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How do we all feel about DS now?

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Comments

  • GingerBeard
    GingerBeard Member Posts: 273

    It could do it's job better. I think the best buff I agree with is to disable all forms of tracking for killer so a survivor can actually loose them. I also made a thread mentioning that the skill check should just be removed as I believe it is outdated now, and instead should just be activatable during the pick-up animation.

    There was absolutely no way I would've ever mentioned buffing DS, in any way, before it's nerf, I feel I would've been crucified by the community. Now that it isn't abusable like it was before, I feel comfortable I can finally suggest buffing it's anti-tunneling potential.

    This is a guess, but it might also be because tunneling may have increased after the change. So now the people who are running it are seeing just how little it can help when they are actually being tunneled. Whereas before they might have only used it aggressively or never got to use it at all since a lot of killers would just slug to avoid DS, but now they just pick up straight away.

  • th3
    th3 Member Posts: 1,845

    Ironically killers have gotten more upset at me when I’ve used it. Especially when they go straight at me off hook ignoring the unhooker. Ironic lol

  • Mister_xD
    Mister_xD Member Posts: 7,669

    its balanced.

    finally.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Honestly I think it's perfect. It's not too strong in games where tunnelling/focusing someone out is almost necessary, but it's not too weak when the killer is trying to be a douche.

    I wouldn't change it at all in it's current state.

  • Blueberry
    Blueberry Member Posts: 13,592

    Balanced well in its current state. Absolutely does not need buffs. It does it’s job of anti tunnel just fine. It’s still at least an A tier if not even an S tier perk. It’s purpose is to make tunneling heavily punishing which it does, it is not meant to make tunnel impossible to do. People exaggerate tunneling and camping significantly, it’s quite rare. Most of the time it’s a skill issue and then simply playing better could have alleviated the issue.

  • LilCrapper
    LilCrapper Member Posts: 89
    edited May 2021

    i dont need to do anything. it happens. and happens frequently. the higher the rank you go the more frequent.

    so no. i do not have to do anything for you. because i am lazy and you can do it yourself!

    have a grrrrreat day

    EDIT soul guard too, forgot about that one!!!! and y'all want charges on DS......

  • SunderMun
    SunderMun Member Posts: 2,789

    It was only previously good when used offensively and did nothing to deal with actual tunneling.


    Now it works in less scenarios but also doesn't properly deal with tunneling. It's a trash perk that doesn't do its job.

  • SunderMun
    SunderMun Member Posts: 2,789
    edited May 2021

    Nah, tunneling was rampant before the change. The game feels no different aside from the new bugs that make both sides have a pretty bad time.

  • Lx_malice
    Lx_malice Member Posts: 1,417

    I feel a lot better with how it is now. I never changed how I play ever since it got reworked. I still try to avoid tunneling anyone, and if I run into someone who was recently unhooked I'll just slug them same as before. Before the change I would still get hit with ds every now and again. Not that often but it would still happen. Now ever since the change I haven't gotten hit with it a single time.

  • xenotimebong
    xenotimebong Member Posts: 2,803

    They did, actually. People have complained about this aspect of the perk for a while, but it was a strong enough perk that very few people really wanted to buff it in any way.

  • xenotimebong
    xenotimebong Member Posts: 2,803

    I wouldn’t make it useable twice, that would probably be a bit too much.

    The only change I would make would be to remove the skillcheck so that newer players (who are more likely to deal with straight up tunnelling) and people on systems that suffer from frame drops, input lag, etc. can still use it for its intended purpose. Not sure why it needs a skill check now that it’s a more balanced perk.

  • SunderMun
    SunderMun Member Posts: 2,789

    My original suggestion was literally this, but instead of changing the timer, it was : on the actions that now deactivate it instantly, it goes away at double speed (so instantly on a gen = 30 seconds of DS) normal otherwise and scenarios of being chased would pause or at the very least slow it down.


    Instead we got the most pathetic version that plenty of people had pointed out would just be an awful change through because it was easy to implement.

  • TAG
    TAG Member Posts: 12,871

    Well, as long as you are not demonstrating that it happens with the frequency you are claiming, I can conclude that it does not happen at the frequency you are claiming. Have a great day.

  • TAG
    TAG Member Posts: 12,871

    I don't really remember seeing these complaints, admittedly. From my POV, these complaints only really started up once DS was nerfed to its current iteratation.

  • SunderMun
    SunderMun Member Posts: 2,789

    I was among many people that made this complaint. I always said they needed to nerf its offensive use and actually make it counter tunneling, and even gave a bunch of suggestions.

    I always knew if this change went through it would be the wrong one and only serve to make the game even more of a toxic cesspit.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I think the perk is balanced now. My biggest issue with old DS was getting hit by it even when I wasn't tunneling. The players I hate are the ones who get in your face BECAUSE they have DS. They can't do that anymore.

    99% of the time I got hit by DS was the following scenario. Id hook survivor A. Id leave. Id find survivor B. As I downed B someone else saved survivor A. I hook B. Survivor A saves B right in front of me. In this situation A has DS and B might have DS+BT. No matter who I pick it's a lose/lose. I could slug survivor A but then they use UB and get back up. This was a complete waste of my time which is limited and this isn't a rare occurance. This happened to me quite frequently. Or people who get unhooked and work on a gen right away.

  • Gladonos
    Gladonos Member Posts: 392

    Completely useless and a waste of a perk slot. It sounds good on paper but it is not. It just never activates. Try it yourself before claiming "It is still an amazing perk and Survivors are just butthurt."

