http://dbd.game/killswitch
Decisive Strike perk change
Comments
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Very good change but it's not going to be used much unless they actually buff the anti-tunnelling part of it.
So free tunnelling pretty much lol
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If the killer actually tunnels, it still works.
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100% of the perks anti-tunnel functionality is still intact.
It deactivates if you touch a gen, heal yourself, touch a totem, sabo a hook, or unhook someone else. You do not get to complain about tunneling if you are doing any of those things. Period, end of story.
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I feel SELF-healing (Not healing others, but like using a medkit or self-care) should let you keep DS up.
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If you're able to heal yourself, you're not being tunneled, and therefore should not be entitled to invincibility.
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Finally, somebody with class.
So the nature of a perk can be divided into two parts: activation requirements and payload. Activation requirements are what it needs to start working, payload is what it gives when it starts working. DS, historically, has had very lax activation requirements, while its payload has always been the same; a killer grasp escape, a second chance to break free and do whatever. However, its activation requirements are slowly being molded into that anti-tunnel niche; and it doesn't jive with its second chance payload. It's a second chance, if you get tunneled off of the hook. An anti-tunnel ought to instead have an anti-tunnel activation requirement with an anti-tunnel payload. EG, having it so that for x seconds after you are unhooked, if you are hooked again in those x seconds, you won't move down the next hook state, you instead keep progressing from when you left off and at a slower rate, x amount of seconds decays twice as slowly while in chase/slugged, twice as fast while in a locker.
And yeah, this is pretty much the closest we'll get too agreement. As much as I get my rocks off to being told that I'm stupid (ask David), I think this is a fitting conclusion to our encounter. As long as you respect inner strength I'm happy.
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I just read the description again; anything where you're healing (including self-heals) doesn't deactivate DS, I guess that got changed. I wish that I could still styptic or syringe a friend, though.
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It's still got the same problems it had before. Killer tunnels you for longer than 1 minute or camps your slugged body then it does nothing. Plus once you've used DS it's a free tunnel.
I said the change was very good lad lol I understand how the perk works and understand quite well what is and isn't tunnelling.
My main point is that a killer could tunnel someone to death easily even with DS if they wanted. It was really used because of it's offensive capabilities as well as potential tunnelling. Since it's anti-tunnelling is flawed and it has no offensive ability it'll never be run, meaning even easier tunnelling.
All I want is just a buff to the anti-tunnelling part of the perk.
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If you wasted over a full minute of the Killer's time in a chase you have nothing to complain about. That's 80% of any generators that started when the chase began, and full completion of any generator that was 1/4 done or more. This is a WEIRD complaint.
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I know this is gonna come as a shock, but DS' 60 seconds starts off hook, not off tunnel. The killer can inevitably come back to the hook and the timer has already gotten less than 60 seconds. What they are saying is correct. The killer can still tunnel past DS, if this was now a strictly anti-tunnel perk then it would work as such. Off each hook, and freeze until downed. Why is there a timer if the killer is clearly tunneling?
It would be like saying the Mend bar should not go down if the killer is not engaged in a chase with you. Same concept.
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Why are people struggling to get what I'm saying here lol I swear people are just reading the part where I say "DS buff" and immediately disagree with everything just because it's DS.
DS and BT are the only proper anti-tunnelling perks in the game. If you don't want to rely on your teammates then DS is your only option.
What if it's a killer chasing a rank 10 survivor who doesn't last a minute in chase? Is it fair that they got a perk to help with tunnelling only to see that it can be easily avoided by the killer who just camps their slugged body.
If I choose to play Spirit later and tunnel one survivor to death every game, you better believe DS won't stop them from dying. If they aren't great at looping then believe they will be dead before 3 gens have been completed.
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" Is it fair that they got a perk to help with tunnelling only to see that it can be easily avoided by the killer who just camps their slugged body?"
Yes. For the reason I mentioned.
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It appears to be a small few with reading comprehension issues. They regurgitate the same "git gud" arguments at nauseam. Apparently we should loop the killer for 5 gens and not be hooked if we don't want to be tunnelled. I'm not kidding - those are literally the replies I've gotten tonight XD
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That is exactly what this will encourage...players going to the edge of the map, hiding, and staying there until DS is gone. You can say the good players wont do this but I bet most will.
This is what I am saying. This is going to have a great number of players waiting and hiding. Then you will have good killer mains just waiting that out. Most good killers already do this by slugging players then sticking by them so no one can heal waiting for DS to time out. There are also plenty of killers who will follow you, look like they are going away only to return once your on a gen to tunnel you again. So all they have done in effect is just delay what was being done anyway.
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So it's not an anti-tunnelling perk then. It's just a perk that wastes a tiny bit of the killers time.
Honestly I'd just rather they admitted to wanting to tunnel people tbh lol
If your talking from a neutral pov then you'd know how easy it is to counter tunnel, even with DS.
I guess we're the only unbiased ones here lol
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