Potential Decisive Strike Change
This isn't really with the intention to nerf or buff DS, but a change that suddenly dawned on me I want to throw out there, to see whether or not people would like this version of DS better.
Instead of an activation time, Decisive Strike is active for a minimum of 10 seconds after being unhooked. From that point, if the Killer hooks another Survivor, Decisive Strike deactivates.
This means that a Survivor who leads a Killer around on a chase for more than a minute after an unhook isn't punished with not being able to land their DS, and a Killer who is devastating the Survivor team with an array of hooks, BUT is not actually tunnelling recently unhooked Survivors and is actually just getting a bunch of hooks (or recently slugged the whole Survivor team and is cleaning house) isn't hit with an "anti-tunnelling tool" when they're clearly getting other targets besides the original DS user.
Comments
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Although this is still a better suggestion than the original perk, I bet people will still be able to abuse it. Simply, stop the killer from chasing other survivors. Use your decisive to chase the killer, body block for other survivors so the killer can’t deactivate your DS, give the killer the incentive to down and pick you up, take the DS.
i think all the current DS needs is a stipulation of “Deactivates when another survivor is hooked”
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I agree with the unlimited time, but I would add a bit more to it. When the killer hooks another survivor, survivor starts doing one of the objectives (totems, gens, healing others or being healed yourself) the perk deactivates. However, that shouldn't be the case when there are 2 people left in the match. In that case, the perk should have a set activation time so the survivor doesn't get an easy escape and to prevent end game slugging.
In my case, you wouldn't have the ability to abuse it. If you're healed, it deactivates. If you go for a bodyblock injured, the killer can just down you, and continue his chase. That is already 3 people not doing gens (1 slugged, 1 who has to pick them up, and one in a chase). Unlimited timer DS would stop tunneling.
I am going to get a lot of flame for this, but I think that if they were to rework it this way, DS should have 2 stacks as well. You can use 1 stack per hook. So the killer can't simply tunnel the person that they downed 10s into the match, eat the DS and tunnel them out of the game to their heart's content.
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If the Killer is chasing someone it is 100% the Killers decision. A Survivor cannot force a Killer to chase someone.
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In general, IF DS needs changing (this coming from a person who neither uses it for aggressive actions, nor gets hit by DS that often), it should have a short timer (15 seconds) which will not go down while in chase or slugged. This would actually prevent tunneling, someone who gets slugged right after the Unhook will still have his DS, and someone who got chased off Hook and manages to run the Killer around for one minute, will also have the DS. Because realistically, what else is the Survivor supposed to do at this point? Lets say got chased for 45 seconds, DS is about to run out, Survivor is on Death Hook. Jumping in the locker is basically the best play here, because this would give a chance to get the DS and manage to get away.
However, as written above, this would indeed need to be disabled with two people. But I guess this is fine, in general it could lead to Survivors being a little bit more aggressive when they are not on Death Hook but their teammates are.
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Although yes, it is a choice to chase someone, survivors can do some pretty nasty things that could waste the killers time. For instance, the killer vaults the ironworks window but the survivor is crouched right after the window. To continue chasing his previous survivor, the killer would have to vault the window again and go all the way around, completely lose 2 survivors and find someone else, or hit the body blocking Survivor, which allows massive distance for the other survivor.
Nothing should be reliant on chases. Chasing is not a good mechanic to go by, look a Pig’s traps. You can soft lock someone to their inevitable doom with her power as it activates on chases. Think of old deep wound and legion, plenty of people would revert back to the “moonwalk, follow the blood” to avoid DS.
An anti tunnel perk could also be completely avoided by Furtive Chase, Tinkerer, the Undetectable effect or Insidious. (Might be wrong about this, not sure if you are technically still in a chase if there is no music)
The biggest issue would be Deathslinger. While speared, you lose chase meaning that the Deathslinger can literally just tow you around like a backpack for 15 seconds until your DS wears off. Easy to do with stronger chains but could be easily achieved with 2 spear shots, especially with recoil addons.
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If they're running after you, they aren't getting anything done. if they get in the way you can just down them, creating more pressure.
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At higher ranks this would be very true, especially if your teammates are subpar yet for the new players who will blatantly pick this up, could definitely be an issue.
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Whe this seems good on paper killers will most likely abuse it by just waiting out the ten seconds. So im gonna offer my own take on this.
Decisive strike activates once you are saved from the hook if you are in the killers terror raidus the desicive strike is active for 20/30/40 seconds then is deactivated or if you start doing any objectives decisive strike will deactivate (stealth killers will have a silent terror raidus and desicive trike will still activate)
This i belive will be balanced as killers who are camping still get punished for camping and tunneling and surrvivors will not get 60 seconds of invincibility
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