So since Billy is getting nerfed when are we gutting Decisive Strike?
Billy is supposedly completely fine but they're gonna nerf him to add that extra bit of "counterplay". So when is DS, the perfectly balanced survivor perk that totally not everyone in red ranks use because it's a crutch second chance perk, gonna get it's own little taste of extra "counterplay"?
A community manager was the one who suggested this and I think it's fantastic. DS can mostly remain exactly how it is right now, but if the survivor gets healed, starts healing another player, touches a gen, enters a locker, or unhooks another survivor it automatically cancels DS. The healing portion should cancel it if they touch a survivor just like if they touch a gen, and the self healing portion should cancel it if their healing progress exceeds 30%. That second part is important because survivors would just 99 their bars so they can still keep DS up till the last second but still leaves them some room incase a teammate accidentally taps M1 on them and basically feeds them to the killer.
The way he put it was pretty much DS is fine if they don't want to get tunneled but by performing an action like mentioned above then they themselves are making the choice to put themselves back in the game and should lose their protection.
Comments
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They have nothing to do with each other.
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Just make it work the way BT does, gotta be in that terror radius while getting unhooked
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I don't really think the Hillbilly was nerfed since this is a change for people who don't use his chainsaw right away or camps. Also he finally gets a Ultra Rare add-on after 4 years.
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Yes they do. Billy was a perfectly balanced killer and is getting a huge nerf and limiting factor slapped on him under the guise of "extra counterplay".
Decisive is a clearly busted perk that can be used in very stupid ways that requires less than half a brain cell on the survivors part but punishes the killer with no counterplay that doesn't end in a negative for him. Problem is that survivors claim that it's perfectly fine and not that good, even though the entirety of red ranks use it in 100% of matches. So since 1 perfectly fine killer is getting gutted with "counterplay" then it's only fair that a perfectly "fine" survivor perk gets slapped with the counterplay it deserves.
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Unfortunately devs can’t touch survivors in general as long as the cash keeps rolling in
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I'd be ok with the DS changes you suggested.
I had a sweaty game as Hag on sunday. Had to 3 gen and slug the last 3 ppl. I pick up a david who i apparently hooked 55 seconds prior, aaand.. all 3 got out with a key a whopping 20 seconds later.
I'm ok with being outplayed- i made the mistake- but this whole keeping track of who's been hooked when- regardless of what they've been doing for the past 55 seconds- just seems overkill to me. It closer resembles a minute of invincibility than a true anti tunnel perk.
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Why killer mains are such crybabies just get gut and stop tunneling lol
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I rarely find DS a problem as a killer. The only thing I would like them to address is annoying rank 1 SWF groups baiting you into downing them so they can DS you. It's not an anti-tunnel perk at that point.
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Opressed killers rise up 😫
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Please refer to the youtube video in my edit about "tunneling"
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Right now killer que in the is 10-15 minutes and surv que 1-5 min so I don't mind if few crybabies leave and I play both sides 😘
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So all stealth killers can bypass BT and DS as well? Horrible idea.
To the OP - The counterplay to DS is slugging and/or going for the rescuing survivor rather than the one that got unhooked.
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decisive strike only needs one change to make it an anti tunnel perk because is just not at the time being. even the devs said it, it is not and should work as if were imo.
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hes barely balanced, i beat so many legacy billies, they can be countered pretty easily if you know what your doing, the only billies that are very hard to counter are billies with bamboozle, but still u can beat them as well, so nerfing billies is a mistake, billy real power is the ability to curve u or push u into open zones. but is also depend on the map and ur knowledge, if u mastered all the maps as survivor and all the structure then it shouldnt be difficult for u to loop him for minutes
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Why would you nerf most balanced perk in the game? i hope we get new item with similar effect as ds
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I prefer the term reworking rather than gutting, I don't know about the rest of ya'll but I'm not actually after an end goal of nerfing Decisive into oblivion (though honestly it might deserve that)
All I'm asking for are a few tweaks here and there controlling and limiting how it can be used, preventing people from using it aggressively and to enable confrontational plays / strategies and thus in this way forcing players to use it and benefit from it in the way it was intended: an anti tunneling perk meant to be used defensively. Nothing more.
However that is done is honestly up to the devs (as long as it f*cking works and can't be abused unlike last time's sorry excuse of a rework), although my personal recommendation would be to simply deactivate the perk when any of the following conditions are met: Survivor begins repairing a generator, cleansing a totem, sabotaging a hook, opening an exit gate, healing another teammate (stays active while healing yourself with a medkit and / or self-care), or if they enter a locker.
If the perk needs to be buffed in some way such as pausing the timer while that survivor is engaged in a chase to accommodate the numerous conditions that could deactivate the perk, be my guest.
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If they touch DS, these forums will be on fire, just like they were when Ruin was reworked.
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In fact when I saw this thread I was looking for that specific video to post.
DS is "mostly" fine but it still has huge problems with it. IMHO healing another survivor (Self-healing and being healed is fine), working on a generator or totem, attempting an unhook, etc. should cancel DS. This way DS still works for anti-tunneling but can't be used as a "LMAO I'm invincible so I can do absolutely suicidal plays like yeeting off the guy you just hooked and then hiding in this locker, get rekt baby killerino" perk as it's sometimes abused currently.
