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The probably fairest suggestion for DecisiveStrike (picked up from another thread)
Yes, yes, another of these threads, but hear me out:
Decisive Strike is in and on itself a good perks that at bottom line does what it's supposed to do: punish killers for tunneling.
But it's a perk that is easily abuseable to be an obnoxious toxic brat, which gives it such a bad reputation.
Thus:
Change DS to work differently depending on what other perks are attached and give it a countdown before it activates:
- Upon getting unhooked a timer activates on DS. If the survivor is hit again during that timer, DS activates for up to 60 secs.
- If the survivor has BT, the countdown only activates when BT is either over or triggers upon a hit.
- If Unbreakable is attached, Unbreakable becomes inactive as long as DS is active, including a slower recovery (e.g. the recovery time while DS is active is doubled and you can't pick yourself up) UNLESS you are either the second to last or last survivor OR everyone has been knocked down.
This way DS would be a true anti tunnel perk that's much harder to exploit for toxic plays.
Comments
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I don't think it's best to put restrictions on perks to prevent it from pairing with other perks. It just destroys good perk combination and ultimately limits options which doesn't seem fair.
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Forget it. It’s been broken since implementation and only gotten buffed. It will never be changed.
There’s only a few ways around it, “just don’t tunnel” clearly isn’t one.
One shot killers to avoid the unhook in the first place, tombstones, pyramid head cages, and paying for moris.
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DS needs to have deactivation conditions. Such as touching a generator or unhooking a survivor.
If survivors want to slow the killer's momentum, then they shouldn't have DS protection.
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I think it should be reworked to truly be an anti tunnel perk
Hear me out:
The 60 second timer remains unchanged
First: DS deactivates upon working on a gen/healing/cleansing for x amount of seconds. If you are comfortable enough to do these tasks you aren't being tunneled and the killer has every right to chase you again.
Second: To prevent this perk from being useless, if you are in a chase the timer pauses, it also pauses while being slugged. Therefore if you are being tunneled you are under the protection of the perk.
With these changes the perk 100% protects you from being tunneled by the killer but also prevents you from just being granted free immunity to do whatever you want during those 60 seconds.
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Just make the "Save myself" perks all part of one package, like the Exhaustion perks are. Exhaustion perks are a series of Juke/Stun perks, Unbreakable, Decisive and Deliverance are all Second-Chance perks. Tie them together, deactivate them all after one is used. Problem solved.
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If a combination gives an unfair advantage removing this advantage makes it fair.
And DS in combo with Unbreakable is one of the most abused combo in the game. That the devs say different makes it seem very much as if they don't really play outside of custom matches.
I didn't add a deactivation condition to account for scenarios in which someone might touch a gen to stop it from regressing or similar.
The unhooking is tricky though:
- If a killer was camping, they deserve the DS
- If the DS user however was sneaking after the killer that's a different thing.
but still, putting restrictions on perk combos is a necessity given the amount of perks now in the game.
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But there are other ways to nerf DS without destroying the synergy. I don't think that its right to make it so that DS can't be paired with unbreakable. Imagine if undying was nerfed so that it works will all hex perks except ruin. Your suggestions would be a case of overnerfing the perk rather than just making slight changes to still make the perk combo strong while not abusable and overpowered.
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- Upon getting unhooked a timer activates on DS. If the survivor is hit again during that timer, DS activates for up to 60 secs.
Survivor is injured state after being unhooked.
So basically the survivor get 60 seconds free on a generator, then I hit them them and down them into dying state, now that survivor get another 60 seconds on the floor or I've to risk picking them up and getting a DS on me.
If the survivor has BT, the countdown only activates when BT is either over or triggers upon a hit.
Now they have BT for 15 seconds. So that's the 60 seconds free, the BT for 15 seconds and the 60 seconds they can lie on the floor.
135 free seconds for the other 3 reaming survivor's to pop all the gens.
I'm going to stop posting on this post as this has not been thought out before posting on here. Sorry.
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DS would activate for 60 secs. The timer would be shorter. So, for example 20 seconds.
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