Suggested DS change
First, i dont think that an anti tunnelling perk should punish those who dont tunnel. So ive kept that in mind. Ive also kept the tunnellers in mind when thinking of this.
Proposed DS:
starts when you get unhooked.
has a longer timer then current one(this way the tunneller cant just slug you for a minute standing beside you waiting.
deactivates when someone else gets hooked. As a anti tunnel perk, DS would deactivate after someone else gets hooked. This way it punishes the tunnellers more and now those who dont tunnel dont have to worry about losing a hook because they did too well.
Comments
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The devs have already stated that it is not strictly an anti tunnel perk.
The perk is suppose to be a defensive perk against killers who tunnel but it doesn't mean it is only meant for that.
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What else is it used for then?
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Free escapes. The survivors don't get enough free escapes. they want more.
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60 seconds god mode
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TBH they should changes it to 45 seconds from 60 and see what happens from there.
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DS doesn't need a change, it's not strictly an anti-tunnel perk. DS doesn't need a nerf, it's not uncounterable or unavoidable and its effect isn't too strong. I know this sounds like copypasta, but there's not much else to be said. If you have another reason or opinion about the state of DS based on logic and looking from a mindset focused on game health, I'd love to hear it.
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then tell me what is ds made for??
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I think they described it as a "second chance perk".
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I used this example before but I'll use it again. If I'm a camping bubba (which I don't btw) and your a survivor trying to save someone from the hook then your ds has problems.
So what if I down you and the unhooked survivor with my chainsaw. I hook you first then hook the other survivor. Your version of ds would be useless in this example. Now imagine insidious and any killer with an instadown, your ds won't help them.
I think all these "hook another survivor first" conditions are easily abusable.
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Pretty much.
I don't really object to the overall power of DS, but rather the gameplay that it encourages. Eventually with an organized group of survivors, they can play as if the killer is no threat at all.
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As if there wasnt enough? Adrenaline, DH, BT. All of these give you another chance. Add DS and its a wonder people can even play killer unless they use top 5.
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If the killer is not "tunneling" then you can still use the perk. It will come down to strat because you no longer have 60 seconds. If the killer remembers to have hooked you, they will slug you. If you jump in a locker they will wait it out. You can also use it if you manage to force them to grab you which I have seen people do it.
The perk was only given a condition after it would activate on first down rather than after being on the hook. Being tunneled is not a condition, is a temporary counter. DS doesn't stop killers from tunneling and contrary to popular belief it doesn't give you superpowers of invincibility where the killer can't down you.
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What gameplay? Hopping into lockers in your face? Flashlights already exist...
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They can essentially ignore the killer for the duration, knowing that you can't really punish them for it.
Like I said, it's not as bad when it's just one person, but an organized group can eventually make it feel like the killer is completely impotent. No matter who you're hitting or hooking, everyone ends up invulnerable and healthy, even if they're running right into you.
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Second chance perks are fine as a concept. Nobody complains about Deliverance, MoM, Camaraderie, Flip Flop, Saboteur, and many others.
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Can't you still punish them by downing them as killer? It mitigates some risk but you're not invulnerable.
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To some extent if it's one person. It really only becomes an issue when it's a team with all the second chances and coordination.
It's a big part of why peak survivor play will always destroy peak killer play. (Although peak survivor play is harder due to coordination, of course)
It's not a huge deal, and DS by itself isn't that strong. But they're all stackable and can be used to force the killer to play along with them.
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I guess that makes sense. Being able to coordinate perk bonuses is pretty beneficial and this level of efficiency skews the perk balance. Unbreakable as a concept is fine but how counterable is it when teammates help you activate it? Good points mate.
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