Second chances perks are a mistake
The fact that players who make a mistake can make a comeback is ridiculous, and that goes for both sides. Dead hard is still on full throttle, unbreakable breaks the game proven by self recovery basekit ptb, endurance perks, NOED, decisive strike, etc.
Rework or remove them. It's as simple as that.
Comments
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second chance perks exist for survivors because a single mistake can and will throw the whole match for their whole team.
and since this game's base design implies survivors cannot communicate and avoid lots of macro mistakes, such are unavoidable and therefore inevitably have to be cowered with perks like that.
it's not a flawless approach, but thanks to it average survivors dont immediately collapse if the killer gets a chance to punish them for poor teamwork or positioning.
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In every single multi-player video game with a customizable character the players will choose to build that character around enhancing their strengths and covering their weaknesses.
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Why is Decisive Strike still being complained about?
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Because survivors doesn't use decisive strike to counteract tunneling but as a tool to abuse it. They slow vault to try and force a grab, they fast vault a locker, they chase you or try to CJ tech.
They do nothing what it should dk instead they use this perk as a leverage against the killer, which is yet another design flaw.
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Survivors with DS active can not progress the game in any way for 60 seconds. Now you only have to worry about 3 survivors instead of 4 and if you're chasing a survivor and the DS user is trying to chase you… congrats now you only have to worry about 2 survivors on objectives!
Killers have numerous ways to go around an aggro DS via ignoring, slugging, killer-specific powers, etc. Falling for a DS bait in 2024 is walking into an "issue" that could've been really avoided.
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