"JuSt DoNT TuNNEl Ds WaSnT AbUsIVe ChANgE iT baCK"
![Lord_Tony](https://forums.bhvr.com/applications/dashboard/design/images/banned.png)
At 2:11 we can see just exactly how BROKEN DS use to be and why it needed a nerf.
before 2:11 OTZ was in a completely different chase with a completely different survivor then broke off that chase to go injure the survivor working on a nearby generator
To much to his surprise the fully healed survivor working on that genrator was the survivor he previously hooked and had used DS around 50-59 seconds after unhook.
That survivor wasn't chased after unhook, had enough time to heal to full health AND had enough time to do gens. They weren't being tunneled and don't deserve that DS hit.
Whenever I tell people how DS is broken I always get this tired old excuse "well don't tunnel" the problem is I'm getting DSd by not tunneling at all.
Just admit it, DS was never about anti-tunneling it was 60 second invulnerability while doing generators and bones.
Comments
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ermmm ok? I fail to see the point of this threat
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because survivors are complaining that DS is useless now.
they basically self admitted they never used DS for anti tunneling
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DS didnt stop tunneling, it still doesn't.
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Nothing can unless you make survivors invulnerable. Tunneling is still much lower thanks to DS's existence. Nerfing it didn't affect the anti tunneling aspect of it at all.
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I think it would be fair to make it activate on both hook stages and lower it to 30 seconds each time.
So imagine I have DS, get unhooked, get tunneled, downed, I hit DS, get downed again, get hooked, someone unhooks me and I get tunneled again. No DS anymore. How did it prevent tunneling there exactly? It just didn't.
IMO it's just a not well thought about perk.
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It does you just don’t use it right .
if the killer always tunnel you then might as well have unbreakable !!,
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I don't use DS, but I've seen how it works since i'm devotion 18. It doesn't help you if you get tunneled twice in a row since it only has 1 use.
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It does . If the killer tunnels you and leave u slugged all the time then put unbreakable if u don’t ise ds then why are you commenting about? Bragging about your devotion or level won’t make sense . I literally don’t see the problem . If u get tunneled twice then use it . If the killer sligged u knowing u have ds do it also , even if it has 1 use its more great and balanced then abusing the fk outta of it with 2 uses .
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Blame tunneling on the new killer that was the only way to adept him.
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Hey I'm not againt buffing it later on but right now it's too soon and far too many people are salty about a healthy change. We need time to adjust with the changes and see how it actually preforms. The perk is here to promote healthy gameplay, not force it. Just like BBQ does.
In the future that might be something DS will get or some other change that will make it better anti-tunnelnig perk in a healthy way.
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Wah
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Ok, so why is that only true for DS but when anyone says anything about people needing to give time to see if the trickter is good or not get basically flamed?
DS isn't new, the same issue it had before it's still present. Killers can still tunnel, it doesn't stop that.
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I'm not bragging about my devotion, I'm showcasing that I actually know what I'm talking about, because I'm not a new player just complaining to complain. I shouldnt have to equip 2 perks so I dont get tunneled, specially when in solo Q i already have to have kindred and bond already as almost mandatory.
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I just wanted them to make it so survivors couldn't laugh in my face on a gen whilst injured knowing if I grab them, DS, if I down them, up in 12 seconds from unbreakable.
I'm satisfied with this change, though on the survivor side I'd maybe want an infinte timer while in chase or something to punish the actual trash hard tunneler killer. Not a dealbreaker for me though.
The amount of games I lost not due to actually being outplayed, but having a survivor heal or just get picked up at 59 seconds or go for an unhook in my face with DS active before I could leave the hook, only to get grabbed and DS me and lose all my pressure was crazy.
Old DS rewarded stupidly aggressive and braindead plays for experienced survivors who knew how to exploit it.
I look forward to never getting DS'd again.
Bond and Kindred is rather pointless imo. Just drop bond and keep kindred.
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No you don’t know what ur talking about lol . U said ds isn’t an anti tunneling perk but u say u don’ use it lol If u get tunneled alot in matches then use ds for ur advantage, if the killer tried to leave u slugged and don’t want unbreakable then hop into lockers?!!!
there are so many situations that ds can be useful and verse tunneling that i could say but u didnt prove anything 😂😂 it is an anti tunneling perk after all . If not then thats ur opinion 😂😂
convo done
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Because your average solo DS user can barely hit the skill check. Even the orignial DS (that was extremely busted) wasn't such a big deal vs mediocre solo survivors who get downed easily and can't pressure gens. Where it becomes problematic is in strong SWF teams who all run it and do their best to use it to it's maximum potencial while looping near perfectly. I haven't seen enough games with such good players running it and how it preforms when they run it.
