Soo when is ds rework coming?
Ds at the moment is a mandatory perk on red ranks because it gives survivors invisibility for 1 minute
I am really hoping for ds to be changed soo it gets canceled if you start doing a generator/totem, or if start healing other survivors
DS should be what it was meant to- a anti-tunneling perk, not a "killers can't do anything against me for 1 minute"
Comments
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It has already been reworked. Next.
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I don't personally have a problem with it as killer, and I rarely use it anymore as survivor.
I really liked the idea that it was an antitunnel perk! But I didn't even think about the ways it could be abused, and it does suck when you've already chased other survivors, ran into them again and the timer just barely had time so they get the strike.
I wouldn't mind a condition like the effect stops when the killer hits/downs another survivor, that still gives the unhooked survivor time to make distance even if the killer was right there. It'd be on them if they just stuck around only to quickly be downed again.
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Reworked to be stronger??
You used to need to wiggle until 30% if you weren't the obcesion
Now you don't
This rework is needed for a fair balance
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leave someone alone for 60 seconds. its not that ######### hard.
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Sorry but what? I can down 2 other survivors in that time, and if by magic I happen to down the survivor that got unhooked I get punished for it?
And why can survivors have an invisibility perk? By your logic I can waste 4 minutes in a match by leaving survivors alone
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If you guys are talking about Desisive Strike then yes it already has been reworked. And no it was way stronger before cause as I’d remember you were able to use it anytime Not after unhook. If you’re a killer main I’d just deal with it but for survivor, personally I see no use in it if the killer will just tunnel me afterwards.
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*When not in a chase, DS active time decrease at double the rate.
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And go find someone else?You know that takes time ? go find someone else while that ds user is going to do things towards progressing the game for 60 seconds. Thats laughable. AT LEAST if i would know when that timer is off it would be more fair of a perk.
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So to as I was saying it seems balanced to me knowing that you can’t use it anytime and not after unhook
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Just because it was reworked doesn't mean it can't get another
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Ok ok I just wanna know if people are wanting a ds rework so bad, What are you thinking?
tell me what you’d want done to it.
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Literally count to 60 or eat the stun that gets negated anyway if you chase them for 20 seconds on any killers. It's not rocket science. And if DS is your biggest issue you're bad at juggling. If it's late game, someone gets hooked, unhooked, and then you get DS'd then yeah its annoying. But if it's late game, you get DS'd, and this happens frequently it means you aren't applying enough pressure throughout the game.
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Tunnel much?
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It's really only strong at the end game.
But my guess is right after the noed nerf!
Post edited by Clevite on4 -
oof
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Why do you need to leave sombody alone for 60 seconds. That's the stupidest thing I have ever heard. If I see you in going for you. My objective is to kill you. Lol leave me alone for 60 seconds
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He also suggested me to count to 60 . He s done.
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DS at end game is really the only time I hate it. I feel like borrowed time and DS make the end of the game impossible for killers. It's mad frustrating that there's nothing you can do. If you had a bad game and the other three survivors are all alive and off hooks. There's nothing you can do to stop the unhook. 3 survivors run for the unhook. You have to swing at one eventually. Pull the guy off. He spends the entire time trying to force a body block. Between all three of them body blocking there's no way to get any of them before the gate.
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Fair Balance for DS would be if you are 20 secs out of killer TR its desactivate and multiuse. If you start repair a gen, cleanse a totem or any interaction except vault desactivate it.
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Your job as killer is to please the entity. If you ever bothered to see emblem break down you see that tunneling a survivors hurts your score BIG TIME. You can pip up not killing anyone as long as you exhaust every hook, chase, and palette.
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That could be on lower ranks but not on red ranks maybe hooking everyone twice and good gameplay you could pip
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anyone who says DS isnt over powered is either in denial or not a good survivor, i dont understand why so many people seem to find it so hard to understand and usually if you ever say its OP you get called a killer main or trash etc. but funny enough i play more survivor and im not oblivious to how strong the perk is, hell all the killer does is see an obsession and theyre worried about DS that just shows you how strong it can be, the issue is the ranking is #########, Thats it you can compare half the games because some games you can get 11-12 hooks with 0 gens done and other games 6hooks with every gen done, honestly a good team that isnt afraid to do gens and have a meta build will easily win and destroy any killer. but DS is a killer issue, there are more survivors and people never want balance and everyone to have fun, if they did people would understand and wouldnt purposefully try bully people in matchs or send hate in the chat after the game
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Soon. Hopefully.
