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Serious question: why not just remove Decisive Strike?

And replace it with an entirely different perk? I would love to know why the devs seem to think that, at this current stage of the game where gens can be completed in 80 seconds, only Billy/Nurse can compete at high level, a 3-4 man SWF group can demolish any Killer player even if they're using Nurse, just WHY DS needs to be in the game?

Why are Survivors entitled to a perk that lets them get away and completely undermines the one mechanic that allows Killers to kill them?

Can @not_Queen or anyone please explain why Survivors need a Get Away For Free ability in the first place?

Comments

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771
    @RemoveSWF is that you?
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  • George_Soros
    George_Soros Member Posts: 2,270

    @TheDonald said:

    DS takes away the ability to put them on a hook.

    Yes, it does. Once.

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  • George_Soros
    George_Soros Member Posts: 2,270
    edited October 2018

    @TheDonald said:

    @George_Soros said:

    @TheDonald said:

    DS takes away the ability to put them on a hook.

    Yes, it does. Once.

    And that's literally all it takes. Because you don't have enough time as Killer and winning the game the game is entirely dependent on the mistakes the Survivors make and the snowball effect. So getting away one time, scott-free, completely undermines the Killer and takes away precious time that the Killer doesn't have. Plus the time it takes to down them again while dealing with more pallets and loops.

    It seems like the only people who defend the perk and assume this contrarian stance are players who obviously use the perk .

    And again, why are Survivors entitled to a Get Away For Free ability?

    I hardly ever use it as I tend to miss the skill check, being the potato that I am. I'm usually more worried about SC as killer. That's something that can be used infinite times, not to mention that I like playing Freddy and it offers a free wake up unless I'm hard tunneling.
    We just have to accept that playing killer is more difficult than playing survivor. I'd say it's a good thing. It builds character!

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @George_Soros said:
    How does a one time use perk "completely undermine" a game mechanic? God some of you guys are such undignified whiners.

    I consider an extra life somehow "game changing", but maybe its only me :wink:

  • tehshadowman33
    tehshadowman33 Member Posts: 939

    One of the devs wanted to do this, but he's not the designer. Meh~

  • The_Crusader
    The_Crusader Member Posts: 3,688

    He's right. It's obsolete at this point.

    The point of the killer is to chase and kill people. It's not uncommon to have 3 DS perks per match, and be hit with two of them.

    That's two extra chases and two extra hits needed on survivors, that's equivalent to chasing and downing a survivor from full health except you get no hook from it. An extra generator could easily be done in this time.

    Even Adrenaline can be the same.

    The point of the killer is to chase and down people for the hook. It requires time to do that - which is the most precious part of the game for the killer. Perks like these effectively reset any progress you have made. I can't think of any other major online game that lets you reset progress like this. It's normally reserved for luck based games such as card games or board games.

    Videogames have long been about putting in effort and getting a reward. The more effort you put in, the better you are, the better you do. Perks like DS go against that because you put all that effort in and a dice roll of coming up against a DS user takes it away from you.

    Going forwards perks should NOT "reset" the progress of the killer. Have them help the survivors hide, break line of sight etc but not just undo any actions the killer spent the last minute doing.

  • White_Owl
    White_Owl Member Posts: 3,786

    Honestly I don't understand all this fuss about DS. It's an annoying perk for sure, but it's not that big of a deal, there are many ways to reduce it effectiveness or deny it.

  • deadwolfwalking
    deadwolfwalking Member Posts: 624

    DS isn't the real problem. Its when theres an overwhelming amount of DS, thats when its a problem. One negated chase is a mere inconvenience... But FOUR negated chases can change the game completely. Same with BNP before nerf. Same with insta-heals. Killers are far too 'pressed for time' as is. Survivors have no time issues. There are alot of survivor perks that ppl complain about. I wouldn't be as critical of them if they were unable to be activated once the doors were powered. DS and Borrowed Time for example.

  • The_Manlet
    The_Manlet Member Posts: 474

    The developers are obviously afraid of doing anything about it. Decisive Strike is THE bad player perk. Removing it, or even just nerfing it so that it isn't a big deal, would trigger far more outrage from the most toxic part of the playerbase than all the survivor nerfs since the game launched put together.