http://dbd.game/killswitch
Anyone think old DS was more balanced than new DS?
First of all, I play 70/30 killer, 2k hours, Rank 1 for most of it, yaddeh yadah.
Old DS you only got hit with it instantly with the obsession, this made it relativley easy to play around. (Either slug the obsession, or eat the DS when its a good time to.) for everyone else, as long as you were within a few meters of a hook.)
New DS, when abused is far, far worse. 3 or 4 people running it have effective invinciblity for a full minute after being hooked, and rather than being a perk that gives a chance if the killer is camping, it just means you can run into the killer, get downed and know you can waste a good portion of their time, either being slugged or with DS, and this can happen 4 times a game.
It only needs a simple change, im not even sure what it is. (As the ideal thing would be to restrict it to 1 survivor per game in some way, I often thought that would be a good way to give survivors powerful, game changing perks without them being abused, but thats another thing.)
perhaps have it only activate if the killer is within TR when you get unhooked, or just decrease the timer, something because tight now a team of 4 DS users is far, far more un-fun than it ever was with the old perk.
Comments
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Nope nope and nope.
The new DS is better, but I needs some update.
The old DS was just:"Now Im going to a hoo..................and stunned."
The obsession DS doesnt was the problem.
The other little DS were the problems.
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Absolutely not.
I rather not be punished for chasing and downing a survivor simply because they can hit a skill check. I would very much like my hook pressure. Simply slug if you encounter an unhooked survivor and there is a chance of DS. Make another survivor get off their gen and pick them up.
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Old DS was trash, being able to "reset" a chase at the start of the game had huge impacts for killer.
Additionally, having someone block a hook once, then someone getting enough wiggle progression to DS out again was infuriating.
I only ever had an issue with DS when only one person was running it but with multiple it was luck as to whether you would hook someone or not.
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How could anyone possibly think the old DS was more balanced? Like, there isn't even a reasonable position for you to take.
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Old DS made me have to dribble, which didn't always work (I'm on console).
Old DS made killers afraid because it was so easy. Now they have to be smart and it has counterplay to it.
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That amount of hours, and every time survivor stang you the old insta decisive, or the even better struggle decisive (=massive momentum loss), you never taught "well thats not fair, i cant counter that, unless im near the basement stairs or near a hook"?
The perk is just fine, slug the survivor or literally just start a timer when someone get unhooked.
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I would prefer it have a hook nullifies. If you were not downed when another survivor got hooked after you were unhooked you were not tunneled. Much simpler than wait for immunity timer to be up and slug. I like to reward good game-play and anti-tunneling killers. If you are gonna probably play like an ass and use it anyway I might as well tunnel and just remove your ability to use it. This way they have their 60 seconds and it rewards actual non-tunneling and camping.
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No, not at all.
This DS has so much more counterplay.
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Absolutely not. The current DS is much fairer. The biggest problem with the old DS was that you could spend a lot of time in the early game chasing a player while the map was full of pallets, finally catch that player only to have them DS before even hooking. The early game is the key to DBD. The longer the killer has 3 survivors working on generators the worse off they will be. The new DS at least guarantees you hook a survivor before they can use it. That means the first chase isn't extended and the killer can get a survivor or two off the generators which makes all the difference in the world.
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NO.
Now is an antitunneling perk, the old DS was a free save with 0 counters except slugging or dribbling, being both very boring tactics.
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