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That's kinda exactly what I put in the post. Still agree with it, but did you actually read what I typed out?
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Should only deactivate when you unhook another survivor. If you limit what they can do, they'll just use it to bully killers instead of doing literally anything else.
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Officially? Yes.
Unofficially? No.
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Whataboutism, pretty good job so far. But again: If killers wouldnt tunnel, DS wouldnt be used at all.
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It sounds more like a game mechanic than a perk lol
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people like you are killing this game.
ds need a change it is a 2nd chance perk but also a bully perk imo.
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45% of survivor use it. Stupid survivors that unhook them with BT, you lose sight of the unhooker and have to follow the other one. So, why should i have to wait one minute, because it is a 45% chance he has DS?
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I wonder how many killers use bbq ruin and pop should we nerf those perks?😴
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DS is trash. If the killer has more than 50 hours in the game, 90% of the matches I go into DS is an empty perk slot because I don't play SWF and the killer knows how to slug and has the IQ of a common house cat or greater the perk does literally nothing
Even when you do get to use it it's literally only 5 seconds, it's not going to turn the tide of a game
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Sounds more like a game mechanic than a perk. I think that DS should lower it's time for every action like, killer hitting someone else, hooking someone else, repairing, full healing. If i'm not mistaking, DS had a similar mechanic but only from hooked survivors and it didn't reduces its cd when you were chased.
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Because they nerf the most balanced killer in the game
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I love how people as innocent as this still exist. They genuinely argue that DS only effects tunelling.
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That's hysterical. I main survivor, but I play enough killer to know how busted DS is. It's not an anti-tunnelling perk. It's license to play aggressive for 60 seconds after you get unhooked.
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I'm hoping that guy you replied to is baiting..
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The perk is not anti-tunnel, if it was it would be way more effective at dealing with being tunneled. The current iteration is not a remedy for being tunneled. It can help in certain circumstances but ultimately rarely discourages the killer from coming after you. What about when you're tunneled and you're so good at chases that it happens to exceed 60 Seconds? Or when you're slugged? And then there's the infamous second time you're getting tunneled!! These are common situations that occur where the perk is useless. Yet some want to argue that the perk is too effective at dealing with tunneling, that it needs a myriad deactivation conditions when the reality is more often than not it doesn't even help with being tunneled one time let alone twice.
Ultimately the perk is working as intended, so trying to narrow the scope of the perk to further your argument is the problem. After someone is rescued, within 60 seconds if you pick that person up you will be struck. That's all! That's the perk.
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Nice, another pathetic attempt to get DS nerfed.
New killer isn't wearing cute shoes, NERF DS.
Clown got a good buff, NERF DS.
New killer isn't a girl. NERF DS.
Nurse still has bugs, NERF DS.
New maps were reworked in favor of killers. NERF DS.
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This sounds awful. You can just say that you want ds to be absolutley terrible.
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What if you just didn't touch the survivor that came off the hook for 60 seconds?
Then it doesn't work.
(COUNTERPLAY)
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that is why survivors have been nerfed over and over again over the last 2 years while killers have been getting everything they ever wanted ? the hypocrisy and bias coming from killer mains on those forums is beyond this world
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I usually go for the unhooker instead of the hooked. When are we nerfing Freddy?
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Borrowed time only works inside the terror radious, meaning that you have to be nearby for it to work. How can you lose track of the unhooker?!
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Numerous ways. Both run in different directions away and i choose the one with the unhooked guy by accident. Or only the unhooked one runs away and the other guy hides somewhere, so i will follow that one with the stretch marks.
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Do you know how many times I ACTUALLY get to use DS? Most killers I play against just slug thats literally all it takes leave them on the ground? Ok in this turn then DS is stopped by slugging, using a mori, or even just using Pyramid head and using cage since it cancels DS. I play on both sides Im actually trying to plat the game, and I think its fair. Lots of people didn't know how to play billy he would just camp and sonic across the map without ANY down time or any punishment for missing. I think all of this will be good and a good billy is going to be terrifying tbh, especially with the purple add on that silences his chainsaw unless you're within his terror radius. I stopped using DS and I STILL get crapped on cause I use dead hard (bubbas new chainsaw punishes dead hard now lol). Honestly its a perk it shouldn't be nerfed, dont like it? Leave them on the ground.
Also to the person who said killers are gonna leave I have to wait SOOOO long to get a killer match where as a survivor match I get it instantly so yeah there are a looot more killer mains, its hard to play both sides for me I end up playing survivor more because I get faster matches.
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Decisive strike doesn't stop tunneling, it's mostly abused.
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What if I can't even remember which the survivor was t hat I last hooked and I still get DS'd?
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What if the rescuer got actuve DS too? Well, ggwp huh?
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The day NOED gets gutted too
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A change in 5% of the killers cant be equivalent to a change in 1-2% of survivor perks
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Blood exists, and there's a perk that allows you to see it clearly, but you are right, it has happened to me before.
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I know, but i am bad at locating it and even sounds send me in the wrong direction sometimes. And maybe i give this perk a try, never used it before.
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Smack him to the ground and now you’ve got a slug next to a hook. Perfect situation. If he already got the unhook then slug him until it’s been 60 seconds.
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