Decisive Strike Reworked Timer

The fact that you can lose your DS by taping someone to pick them up.
So why don't the just double or triple the speed of your DS timer when you preform an action?
Comments
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It's a anti tunneling perk, not am immunity perk.
Once you are available to touch an objective, you aren't being tunneled through your own choice to deactivate the perk.
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Yeah, it involves a little more strategy now then before. No more mindlessly doing objectives without any thought to your next move.
Preserve it until you are sure you got away or sacrifice it forwarding the objectives.
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Or you can just not have the confidence to tap something.
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There's a perk called Second Wind. Heal a survivor for the equivalent of one health state and you get healed 20s after getting off the hook.
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Just so long your tunnel session doesn't exceed 60s and/or The Killer slugs you beyond 60s. If the tunnel session falls within this narrow criteria, then yes it is "anti-tunnel."
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Bring Unbreakable, either way the Killer either lets you go or wastes their time.
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60 seconds is a long time in dbd. If you are able to keep the killer busy for over 60 seconds, then you are already doing your team a huge favor as they can get gens done without pressure. If you really want to use your DS, you can always hop in a locker or go down intentionally.
If the killer does slug you, your teammates can pick you up and you get to live longer without being hooked again.
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Yes, and if they hover, I guess I should also bring Soul Guard, etc.
True, hopefully, they are doing things tho lol Some killers will wait it out but I guess according to some you "won" that interaction despite getting tunneled and thrown right back on the Hook about a minute after being rescued. My point was really that tunneling for the purposes of DS is a very specific and limited version. I wish it provided greater relief especially since it is one-time use and most killers circumvent it or just eat it.
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Thing is, that relies heavily on the rest of the team doing the objective. As someone who often solo queues, this is a huge problem, to be honest. It's a major issue as most other players, even in red ranks, just hide in the corner or are in lockers, etc. I honestly find more issue with the timer if only because it encourages slugging (which I admit can be a legitimate strategy) and there is no guarantee that even with 60s, that your team is doing anything. Look at any major streamer.
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If the Killer is taking a full 60 seconds to tunnel you, and your team isn't doing anything to progress objectives during that time, there isn't a perk out there that would help you, honestly. The change was a good thing and took one meta-perk off the table for many builds, letting killers breathe a little bit easier and forcing those that still use it to have to use it more strategically now instead of as an invulnerability window. It was never going to stop 'hyper-vigilant' tunnelers from tunneling you down the entire duration or slugging you to avoid it if they think you have it.
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I agree with the first part, as painful as it is there isn't anything you can do about that. And I've been there many times, I get down and I look around and no one is doing anything. I agree that it was too offensive, but I understand where that offensive usage came from. However the issue with the current iteration is that it doesn't go far enough to provide enough relief for one of the two times you can be tunneled. When discussing balance, people often want to go to the extreme involving the segment of players that were very offensive with it but no one ever really wants to talk about the heart of the issue itself.
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True - but to be fair, they did keep DS active by letting Survivors utilize their other anti-tunneling option to force trigger: jumping into a locker and forcing the killer to either wait it out or pull them out and eat the DS. They backpedaled on having lockers remove DS because they wanted it to synergize with them instead, as a means to end a tunnel or delay it Lett's face it, even with a stun if a killer wants to tunnel you he will still tunnel you even after the stun.
If they truly tried to balance it to 'end tunnels' it would be a nightmare and it would have to be heavily balanced and have heavy costs to make it fair and not just a heavy-handed Survivor tool.
They could have it stun the killer for a full 8-10 seconds - plenty of time to escape the area; alternatively - it should remove blood stains and scratch marks during the stun duration - so you can get into a hiding spot and the killer can't just pick up your trail and continue.
In exchange though, it would need to have some other drawback besides only being used once a match -- something like, causing Broken status for 15 or so seconds; just to make the Survivor have to be a little more cautious and wait before patching themselves up or having a teammate do so. I'd go so far as to say it needed to cause Exhaustion/refresh Exhaustion too, but that is probably too far.
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I like your ideas, and points. Every version I have envisioned has problems and it is hard to design a balanced perk around tunneling. It can't guarantee an escape and The Killer should have the freedom to tunnel but the current price isn't high enough imo. DS could get a slight adjustment to provide greater relief to the Survivor. I like the idea of suppressing some tracking abilities after a successful stun with a good drawback attached to it. Maybe the game should intrinsically discourage tunneling? No Blood Lust, reduction in points, etc?
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Blood lust is needed. Survivors can tunnel and loop too easily on many maps still, so the Blood Lust is needed to end chases instead of just 'forcing' Killers to leave them and go find someone else. The 'drawback' is less points anyway because they spend so much time focusing on one person that they lose out on the others.
Tunneling has its drawbacks - the problem is that it will always be unfun for the victim, just by its very nature.
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I meant BL during tunneling, specifically after getting stunned with DS. Imo the current drawback isn't enough which is why tunneling is common. It's still too easy and viable to tunnel and the only perk that helps with it is easy to circumvent altogether.
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Jesus another person complaining about the DS nerf. Can we not have one thing as Killer slightly in our favor?
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Ah, I see. Well, BL takes a while to actually build up and the devs can't really implement a "time frame" of what is tunneling and what isn't without it turning into a situation of just 'forcing killers to disengage their victim' after a certain time passes. I think the removal of tracking mechanisms would help a lot with helping to end the chase and get to safety after the stun.
Tunneling needs to remain viable though - it should be viable to make sure and guarantee you remove a Survivor from the opponent team as quickly as possible.
The alternative is taking heavy swings at the multitude of Survivor second-chance perks to compensate so that when you do engage a Survivor, you can reliably take them out without needing to focus them down or tunnel them. Or, buffing killer movement speeds across the board so that engaging with them is a losing battle and not a game of stall-them-out while your team fixes gens.
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We don't know what is possible but it probably isn't with the existing engine. Probably the best solution is the removal of tracking at some cost to the Survivor. I used to run Q&Q, Lithe, Dance with Me with DS and this would almost always guarantee a successful escape if a window was near. I look forward to the next balance pass on DS and hope it doesn't take years.
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