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A suggested Rework for Decisive Strike to make it more fair but also keep the anti tunnel effect
A new version of DS that Scottt Suggested:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 10/20/30 seconds.
While in a chase, this timer does not count down.
While Decisive Strike is active, when the Killer's Obsession, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun the Killer for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
So in a sense, Instead of making the survivor immortal for 60 seconds. Make the perk have it's intended use. As long as they remain the the killer's terror radius, DS will always be active so if they are tunnelled, they can loop the Killer for as long as possible, even over 60 seconds and if they are downed, they can still use DS to punish the agressive tunneling but if they do manage to escape, the perk quickly deactivates.
I think this should be fair and i liked the old mechanic where if you are not the obsession, you have to wait a bit of wiggle time before you can use it.
Comments
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I buffed it a bit as 8 seconds is a bit too quick
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The perk is fine the way it is right now.
If the killer is a stealth one, he can simply follow and wait the 15 seconds in sneak and then instadown the unhooked person again.
Also the wigglebar has to be at 35% or more? LOL when there are hooks like every 3 meters...
The counterplay is simple: don't tunnel. It's only 60 seconds at rank 3 for ONE time during the whole match. It's not like the survivor is immortal for the rest of the trial.
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Please watch this video:
Let me just paint you the situation Scot says in this video if you are not willing to watch it.
I hook you and you get saved immediately. I then chase the person that unhooked you and leave you alone and i managed to get that person down in under 30 seconds. Hook them and see you with BBQ, then i go for you and lets say i down you in 20 seconds. Tthat is 10 seconds left on DS and i don't know that.
I did not tunnel you at all, i was not toxic and i did not camp.
But you still hit me with DS because it is active.
Or a second situation. Same thing happens you get hooked, get unhooked and you head towards the gen 5 meters away from the hook rather then running away. If i then grab you off the gen, i get DS-ed. It is my job as the killer to stop gens being done. So the only thing i can really do is either to slug you and make you wait 60 seconds or leave you to do the gen with no worry in the world.
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It's twice; it doesn't deactivate until they stab you or die.
A survivor with DS active works a vital gen in front of me, or unhooks, or bodyblocks. Is your suggestion that I "don't tunnel?". Because this is what good survivors use DS to do.
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I don't get why people in here always have to link videos of some certain playes in here. It's not like EVERYONE is playing toxic and super tryhard and I tell you what.If they would nerf DS or whatever other perk, all it would do is it would hurt the NORMAL players, the toxic 1% SWF would still be "OP" and you would call for the next perk nerf. All I am gonna say is that it's already hard enough to solo queue...
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You want it to prevent tunneling, so have ds remain active until someone else is hooked, or you work on an objective.
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This I could agree with. But then it could stay active way longer than 60 seconds. Imo the perk is fine the way it is rn.
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35% wiggle again? Yeah no thanks
DS is fine. If I bump into the person who got unhooked I hit them and leave them in the ground. Its called slugging and it’s surprisingly effective.
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If it stays active for longer than 60s that just means the killer hasn't hooked *anyone else* for more than a minute.
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So basically run the killer for a minute or just hide with iron will in his TR and you've essentially buffed it?
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Basically you took quite good idea from Scott and added like 3 thrash add ons xd
changed it to 15 secs and binding it to TR xd (freddy, GF, wraith LOVE that idea)
it should be 30 sec and chase/downed are pausing timer (i know killer can break chase but its not as easy as TR + its still 30 secs)
wiggle bar? rly? such useful perk oh wait hooks are so close (and without swf that will bodyblock you wont use it)
tbh after binding it to chase i would add option to use it after each hook (i know some tunnelers that will take DS once just to kill someone ASAP and 3 hooks someone in a row)
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People link videos to more influential voices of the community to show that they are not alone in what they are thinking.
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The two types of views on this. Either it is broken or underpowered. No one seems to find a middle ground.
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- DS isn't meant as anti-tunnel perk, has been discussed 100 times. It simply means you won't get another hook stage in at least 60 seconds.
- You know you can just lunge at the person doing the gen and down him right?
- What prevents the person with DS from running behind you with a flashlight trying to save his mate with DS active for the rest of the match?
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You should check out when the devs changed ds to an anti tunnel perk.
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I changed the effect to be the equivalent of what scot suggested
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Really?
