http://dbd.game/killswitch
What are your thoughts on current DS?
It’s been a year since the last change to DS (nerfing the stun to 4 seconds) and I wanted to see what others think of the perk currently. I think it’s in a perfect spot of being a threat but not super abusive as it was in the past. Sure the locker force DS will always be in the game but other than that I don’t have a problem with DS. When the stun got nerfed from 5 to 4 I thought it was gonna make it useless again but it seems that with the 4 second stun 9/10 times it allows me to get to a nearby resource so in the end it didn’t change all that much.
Comments
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Still a very decent pick, just not as 'guaranteed' as 5 seconds anymore. Won't help you against Nurse though.
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It's pretty good. 4 seconds is the minimum to stand any sort of a chance against most killers.
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It's definitely a good anti-tunnel perk again. 4 secs definitely feels a lot better for killer, 5 was just excessive, people would t-bag and still make a lot of distance. However i feel like the perk has become a must have again. Also, as killer i hate when survivors stack anti-tunnel to use it offensively.
All these things need to be addressed with the anti-tunneling quality of life update they are doing. Perk reliance for the matter, and it's exploitative nature.0 -
Not exactly good, but we don't really have much in terms of self-protection against tunnelling, so it has to suffice until we get the base anti tunnel prevention in phase 2.
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I think it speaks for itself that after 2 years of 3 second DS and another year of 4 second, that we have "anti tunnel" on the road map.
Clearly 5 second DS was the minimum that even gave killers any kind of pause, and it's current state is insufficient.
Now, maybe that would change if the anti tunnel is meaningful to actually inhibit or deter tunneling. If the upcoming mechanic is actually useful then 4 second DS could be reasonable.
But "maybe" in a future patch that we have no details for yet, means that DS has been undertuned for a long time.
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There really was no need to change the stun duration. DS was largely a perk, after the conspicuous actions nerf, that really only came into play if you tunneled.
That's not to say it never came into play if you didn't tunnel, but in those cases it's very clear that the survivor wasn't contributing to the objective which effectively made it easier for the killer.
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DS is still being weaponized against killers that weren't trying to tunnel. Survivors don't want to "waste" DS, so if the killer isn't trying to tunnel them, then the DS user will aggressively bodyblock, or do other things to hinder the killer from chasing anyone else. It's pretty much the problem that all endurance-based anti-tunneling has, where survivors want to weaponize it against killers that aren't trying to tunnel.
Honestly, if BHVR can manage AI to figure out if survivors are trying to Go Next, then they can get AI to figure out if a survivor is purposely trying to hinder the killer from chasing other people, and that should be considered a conspicuous action.
-2 -
Almost no antitunnel will help you against nurse which knows how to use her power thats it.
Only problem I have with ds is that its still not that good perk, if killer want you tunnel out he will still go through it and wont care, it hurts more when you dont tunnel survivors still try to force you eat it.
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imo Survivor trying to weaponise DS = Survivor being basically useless.
Sure they can try to bodyblock you but if they get slugged and don't have UB, congrats that's free pressure since you're now pressuring 3 survivors at once (The slug, the dude who was being bodyblocked for and the person who has to come pickup the slug).
Though I will give you this, OTR + DS in a bodyblock scenario is actually kind of BS. So you're not completely wrong.
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By that logic, survivors should be happy when killers camp a hook, because it means all the other survivors get to repair generators without being interrupted.
-2 -
That's not remotely the same logic to be honest. Those are two completely different scenarios but sure I'll bite.
If the Killer's camping, then yeah drawing out the rescue as long as possible while people crank out gens is quite honestly the smartest move for survivors and I'm pretty sure that's what happens in comp dbd. Which is funny because it's also incredibly boring.
Just like being bodyblocked by an endurance gamer is boring.
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It’s still an incredibly strong perk by virtue of being anti-tunnel when we have relatively few of those options (and a lot of trash perks), but actually getting value out of DS against killers with mobility or range is dependent on both the map and coordination with a team.
And devs have said they will not add a condition to disable killer power shortly after using, so I think the best thing to do is leave it as is and see what the new anti tunnel changes do.
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It's the exact same logic, because you're trying to tell killers they should be happy when survivors bodyblock, because it means less survivors are on generators. That logic says the the number of survivors on generators, is the absolute most important thing in the entire multiverse.
