DS from a survivors perspective

REL1_C
REL1_C Member Posts: 619

There's a big difference between tunnelling and killers getting quick down, you'll be surprised that isn't common sense. I still run the new ds for the reason of tunnelling killers.

There is just 1 issue which I'll explain now:

  • DS was nerfed so some killers will purposely pick you up after your off the hook, killers will either "Respect DS" or just take it. If you don't have DS, then that's a good example of tunnelling.

I have an interesting fix to this.

  • The DS timer will be 45 seconds, not 60 seconds.
  • The DS timer will not go down if the killer is in chase with you.


Comments

  • celesteismore
    celesteismore Member Posts: 173
    edited March 2021

    If the timer is 45 seconds the stun should be longer. I like the idea of the timer not going down if the killer chases you after you get off the hook though. Also I feel like there should always be an obession.

  • Venzhas
    Venzhas Member Posts: 684

    Meh most of them just sluggs waiting for DS to goes. But even after that "DS iS STiLL a PrObLeM aNd UnFaiR NeEeRF"

  • Alionis
    Alionis Member Posts: 1,040

    No to all of this.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The Devs have already stated they will never do this, because they will never change chase mechanics. The excuse - oh, sorry, "reason", is that they want killers to be empowered for being in a chase, not punished.

    However, given that DS now deactivates if you do anything productive, they could just as easily buff the timer for the same effect.

  • Alionis
    Alionis Member Posts: 1,040

    It deactivates when you progress the game towards an escape. Last I checked, if you can sit happily on a gen for 60 seconds after being unhooked, you aren't being tunneled.

  • Damarus
    Damarus Member Posts: 600

    Honestly, as much as I never really used DS much, especially in the past (nowadays, with all the people tunneling you and chasing you for longer than electricity bills, it became a necessity), I am partly ok with how it was nerfed. I say partly because it sure needed some work but, as always, BHVR went from one extreme to the other. I think they should have made it so it deactivates following actions that are not chase related, but only if you haven't been in chase for at least 5 seconds, and not instantly, or not while in the killer's TR. Sometimes the killer cannot find you, and you start healing. Then he sees you, tunnels you again, and you no longer have DS. That, coupled with no timer drop while in chase, would have been my go to.

  • Kirkylad
    Kirkylad Member Posts: 1,927

    Sounds good. I'd add that if they slug you it remains paused until you get healed from dying state or unbreakable up so they can't just slug it out.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Yeah, I'm not sure what you're getting at, I thought I was clear about it deactivating?

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Why not? It serves no purpose but to more effectively punish tunneling killers by not allowing them to slug it out or just get in a minute+ chase.

  • Yumyumtasty
    Yumyumtasty Member Posts: 172
    edited March 2021

    That's 40 seconds of wasted time for the killer PER survivor PER hookstate especially if there is nobody nearby when slugging. So yeah, it absolutely is overpowered.


    The argument that the survivor cannot do anything on the ground while slugged is pretty weak since the killer's time is more valuable than that of 1 survivor and if not for DS you'd be hooked instead of slugged.

  • Yumyumtasty
    Yumyumtasty Member Posts: 172

    So a completely free escape during endgame when exitgates are open? Nice, it's not like there's perks that help you crawl 50% faster right?

  • Kirkylad
    Kirkylad Member Posts: 1,927

    If it's endgame you would get ds'd regardless if they have it so it makes no difference.

  • Yumyumtasty
    Yumyumtasty Member Posts: 172
    edited March 2021

    there's a big difference between 60 seconds of crawling and 3+ minutes of crawling especially with tenacity. That would bring you from 1 gate to the other and the killer would be powerless to stop you. Your DS would be buffed, survivors would just save it up till last hook and have an absolutely free endgame escape, securing kills would not be a thing anymore.

  • Kirkylad
    Kirkylad Member Posts: 1,927

    If a survivor gets unhooked and run towards the gate and get downed there they either crawl out or you get ds'd with how it is now so it doesn't make any difference. Besides with that logic BT shouldn't be a thing in end game because they can just tank a hit and get away without you being able to stop them either.

  • Yumyumtasty
    Yumyumtasty Member Posts: 172
    edited March 2021

    Because that gate is always next to the hook or even near, right?


    Survivors do not need even more safe spaces, most maps are survivor-safespaces already. You have 100 perks to chose from stop whining after DS, killers have NOTHING even close to DS, the only thing would be RUIN and that can just be cleansed EASILY.


    Stop using broken ######### like old MoM (which btw straight up made me quit the game) and DS and play the game for fun.

  • Kirkylad
    Kirkylad Member Posts: 1,927

    Your right because when we play killer we don't have any perks that come in clutch at endgame right. Besides you think MOM is broken in it's current state. Says it all really 😂😂

  • Yumyumtasty
    Yumyumtasty Member Posts: 172
    edited March 2021

    Absolutely nothing comes close to DS, no NOED also doesn't come close to DS.


    DS is useful ALL Game and wastes more time than ANY other killer perk including pop goes the weasel which only shaves a measily 20 seconds off of a gen compared to DS giving you even by just holding W at least 20 seconds of new chase time PER survivor.


    And I was talking about old MOM just haven't clarified it.


    Why even have perks like Red Herring if ######### like DS just breaks the game completely?

  • Kirkylad
    Kirkylad Member Posts: 1,927

    Wow DS is useful all game, guess you learn something new everyday lol.

    You're also coming at it from the angle like you're going against a full team all running ds when we both know that isn't the case. When I play killer 50% of the matches no one has it and the rest you myn't see one maybe two at best.

    Bur clearly you're only looking at it from the killers perspective and not taking both sides into account so you believe what you want to believe.

  • Yumyumtasty
    Yumyumtasty Member Posts: 172

    DS especially comes to play when a Killer is applying very high pressure. It Turns an easy win into a struggle, I especially eat DS when playing freddy because chases dont last long and map pressure is high. It's terrible design, I play to relax not to sweat.

  • Dizzy1096
    Dizzy1096 Member Posts: 918
    edited March 2021

    This all comes down to the solo vs team mentality.

    As a solo survivor you don’t want to be tunneled. It feels unfair when the killer keeps chasing you and you want the mechanic to be there to punish the killer for playing “unfair”.

    If you take a step back and look at it from a wider lens, if you’re looping the killer for over 60 seconds after coming off the hook you’ve already done huge work for the team and if the rest haven’t wasted that time thats almost 3 gens worth they just got.

    I imagine thats how the designers have to view it in a way. It sucks for the survivor being tunneled but sometimes you have to look at things from a detached view. The game isn’t a 1 vs 1, its an asymetrical 4 vs 1 and the 4 shouldnt be individually able to go toe-to-toe with the killer.

    I do think however survivors should get more recognition for this. If you got tunneled all game but you ran that killer for 4 gens worth of time you’re the damn MVP of that game and the pip system should reflect this more.