  • LilCrapper
    LilCrapper Member Posts: 89
    edited May 2021

    thanks for concluding that you have never played the game, nor seen a youtube video


    peace out denial boy


    EDIT: its pretty clear. The community knows about this. so pull your head out of..... where ever it is

  • Ecstasy
    Ecstasy Member Posts: 426
    edited May 2021

    Absolutely agree with the OP... but I'd go even further than just a 2nd usage and say that it also shouldn't de-active for healing or unhooks either. (Though reiterate it absolutely should be deactivated when gens are done).

    I play solo queue 95% of the time. I NEVER ran DS before the nerf. NEVER. I thought it was cheap and didn't want it.

    Yet now I find myself NEEDING to run it now on the off-chance that the killer is a mega prick just tunneling off the hook (that, indeed, has increased as well) since I can't depend on other players in solo to run an obsession perk. And THAT is absolute bullshit.

    I ######### resent having to run a perk I never ######### wanted in the first place.

    I resent the minimal practical value it provides to me. And I resent this situation far, far, far, far, far, far ######### more than just leaving the perk as is and me needing to work around it as killer. Because hey--great news--the genuinely most abusive usage of DS is the one thing they DIDN'T change. If you've still got it, it's a guaranteed free escape in the endgame where you're definitively not being tunneled. But good thing its that at least, because that's the only selling point that keeps it viable in its present state.

    It's insane that this "anti-tunneling" perk is most effective for the cheap guaranteed escape at the end of a match you've basically finished playing, yet does absolutely nothing in those early-game scenarios where you're actually getting tunneled out of the game without much of a chance to even play because you were unlucky enough to get 2 seconds into a self-heal before the killer ended up spotting you again.

    Contemptible.

  • Sluzzy
    Sluzzy Member Posts: 3,130

    It is not a decisive strike. It's a fake perk.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    I think it should be able to be used twice but it's mostly good

  • Sluzzy
    Sluzzy Member Posts: 3,130

    It would be like sprint burst that doesn't really give you a sprint burst.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Yes and thanaphobia doesn’t work on dead people even though it’s the fear of death

  • Sluzzy
    Sluzzy Member Posts: 3,130

    That's a very minor detail that could be fixed. With decisive strike, it is nowhere close.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    What about dead man’s switch? There’s no switch nor does it activate only when they are killed

    Mindbreaker doesn’t break your mind it makes you exhausted

    i could keep going

  • realflashboss
    realflashboss Member Posts: 328

    Like a few people have touched on. As an anti tunnel perk it’s pretty useless and always was fairly rubbish for the majority of duo or solo Q players.

    Im not surprised if lucky break from PTB does come into play as that has far more anti-tunnel capabilities than DS. A 5 second stun in a dead zone or once pallets are gone really doesn’t help at all with escaping tunnelling.

  • ZoomZoomKaWaow
    ZoomZoomKaWaow Member Posts: 18

    It's your fault at that point for going down in a dead zone lmao. The perk was never designed to give you a free escape, but merely prolong your current time off the hook. Half the people in this thread clearly haven't played killer enough to realize just how abusable most of their suggestions are, or have, and just don't care about the consequences

  • Unifall
    Unifall Member Posts: 747

    2 ds for both hook stages wouldn't be that difficult but it would definitely be tested first and see how it changes. Also a obsession should appear in every game.

  • dnj510
    dnj510 Member Posts: 438

    Maybe the survivor should have at least 2 chances to use DS? What I mean is that if they successfully use it after the first hook, they still have another chance to use it after they get hooked a second time. That helps with the anti-tunnel effect.

  • HollowsGrief
    HollowsGrief Member Posts: 1,497

    It's fine where it is, it doesn't need a "buff." It is a free escape if the killer tunnels you, that's like a 4th hook state which is crazy strong and no it shouldn't get a second use. People can't abuse it now but that doesn't mean it needs extra power, honestly most survivor perks are already to strong to begin with and after DS being the best perk in the game since it was added I think it's fine to NOT be the best perk. Let it rot with old MoM. Use it to avoid being tunneled but if you want more value then run something different.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    I want it to be more effective at its intended use. Making it work on both hook stages would discourage tunnelling after being DSed and would make it feel like a more worthwhile choice

  • TAG
    TAG Member Posts: 12,871

    I can't say I'm convinced that this was the wrong change. At worst, I simply think that we can actually discuss the possibility of buffing DS at least a little if it ends up being necessary.

  • HollowsGrief
    HollowsGrief Member Posts: 1,497

    Yeah but having 5 hook states is broken af, the perk does it's job of stopping the immediate tunnel off the hook. You aren't meant to feel safe coming off the hook all trial long. Sorry but even in it's current state it's still extremely strong.

  • SavouryRain
    SavouryRain Member Posts: 340
    edited May 2021

    DS should only deactivate if you progress the game state: Doing totems, working on gens, unhooking, or healing someone off the ground. If you are not progressing the game state, then it should never deactivate.

    Normal healing is not progressing the game, despite what people think.

  • nursewannabe
    nursewannabe Member Posts: 1,075

    That's what I've been saying from the moment they announced the nerf to begin with: it should apply on both hook stages, as tunneling can happen twice per game. It's simply not fair otherwise.

    DS was NOT an anti tunnel perk, and it is not after the nerf.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,844

    yep, you could always only use DS once, getting to use it twice would be pretty nice considering you can't use it offensively anymore

  • LethalPugy
    LethalPugy Member Posts: 493

    I still think the whole, removing of ds if you accidentally heal someone else is stupid, why not lose it at double the rate?