Otherwise, your whole argument falls apart. And we would be able to say things like "NO! Killers should not be happy when they get bodyblocked, because it seriously doesn't matter if it means less people are repairing generators".
-9 -
It was said that it wouldnt be good and surprise: it is not good.
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I never said killers should be happy, that's you putting words in my mouth
I said that survivors who try to force DS are actively throwing and giving the Killer free pressure, which they are if the Killer doesn't fall for it. Not to mention giving away that you have DS is a stupid idea.
The number of survivors on generators IS one of the most important things, how is the survivors doing their primary objective not important
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What exactly is your argument? I complaining about survivors weaponizing DS, and you said it's "free pressure", as if I should be happy that I'm being bodyblocked.
What emotion should I be feeling? Because I don't think the survivor is giving "free pressure" when they are weaponizing DS. And yes, I'd rather that survivor was repairing generators instead of weaponizing an anti-tunnel perk against me when I'm obviously trying to chase someone else.
-3 -
I just explained how it's free pressure though. Like yeah it's boring and frustrating when you're not trying to tunnel them but it doesn't change the fact that if you slug them and go for the person they body blocked for, without UB somebody has to get off gens and pick them up aka 'free pressure'. (It's free because the survivor with DS is getting in your face and wants to go down)
Feel however you want about it, that's none of my business.
My argument is that it's a bad idea for survivors to do it because good killers will punish them for it either by just eating the DS and tunnelling them anyway or slugging them. I don't get what's so hard to understand about that.
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The part I have an issue with, is when you say things like "good killers", which heavily implies that if a killer doesn't agree with you, then they're obviously not a good killer.
Survivors aren't weaponizing DS, because they are "confused" and "don't understand good gameplay". They do this because it can be an effective way to occupy the killer's time.
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No, it has nothing to do with whether they agree with me or not. When I say "good killers" I mean people who see the situation and would go "wow this survivor obviously has DS, they can stay slugged" and don't fall for the survivor's obvious bait. Newer/inexperienced killers will fall for it and thus the survivor gets value from their perk as opposed to just being left on the ground.
Also yeah I never said that second part. Survivors who try to weaponise DS know what they are doing. They just expect The Killer to be the clueless one in the scenario.
"He'll eat my DS and we'll both get away" or something like that.
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Nope. The doesn't work either. There's no "fall for the survivor's obvious bait". If a killer is forced to waste time to knock a DS user to the ground, the correct action is to pick them up, eat the DS, then tunnel them out of the game.
So let's review here. You're calling killers "Newer", "Inexperienced", and "clueless", if they pick up the survivor that obviously has DS. That is a lot of name calling that you're doing.
-5 -
…No? What are you talking about
This is your scenario:
"I am going after a survivor who just unhooked someone however the person who got unhooked is blocking me!"
So then down the person who obviously has DS and keep chasing. Don't fall for the bait/don't let them have perk value. Take the free slug pressure instead.
It's not name calling, it is a fact that newer/less experienced killers will fall for survivor baits compared to those who know what tricks survivors will pull against them. If you think that's "name-calling" then idk what else to say that's just trying to dismiss my point with a petty response.
Again, just to re-iterate - I'm going off of YOUR scenario of not wanting to tunnel off the hook. If you don't care about tunnelling then yeah, tunnel the dude with DS. Why not, they are asking for it. But in YOUR scenario you said you don't want to do that.
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It's in a great position as long as long as you remember it's intended to be used near a pallet, loop, or window.
-3 -
Except you aren't just carrying those around in your pocket.
Maps, tiles, and pallets have been consistently nerfed over the years, and you don't get to choose where you are hooked, or where the dead zones are.
In fact, the only way you might even have a chance at getting to a pallet is to have a perk that shows you where to go immediately... And Windows of opportunity is literally one of the most complained about perks.
If your "anti tunnel" protection relies heavily on your opponent's choice of hook, RNG, and you running a supporting perk, then that is not a perk that is "in a good place".
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There's no "fall for the bait", it's objectively better to eat the DS and tunnel out the DS user. Killers aren't "newer/less experienced" if they pick up the DS user.
