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A possible Decisive Strike Change?


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.

While Decisive Strike is active, when picked up from the dying state by a killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

  • Succeeding or failing the Skill Check will disable Decisive Strike.
  • Successfully stunning the Killer will result in you becoming the Obsession.

Being healed to healthy (full health), getting grabbed, or if another survivor is hooked while Decisive Strike is active; will deactivate Decisive Strike.

Increases the odds of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.

"There's nothing to be scared of." — Laurie Strode

Comments

  • HighQualityDonut
    HighQualityDonut Member Posts: 126
    edited November 2020

    Quirks about this iteration of Decisive.

    • Timer is infinite unless deactivated by the conditions above. Grabs are included to stop locker cheesing, and DS can fairly be deactivated if someone else gets hooked while you are off the hook. Healing is a potential deactivation condition but im a lil 50/50 on it if the previously hooked survivor heals up and then the killer finds them again without catching anyone else. Also @perks like Second Wind and We'll make it. I personally think it's fair to have Decisive deactivate on being healed to full health.
    • While a killer can just continue to slug the Decisive user, with perks like Unbreakable and Soul Guard in the game, it shouldn't be as bad. If you reaaaally want to avoid this slugging situation, build your build around it.
    • While potentially really strong in the end game, I still think it is fair to the survivor who gets off the hook to have a fighting chance. That survivor must also stay injured to keep Decisive, or if someone else gets hooked they lose it, so no crazy end game saves with the safety of DS

    Thoughts? I wanna hear them all!

    Post edited by HighQualityDonut on
  • HighQualityDonut
    HighQualityDonut Member Posts: 126
    edited November 2020

    Thanks for reading lol

    Post edited by HighQualityDonut on
  • Chinanumawaaan
    Chinanumawaaan Member Posts: 131

    If you touch a generator.

  • Manky
    Manky Member Posts: 192

    30 second timer.

    That timer does not go down if you are in a chase, within 10m of the killer (to avoid looking down to stop the chase) or you are slugged.

    Stun is 5 seconds.

    After hitting the skill check, you leave no blood or scratch marks for 10 seconds (allows you to actually escape)

    If you touch a gen, enter a locker, heal someone else, touch a totem, open a box, fully heal yourself, do anything that isn't being chased or running away, then DS deactivates. This way you dont have immunity to do gens, if you are being tunnelled then you cant do gens. If you do gens, you arent being tunnelled. Simple as that. You lose the perk if you arent being tunnelled.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    DS should NEVER be infinite again, a good survivor just wont heal.

    the problem with DS is that it is exploitable with UB so survivors just hop onto a gen to get the free 60 seconds of progress so the best change to DS would be making it deactivate when you start repairing a gen.

    If the killer slugged you and waited out the timer too bad they wasted time to get you and if he leaves you and you don't get picked up that's also your teams fault because like it or not this is a team game. Current DS in terms of all its quirks is the best it's ever been in terms of balance, by itself it has counterplay which is slugging and/or waiting out the timer which is fair because your team should be getting a lot of progress on gens. If you hop in a locker because the killer went after you that is fair because your punishing the killer for tunneling which is the perks design.

    current DS's main issue is it's exploitability with UB, in every other aspect the perk is fair just DONT tunnel and if you do then you have to wait out the perks timer and against good survivors you will lose from that. if the killer wants you dead your going to die that's how this game works, DS is not supposed to completely stop that just hinder it so any idea that prevents the killer from having counter play against DS so they can do their job is a bad one.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    Also DS being deactivated from another survivor being hook will result in a lot of cases where you get saved and your savior gets downed quickly than hook before the killer goes after you again.

    If DS becomes deactivated from you getting healed perks that increase healing speed like we'll make it would be a lot worse and the killer can simply wait until that survivor gets healed before tunneling them again and against insta down killers that will be extremely common.

    lastly DS should not get deactivated from being grabbed because getting grabbed in a vault and having you DS deactivated wouldn't be fair and killers could just tunnel you harder to slug you since you can't punish them for going after you by going in a locker. TBH only bad killers complain about DS being usable in lockers just. dont. tunnel.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited November 2020

    DS:

    Increased odds of being obsession. Succeed a skill check 3 seconds upon being picked up at any point during the match to stun the killer for 5/5/6 seconds. Lose 80/70/70 seconds off of your next hook phase. Failing the skill check adds 7% wiggle to your wiggle bar and does not apply any penalties. Not attempting the skill check preserves the perk.

    If not the Obsession: the skill check only appears when the killer attacks while carrying you. Succeed the skill check to stun the killer for 3 seconds and lose 70/60/50 seconds off of your next hook phase. Failing the skill check does not give any benefit or added detriment. Not attempting the skill check preserves the perk.


    Failing or succeeding the skill check disables the perk.


    Make off the record the anti-tunnel perk.

    i.e. survivors get a 75% speed boost for 3 seconds after being unhooked. All sounds and loud noise notifications from the survivor are dampened by 70/80/90% and all scratch marks remain for 4/6/6 seconds less. Time between leaving blood pools is increased by 2/2/3 seconds.

    These effects last until you perform any interaction not geared toward your immediate evasion of the killer.