Decisive Strike: near zero value
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In all of my Killer games since they nerfed it, I think I’ve seen this perk used twice. And every time it has been used, I downed them almost immediately afterwards.
Playing as survivor, when I tried using the perk, every time I struck the killer, the killer would almost immediately down me again unless I was downed in a pallet dense area.
Against nurse or blight, DS was completely useless. Regardless of where I was downed I would immediately get down within seconds afterwards.
Prior to the nerf, survivors had been “weaponizing” the perk. So I understand the need. But I think a bit more finesse was needed.
My suggestion is to increase the perk’s strength the longer and closer the killer stays to your hook.
Perhaps every 10 seconds the killer stays near the hook the stun duration increases by 0.5 seconds. And if the killer is within 6 meters when the unhook animation ends, DS gets another 0.5 second stun duration.
And if the killer stayed within 6 meters of the hook for 50 second but the survivor gets rescued and then manages to DS the killer he gets permanently banned a max 5 second stun.
Comments
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I see it in about 20% of games.
Old DS was way too much.
Every single survivor ran it (along with BT and DH) which made the gameplay stale and you as a killer would have to hit a survivor who was unhooked 1 for BT, 1 for a down, DS hits, 1 again for DH, and 1 more for the down. 4 hits on a survivor especially during egc was miserable as killer.
At most DS should get a couple more seconds in the stun but nothing beyond that. It's fine as it is
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Drop on a pallet and when the killer picks you up stun them again with a pallet and run away xD
You can also use unbreakable as an anti tunneling perk if you dropped on a pallet just let your teammate distract the killer while you recover fast.
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a couple more seconds is exactly what I’m suggesting, but only if the killer camps the hook.
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Yeah I could see this possibly working then, although I still think the perk still has good value but not too much though
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Oh yeah can't forget unbreakable in the old builds, so really youd get 5 hits to kill someone too lol
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And it wouldn’t effect end game collapse because DS deactivates
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You're suppose to run OTR for your anti-tunnel needs. I see players play like it's comp in a good amount of my games and SB+OTR hard punishes them nearly every time. Honestly OTR with Sprint Burst is a busted perk combo that destroys old DS.
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Just because OTR exists doesn’t mean DS should have low value. Yea, I agree that OTR is a lot better than DS. So make DS comparable in value added.
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But I don't think they want players running DS though. I think they want OTR to be the replacement for DS, and it would make sense with how much that perk was nerfed in 6.1.
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Tbh, OTR ought to get a nerf.
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Then why keep it in the game? Why not change it fundamentally into something new and different instead of leaving it as something you should not use? I’d like to think that Behavior doesn’t just nerf things so people don’t use them. That seems like actively hurting your own game on purpose.
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There are a lot of killers perks who have been nerfed into oblivion rather than adjusted. Survivor hasn't had too many though. Killer builds back in the day looked way different than they do now
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The endurance effect only works if the survivor doesn’t do a conspicuous action, so I welcome survivors to do nothing for 80 seconds. Don’t tunnel and OTR won’t do anything.
Sure they can follow you around and take a protection hit, but they aren’t doing gens/healing while they do that.
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The term "tunneling" gets thrown around too much imo. There are times a survivor will bodyblock with endurance or they are the only one I run into. If I'm actively ignoring other survivors to get to you I'd say that's tunneling but if you are using yourself as a shield to other survivors or you are the only one i find then you are not being tunneled imo. 80 seconds is too long and 99% gates makes it so it essentially lasts when egc started anyways. It should deactivate once the final gen is completed, not when gates are opened.
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I think it's just easier for them to do heavy nerfs instead of reworking something, and a good example is ruin or the kick perks. Those perks were gutted and there really isn't a reason to run them anymore. Keep in mind these changes are for their meta shake-up. They are doing these nerfs to encourage players to use other things.
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Ds is better if you're good at looping. Otr can be immediatelly hit away from hook ds can't. It also removes deep would so you can use dh after so you could pretty easily loop killer 2 minutes with ds and dh combo making tunneling bad option. All gens could get done once you're hooked 2nd time.
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Yea but I literally used Ruin on every single build no matter what when normal skill checks caused it to explode. That was BUSTED. When survivors would tap the gens so they wouldn’t get skill checks.
I think we can all agree Behaviour is seriously lacking in the ability to balance a video game.
But I don’t think they are making these game breaking changes on purpose. They just need to listen to the players more.
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It's not that bad but it could get buff make the timer 80s instead 60s. And the stun duration could be increased to 3,5s which otz suggested and well it could disable killer power for few seconds so nurse and blight would get bit punished.
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BHVR doesn’t nerf stuff, they butcher it… then run it over with a car three times and then throw it into the trash.
E voilà, „balanced“.
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A simple fix for nurse is to cause her to lose her charges when she gets stunned and they don’t start recharging until the stun animation ends.
Even when you pallet stun a Nurse (which is difficult to do) it doesn’t matter because she teleports through the wall/pallet and hits you anyways.
This would also fix DS being worthless against her.
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I suggested that decisive strike become an item instead of an keep where it has its charges and can have its own add ons so make it more useful. It would make Franklins more useful for killers and for survivors more useful to get away from killers multiple times if they are being tunneled
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That's way too powerful.
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DS should give more stun, and maybe hide scratch marks for some time.
I mean, it works only after being unhooked (not sure if only once), and deactivate if started to actually do something.
Its fair trade off, anti-tunnel perk, but needs some buffs.
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You have maximum three chances to use it. But once you successfully stun the killer, it deactivates for the rest of the game. So it has a single use. And if you miss the skill check obviously it does nothing.
Remember, it takes up a perk slot. All for a one time three second stun. 👌
Give it extra stun duration if the killer camps. Where the stun increases by 0.5 Seconds per 10 seconds while within 16 meters up to a maximum stun duration of 5 seconds.
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Base 5s would be good, with additional hide od scratch marks for 10s.
Non tunneling players would not even feel that.
Tunneling players will see it not more than once per survivor
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The annoying thing about old DS was that it could be used offensively, unhooked Survivors had 60 seconds to heal up, body block another Survivor who was being chased and get downed or jump into a locker in front of the Killer. If the Killer took the bait and went for the pickup, the Killer gets DS. Even if the Killer left the Survivor slugged, the other chased Survivor would have more time to escape.
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Yea I mentioned that in the opening post.
"Prior to the nerf, survivors had been “weaponizing” the perk. So I understand the need. But I think a bit more finesse was needed."
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