My idea for Decisive Strike rework.
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 20/25/30 seconds. Decisive Strikes timer is paused when chased by the killer.
When Decisive Strike is active, when grabbed by the killer you will automatically escape the killers grasp and stun them for 5 seconds. During that time you will leave no scratch marks or blood trail.
Decisive Strike deactivates when another survivor is hooked.
Stunning the killer will result in you becoming the obsession.
Increase the odds of you becoming the obsession, the killer can only be obsessed with one survivor at a time
(This is my idea for a rework of Decisive Strike. I feel this is fair for both sides as its not as strong as before but its still usable to the survivor and make it a true anti-tunnel perk. if you disagree with any changes feel free to tell me and give your thoughts)
Comments
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I just made a post that states pretty much the same thing and people on there saying "you're bad! Play around ds!" Yeah... and the devs won't even notice this because anything that has to do with ds is just ignored lol good luck! I hope you get an intelligent persons attention. Cause I'm getting like 3 intelligent people on mine lol
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I think DS is fine as is. I ate two DS stuns and about 10 pallets ( cause I respect #########) in my last game and still 4ked.
If anything is needed for DS , it would be to deactivate when touching a genny.
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Eh...imo, survivors have enough tools and strategies at their disposal, and now you wanna take away yet another of the Killer's? (Yeah, tunneling is a strategy, and a logical one at that, sorry to have to admit it) It's the Killer's job to kill, and your job to avoid detection and win the chase if you are detected. However that happens is fair game.
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I don't really like this rework; no offense intended. I think it should be more simple:
DS activates when the Survivor is unhooked. It will remain active 30/45/60 seconds depending on level. During that time any interaction with the environment other than running or vaulting will immediately end DS early. Likewise, DS will not activate during the End Game Collapse, but if already in motion it will continue until it expires.
This means you cannot repair, self-care, be healed, etc. or you will immediately end DS. The purpose of the Perk is for running away after being hooked, period. This Perk will activate after each hook.
*Likewise, to keep Borrowed Time in line with this, it will do exactly the SAME thing in this rework, period except it is the rescuer that has it.
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I agree tunneling is a strategy however it can be an overpowered strategy. A good killer can literally tunnel the person out of the game early on to get extream pressure on the survivors. This is because 3 survivors are easier to deal with then 4. Its why Survivors dread when there is no obsession, because there is nothing punishing killers from tunneling.
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Thanks for the feedback but I don't really agree with the idea of completely deactivating the perk when the survivor do anything. All this does it give the killer free gen pressure with no work. And what happens if I accidentally touch a gen or self care or if I get away from the killer for a brief moment but they still continued to look for and chase me but because I touched the gen they can get a free hook.
I made this compromise because of the 2 main problems I heard about the perk from others. The time and the fact it can be used if the killer is not tunneling.
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I also personally think DS don't need a rework but if they were reworking it then I would like them to go in this direction to make it a true anti tunnel perk. The way how DS is now is that its design makes it so that its used offensively instead of anti tunnel.
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Then don't accidentally hit something. The issue with DS is people using it to work Generators in the Killers face and so on. My compromise allows you to use it more than once per game, but ONLY as intended, i.e. to give you the best odds of an escape and not getting tunneled. It isn't me that is suggesting free anything, because you can choose to end the DS as soon as you like. It is YOU suggesting that you get to keep the DS even though you are not using it for other things.
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Yeah but with the lowered time to 30 seconds it makes the survivors working on the gen not as invincible. Also all you have to do to counter this is hook another survivor and the survivor who is working on the gen ds will be deactivated since the change i made would deactivate the perk if someone else is hooked. Whit these changes people won't have to worry about the situation your describing.
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But that isn't what the Perk is intended for (as stated by the DEV). It is not officially an Anti-Tunnel Perk. A Perk should only give YOU the user a benefit, not force the other Player to do anything one way or the other. You call what you did a compromise; it is not. It is you trying to improve the Perk even further.
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Ok I have several questions. If it's not an anti tunnel perk why do people complain about the tunneling aspect of the perk? There are multiple threads on this forum alone were people are complaining that people get hit with DS when they aren't tunneling, implying it is anti tunnel perk. If its not an anti tunnel perk, you could've fooled me with the way people complain about it as such. Also if its not an anti-tunnel perk then what is it? And why not make it into an anti tunnel perk, what would be the detriment in doing so?
Also a perk that changes the way others play is a benefit to you. And really what I suggest for a change is improving the perk further? I suggested shortening the timer and deactivating when the killer hooks another survivor. "How is that improving the perk"? I guess the devs were "improving" PGTW when they lowered the time.
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Those aren't questions for me. Direct them to the DEV who have stated is is not an anti-tunneling Perk.
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this doesn't solve the DS+Unbreakable issue.
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