It has already been reworked, and then immediately after survivors figured out how to maximize its output and abuse the perk to its fullest extent, hence the need for another rework, again.
One that puts it in its place, but still achieves its original purpose of being an anti-tunneling perk (and NOTHING more) for good.
Allow me to explain:
DS - Problems
A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility. They're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.
This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it"
DS - Solutions
It should be deactivated under numerous circumstances:
First and foremost it should be deactivated upon entering a locker, everybody knows this stupid trick, it's annoying to deal with, and provides a survivor 100% protection since they won't even be in the dying state. A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box.
DS is also meant to be an anti tunneling perk, so it should be deactivated after that purpose is accomplished. NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate. If you are that far away, you are clearly not being tunneled and there is no reason for you to have the perk still active.
It should also deactivate if you begin repairing a generator, DS is a self preservation perk, it is meant to keep you alive immediately after the unhook. So if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active. This way baiting a killer into accidentally grabbing a survivor off a generator is no longer viable again, taking away that misplaced sense of security that survivors should never feel.
This also introduces an interesting dynamic, if there is one generator left, it's at 80% and the killer is chasing somebody but close enough that you can hear a heartbeat, do you try to repair the generator? If you do you lose your temporary basically-invincibility but you could repair the generator (popping adrenaline probably) if you don't you might be able to keep your DS maybe even use it and find the hatch or something. This forces survivors into weighing the risks vs. the reward and is a far more interesting gameplay and a tense situation than "Hehe DS will protect me, all gens done time to pop 4 adrenalines now look who's the 4head".
Concluding
These are absolutely necessary changes, those who say no are the ones who are keen on continuing to abuse an unbalanced perk.
However, it's important to note that none of this changes the primary and original goal of the perk who seek to gain that benefit: The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time is preserved, giving you the opportunity to escape the killer, heal yourself up, and stay alive.
This is what the perk should be used for, and absolutely nothing more.
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Buff the timer to 90 seconds.
DS deactivates if you touch a gen, get full heal or killer downs another survivor.
If you're full heal or work on a gen, that means you are not getting tunneled so DS is pointless.
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The decisive strike reworks will happen:
-When Patch 1.3.0 releases
-When Patch 1.4.0 releases
-When Patch 2.6.0 releases
-When Patch 2.6.3 releases.
2.6.0 will carry the biggest change I'm pretty sure.
Oh wait these have already happened.
So you're saying you'd rather have the perk be a 5 second stun for hitting a skillcheck with no counterplay, with them needing to do nothing, instead of a 5 second stun which can be slugged or ignored or a lot of things? Personally I'd take the current version over anything we've had before to do with ds.
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leave them alone to do gens? dafuq dude, if I hooked someone else in the mean time I won't let your stupid ass work on a gen in front of me cause you've got a minute to jerk off, sorry but no
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if a survivor is bold enough to do a gen in your face that means your prescense as killer is garbage. any killer that is "sweating" no survivor is going to ######### with them after they get their ass handed to them the first time.
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Don't you tell me you don't know those cocky survivors, yeah, it's always killer's fault, yeah, you're right, you are defo right.
Bruh, ain't no talking about rank 20s but about purple and red ranks where this gets mostly abused
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Only perk that matches that criteria for Survivors is selfcare. Want to nerf selfcare more? lmao
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Can't believe people are still asking for DS reworks when it is way better right now.
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I wouldn't mind it just being removed, it's a boring perk (survivor main) I hate running DS waste of a perk slot, 9/10 you just gonna get hit again anyways
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Survivors that say DS is only used to counter tunneling don't play much killer. I'd say that DS isn't that bad on its own but when every survivor you're playing against has it, it has very little counter play. Survivors are constantly abusing borrowed time and DS together to make it very difficult for the killer to do anything. The normal counterplay of slugging them is countered by the survivors getting in the locker or using unbreakable.