"DECISIVE STRIKE Q&A WITH HORVATH | FEBRUARY 22, 2019
Today we did a Q&A session on discord with Stefan Horvath about the upcoming changes on Decisive Strike.
So here are below the answers given by our Game Designer/Stefan Horvath.
QUESTION: WHAT LED TO THE DECISION TO PUT THE TIMER ON DECISIVE STRIKE?
-------------------------Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed----------------------"
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but that other guys idea was kinda stupid?
if you ran killer for 1min does that mean hes not tunneling you? (your DS is 1 health state that you would be lacking during that chase)
ofc with TR thing you could argue you can just follow killers TR so you will have perma DS (yea but youre not doing anything during that, youre living afk)
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People's main issue with DS is the 60 second window. Even if you last just 30 seconds in a chase (less because it's paused as the killer comes back to you and you're hit by the terror radius) you've already brought that window back... anything longer and you've made it more powerful than current version. You've also removed the abiility of the killer to slug you and wait out the DS.
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People's complaint with DS is the 60 second window. Pausing it in the TR means you only need to last 30 seconds in a chase to make it stronger than the current version, it also gives you infinite timer once you're downed.
If you're going to be rude, at least be right.
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People's complaint with DS is the 60 second window. Pausing it in the TR means you only need to last 30 seconds in a chase to make it stronger than the current version, it also gives you infinite timer once you're downed.
If you're going to be rude, at least be right.
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JUst do Tru3ta1ent's idea
When you hook someone else, DS deactivates. That way its not 60 seconds of abusable invulnerability
If you think it's fine as-is, you're insane. The abusability in conjunction with unbreakable/soul guard puts the killer at such an upward battle that the survivors outright have to play terribly to lose. The only ones that overcome it are the top tiers.
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People's complaint with DS is the 60 second window. Pausing it in the TR means you only need to last 30 seconds in a chase to make it stronger than the current version, it also gives you infinite timer once you're downed.
I mean if you're going to be rude, at least be the one out of the two of us actually talking sense. Lol
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yea you just threw random thought without giving thinking about circumstances
and again you threw "ppl complaint about 60 sec" without any thought but there is 2 types of complaints 1st is from ppl like scott (that dont tunnel) and 2nd is from pure tunnelers that are waiting over someones body with timer
with 1st case chase is better (because they wont follow you around to increase timer) and as killer you have control over timer
2nd case are happy because they can wait over your body for 60 secs with timer (and noone is questioning slugging should stop timer)
and about your 1st quote(i wont call it argument) you assumed killers wont manipulate TR just to remove that timer xd (for freddy it will be always 15 seconds(edit, it will be only 15 sec if you got hit via BT), wait its now 30 but still, btw you didnt noticed that change xd) nemesis exist, wraith, GF ... there is a reason why deep wounds were changed into running from TR
and again when someone is chasing you for 60secs (and because of that youre in TR) does that mean youre not tunneled? answer it! all we're doing here is finding way to make it stronger vs tunnelers and weaker vs killers that dont tunnel (and youre telling me omg it will be stronger than current) <surprised pikachu face> its goal of a rework??
edited: nvm about freddy, freddy would only work with BT hit
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There is a flaw to that tho what if you have a camping instadown killer he downs you being unhook and the unhooker, you have ds but he hooks the unhooker and now its gone
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I just want it to turn off when performing another action. If you start working on a gen/bones/etc.? It deactivates.
That alone would fix it, imo.
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Decisive strike just need few small changes to it while still remaining very strong anti tunneling perk.
DS should de-activate anytime you go touch a generator, and or get fully healed. If these conditions happen you aren't being tunneled just carried with a 60 second crutch immunity
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No one in their right mind is suggesting to buff DS for any situation. I think this is where the major disconnect between us lies.
And you keep saying ideas im presenting are bad; im not presenting change ideas, im presenting how this rework would exacerbate all the issues people already have with this perk.
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DS needs buff vs tunnelers (and situation you presented was tunnel so it should be strong vs that)
i agree DS needs nerf when youre not tunneled, but it also needs to stay as powerful (or even more) vs pure tunnelers to give them a lesson
no one in their right mind (well there is bunch of ppl here and even mentioned Scott) is kinda assuming you have right to tell what is normal and what is crazy, but i guess you dont know how reworks works xd you pull power from one side and buff other xd (nerf in cases vs non tunnelers, and buff vs pure tunnelers)
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