http://dbd.game/killswitch
New d-strike should work for each hook state.
Title. Since it’s now a true anti tunnel perk it should activate twice. It would only punish tunneling killers harder which is good.
This would also hopefully lead to less survivors who are being tunneled giving up on their second hook.
Comments
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tbh with how much it is restricted i wouldn't be against this, however i really wouldn't like this to be used after all gens are completed.
maybe in exchange it doesn't activate after all gens are done or it's timer is greatly reduced.
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Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"
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Sounds fair for me.
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im sorry did you not hear me say i agree with it's activating even after it was used and only wanting it's duration nerfed for end game.
translation:"I still want to use DS to guarantee my escape when the gates are open"
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This is a joke right? Even as someone who has more fun with survivor than killer (though play both about the same).. this is the worst idea to implement into a perk that can potentially affect the game immensely.
You are asking the "game" to know you are being tunneled, as opposed to being a bad player or baiting the killer unable to avoid hook states.
DS should, and likely will, remain a one time use. As it should be. If you touch anything, you aren't being tunneled anyways. Getting hooked consecutively doesn't mean you are being "tunneled" either. And BHVR doesn't want ALL tunneling to stop, as it can be part of strategy.
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By the time the gates are powered/open the killer in most cases has lost the game at that point, especially if all 4 or 3 survivors are still alive as they can pressure for the unhook. It's also total BS to nerf DC so it doesn't work in the end game because killers have some really strong end game perks, NOED and Blood Warden for example.
So I repeat.
Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"
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I would only be okay with this if DS was permanently deactivated once the Exit Gates are powered.
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do i just need to ctrl + c my post?
why should you get downed like 40 meters from the gates and still craw out with immunity to pick up?
this isn't about tunneling this is about a perk guaranteeing your escape if you have it with a gate open and like 1 survivor or just bt to get enough distance.
edit: crawling is 0.7 m/s meaning if you are downed right away then you can crawl 42 meters, lets say the survivor at least runs for 5 seconds that distance is now 58.5 meters from the hook. with BT lets say you hit them right away on the hook they gain 12 meters of distance and it takes 20 seconds to catch up to them meaning they got 52 meters in 20 seconds and can crawl for around 40 seconds which equals 28 meters so they got 80 meters of distance with DS active. DS is a free escape especially in a swf and it's pretty bs.
Post edited by AChaoticKiller on0 -
Why should killers get NOED and have the ability to 1 shot survivors once they've completed their objective, or Blood Warden, preventing survivors from leaving through the exit gates guaranteeing kills?
Two can play scrutinize the other sides perks game.
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because noed has a counter unlike DS if it had multiple uses to be used to escape by the gate.
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DS has a counter, you literally just wait 60 seconds.
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as pointed out within exit gate distance it's a free escape not to mention with bt you get AT LEAST 80 meters of distance.
can you not read? i only have a problem with it after gens are completed.
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This kind of thinking disturbs me.
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No
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Well tough, survivor perks are designed to help the survivors, survive just as the killer perks are designed to help killers kill.
Adrenaline helps survivors escape end game and it is able to activate from being unhooked, there's also perks like DH, etc. You could argue in these perks also guarantee a free escape in the same situation but that's the whole point of survivor perks, they help the player survive.
Now what was unfair was when moris allowed killers to kill any downed survivor and that was a free kill at the very start of the game. Not at the end of the match like NOED. Now that was BS.
DS is not a free escape in that situation because you were unable to prevent the survivors from unhooking them which is what activates the perk in the first place and you failed to kill them during the match or stop the gen progress. Furthermore there are other survivor perks that can help them get out as well, DH, Adrenaline, BT, Deliverance, etc. It's frankly a stupid idea to disable survivor perks end game, fact is if the survivors powered the gens they're typically winning at that point, especially if 3 to 4 survivors are still alive. Take your L like a champ and move on.
Post edited by Avarice10 on0 -
It's a anti tunnel perk, it's active for 60 seconds to make it taxing for a Killer to have tunneled the survivor and wait for the DS to expire. But they can wait the 60 seconds which does counter the perk.
