Prioritize the Decisive Strike change/rework please.
Killer fully knocked a different survivor just to wait for Claudette to get unhooked. She got sacrificed at five gens btw.
Cheap strategy got them the 4k.
Either fix solo queue matchmaking or make it more bearable by allowing survivors to counter the least fun playstyle to face. I can't carry my team when stuff like this happens and I shouldn't have to if the matchmaking actually worked.
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question, why don't you use Decisive strike?
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I mean, DS in it's current state is pretty worthless unless you are right next to a god pallet or window.
Even for pure M1 Killers, the minuscule stun doesn't give enough distance to matter for more than a few seconds until you're downed again. And that's not counting ranged/fast Killers that can re-down the Survivor nearly immediately after the stun ends (Nurse, Blight, Slinger, Spirit, Wesker and Huntress to some extent, Chucky etc.).
DS needed to be disabled in endgame (that was just bs), but it's nearly useless after the stun nerf. It's just not worth using. If the Killer doesn't tunnel it's a wasted slot anyway.
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Because it's useless in the current state. Common sense. Wouldn't have even worked for me because I wasn't hooked in this situation.
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The perk needs to be changed to pause the Killer's power for 10 sec after then stun to function equally against all killers.
and maybe it needs to be able to fire twice in a match.
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THIS IS WHAT IVE BEEN SAYING like why are we waiting so long for decisive strike to be useful again welp guess the game will be miserable for the next 6 months
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I like your name
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10 sec seems bit too much, it would be devastating for 110% killers and Nurse is completely screwed.
Something like 6 sec would be alright in my opinion.
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The balance specifics be damned, at least we can agree on a solution.
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Anything that makes it actually useful is a win at this rate lmao
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Anything to make DS viable again is a win in my book. I used to run the perk in almost ALL my games but it being gutted made it near useless now unless there's a god pallet next to you smh.
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It's why I don't run it, it's far too situational and not because killers might not tunnel, but because it might not give me any value at all. I've been tunneled far too much as of recent for zero reason and I don't even bother with the perk.
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Oh, same! Tunneling seems to happen in a GOOD majority of my matches so I ended up swapping one of my perks for Off The Record which is an okay substitute.
I just hate having to run meta every game but whenever I run another build, BOOM the killer takes advantage of it.
So for now my main build is Sprint Burst, Adrenaline, Off the Record, and Reassurance
My second main build is Overzealous, Circle of Healing, Dark Theory, and Off the Record
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It's a shame that killers can just hit you right off hook and that is Off the Record down the drain... Had high hopes for it but you can't have everything I suppose.
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Unfortunately even when they do buff DS it doesn't mean your teammates are going to run it.
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Decisive Strike right now is an underused perk and, unless it gets a substantial rework, that's where it should stay. It's not functionally broken but it is mechanically broken. What do I mean? Perks should only ever impact the game-state when they're in play, not out of the possibility of them being in play. One of the (many) reasons Dead Hard was unhealthy for the game was that not only was it outlandishly powerful, it also forced you to play in a specific way to counter the possibility of someone having it equipped.
If Decisive Strike functions exactly the same way as it does now and simply gets a numbers buff or an additional effect that propels it back into common (or even semi-common) use, players are going to get utility from it without even having it equipped. I don't think that's healthy perk design.
Post edited by Raconteurminator on0 -
I just do not want to see 4 DS in every match again.
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To be honest its a waste of four survivors' perk slots if you don't tunnel them right off hook. It's so easy to counter. The only problem is when people body block with it but slugging is always an option. They'll get punished for going down and a teammate has to go off a gen to heal them whilst you continue on the chase.
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I'd rather there's a higher chance they did than what the chance is now. It practically doesn't exist.
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All you have to do is not tunnel, I don't get where the huge problem is here. If you're asking yourself if they have DS, you probably did just that.
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You missed the point by a mile. Perks should not ever give you value when you do not have them equipped, they should not ever give you value because you might have them equipped. A perk like that, even if not functionally broken, is mechanically broken and shouldn't exist.
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Why though? You can be paranoid of Unbreakable and pick people up quickly off the floor and yet the perk isn't anyhting crazy. You can be paranoid of every perk. Should all perks stop existing? Lets look at the killer side. If I'm paraanoid about Pop, I won't touch a regressing gen so it doesn't regress further. That gives the killer value without it even being equipped.