-5 -
Yup, it's important as a survivor to have good positioning, I agree. If I'm running out into the open with nothing nearby and I go down, that's on me. Generally survivors have full control over where they go down. It's all about positioning yourself well whenever your area of operation is. If a killer starts chasing, it's important to bring the killer to a position that's better for you. Avoid deadzones, and be perceptive if stealth is in play. If pallets are low, then ensure you have an exit plan where there at least a window or a loop with them. Pallets are a precious resource, so it is vital that survivors play smart and dont waste them - you'll want as many as you can in the endgame. That's also why experienced survivors may choose to go down instead of using a god pallet so that god pallet is available later in the match when someone is on death hook. It's all about resource management of pallets and even hook states. If survivors are just blowing through resources willy nilly with no thought, that's a problem they should need to deal with, not a perk that just undoes the risk.
So sure, pallets may get reduced, but loops and windows are always available. If you're going down drag the killer to them, then hit them with that DS, and bam, you're extending the chase even longer for your teammates. A single loop can add a lot of time to a chase. Thats the power of DS.
This guy plays entirely perkless and is very good at showing survivors how to effectively play. I definitely recommend checking him out. Getting to one of these loops alone is worth DS' weight in gold.
Post edited by RpTheHotrod on-4 -
Yes there is, to claim it's objectively "always" better to eat a DS and tunnel someone is ridiculous. There's tons of scenarios where that is a horrible idea and you know it dude.
you're also again intentionally misrepresenting what I said.
I will reiterate it again - lesser experienced/new killers will fall for survivors baiting DS more than ones who know when a survivor is doing it.
Here I'll even give you an example:
Killer hooks Dwight.
Meg unhooks Dwight.
Killer hits Dwight triggering his endurance. Dwight jumps in locker.
Now according to you, the killer should just grab him from the locker and eat the DS, Right…?
Or they could just wait for them to bleed out from the deep wound instead. Now they are slugged and you can pressure someone else and get them later while also forcing someone else to get off gens!
A lesser experienced killer would just open the locker, get DS'd and boom - now Dwight no longer has deep wound, can run away and can even use his Dead Hard that he got from being unhooked. Oops.
It's a stupid example but it goes to show that sometimes people get baited into making mistakes. It happens. DBD's a game that can always surprise you.
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It's a difficult one as the obvious issue is, it punishes the weaker killers for tunnelling but Nurse and Blight will take eat the stun and immediately down you again if you didn't manage to go down again in a good spot.
It is probably no coincidence some of the worst tunnellers I see are Blights in particular, far more than Nurses
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Yes. According to me, the killer should just grab Dwight from the locker and eat the DS.
Your scenario has the killer wasting time standing next to a locker, and they don't even get a hook state out of all the time spent chasing the original target + the time spent chasing the DS user + the time spent waiting by a locker. Spending all that time, just to slug a survivor, isn't worth it.
-7 -
So waiting 20 seconds is bad but eating a 4 second stun and going on what could be a prolonged chase against someone who could have perks like DH etc in the backpocket is totally okay and not a bad idea? While the other 3 survivors are all cranking seperate gens each? Really.
I mean hey, to each their own it's your playstyle.
Though In actuality, you probably won't wait the full 20 seconds because you know what survivors do when they realise you're waiting out deep wound? They will try to bait you into grabbing them by slowly getting out/getting back in in which case you m1 them and boom they are slugged.
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I don't care if 3 survivors might be repairing. I honestly don't care.
Because if we really want to talk about bad scenarios, we should mention that some people run DS + unbreakable, which means the survivor might just pick themselves off the ground if the killer slugs them then leaves the area.
I also don't care that 3 survivors might be repairing, because if I hook the DS user, it's extremely likely they will be on the 2nd hook state if I hook them. And the best type of "free pressure" is a survivor that is 1 hook away from being sacrificed, because that might cause multiple survivors to leave generators, in an attempt to protect the DS user from getting their 3rd hook state.
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lockers literally exist btw, not to mention that you can pair DS with Unbreakable or other anti-slugging perks like Soul Guard. You can even use Plot Twist with it to force the killer in an absolute lose-lose situation.
All in all, DS has always been a good perk that actually has skill floor in terms of knowing how and where to force it
-7 -
how long till we stop exaggerating changes made to maps and act like maps have been "consistently nerfed"? You have cases like Ormond Lake Mine which is basically Wreckers Yard/Coal Tower level of balanced, minor nerfs to Eyrie with main (still very strong mapfor survs and basically only maps that habe neen absolutely nuked are Haddonfield and Vecna's map.