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except they can't after the gens done
my whole point was the one above and you don't say "well tough" when discussing balance jesus it's clear as day your a survivor main.
other perks that are ACTUALLY balanced don't matter neither does something that was nerfed because it was too strong.
you can't prevent survivors from unhooking unless you can insta down them when camping and that's assuming only 1 survivor does the save if it's more than they can body block im aware that the killer lost at that point however that is not an excuse for a perk to give you a free escape regardless.
lastly as said since you can't read i said disable it OR decrease it's timer after gens are done, it is active for too long which gives too much distance which nearly always allows you to escape if that distance was at least halved meaning DS would be active for 30 seconds i wouldn't have a problem with it AND thats with it having multiple uses.
TLDR: learn to read since you apparently can't retain details and there isn't a point to discussing other more balanced perks that may or may not actually make DS even more safe during end game. this is my last response since if someone is so biased they think that a perk allowing you to nearly always escape when it gets activated during the end game is fair then there isn't a point as you have no concept of balance especially when the suggestion doesn't affect it during the part of the game where tunneling is considered a problem.
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Well tough is exactly what I'm going to say when your "solution" is to disable an entire survivor perk simply because they completed their objective, that's stupid. Being a survivor main has nothing to do with the argument.
The other perks that are "balanced" aren't disabled when the gens are powered either.
Killers can grab the survivor to prevent an unhook, they can also run NOED, and again, if more than 3 to 4 survivors are still alive you've pretty much lost at that point because if there is only two survivors you can chase the last person off the hook or trade survivors.
I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need yet another nerf to its active time.
If you find yourself with the gens popped and you cannot guard the hook because there are too many survivors and you're not an insta down killer then take your loss. and if you can't do that just play Bubba and camp the hook, there's your counter to DS in the EGC. Otherwise just take your L and move on.
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again learn to read
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I have read your idea and I'll repeat myself, it's stupid.
Take your L and move on kiddo.
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apparently you didn't i'm not asking to disable it i want it's timer shorted after gens
you ignore this or skipped it when reading hence learn to read.
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Clearly you're the one who needs a lesson in reading comprehension, if you actually read my post instead of skimmed over it because you're too salty to objectively read through it you'd have noticed I addressed both your ideas and stated it's a stupid idea.
To repeat myself: "I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need yet another nerf to its active time."
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and you ignored my reasoning as to why it should be shortened.
your reasoning is basically "so what" and comparing it to entirely different perks that are not problematic or even nearly as strong as DS late game.
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It's a stupid idea because 30 seconds is way too short, there's no guarantee the survivor would be hooked near the exit gates, they could be in the basement on the other side of the map, should they be tunneled after being unhooked they'd have to try to safely make it to the exit while being chased, those 30 seconds likely will expire during the chase so the survivor would have no time at all to recover or to be picked up by a survivor.
I'm sick of all these posts from killers thinking of the stupidest ways of how they can change a survivor perk so they get no use out of it at all.
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I wish they created an anti-tunneling system in the game's core instead of trying to fix the problem with a perk you need to equip.
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Punishing killers for doing their objective more than once from DS is not what is needed.
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Tunneling is a killer objective?
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Your weak lol
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Hmm how much would the decrease be though?
If it would decrease to 30 then the killer could chase another survivor and if you bring unbreakable you wouldn't get it off in time and would basically be dead on hook.
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I Agree with you. I hope devs will agree too otherwise I stay AFK every match as a survivor.
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You got yourself a deal! 😋
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Indirectly it is, yes.
The killer's objective is to progress survivors through the hook stages to an eventual sacrifice. Tunnelling can help accomplish that, since it gets rid of one survivor much sooner as hooking everyone sequentially ever can. Not to mention the quicker a killer can reduce the number of survivors in a game, the more the scale tips in their favour for the remainder.
From that POV, tunnelling makes sense as a killer strategy to increase their chances of winning the trial.
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