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Hear me out, DS makes you exhausted!?

Chchchcheryl
Chchchcheryl Member Posts: 1,531
edited January 2021 in Feedback and Suggestions

This just came to me as I was thinking about the adrenaline overlap on other exhaustion perks. What if DS became an exhaustion perk and operated the exact same way!

IDK if this would tip it too far killer sided so maybe add .5 extra stun for all the mouthy survivors. This of course could be overlapped by adrenaline!

I see the issue that with SWF and adrenaline this could be abused to no end so obviously its just the bare bones of an idea.

But it means that after DSing a killer, they still sort of have a chance to catch you, because DS and sprint burst (if you have it), or lithe, is basically an instant getaway without good tracking, at least imo!

Comments

  • GoshJosh
    GoshJosh Member Posts: 4,992

    No, because Decisive Strike does not function like the exhaustion perks - Adrenaline excluded. They can all be used multiple times throughout a trial to gain distance... Decisive Strike is instead an "anti-momentum", one time use perk, along with other conditions (must be within 40-60 seconds of being unhooked and being picked up, and hitting a skill check).

  • DawnMad
    DawnMad Member Posts: 1,030

    This wouldn't solve anything, the problem isn't them getting too much distance after a stun. The perk gives 1 minute of invincibility after unhooking where the survivor can do anything and not be punished by it. We solve this by first fixing why the perk exists, which is as a band-aid for how overpowered tunneling is, so we make tunneling a sub-optimal strategy first and then completely change DS to a more balanced perk.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    I understand this and I've done a lot of thinking about it, but short of removing DS after any interaction with any object, there is no way to remove the abuse of DS invincibility!

    If you could provide a way to make tunneling a sub par strategy please share because as far as I see it, you're gonna get gens done on you in a chase whether you're removing someone from the game already hooked or not, it also adds extra pressure for remaining survivors. Or even just removing the most adept survivor from the game can be massively benificial!

    FYI, I'm in no way defending tunneling, I play survivor 90% of the time and tunneling is an absolute nightmare, no matter how good you are, being on death hook without a heal or a rest is draining!

    My proposal was to change the way DS works, and turn it into a one use exhaustion perk, much like adrenaline can only be used once! This makes it so the killer can give that person immediate chase again (with a large head start still), but denying that person a complete immediate escape, which is the side affect of Decisive's invincibility for a minute!

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    My proposal was to change the way DS works, and turn it into a one use exhaustion perk, much like adrenaline can only be used once! This makes it so the killer can give that person immediate chase again (with a large head start still), but denying that person a complete immediate escape, which is the side affect of Decisive's invincibility for a minute!

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    So is Adrenaline tho? And im pretty sure the OP is saying make DS like Adrenaline in that regard, a one time use exhaustion perk that can still be used while exhausted.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Adrenaline functions way differently than DS though. It procs only by the primary objective being completed, and the exhaustion it applies doesn’t stop it from working on an already exhausted survivor. That’s just one difference among a few.

    If DS caused exhaustion, you’re denying a survivor - who could be getting tunneled already - another chance to get away from the killer. A five second stun already does nothing, in terms of distance, for some killers anyways (... Spirit, etc.).

  • Aquamarine
    Aquamarine Member Posts: 207

    No, it shouldn't be any easier to just eat DS, continue chasing and drag the survivor back to same hook. There are issues with DS but they can't be solved by turning it into exhaustion perk. It would only make it harder to counter camping and tunneling with it.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited January 2021

    That wouldn't solve why it is so strong and in some ways unfair.

    The main issue with this perk is it being used off hook to do a gen instead of recovering, if they made the perk get disabled if you work on a gen for more than a total of 3 seconds it would be way more balanced.. There are other things you can do off hook like healing, cleansing, or looting. even if the player who unhooked you doesn't heal you there is always other players or perks you can use to do that.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    I'm not saying it doesn't, but game rules for a perk, can be changed!

    I understand that its an anti tunnel perk, and a 5 second stun is a lot, at least about 48 metres in a straight line!

    Additionally things like team mates operate for things other than self caring in a corner sometimes!

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    Yeah, but along with gens there are issues like having a whole minute of invincibility, especially paired with unbreakable/no mither/tenacity, etc.

    And locker baiting, and many other things. I'm just saying it eliminates a couple of other issues. I never stated it would fix the whole issue, but narrow its offensive capabilities.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    DS is being used too offensively to be an anti tunneling perk, which is the main issue. My point narrows that offensive capability.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    the thing is as long as they are not making gen progress thats fine

    with UB the point of the combo is to go to a gen and not care if the killer downs you, so making DS become disabled would make the whole minute of invincibility less strong because its would become a whole minute of doing nothing.

    I never really thought the interaction with DS and the killer was unfair even when lockers are used since you could always go after someone else or wait tout the timer. The thing that makes DS strong as you said is the 1 minute of invincibility which can be used to do gens more safely, so getting rid of the ability to do gens and keep the perk would make it way more fair.

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    Ah yes.. how dare I deny them from using a second second chance perk after using their first second chance perk...