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DS still should get nerf

Chocolate_Cosmos
Chocolate_Cosmos Member Posts: 5,735
edited March 2022 in Feedback and Suggestions

I would add these changes:

- Make it that opening a chest or opening exit gates, it will be deactivated.

- Make it that when you hook a new Survivor, this perk also deactivates.

To compensate, we can make DS last from 60s to 80s and buff the lower tiers.

This would make it the real anti-tunnel perk. If you are opening the chest or opening exit gates - you are not getting tunnel lol. If you hooked someone else that means you on 99% time also didn't tunnel the previously hooked person, no reason for them have free escape.

Post edited by Rizzo on

Comments

  • UnKn0wN45
    UnKn0wN45 Member Posts: 60

    Are you saying that it doesn't get abused? Are you sarcastic? Or do you genuinely think it's "perfect"?

    To be clear, I'm not stating any opinion, would just like to understand you better :) <3

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    No.


    If you are doing so well that you can hook ANOTHER Survivor within 60 seconds of one getting off the hook, you don't deserve to shut off a perk.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    I disagree. If you don't tunnel someone and just have fast good chase and then find that previous hooked person again... Why should you be punished for being effective?

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    I think you do. It is supposed to be anti-tunnel perk. Aka focusing on ONE Survivor to quickly kill them ASAP. Why should they keep their shield if they are not getting tunneled?

  • pseudechis
    pseudechis Member Posts: 3,904

    Its already been nerfed though, twice.

    DS used to be if you got downed you got to DS regardless of hooks, it was anti momentum and a lil OP x4

    Nerfed to require hooks but doesn't deactivate so paired with UB for 60 secs of total immunity regardless of actions. Still OP and anti momentum.

    I think the current change to deactivate it on healing and gens was a good change, if you have time to progress the game you aren't being tunneled so you don't need DS.

    Gates maybe but DS is at its strongest in the endgame being able to keep it in your pocket for the whole game to use it as a last minute escape seems like a good use I'd be disinclined to deactivate it on using the gates as it still allows for a desperate last minute escape if you are downed in succession in the endgame. Its a very specific scenario that shouldn't happen that often and if you've managed to save DS till that critical moment then you earned it.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    The point of the perk is to stop you getting put back onto a hook until you have actively progressed the game through a gen, hooks save or even a heal. The survivor doesnt even have to fully complete the action they just need to tap it.

    But having it the way suggest in the OP means you can actually abuse the mechanics to tunnel. Atm if it hasn't been 60seconds you just slug them, but if they tap a gen, heal or hook you can hook them.

    Having it where it deactivates after you hook someone can be quite unfair, you cant control your team and how well they do. So not only can you be stuck with bad players due to a bad matchmaking but you can also be taken out the game super fast.

    And what if the killer gets multiple downs? You can hook one, then when you hook the other the first loses his DS so you can basically full on tunnel someone.

    Current DS helps a solo player have control on how quickly they can be hooked, most players dont wait 60seconds not doing anything and if they do easy game for you.

    Perks like DS are great, perks like DH are not

  • UnKn0wN45
    UnKn0wN45 Member Posts: 60

    Thank you for explaining your point of view so eloquently :)

    I disagree but in all fairness I don't have a lot of experience in the game, and actually do need to "get good" (as killer) xD so my opinion is subject to change and is very much biased ^^"

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Well everyone is allowed an opinion, I'd never change that but I dont think perks should just be changed on opinion but more factual evidence.

    The old DS definitely needed the nerf, but this current one I dont see an issue with as killer personally.

    Maybe its because iv played since release so iv learned more timings and how to track things like DS. Dont think iv been hit by a DS unless iv actually tunneled, but some matches you have to risk it.

    Alot in this game needs to change, especially on the survivors side I just dont think DS needs it

  • Brimp
    Brimp Member Posts: 3,053

    Tbh I disagree with the whole anti-tunneling part with ds. I see it more of perk that buys time if the killer decides to tunnel, cause if you ds the killer they might as well keep going for you as you just used your perk to buy time that they need to get back.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Because it means the Killer is already performing EXTREMELY well.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    It depends tbh, I personally always use DS so I know I can remain in the trial. I hate games where it's over faster than my lobby times lol, plus i cant control my team so i may get farmed.

    And it would depend, sometimes it can be smart to eat the DS if its early and then just move on especially if you arent a high mobility killer.

    But like i said in another comment i dont get hit by DS when i play but it sure stops me getting tunneled out so early which just isnt fun imo

  • cluxdx
    cluxdx Member Posts: 168

    As a killer main I'm going to HARD disagree. DS already deactivates every time that survivor progresses the game, and while it can suck to get DS'd at an open gate, if you just trade with the rescuer you can still secure your one kill during EGC anyway.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited March 2022

    DS is mostly fine as is, and much less abuseable over it's infamous previous iterations. Only 1 thing makes it broken at this point, and that is the endgame "no win" scenario for killers:

    Regardless of how good or bad the killer did, If a survivor with DS is rescued from their first or 2nd hook during the endgame, the majority of the time... There's literally nothing the killer can do to secure a kill. Knock the unhooked survivor down within 40m of an exit gate? watch them crawl out. Knock them down and pick them up? get stunned for 5 seconds, and watch them run to the exit and t-bag before they escape. Knock down the Rescuer? chances are that unless you're a 1 hit killer, or have Noed, you knocked them down passed the exit gate threshold, and via healing tech from their teammates, can't pick them up to take to a hook (not mentioning all the teammates that might have medkits, flashlights or flashbangs/fireworks available). Basically, a DS lasting until the endgame = a NO WIN scenario for the killer, typically no matter how far away from the exit gates you hooked them on the map.

    My only additional nerf to DS is simple: Once the gates are powered, DS is Disabled, even if it was active/ticking down before the gates were powered. This prevents that heavily abuseable "No Win" scenario for killers, and Gives them some advantages against it, which will make survivors less inclined to broadcast so blatantly that they have it, and give killers a solid chance of pulling off a kill in the endgame.

    For similar Reasons, I believe Borrowed Time should get the same nerf, because in the endgame, the gloves come off, and the most powerful 2nd chance perks should respect that ideal.

  • ItsJesseFFS
    ItsJesseFFS Member Posts: 100

    DS has already been nerfed into the ground. You really do want a free win and free tunnel?

  • Mat_Sella
    Mat_Sella Member Posts: 3,557

    If you're opening a chest, you're trying to save your own skin with a medkit. Just because you aren't immediately in-chase the moment you get off the hook, does not mean the killer isn't actively trying to kill you.