In fact, the only way you might even have a chance at getting to a pallet is to have a perk that shows you where to go immediately... And Windows of opportunity is literally one of the most complained about perks.
or, if you play in SWF, you can get 24/7 info on where non-dropped pallets are, where to take chase and where you can force DS. WoO is one of the most complained perks because it hardcore encouraged many players to an "i see yellow, i run to yellow and drop yellow" mindset.
If your "anti tunnel" protection relies heavily on your opponent's choice of hook, RNG, and you running a supporting perk, then that is not a perk that is "in a good place".
your......most basic gameplay as survivor literally relies on forcing opponent to unfavorable hook selections and it usually has nothing to do with RNG. If you don't understand this yet, i'm not sure how well you actually do with macro aspect of the game
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I'm not sure what point you think you're trying to make when you pick garden of joy as the example.
Having trouble finding a pallet? Try Gideon's! Although you can't even choose your map with an offering guaranteed outside of custom lobbies.
Now do the same thing on rotten fields. I won't wait.
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Except the problem with camping is the death of gameplay. Survivors don't care if they win if the way they get there is by going AFK on hook.
Conversely, bodyblocking changes nothing about killer gameplay.
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It's good imo.
My slow head can't hit the skill check even with a gun aiming at me, so I don't run it.
For those who do, I guess it's great.
As killer, I usually down people bit not pick them up if they came from a hook, and it usually works and I don't get stabbed.
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A survivor using locker or plot twist is, by definition, not bodyblocking, so why are you targeting them if not specifically to tunnel them out?
And UB will still waste a ton of extra time plus a single use perk. Soul Guard won't even work unless the survivors intentionally leave your hex up, which benefits you more than them.
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Because we're getting Go Next, the game should already be able to tell the difference between a survivor that is trying to escape a chase, and a survivor that is purposely trying to get hit.
So the game should be able to add intentional bodyblocking to the list of conspicuous actions for enduranced-based anti-tunneling, like DS.
Therefore, when a DS user is intentionally bodyblocking, they lose DS when they take a hit, so it wouldn't matter if they jump in a locker afterwards, because they won't have DS anymore.
-4 -
That's putting an awful lot of faith in something that we don't even know will work. Or even how it will work.
Also…
Therefore, when a DS user is intentionally bodyblocking, they lose DS when they take a hit, so it wouldn't matter if they jump in a locker afterwards, because they won't have DS anymore.
How are they gonna hop in a locker when they're downed?
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survivor using locker or plot twist is literally forcing you to either leave them so that they are safe (and heal completely with Plot Twist) or eat up the DS. Because you can still choose to chase them and they will just hop into locker or Plot Twist when aggro has been taken, meaning they saved time for their teammate lol.
And acting like UB will be bad too or Soul Guard (basically guaranteed value against killers with possibility of constant map pressure like Billy and Blight because Ruin is almost always their go-to perk) pretty much speaks volume on how you are not aware of how to actually nullify killer's slug pressure, have time on your side because killer wasted time chasing you anyways completely (and indirectly getting full value out of DS regardless).
-4 -
I‘m gonna trigger the downvotes on me for sure.
Ds in my opinion is a bad perk. It is way too situational and that is how I decide whether or not perks are good. 90% of my matches the killer doesn‘t tunnel me or only my teammates, so ds goes to waste all the time. Even when it triggers and you manage to activate it, it doesn‘t do much against all the popular killers and they just down you a few seconds afterwards again.
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it's not situational nor bad at all. Not to mention that you are not only getting value of it if killer eats it up.
You are bringing a perk in preparation for EVENTUAL tunneling.
So all the cases where you actually get the value of perk:
- Killer eats DS up - most obvious one
- Killer doesn't tunnel - you are safe from getting chased any time soon OR you can be annoying for killer and force them to waste more time trying to get rid of you obstructing their other chase
- Killer slugs - other survivor can either reset or you can pick yourself up by combining DS with antislug perks, killer in a lose-lose situation.
This is situation with quite some actual meta perks, people think those are bad simply because people either don't know what getting value of perks is or they simply don't know how to use the perk properly.
The best counterpart perk on killer side for this is Eruption. So many people underestimate it and literally think it's bad while it's in fact one of the best slowdowns and simply the best perk for setting up 3-gens.