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Other than hook someone, which you'll be doing 99% of the time anyway, Unbreakable does not force you to play a particular way even if it's present in the game. Pop also doesn't require you to play in a way to counter it on the off chance the Killer has it. Decisive Strike, like Dead Hard, forces you to play in a way that would counter it even if no-one has it equipped. Why do you think a perk should provide value by modifying a player's behaviour when it's not equipped?
It's not paranoia for a perk, it's being forced to play in a particular way because A) the perk exists B) it might be equipped and C) you'll be punished if you don't. That's bad design, and buffing DS to the point it sees regular use with its current effect is a bad idea.
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Is it a better idea to buff DS or let tunneling flourish as it currently does at five gens? Dead hard was strong not because you had to expect it from everyone. I faced it in its prime and it wasn't hard to bait. One second of baiting didn't punish me as a killer at all. The strong part about it was the distance which wou couldn't do anything about.
You do get punished if you don't think about Unbreakable. Why do you think SWF use it? They are always there for the save which forces killers to pick up quickly or slug which Unbreakable takes advantage of. Therefore, you do indeed play in a particular way to mitigate the chance of them using the perk or getting flashlight saved.
A huge chunk of your gen regresses even more if you don't expect Pop. Killers run it pretty often, almost as often as old DS, so you are forced to make a decision based on the chance of a perk.
People used DS because they were tired of the tunneling and it got the job done.
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False dichotomy right there. You can rework Decisive Strike in a way that helps combat tunnelling without giving it a flat buff that's unhealthy for the game. As I said, Dead Hard was strong for many reasons, forcing counter-play when it wasn't even equipped was one of them because it benefited people not even using the perk. I can support mitigating tunnelling without being all for a terrible idea to do it. Being against A doesn't mean I automatically support B.
Flashlight saves are part of normal game-play, SWFs being tedious and trying to prevent pick-ups is part of normal game-play. It's not Unbreakable that gets someone off the ground in those scenarios. Even if you leave that person to commit to a full chase, it's nearly always someone else that gets them up outside of particular scenarios where multiple people are on the ground. Unbreakable isn't nearly as common as Decisive Strike or Dead Hard were in their prime, either.
We're not even disagreeing on the core point here, we're disagreeing on the how.
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How would you rework it though? I'm struggling to see how you could prevent tunneling whilst maintaining the health of the game simultaneously. I think DS was fine when deactivated during endgame and the nerf later on was unexpected and uncalled for. I don't really believe a perk should be responsible at combatting such an unfun playstyle to face and would desperately want a game mechanic to address that since perks can obviously be problematic as much as they are useful. But, then again, game mechanics will need to adress if someone is actually getting tunneled at five gens which might be difficult to do with DBD's spaghetti code.
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You've already hit the nail on the head, I think. If it is deemed that tunnelling is a big issue, by Behaviour, not the average forumite, it shouldn't come down to a pay-walled perk to fix it. It should be a transparent mechanic that everyone is fully aware of at all times. However, if it's just the reworking of the perk, I also believe transparency is the key. Letting the Killer know that someone has Decisive Strike, say with a buffed effect, would be an extra deterrent on top of the actual effect. No wondering if they have it, no forcing counter-play for an out-of-play perk, no weaponising it to bully people that aren't tunnelling, just a simple warning. Let them know that they can commit to the chase but also let them know it's going to be a bad time if they do.
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Survivor has to assume killers will tunnel,slug or camp. It's no different to waiting out dh.
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Okay, but how does that relate to what I said?
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The most important thing is that DS:
1. Did not give an advantage in winning the game by survivors
2. So that there are no matches where 4 survivors run around with 4 DS, 4 Off the record, let there be some choice, if one took DS, then the other will not be able to activate it
3. I don’t want the survivors to run from the DS to the killer, and then whine in matches that they were tunneled, as often happens
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Survivors have to play as if the killer will slug or camp or tunnel. And that's not even a perk slot used.
If killers proxy camp then 2 survivors should come for the rescue. If they tunnel survivors should smash gens.
Just as killer had to wait out dh, survivors have to circumvent any of these strong plays. It's no different.
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Oh, I see. It doesn't relate all that much.
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