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Let's just delete the useless DS perk
Touching this disables use. Touching that also disables use.
I made trash
Who then uses the DS?
No one writes, at most one person per edition.
Comments
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No problems here with Decisive Strike. It prevents tunneling and deactivates when you do something to progress the game, because how the hell are you getting tunneled while you cleanse a Totem or repair a generator?
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I'm all for it, makes my job even easier
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I think it's fair to an extent but it's really disheartening when you miss the skill check and missing the skill check disables it so you don't get a second chance on your second unhook.
If you don't like bringing DS, don't. Some people do. Doesn't mean it should be deleted entirely.
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It's literally among the three strongest perks for survivor. Fun fact, if you did an action that disables DS, you weren't being tunneled. Or you were stupid and decided to ignore the killer coming after you and progress the game, and got exactly what was supposed to happen in that situation. If you're being tunneled, why would you be repairing? Run.
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DS is strongest when you never get to use it. It means the killer never tunneled you, or anyone. It means you lasted as long as possible in that match and both your team and you could progress the objective as much as possible.
The psychological effect of DS is better than the actual one. The thread of DS possibly existing in a match scares so many killer players that often times they won't tunnel, even in matches when nobody has the perk equipped.
It's far from useless; in fact, the perk is so useful it still has effects when it isn't run.
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COH deletes the hit and run strat and forces the killer to tunnel/camp if the survivor team is good and DS greatly restricts a killer's ability to tunnel someone out of the game before gens are finished. I think the perk is still extremely strong, you just can't blatantly abuse it anymore.
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Very true. I only run it when I get the hunch I'm going to be tunneled, but most of the time I don't. It is actually nice to rotate other perks instead of it.
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As a killer, I'd love to see DS removal and happily tunnel out you.
Oh wait, I will tunnel you out anyway even with DS.
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And I bet that feels wonderful to you when you play as a surv
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DS works as intended. You shouldn't be doing gens if you're being tunneled.
I run it every game, because I hate tunneling.
So, if you dislike something, well there's a perk for that.
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Definitely, I'll laugh maniacally when it happens, I could even think "oh cool, you are smart enough to tunnel the people who just lost DS".
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Honestly, DS is at a point where it should just be made baseline, along with either a minor version of PGTW or Corrupt Intervention. The game could really do with baseline integration of a few 'must pick' options.
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The only survivors having an issue with current DS are precisely the ones that got it nerfed to that point by constantly abusing it as a "I'm immune to anything you do for the next minute, suck it, killer!" instead of as the intended anti-tunnel perk.
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Youre still forced to run DS, cause literally every killer cant play without tunneling. Yesterday i had a random mate who complained about being tunneled, but refused to run DS instad of his botany/selfcare combo. Its just annoying that survivors are still forced to use up perk slots for gameplay flaws hindering them on playing the game.
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I use DS and don't find it useless in the slightest - it actually helps when you're being tunnelled. It just doesn't help when you wish to abuse it any longer.
If you've had chance to heal, or start on a gen or totem - you're not being tunnelled so I think it's perfectly valid that the perk doesn't work in those situations.
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That's fine though. Opens up other build options. Flip Flop would be good for such a scenario for example.
And even if they want to leave you slugged for a minute, that's a minute that the killer can't afford to wander off without risking giving up the take-down. That's a whole extra 60 seconds, making tunnelling far less effective, baseline, as opposed to DS firing to slow the killer down by maybe 30 at best, if the survivor does a good job?
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Imagine a perk being so utterly useless that you see it literally every game, at least on two survivors.
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Sadly, DS is quite useless.
Its atm always the same on equal skill level: You get hooked first, get unhooked with BT, killer decides to hit you or waits til BT is off (choice doesnt really matter), if you play vs mobility killer (which is mostly certain) you go down faster than you want, you get picked up (killer already assumes a DS, but just doesnt care), you use DS, you get into the looping part again (maybe), get hooked faster you want, get unhooked, go down faster than you want and youre done. Hell alot of fun this game was, right? The game needs a fix on this situation. And DS is nothing but an unreliable delay. It doesnt change this situation at all.
And if you play against bad killers you even have to go down to force the DS, otherwise it just expires even though youre still get tunneled. And if youre against bad killers, mates are probably not better and cant even push gens to get a chance on a tunnel escape.
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unhooking shouldn't disable the DS!
Count camper killer!
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Stun time to 7 seconds. Only 5 don't run away from the killer tunnel!
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Do you like having your teammates pull you off the hook while they are being chased by the killer?
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Count Camper Killer!
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I dare you to make less sense.
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Okay Lord! U have all sense in the world!
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Ok then
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You are making no sense your counter arguments to state a point.....make no sense.
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naw I meant being tunneled through a successful ds stun
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I don't think there's much of a threat to anti-slugging because the anti-slugging options survivors have range from bad to worse. Unbreakable is good, but can only be used once. Soul Guard requires the survivors to not destroy a Hex, which is probably not going to be worth it. Then there's Exponential, which requires time to set up and can simply be snuffed out, and it only gives value if you get slugged in or near its radius. And the last option is... Well... It's No Mither.
Gen-rush perks are actually also pretty rare. I think it's just Prove Thyself and Resilience. And I think they'd be off-set if the killer side of things got some innate slow-down baked into their kits, too.
There's always going to be a meta build, but at least we can have perks that facilitate play, as opposed to perks that just band-aid the worst things the game has to offer.
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DS is still one of the best perks in the game.
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Don't forget that you can always jump in a locker when you have DS and use it as a weapon instead of a defensive perk.
I run it on survivor and it has saved me numerous times. I understand that if I do anything to progress the game I don't need it active at that moment.
Ds is fine.
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I try not to heal or do a gen for like 30 seconds, cause the killer could comeback to the hook.
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DS is not and should not be basekit. It is not basekit because you are not meant to have a basekit tunnel-disincentivize perk to the strategy of tunneling.
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