We need to nerf Decisive Strike again.
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No. In its current condition DS is useful when needed but isn't easy to get carried by. That's exactly what every perk should be aiming to be. DS is in a perfect place.
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Yeah, grabbing people who are actively trying to get your attention just to hit you with DS and bully you is "tunneling", sure. This community would be a much healthier place if everyone played both sides, instead of thinking like a "main" and seeing everything as black and white. DS needs a nerf as it's still a "bully the killer" perk.
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I literally main killer, just lunge at them or move on, next
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So how do you lunge at someone who is in a closet?
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No we do not
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Oh, so in that case you go for the rescuer (if it's close to the time of the unhook) and just don't tunnel (really not difficult to do), or if it's clear they're baiting a 59 second DS not only have they don't nothing but literally wait 10 seconds and it's gone and still a non-issue.
If someone has DS active, you're prioritising your chases as killer terribly wrong. DS is fine, don't tunnel people.
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Honestly and it's hard to adjust for I would just say make it stop when you hide in lockers too have had a couple run and hide and still could use it along with that the harder one to adjust for is hook swarming if it's an anti tunneling perk don't swarm the hook with your allies cause chances are you will get downed.
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i think DS should lose the skillcheck and replace it with a button action. Also, get rid of self healing deactivating DS.
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Decisive Strike needs a massive buff. It punishes the survivor for the playing the game to keep it. Killers can wait out the timer rendering it useless. If it is supposed to be a real anti-tunnel perk, make it not have a timer, make it use-able more than once, and make the stun longer. Blight, Huntress, Nurse, and a few other killers can just instantly down after being stunned and so it is not an anti-tunnel perk at all. It is way too weak to be even hinted at being an anti-tunnel perk.
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I canโt believe people are still complaining about DS.
Itโs so easy to play around.
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The devs themselves said they wanted to keep the aspect of locker DS to prevent the killer from slugging them, standing over their body for 60 seconds, and then rehooking, which effectively has the same effect on the enjoyment on the trial for both sides as hardcore tunneling would do, too.
(before anything else is said further, please do not being up "Oh but x isn't fun for killers" because a lot of things aren't fun on both sides for this game, and saying that you should be able to do something incredibly dull to counter the dull thing you must deal with, instead of just fixing this dull thing wherever possible without too many adverse effects, is simply counterintuitive).
Imho I think that locker DS should stay, just because it prevents that happening and you can still always chase the rescuer (or in the case described in the OP, unless the survivor also has Head On you can easily wait out the 5 or 10 seconds left of the perk before picking up).
The only thing that could use a change, though it isn't that high priority to me, is DS during the endgame. I wouldn't mind if it also deactivated upon opening the exit gates in any way, though I don't think a 100% shutdown during endgame would be nice.
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Personally I want it to change so you can heal yourself without it deactivating. The trade off being once the heal is completed by you, or you are healed by any other means, it deactivates.
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As someone who runs DS on every build, but someone who plays killer equally as often as survivor -- DS is fine the way it is. The old abusive aspects of it are gone, and as people have pointed out, if you're hooking people so quickly that you're eating DS after hooking other survivors, then the game is probably a rout at that point anyway.
Regarding baiting DS by jumping into a locker? I deal with either by just moving on if circumstances require me elsewhere -- let them sit in there and do nothing -- or, if the game is already heavily headed in my favor, I'll either eat it and go after them, or I've stood in front of a locker until the timer ran out and yanked them out then. (Don't bait me when I'm not going after you -- if you want my attention that badly, I'll be happy to give it to you then).
Someone recently baited DS by jumping into a locker after an unhook when I was clearly going after the rescuer. I was playing Trapper -- and I simply went after the rescuer again after I put a trap in front of the locker. ๐ค Needless to say, that ended badly for both of the survivors in question. ๐คฃ
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That's been my one issue with the last DS change I'd like to see addressed. Healing yourself isn't advancing objectives, IMO, and would be different than healing teammates. It's rough playing solo, running DS, and watching the person who unhooked you taking off without any attempt to heal and knowing you'll have to sacrifice your DS to get back to full health.
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They're hardly using the perk in a 'bully the killer' capacity if they just hide in a locker...
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I don't think that would be a good change. You'll just see survivors troll killers near CoH totems and lockers while t-bagging. Just think of the trolling DS users now, but they heal themselves between each jump into a locker.
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Everything is a trade off. I feel like this would still overall be better. Granted it's a risk thanks to trolls, but so is everything.
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Except there arent any real anti-tunnel perks, there are just "dont rush kills" perks. Just as there are "dont rush gens" perks.
If DS should disable on another survivor being hooked, Ruin should deactivate after regressing 1 gen to 0. Or pop should deactivate for the rest of the match as soon as 3 gens arent done in the first 2 minutes of the map.
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Yea I know. Just imagine the forums though if it was buffed like that ๐๐๐ the forums would be covered in DS threads for months
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Back to the good old days lol.
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While I can agree for the most part much however like I said I don't know how they would fix it cause the things I am mainly pointing out are situations which much like the other meta survivor perk issues reward people for screwing up cause I had people get off the hook and ran obviously to the locker however I can't capitalize because they had ds.
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epic, i did read through the bug notes, but i somehow missed it, maybe because of the excitement from nurse fixes
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This happened a while ago, actually- I think with the release of Artist.
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then I just missed it completely the last time I guess, whatever, good that it has been resolved, blessing a totem was always insanely effective with DS up
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DS or a similar perk should be basekit for every survivor.
While killers could get a gen regressing perk for a limited time after hooking a survivor.
Then there could be more room for other perks.
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Can I ask, how is DS 'a minute of invincibility, exactly? ๐ค
Old DS? Maybe. Since the nerf? Absolutely not. Survivors are not invincible because most basic actions (repairing gens, blessing/cleansing totems, etc) will now deactivate DS. So even if a survivor allows their DS to run for the full minute (granted they're not being tunneled), it's not like they've been any use to the game because they can't do gens - or pretty much anything for that matter - whilst it's active.
Also, the context you're discussing is very hypothetical and I've not seen it happen often. You're saying that from the moment the survivor is unhooked and their DS is activated, the killer has been able to chase, down, and hook another survivor, and then subsequently find the unhooked survivor again, down them and pick them up... all in the space of one minute. I'm sure it happens in certain contexts (slugging, maybe?) but as someone who plays both killer and survivor regularly, I've not seen that happen enough for it to be considered an issue.
DS is perfectly fair and balanced as it is. Survivors can't abuse it anymore, but it still punishes killers who are tunnelling.
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