Trickster on the other hand has glaring visible issues that new and very old players all see and call out equally. Yes he has some skill ceiling but really, how well can god tier trickster preform when his knifes are so slow at everything.
This iteration of DS is very new and we don't know if it has any abuseable sides. Druing the last big DS rework, all killers said how DS is now healthy for the game and survivors won't get their get out of jail free card anymore but they still did. That's because DS is very hard perk to properly balance so rushing anything with it is a bad idea.
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That's where I have an issue. Why is solo Q always being neglected? I would consider myself better than average (at least I hope so, I have a few thousand hours in this game), and I feel like sometimes it doesn't really matter how good you are in solo Q if everyone else is below average.
Even in red ranks, a lot of people got carried there by their SWF, when they below in greens/purples.
I have said this before and I'll say it again: IMO solo should be buffed to be comparable with SWF, and then balance everything accordingly.
All these problematic perks, are really only an issue in SWF.
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because DS has been practically unchaged for 4 years
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What specifically would you propose to "buff" solo queue players?
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Making Kindred base kit would be a start.
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Yes buffing solos to SWFs level or at least much closer to it was my standpoint for years.
I don't want to see busted cheesy perks that help solos a bit but are extremely broken in SWF.
And overall, no amount of perks can help solos. They need baseline mechanics for sharing information and proper matchmaking.
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Ok, that sounds good.
What else?
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I really hate that I can't have fun perk loadouts in solo Q because half of them are already used by perks that it's almost a necessity to use in solo like kindred and bond.
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Honestly, I think just that would be a massive improvement.
I was looking at perks that could be easily implemented to base kit without making it too much. Maybe Kindred, Buckle Up (the amount of times I go to a random to get them up and they aren't even recovered is way too much. This is not an issue in SWF specially on voice chat. I don't think it would make it too much to be able to see how much someone is recovered without having to be right there).
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For the years I've been playing solo que, my philosophy always was and is that I run any build I want with whatever fun perks I want as winning is mainly influenced by quality of my teammates and my own performance + decision making.
Perks are there to help but I don't rely on them nor expect them to fix or completely nullify whatever killer, perks or strategies they use.
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the problem with solo que is they need aura reading perks.
swf doesn't need that it's called discord.
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oh right "survivors" are complaining "players" "people" often many of them, "a large group" and of course "why does everyone" / "why doesn't anyone"
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The thing with solo Q perks is that they aren't really to help you with the killer, they're to help you with your team mates, which more often than not are quite mediocre.
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Well killers aren't complaining about DS being useless.
So who else is complaining then?
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Yes, if it has to be said forever... DS has always been used the way it works (and it's not an anti-tunneling perk although it can partially be used for that). DS never gave any immunity ("proof" with this video, a survivor can be hit when he has DS active, and the 3 survivors using DS are the ones who died...).
Once per game, the killer eats 5 seconds of stun if he decides to pick up a survivor 60 seconds after being unhooked, and the survivor does not miss the skillcheck. That's all.
It's pretty funny, I'm trying to imagine this game with the current DS... 4K assured? Yes, probably, because that's obviously what every killer deserves, especially Otz, oh great master.
Yes, the nerf is abusive, and I advise survivors not to use this perk which is now much too restrictive for the advantage it gives. Prefer Borrowed Time, Iron Will, Spine Chill... there are lots of other perks now much more interesting, and go repair your generators :)
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my point is that I see way too many topics of players sharing their individual opinions but feeling to need to validate it/back it up with claims like "everyone says" instead of "I think".
Its a Fox News tactic: "many people say you aren't fit for presidency" so it seems its some public concenses and thus must be true rather then its just them saying it and thus having much less value.
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I'm fully on board with making kindred base kit, and not just because it frees up a slot for me. Thing I see a lot is people demanding buffs, and not actually having ideas on what to buff, they just want to throw the word around like a cure-all. Glad to see you aren't like that.
Kindred and Buckle up both seem like they would be good additions to basekit without being something that breaks swf play to the point where the killer may as well afk the whole match. Honestly that's probably enough. It won't fix selfishness and stupidity, but there's not really a way to fix that without putting the Survivor experience "on rails" where all the major decisions are made for them.
Most of the Survivor games I play are as solo, even when I play with friends they are all on different platforms so our communication consists of messages in a group chat before and after matches. That's why I don't take people seriously when they claim solo is absolutely hopeless, like that other fella was. I win (3E or better) over half the Survivor matches I play solo, and am in red ranks, so it's definitely possible.
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Totem counter
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For total totems, sure. For remaining totems? Not something I agree with. I think that should be rolled into a perk like small game or detective's hunch. Everyone gets the notification when a hex is broken, so even as solo you can see what's going on already. Maybe add the notification when dull totems are broken as well, that way you can count those yourself if you don't want to bring the perk.
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