Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
A few changes and Decisive Strike can be the perk it's meant to be
- Decisive Strike now activates when hooked instead of unhooked.
- Decisive Strike's timer will pause while hooked or in the dying state.
- Decisive Strike now deactivates when the killer hooks another survivor or the survivor performs a consipcuous action.
- Decisive Strike now stuns the killer for 1 second, plus 1 additional second for each generator remaining.
By activating when hoooked, it's now possible for the perk to deactivate if the killer hooks someone else before the perk user has been unhooked. This means Decisive Strike should no longer punish the killer if they aren't actually tunneling 1 person repeatedly.
The timer pausing prevents the perk from being wasted while on the hook, and prevents the killer from slugging and waiting it out.
The 6 second stun duration should heavily deter/punish tunneling early on, yet a 1 second stun shoud not be a simple "free" escape at the end of the match.
Comments
-
Too much work, just make it 5 seconds and it's fine.
1 -
at 1 gen left - it does literally nothing. 1s animation for 1s DS? What is the purpose? Give more chances/time to flash/sabo save? I don't think that's good idea. At 2 gens it's the exact same thing, it just doesn't look that way (1s running time is not even enough to vault window when you are literally dropped on top of it - you will get M1'd immediately).
Just make it 5s again
2 -
5s and let it work at egc again. If I'm killer and I don't get your ds until the end, you should get to use it still.
0 -
I think that's the point? It would deter early game tunneling.
Decisive Strike now activates when hooked instead of unhooked.
Decisive Strike's timer will pause while hooked or in the dying state.
I just don't get the point of this. Why not just pause while in the dying state?
0 -
If the point is kill the perk even more then it currently is... That's like asking for ruin to be just 50% regression. Just. Why?
About the point - it's intended to work only on last hooked person - meaning if u have it but someone else got hooked before the unhook - then according to OP u r free to be tunneled, because somehow that's not tunneling. Meaning if we go back to our ruin example - if it regressed gen once already, then remove ruin for that gen...
I am pretty sure OP just loves to tunnel and just tries to figure some way to nerf the perk even more without making it too obvious...
0 -
Yes. Hooking someone and then hooking someone else means you're not tunneling.
Entitled survivors... "The killer didn't hook each survivor once and stick their nose in the corner of the map for 40 seconds after each hook... They're TunNEliNg!!!"
1 -
It just (again) switches it's power around. Maybe instead of 1 second it could be 0,5 second but the base is 2-3 seconds.
0 -
The devs need to code it better then.
The point is that you should get a 6 second head start if tunneled at 5 gens, but only a 1 second head start at the end of the match. That time needs to start when you're able to move, not when you're dropped.
0 -
U r technically right. But just technically. The point of everything is - if you go after freshly unhooked person without giving him any chance to recover - you are abusing the situation. If survivors are unhooked in reverse order in which they were hooked - then in your
example DS would absolutely not be active - even if most vulnerable person just got unhooked without any real protection.
But to be fair - at least it would take care of most focused hardcore tunnelers that will just not hook anybody else but their single dedicated target.
I have to also apologize for saying you outright want to nerf DS - I overlooked one important part - having minimum of 2s instead of
1s. For some reason I just didn't notice. Still at 1 gen 1s head start does not give u enough time to do literally anything. The only thing it provides is for your teammate to bodyblock incoming hit and that's it (so 100% useless for soloQ) - and even that would be hard sometimes as "aim dressing" sometimes targets someone or something and ignores game change (allowing to hit unhooked survivor that is 2m away when there's other survivor between killer and said unhooked in 1m distance).
I get your point. It means DS is useable at the start of the game (5-3 gens) but useless later on (2-1). I think that would be OK if u had DS both times. Not just once
2