There is simply difference between perk that give little to no value no matter what play you or killer make and perks that give great value in specific circumstances you can force very often.
-3 -
Eruption is not that good.
It can, and will screw you over by getting to the 3-gen limit fast.
Surge is just better in every way, imo.
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survivor using locker or plot twist is literally forcing you to either leave them so that they are safe (and heal completely with Plot Twist) or eat up the DS. Because you can still choose to chase them and they will just hop into locker or Plot Twist when aggro has been taken, meaning they saved time for their teammate lol.
But how are they taking the aggro?
If they bodyblock, you hit them, they go down. Once down, they can't use Plot Twist or lockers.
If they use a locker or plot twist, they are not bodyblocking, so why are you switching aggro onto them?
If you are intentionally targeting a survivor that is not bodyblocking and they do have DS up, you are just flat-out tunnelling and DS is supposed to work. If you take issue with that, you just have an issue with the concept of anti-tunnel to begin with, not its execution.
And acting like UB will be bad too
It's a single-use perk that is still gonna eat up a ton of the user's time which takes pressure off the killer.
or Soul Guard (basically guaranteed value against killers with possibility of constant map pressure like Billy and Blight because Ruin is almost always their go-to perk)
Except Soul Guard requires the hex to still be up in order to get value from it. When the hex goes down, so does Soul Guard. You really think it's a good trade for survivors to intentionally leave persistently effective hexes up all game just for a single bodyblock? You wanna risk the Devour Hope on the off-chance that you can bump the killer?
Think of it from the survivor side: You either screw over your own team by leaving the hex up, or you give up on getting up from a bodyblock. It's a lose-lose.
So all the cases where you actually get the value of perk:
Killer slugs - other survivor can either reset or you can pick yourself up by combining DS with antislug perks, killer in a lose-lose situation.
I mean, dude, legitimately?
DS doesn't work if the killer doesn't hook. If they're slugging, there's no DS. At all.
You can't consider it 'getting value from DS' when a perk that is NOT DS gets value.
That's like saying you can repair generators with No Mither because it synergises with Weaving Spiders.
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Because the survivor had an endurance effect, or because they were healed beforehand. For example, one of the popular DS builds is: OTR/DS/DH/Unbreakable.
It’s ok to put faith in the AI system. Anti-tunnel perks should deactivate if the survivor is intentionally bodyblocking, because if they’re intentionally bodyblocking, then they weren’t being tunneled.
-2 -
Because the survivor had an endurance effect, or because they were healed beforehand. For example, one of the popular DS builds is: OTR/DS/DH/Unbreakable.
Okay?
That's not DS, though, is it?
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If a survivor intentionally bodyblocks, it should deactivate DS.
It doesn’t matter what the survivor did before or after the intentional bodyblock. It should be a conspicuous action.
-2 -
The problem with DS is that it is essentially a psyop. Bad survivors think that just because they haven't stunned the killer, it means they haven't got any usage out of the perk. This could not be further from the truth. Because DS impact on the game if used is so massive and there is no tell if the survivor has it or not (besides being the obsession which is highly inconsistent considering generally more than one survivor uses it), it influences every decision the killer makes. In that sense, DS is so powerful that you don't really need to use it to get value out of it, so much so that every survivor in every game against a killer who is aware of it uses DS without it being equipped because as killer, you simply have to respect it's existence.
In my opinion, they should alert the killer if the survivor has it or not. It can be a subtle hint, like the survivor holding a glass shard if they are downed with DS active. That way, you would actually have to use the perk to get value from it.
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Not sure if you're just trolling me here, but I didn't use garden of joy as an example. Did you reply to the wrong person? All I did was provide a link to someone discussing elements of the game. I wasn't referring to the map he is showcasing, I'm talking about his initial discussion which is entirely unrelated to the rest of the video. Sounds like you didn't even bother to watch it and just randomly guessed what was being discussed instead. This guy makes these videos for every map regardless of killer sided or survivor sided because the concepts he discusses works for everything. If you really want rotten fields, just look up his rotten fields video. He showcases that, too. Survivors have nearly complete control over where their area of operation is - thats part of the basic survivor gameplay. Anyone saying otherwise is new to the game.
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S tier perk
-1 -
fine if only 1 survivor has it
busted af when used by multiple
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