Another DS Idea

ShamelessPigMain
ShamelessPigMain Member Posts: 1,877
edited June 2021 in Feedback and Suggestions

So as we all know, the devs want to make DS an anti-getting-tunneled-off-of-hook perk exclusively, and they did this by narrowing its activation to solely the moments after being hooked. If you progress the game in any way, DS deactivates. So if you get tunneled, but not right off of hook, you're screwed because you either have to do nothing for 60 seconds in anticipation of being tunneled (strategic tunnelers don't camp, they hook, chase someone else, and the moment the survivor is unhooked, they go straight back to the hook) or hope that you can get a good chase.

The issue is that slugging still exists and long chases still exist. The 60 second timer is pretty obsolete in this sense. You can slug for an excess of 60 seconds, and if you're any good at chase, you can last quite a while if you get saved with DS. In reality, if you're not being tunneled, DS is not going to last 60 seconds. You're going to touch a generator. If you are being tunneled, you better hope the killer has no patience and downs+picks you up in 60 seconds.

So what if we had it so that the timer doubles to 120 seconds? The deactivation conditions already ensure that if you're not slugged or in chase, you aren't insured by DS. Maybe even have the timer pause while in chase and slow down when slugged. If you're in chase, you're still being tunneled. If you're on the ground, you have essentially been tunneled.

For the deactivation requirements, having it immediately kick the bucket the moment you even breathe on a generator seems a bit gauche. Tapping a generator or working on a totem for 3 seconds doesn't necessarily mean you aren't being tunneled. So what if we just had it so that while doing the current deactivation conditions, the timer runs down at 4x or so speed? That would get DS out of the way when it's not needed but preserve it where it's needed most.

I know somebody is going to bring up that this perk description is going to be too long, but after the new description for DS I don't think long-windedness is a concern.

Post edited by Gay Myers (Luzi) on

Comments

  • Crowman
    Crowman Member Posts: 9,498

    You can always intentionally go down to try to use ds before it wears out. Long chases aren't an issues because you are already distracting the killer for a long time.

    As for slugging, ds is still doing its job. You weren't immediately rehooked and your teammates have a chance to pick you up allowing you another chance and still have ds for your next hook.

    Neither of these are really issues of the perk.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,877

    The point of an anti-tunnel perk is to prevent tunneling. Being chased for excessive amounts of time is usually indicative of tunneling. DS should probably still work on long chases.

    Being slugged prevents you from actually progressing the game forward. It's essentially taking the survivor out of commission and robbing the survivor of any agency. I wouldn't say that's peak gameplay.

  • Steah
    Steah Member Posts: 511

    Revert it back to how it was but make it cost 100 Auric Cells per use

  • bibibib8
    bibibib8 Member Posts: 843

    Plz dont make this game more of a pay to win then it already is

  • Junylar
    Junylar Member Posts: 2,005

    If you are slugged, you don't lose a hook state, so you can be picked up by your teammates and continue playing. DS serves its purpose very well here.

    It's ridiculous how people want to buff this easily abusable perk, even though I still meet survivors who just abuse the lockers, since interacting with a locker still doesn't deactivate DS for some reason.

  • HexSweetie
    HexSweetie Member Posts: 73

    Why would it deactivate if you enter a locker? it literally doesn’t progress any objective? if you refuse to leave that just-out-of-hook survivor then it means you’re tunneling them therefore you’re gonna have to leave them entirely or suck it up.

  • Krunga
    Krunga Member Posts: 159

    I'd rather have it be able to be used twice a game in it's current state.

  • Ruma
    Ruma Member Posts: 2,069

    They should just remove the timer, remove collision when its active so it cant be abused (Blocking the killer from other survivors), make it work twice a game but let it deactivate in endgame.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,877

    If you are slugged, you can't do anything and may bleed out. DS doesn't do a very good job here. It's meant to prevent you from being tunneled, not end you up on the floor.

    The reason being in lockers doesn't deactivate in lockers is because you're literally doing nothing. It's voluntarily being slugged. Even if you are right next to a generator, touching it now deactivates it. It's quite simple.

  • Junylar
    Junylar Member Posts: 2,005

    They are not "doing nothing" in a locker, they are wasting killer's time. Yes, they are not doing gens, but as soon as the killer leaves - they will hop right on the gen while laughing at the helpless killer. And you as the killer have to prevent it, but you can't because of DS. You leave him in the locker - you loose, because he will resume to gens the second you leave, and your chase was for nothing. You stand there and wait - you lose, because you are wasting time while waiting. You grab him - you lose because you eat DS. Whatever you do - you lose and receive a few tons of teabags, you can't counter locker with DS as the Killer, and survivors will rub it in your face every time they can. DS hasn't stopped being an easily abusable perk used for the sole purpose of bullying killers.