To discourage tunnelling like before, what should be done to Decisive Strike?
DS as it is now is pretty much useless, the stun is too short and even M1 Killers can down them again in a few seconds.
DS shouldn't be able to be used in endgame but it needs to be a factor.
To discourage tunnelling like before, what should be done to Decisive Strike? 35 votes
Comments
-
It's a tough thing to balance when you have somebody as weak as Trapper and as oppressive as Nurse in the same game.
If you increase it, you'll only hurt M1 killers. If you keep it the same you're leaving the door open for Nurse, Blight, and Spirit to shake it off and keep tunneling.
1 -
Simply restore 5 seconds stun
That's the thing, making the perk more punishing would create a "Dead Hard effect" that would reduce tunnelling across the board on the chance Survivors might be using it.
Some Killers will always be able to bypass perks/mechanics, but if 95% of the roster gets harshly punished for tunnelling then it's an absolute win. If changes weren't made just because Nurse wouldn't care then many balance changes never would have seen the light of day.
0 -
Leave it as it is
We need base game changes not more perk baind-aids.
Anti-tunneling system coupled with making spreading pressure between the survivors actually a competitive tactic.
2 -
Simply restore 5 seconds stun
While I do agree, there's not much to be done to truly discourage tunnelling as far as base mechanics go.
The only thing I can think of would be to greatly reduce bp gain if hooking the same Survivor twice within a short window of time after unhook, and completely remove bp gain if a Survivor is hooked 3 times in a row in this fashion.
I also think that bp gain should exponentially increase when hooking different Survivors to encourage spreading hooks (kinda-like BBQ did to some extent before).
0 -
Leave it as it is
All this would be doing is rewarding people for playing sub-optimally and punishing them if they don't. Encouraging people to make the game more stressful and unenjoyable for themselves isn't the way forward. Tunnelling is mechanically ingrained into the game - you can't remove it (and you definitely shouldn't ever band-aid it) without reworking the core mechanics of the game.
2 -
Leave it as it is
They can't go back on it I mean everyone was complaining for a reason. Also tunneling is the way to counter the speed of gens unless killer has end game build.
It's fun facing all kinds of killers but buff old stupid meta perks like old DS and people would play only Nurse and Blight. Would be really boring for both sides.
2 -
Simply restore 5 seconds stun
People were complaining because old DS would literally give free escapes to Survivors during endgame if they still had DS available.
They would get downed after unhook but the Killer couldn't do anything since if they picked up they would eat the DS and the Survivor would run out and if they didn't pick up then the Survivor would simply crawl out.
No-win scenarios shouldn't happen on either sides and old DS did it. Disabling the perk in endgame was the right call but the stun is just meaningless now and Killers are just mildly inconvenienced by it.
0 -
Leave it as it is
Well thats why you add more base mechanics. If they can add base BT, EGC, and potentially base UB in the future they can add a base anti-tunnel and reward system.
As for BP, that's not good enough and never will be, at least on its own. You need something that impacts the match itself for the positive and negative.
0 -
Simply restore 5 seconds stun
At the very least change it to 3 seconds of actually useable stun, which would be a 4.3 second advertised stun in the perk description.
1.3 seconds are consumed by the animation of getting off the killer's shoulder, and during that the survivor is incapable of making any distance with it. This was the case when it was 5 seconds as well, but 1.3 is a significantly bigger fraction of 3 than it is of 5.
I think 5 would be fine too honestly, or specifically focus it on m2 killers by adding a seperate 5 second power disable no matter what the stun time is.
2 -
Make it work once every hook state
hooking the same person twice in a row whithin a short time period gives 1 forth the bloodpionts
0 -
Leave it as it is
If you want to discorage tunneling even better than old DS did before, run OTR!
-a tunneler
0 -
Leave it as it is
They just need to make the endurance timer pause while running AWAY from the killer AND the killer or survivor has not made any separate action to progress the game. As soon as the unhooked survivor starts healing someone else, doing a gen, cleansing a totem, etc endurance is gone. As soon as the killer hits another survivor, kicks a gen, breaks a pallet, etc, the timer pause for endurance is gone. Endurance would not be paused while the survivor is stopped or while they are running toward the killer. Basically change unhook endurance in a similar way to how they changed deep wound a while back. (if it can deplete in chase, what's the point?)
I also think they need to balance the unhook endurance so it cannot be used for protection hits. It's meant for anti-tunneling, not protecting the person unhooking. Really, just make it a unique status effect. No collision with killer, can't be hit, doesn't trigger traps, can't be splooched(slipstreamed), aura is not revealed to killer or allies. It's not as OP as it sounds because no protection hits or body blocking, but it would solidly let an unhooked survivor get somewhere safe before returning to game progression.
0