped and fell on hooks because of all that tunnelling.
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Decisive Strike has too many issues, good and bad issues
You could literally down 2 survivors, hook 2, down the original person before them who has DS and get hit because of the minute timer
Sometimes DS does not work at all when hitting the check
The enduring nerf just made this perk a bigger pain just because now if you don't tunnel and they hit it, you are stuck sitting there evaluating why you still play this game and not MineCraft like everyone else
The other issue is people who state "Remember who got unhooked"
This is easily thrown out the window as people can run the same cosmetics and make it almost impossible to remember who had the perk in the first place
"Don't tunnel" may be the funniest out of all these excuses, the perk does work somewhat against tunnelers, but if the killer is fast and good at hunting their prey, they just can track you down quickly if they are a fast moving killer and sometimes not tunneling it still works
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It's not specifically an 'anti-tunnel' perk, it just helps when tunneled. It's also not a free escape, or does it magically send the survivor using it beyond the exit gates? They can still be caught few seconds later, and that actually happens quite often. I get that for some killers, the perk consumes time. Sometimes the survivor can even break the chase and get away. Happens. You won't always get a 4k.
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How does that make more sense than saying something like Ruin or PGTW shouldn't exist because it gets in the way of doing generators as fast as possible? Effective strategies are not immune to having perks and mechanics that counteract them.
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Or wait at the locker.
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You're arguing mechanical things behaving differently, and people using mechanics in unintended ways.
One you can plan for. The other you can try, but someone will find a new way to use it.
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Count to 60 fist.
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Except the clip only had one other hook before the DS.
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Same cosmetics?
So you cant, idk, look at the ui and see who's hooked and then if the SAME person is downed, maybe they are the one with DS?
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If only the stun timer was adjusted [read 'looked at'] after the Enduring nerf.
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So the Killer should've slugged instead. If all of that happened as you said, the Killer could have prevented it by slugging or waiting for DS to expire.
The perk activates if you are picked up within 60s of being unhooked. No more, no less. It is laid out in plain writing and there is no need to complicate it any further.
DS does not need to be changed just because you refuse to adapt to it.
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Killer already downed and hooked one or two other survivors.
DS still activated after survivor decided to bomb rush the hook as they actually had nothing to fear.
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Again: so the Killer should've slugged instead.
If you want to deactivate the perk, then you wait 60s after getting someone unhooked, like the perk states. Of course there is nothing to fear if you use DS versus a Killer that refuses to counter it.
Why should a survivor that refuses to cleanse totems complain about NOED?
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