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Make Decisive strike 5 seconds again

dramafinesseXD
dramafinesseXD Unconfirmed, Member Posts: 159

with this perk becoming general it’s gonna be a good solution to tunnelling and most of the community have always stated decisive was fine at 5 seconds idk why you guys changed it to 4 or even 3 in the first place

Now DS is a general perk I think buffing it and making it a stronger anti tunnel for new players that isn’t locked behind a paywall is a great idea

Comments

  • kisfenkin
    kisfenkin Member Posts: 668

    It needs something more to really be worth slotting. Wasting less than ten seconds after the stun on average is not enough value to justify bringing.

    Maybe five seconds haste as well.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,518
  • dramafinesseXD
    dramafinesseXD Unconfirmed, Member Posts: 159

    against S tiers very possible lol DS to nurse is very little sane with blight and spirit

  • Gardhome
    Gardhome Member Posts: 221

    Nah it is already overpowered at 4 second. It needs return to 3 or even 2 seconds. And decrease time on half when its activated

  • Wezqu
    Wezqu Member Posts: 845

    Its currently in good spot being at 4 seconds. This perk does not need a change.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,796

    5 second DS isn't a big deal. it should never have changed

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,648

    I dont think the Perk will be that good when it is at 5 seconds. I mean, it totally SHOULD be at 5 seconds, them nerfing it back to 4 was baffling. (Granted, their plan was to have a much longer animation so that the 5 second stun would have been worse than the 3 second stun before…)

    And 5 seconds nowadays are not the same as 5 seconds years ago. Maps are a lot weaker and Survivors find less to use. When you reached a strong structure before, you might not reach anything meaningful nowadays.

    But as @kisfenkin said, DS needs more to be effective at tunneling. DS should basically be a punishment for the Killer, not a mild inconvenience, because currently even the weakest Killers can tunnel through DS. And the stronger ones can basically ignore it. (And to be honest, the strong Killers are usually the ones who tunnel more, because sweaty people tunnel and sweaty people play stronger Killers)

    There are two solutions which were floating around on and off:

    • Stunning with DS disables the Killers Power for some time. This would also hit strong Killers harder than weaker Killers, because they would lose more. A Blight being an M1-Killer without a power for lets say 15 seconds would hurt more than a Trapper being an M1-Killer without a power for 15 seconds. It would also make it possible to actually get away from a Killer who is tunneling, because the strong Killers like Blight, Ghoul or Nurse are back on you immediatly, they could not do this without their power.
    • Or DS should grant a certain amount of time of no grunts of pain, no scratchmarks, no blood and haste for the Survivor. If they would have lets say 15 seconds of being silent and leaving no signs at all, the Survivor might have a chance to get away.

    Either of those should be done. But DS back to 5 seconds alone will not really make the Perk good at what it is supposed to be - Anti-Tunneling.

  • MrRetsej
    MrRetsej Member Posts: 157

    We already saw what it was like at 5 seconds and at 3 seconds. Neither one was fair. 4 seconds seems to be the sweet spot.

  • jesterkind
    jesterkind Member Posts: 9,564

    To be fair, the version of DS that had a five second stun and wasn't fair was unfair for reasons unrelated to the length of the stun.

    We've never had a version of DS that has a five second stun but that can't be used in the endgame and deactivates with Conspicuous Actions, to my recollection. That would be the sweet spot in my opinion.

  • Philscooper
    Philscooper Member Posts: 314

    honestly now that its a general perk, its more likely to be nerfed than ever be buffed.

    i would love for it to be 5 secounds, because i dont see a reason why it shouldnt be good at its one function, anti-tunnel.

    the only people who complained, where killers tunneling.

  • aNAAA
    aNAAA Member Posts: 49
    edited December 22

    4sec but maybe u can use 2 times… + remove blood lust if u chase player unhook…

  • FrostburnICS
    FrostburnICS Member Posts: 19
    edited December 22

    Hey, four digit hourcount giga-sweat back. I play both survivor and killer at a competitive level, am top 100 on the 1v1 ladder, and have extensive experience winstreaking on both survivor and killer

    *In a vacuum*, stunning the killer for a few seconds doesn't seem that crazy but when you stack your advantages it becomes genuinely overpowered.

    I'll make an analogy to explain why i dislike perks like decisive strike. Imagine a game where people have to cross the road, and cars must run those people over. Coordinated pedestrians have all of the tools necessary to dodge these cars. They can track them with gps's, Know there routes by reading paper maps, use mirrors to look around corners, and have radios to communicate what to do. They have all the tools necessary to deal with anything the cars can try. Soloqueue pedestrians, on the other hand, must blindly cross the street and just hope the car doesn't hit them.

    While i disagree with people on this, i understand why people defend this perk. A perk like decisive strike feels completely neccessary for uncoordinated survivors, because they straight up don't have the tools to counter a tunnelling killer basekit. The equivalent of decisive strike for our car analogy would be if the developers decided that yes, crossing the street is too hard without these tools. So, they add sporadic concrete barricades to the road to make to make it harder for the cars to run people over.

    This is a very uninspired, but functional change for the soloqueue pedestrian. But what about the coordinated pedestrian from earlier? Now, they still have every tool that they previously had (as is good design,) but there are also arbitrary concrete barriers that still protect them. In an attempt to protect soloqueue survivors, you have made the coordinated survivors effectively impossible to beat unless you:

    A: bring equally overpowered perks and killers

    or

    B: skill gap them by a significant margin

    BHVR should be trying to let soloqueue pedestrians have the same tools as coodrindated pedestrians. It is literally impossible to balance a perk like decisive strike around both soloqueue players and 4-mans.

    I would like to see basekit vc or ping system (preferrably consulting players such as Laser_EU or V1rtual on said ping dial.)

    I wouldn't even mind full map bond. That would be mildly convenient for players of my skill level (we already communicate our positions precisely and at all time anyways,) but would be essential information that is otherwise impossible to obtain.

    Would this make the game more survivor sided? Yeah, probably. No different to the action icons added around a year ago. I don't think the game being theoretically X sided is necessarily a problem though, as long as the game is fun to play (most good players agree that the game has always been survivor sided anyways, so nothing would change)

    In my opinion, adding arbitary barricades with little to no counterplay is not the ideal way to go about balancing. The tools to solve these "problems" with the games design already exist. You just have to allow the average player to utilise them. Playing survivor is a team game, but unfortunately bhvr is terrified of players treating it like a team game.

    (Obligatory plead for blight hugtech to be readded and for him to lose two tokens on kick)

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    Post edited by FrostburnICS on
  • Slurp_Ramen
    Slurp_Ramen Member Posts: 31

    I’d be fine with 5 seconds but let enduring affect it again.

    We need more perk synergies/counters as they’re more engaging.

    Although nothing should reach the likes of FTP+Buckle up. That was a spooky time