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Decisive Strike Update

With all the talk about nerfing tunneling and buffing not tunneling, I think its time DS got reworked to truly focus on its effort to punish tunnelers only.

I find it a common occurrence as someone who rarely tunnels people that I hook someone, go enter a new chase, hook someone else, they get unhooked, I find them like 30 seconds later, down them, and BOOM DS, even though they aren't being tunneled.

Yes they are rehooked between 1 minute of their unhook but if the purpose of DS is to prevent tunneling it shouldn't punish killers who are playing their killer efficiently and skillfully.

I think DS should deactivate if after you've been unhooked, someone new gets hooked.

Comments

  • Shirtless_Myers
    Shirtless_Myers Member Posts: 509

    No, this wouldn't work as it has been discussed before. If you are camped and the previous survivor is downed during the unhook. Then you are immediately downed because you can't make any distance, DS would then be deactivated after they hook the previous player, not even ten seconds later.

  • BloodBird
    BloodBird Member Posts: 263

    ya but put a timer on it than, if its within 30 seconds it stays active, after 30 seconds its conditional on no new hooks occuring.

  • jesterkind
    jesterkind Member Posts: 9,828

    The immediate concern here is hook trades. Say you're on the hook for a while, someone's injured coming up to the hook, and they go down as soon as the unhook animation ends.

    The killer picks them up, hooks them, and immediately targets you. They're still tunnelling you - chasing you soon after you're unhooked to capitalise on your vulnerability - but suddenly you don't have your DS up because the person coming for the save traded to get you off the hook.

    It's not the worst fail state in the world, those situations are fairly niche + hopefully we'll see the return of the actual basekit anti-tunnel fairly soon, but it's worth mentioning in discussions.

    Also this isn't a rework, it's just a nerf.

  • crogers271
    crogers271 Member Posts: 3,480

    Yes they are rehooked between 1 minute of their unhook but if the purpose of DS is to prevent tunneling it shouldn't punish killers who are playing their killer efficiently and skillfully.

    1: They stayed off gens for a full minute? Congrats on the survivors throwing I guess.

    2: This seems to be going around, but I don't know where the idea came from that because a perk is designed to be anti-tunnel, that must be its one and only use ever. It'd be like saying because Dead Man's Switch is referred to as an anti-gen rush perk, the killer shouldn't get information from it. DS is primarily an anti-tunnel perk, that doesn't mean its the only way it can be used.

  • Shirtless_Myers
    Shirtless_Myers Member Posts: 509

    Or, you could leave it as it is, as Decisive Strike is a non-issue perk currently. Nerfing the only anti-tunnel perk is very strange. I'm not sure why you want to complicate things when the survivor would have done nothing for sixty seconds after being unhooked to get the stun off before the generators are done.

  • I think it's fine as-is. Further complicating its design to accomodate scenarios that only happen when the killer is overperforming/the survivor team is underperforming seems unnecessary.

  • MashedBroccoli
    MashedBroccoli Member Posts: 377
    edited September 2025

    so heres how i would change ds.

    The perk no longer deactivates if you heal or do gens. However if after unhooking you take a protection hit after 5 seconds it deactivates. This would eliminate the weaponization of the perk and make it a true anti tunnel perk.

    Maybe 5 seconds is too long but sometimes due to auto aim you hit the wrong survivor after the unhook the survivor isn’t even trying to body block.

    I don’t run ds because it feels like im just wasting time being useless, i can’t do anything but use it offensively. It’s supposed to be a defensive perk.

  • Cassiopeiae
    Cassiopeiae Member Posts: 391

    Bro, if you eat a DS, you tunneled. The perk shuts itself off the moment the survivor does basically anything. If they go out of their way to run at you just to use it, that’s them throwing, no reason to complain. And let’s be real, it’s the only actually viable anti-tunnel perk left.