DS and Dead Hard
How about concidering them both as active abilities and make the game so only 1 active ability perk can be used in your loadout. Both these perks delay the chasing/killing so I think it would be a nice idea to prevent people from using both.
Comments
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Dead Hard is fine. DS is broken, I don't run either of them. DS because it's lame and Dead hard because I would rather use the better crutch that is sprint burst :P
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Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
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@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
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@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
You can't always drop and even then that's a lame thing to have to do. Also the new proposed changes IMO would be a buff, like a free get out of jail free card for all end game play. I don't run DS but with the proposed changes I would run that just as an end game sure safety net. You all think people would actually use DS now at their first hook and be no mither rest of the game.
It would just make the end game a living nightmare.
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Dead Hard is fine. It can be easily countered aswell. Its a good, balanced perk. Decisive Strike needs to be gutted though.
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@Shipthebread said:
@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
You can't always drop and even then that's a lame thing to have to do. Also the new proposed changes IMO would be a buff, like a free get out of jail free card for all end game play. I don't run DS but with the proposed changes I would run that just as an end game sure safety net. You all think people would actually use DS now at their first hook and be no mither rest of the game.
It would just make the end game a living nightmare.
well if they hate DS play Michael with full tombstone and infinite Tier 3 just murder them all XD
.and i know you can't always drop and its lame but you already know they have ds sometimes and if one has it more then one have it. i guess rework iron grasp so it has a chance to prevent a DS that would be cool. or prevent everyone from using DS only one person. i guess just run end game perks that prevent escape will happen too. i think if they just took out all the perks that made things easy on killers and survivors this game would be crazy XD i want them to test it out in a ptb no SC DS SB , on the killer side no noed bbq nurses calling fire up , i think thats all i can think of this game would be odd.
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@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
First : It's not always possible to dribble.
Second : A single bodyblocker counters any dribbling attempt.
Third : They're very likely gonna remove the grab vacuum next patch, which will greatly hinder dribbling.And lastly : the "new DS" isn't coming out next patch, and its rework hasn't even be decided yet, as it's gonna be in TESTING in the next PTB, which is not before NEXT MONTHS.
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@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
Dribbling doesn't really counter DS, is countered by only one survivor bodyblocking, keeps it available for the survivor to use at a later time and lastly, they're going back to the drawing board on the DS change.
On topic, everyone would just pick DS. There'd be no reason not to unless you just don't want to make the game unfun for the killer. And Dead Hard is situational, so again most would just go with the ridiculous OP option.
The only way to IMHO balance DS is to make it so that only the obsession gets the DS.
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@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
Can be bodyblocked easily and works only for close hooks, nice counter
New DS will be even worse because you can choose the time you activate it, even as non-obsession0 -
@Shadoureon said:
How about concidering them both as active abilities and make the game so only 1 active ability perk can be used in your loadout. Both these perks delay the chasing/killing so I think it would be a nice idea to prevent people from using both.If you find dead hard difficult to counter you should consider practising the killer way more.
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@m3dicookie said:
@Shipthebread said:
@m3dicookie said:
@Runiver said:
Dead Hard is definitely fine.
DS is more debatable, and in my opinion, very broken and mostly : UNFUN.Dead Hard at least, has some counterplays, and is arguably not super strong, while still being very useful to have.
wait what no counter play to ds hmmmm dropping a player to the hook seems to be their counter play , and the new ds will be better because no more healing up so one hit kills sweet .
You can't always drop and even then that's a lame thing to have to do. Also the new proposed changes IMO would be a buff, like a free get out of jail free card for all end game play. I don't run DS but with the proposed changes I would run that just as an end game sure safety net. You all think people would actually use DS now at their first hook and be no mither rest of the game.
It would just make the end game a living nightmare.
well if they hate DS play Michael with full tombstone and infinite Tier 3 just murder them all XD
.and i know you can't always drop and its lame but you already know they have ds sometimes and if one has it more then one have it. i guess rework iron grasp so it has a chance to prevent a DS that would be cool. or prevent everyone from using DS only one person. i guess just run end game perks that prevent escape will happen too. i think if they just took out all the perks that made things easy on killers and survivors this game would be crazy XD i want them to test it out in a ptb no SC DS SB , on the killer side no noed bbq nurses calling fire up , i think thats all i can think of this game would be odd.
Firstly, Tombstone and infinite ew3 are both ultra rare, making them pretty difficult to get in large quantities. Maybe for people who have a stupid amount of bloodpoints and just have nothing else to do with them, I could see this being possible. However, not everyone has thousands of hours in the game and can stockpile ultra rare addons.
In addition, not everyone is guaranteed to have decisive strike as well, sometimes there's only one and sometimes there's none at all. Changing a perk in response to how strong another thing is isn't a good idea. Like the buff to enduring, down the line a while after decisive strike got put into the game, enduring got buffed to shorten that stun. It might have been intentional when it was first released and they added it later, but I'm not entirely sure about that.
Another example is ruin. Ruin was made to counter how fast gens were being done, and now everyone who doesn't run ruin has this problem. Making a perk to "bandaid" a problem/another perk is just lazy. Running all end game perks brings up some more problems, like people could still have decisive strike, people can still have a good amount of pallets left to loop you long enough. Chances are you won't get a lot of kills if you rely solely on the end game. But I may be wrong, maybe an end game strat is the way to constantly get four kills.As for the game perkless, It'd be interesting to see how differently people would play.
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There are 1234087234 ways to counter DS, so that means it is not broken. it's just annoying and unfun. just like playing against huntress and nurse ( :
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