If you're playing well there will be times where a survivor runs in and unhooks a survivor right in front of you, they eat a hit and maybe go down sure, but now the unhooked survivor has borrowed time and you gotta chase them twice just to eat a DS if you catch them. Or you could go for the unhooker but whoops, it's only been fifty-five seconds since you last hooked them so now you're stunned for five seconds again.
DS as it is now encourages survivors to play in a counter-intuitive way with very little way for killers to interact. I think the simple suggestion mentioned earlier in the thread that DS ends upon performing game actions I think is a great way to keep it a simple anti-tunneling perk. Are you really getting tunneled if you're unhooking someone directly in front of the killer?
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I eat DS like I eat pain.
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Survivors like it the way it is, so it's not getting changed any time soon.
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If DS is supposed to be an anti-tunneling perk then yes it needs a rework only because of SWF groups on comms as it is abused.
Many of the ideas above show that people have thought about this and is used as an anti-momentum, 2nd chance and free escape perk that only needs one person for the killer to have to play around.
The nerf being the perk should deactivate if the survivor does any action apart from the movement of their character (walking, standing, crouching, pointing, falling etc). So this would mean the minute they enter a locker, start healing, cleaning a totem, touching a generator the perk would end.
The buff being the time increases so if the killer does slug then they can waste valuable time waiting to pick them up and they can always run unbreakable.
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If you can down 2 more survivors in 60 seconds then you shouldnt complain about anything. Sounds like you've got a win in the bag. They nerfed it once already. Go on to the other survivors if you can down them.
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Have you ever got hit with DS after hooking 1 or 2 other survivors? it's not a fact of ignoring a survivor for 60 seconds, it's the fact that DS still punishes killer's when they aren't even tunneling because a survivor made a bad play
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Thats like saying a park filled with garbage and delinquents is fine once you clean up the garbage but let the gangs rob other citizens.
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I would love a NOED rework , but it doesn't mean I will get it.
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noed
-Can be deactivate before it's use
-can be deactivated when in use
-Up to 100 seconds wasted to counter it
DS
-Cannot be deactivated
-Up to 4 minutes wasted to counter it
-Survivors becomes invisible during that time
I still cannot understand this "you can't nerf that if you don't nerf that" mentality
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DS needs changing but NOED is “in a pretty good spot”, so say the killer mains.
Just keep running this game into the ground.
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Why are you comparing the two perks? Where did you see me comparing noed and ds? Did you even read and understand what I said or you didn't bother and just wanted to show off your knowledge of the perks? lol
Also , can you please not put quotes that have 0 relation to what I had said? I'd say that the mentality of people who assume stuff (like you) is worse than those who you are quoting there in the end.
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There you go, buddy
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It's fine as it is unless your the type that tunnels, I literally never get hit by it unless I want the user to waste it so it doesn't get in the way later. I also always take the stun if they hop into a locker in front of me because as said earlier it just makes them waste it and more often than not it kills them and their team later when i snowball or start putting to much pressure onto them.
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Did you know that in the 60s I am completely invincible with my DS up that I can do an entire gen with a few great skill checks? The perk is obviously fine, just slug me, oh wait is that a locker 3ft away from my gen? Lol come at me bro, I'm about to shank you and run away. JuStDoNtTuNnElBrO!
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The perk is already complicated and has a long list of prerequisites. A lot of the ideas are from the perspective of The Killers experience but no one wants to talk about what the Survivor endures. This is the only perk that some what helps with tunneling and people want to add additional prerequisites and deactivation conditions. I'm fine with narrowing the reach of the perk to just tunneling but it isn't even effective at it right now. Where are the ideas to improve the effectiveness of DS at dealing with being tunneled?
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Thank you.
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I agree with this DS rework.. Make survivors Invisible for 60 seconds instead of being able to stun the killer.
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If you downed 2 survivors in 60 seconds then i dont think a ds will hurt that much
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Mories too so surely you don’t mind getting moried of hook.
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