The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Make DS 2 time use without a skillcheck

2»

Comments

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    Most killers have powers for that yes, but survivors have loops. The survivor has 20 seconds to get to a loop which will waste way more time than running in a straight line.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    One extra chase while injured with a 10-15 second head start can actually be worth tunneling a survivor out of the game in most cases. DS only helps survivors in their most vulnerable state, which feels cheap to killers, but does wonders in terms of the perk's balance.

  • Pipefish
    Pipefish Member Posts: 331

    I hate to say this but get good! The skill check on DS is balanced and doesn't need any changes. If there was no skill check the survivor could get hit with the killer and have zero risk of getting hooked so no. Especially if paired with unbreakable!

  • Dustin
    Dustin Member Posts: 2,306

    If we're going the route where you get 2 free anti-tunnels but things disable it to prevent it from being abused realistically you need to make it so protection hits disable the perk too.

    Begrudgingly I'd say leave the perk where it is right now and just make it so that there is an obsession in every single game no matter what perk is present. Make obsession play a bigger role in the game aside from just perks.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    You lose almost all of your pressure by chasing them twice in a row. Against good survivors that's often a guaranteed loss.

  • voorheesgt
    voorheesgt Member Posts: 827

    This is the one change I would make (and I'm a killer main). They should just remove the skill check. The players that try to abuse it by jumping right on a gen or in a locker have no trouble with getting the skill check 100 percent. The newer players that aren't great at chases and are prime for tunnelling will miss it 90%. Plus it would force use of it and keep it from being saved for endgame unhook pickup (which I thought DS was disabled after missing skill check as well, but the last couple times I missed the skill check, the next unhook it appears to active again)

  • undeadcookie
    undeadcookie Member Posts: 198

    There's three other survivors in the game, aren't there?

  • MadLordJack
    MadLordJack Member Posts: 8,814

    I believe that the Dev team themselves cannot decide whether or not it is an anti tunnel perk - as proved by Scott Jund, a certain infamous post completely contradicted an earlier post that talked about DS being anti-tunnel.

  • Iconoclast_iv
    Iconoclast_iv Member Posts: 26

    Might as well just make survivors instantly win when the last gen is done.

  • Prex91
    Prex91 Member Posts: 764
    edited August 2020

    I agree. The perk now can be abused to play aggressive to progress the game and force to end it faster. In combo is almost total immunity for too many seconds. But it you miss the skill check your game is finished. 2 activation, but with restriction to be only used for antitunneling only when injured and not working on gens is good. Maybe one base kit, and the second with no skill check (good experience for new survivor, more new players) can be the New perk.

  • RayrafLPP
    RayrafLPP Member Posts: 621

    Its not even a pure buff, its a rework for DS being a healhty perk for the game.

    You can tweak it for EGC not to work or something like this.

    However My intention is to NERF its abusable aspect but BUFF it in other sections so people dont just get a tool taken away.

  • Rey_512
    Rey_512 Member Posts: 1,620