The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Decisive strike slight rework change
This rework will make Decisive strike actually a anti-tunnel perk
Upon being unhooked, Decisive strike will be active until someone is hooked, then is disabled until you are unhooked again. The stun time is 4/4.5/5 seconds and the survivor can move freely after 0 seconds
This actually punishes tunneling AND if someone is hooked before they come after you they cannot cheat death as easily as before
Comments
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I honestly think it's balanced right now. No changes are needed in my opinion.
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"Decisive strike will be active until someone is hooked"
So that player cannot be picked up until you hook someone else? Um no thanks I don't want an even more powerful version of old DS.
Off topic: I notice you very commonly take idea's from other threads that people have suggested and post them as your own thread.....
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So it will stay active until somebody else is hooked? What if the other teammates are quite good at looping and the killer finds you again? Happens quite a lot. DS has a counter, which is slugging. Unless something doesn't have a counter or has a really strong effect I see no reason why nerfs would be suggested.
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And what would stop a survivor who has been most recently unhooked from bodyblocking the killer every chance they get? What if the survivor has no mither? Let them get up or pick them up and suffer a 5 second stun and let them get up for free? This can be so easily abused by smart survivors since they are practically immune until someone else is hooked.
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That would be interesting in theory, but say I, as the killer, intentionally look for someone else after you are unhooked. I do my best to track them down but they vanished like a fart in a wind tunnel. Instead, I go back to patrolling only to find you by random chance a minute later. You would still be able to use DS on me even though I did not intentionally chase you off the hook.
To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over.
I think it's important to keep the timer on DS. Finding someone a minute later would not be tunneling.
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"You would still be able to use DS on me even though I did not intentionally chase you off the hook.
To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over."
I mean let's be honest, this is exactly what happens in its current state just with a minute timer on it. That isn't an anti-tunnel perk.
The timer just needs to be 45 seconds. At a minute it goes far beyond an anti-tunnel perk.
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But, then again you have to keep in mind as a killer, the killer could be looped by the person he's tunneling for a minute ;) So the timer would still not prevent tunneling, But it is understandable to have so DS won't be over used constantly. It's just going to be difficult to balance it enough where it is actually usable and where the killer won't Tunnel. (I tunnel either way lol gotta get that Myers 4K).
So both sides are understandable so I would say increase the Timer to about:
Teir 1: 60 seconds
Teir 2: 75 seconds
Teir 3: 90 seconds
This would keep the timer and limit the tunneling to maybe once or twice per game and per unhook.
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You realize how completely broken that would be?
If it seriously took the killer that long to down you then he's already lost the game in the first place because that chase cost him a couple gens, for one hook.
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You're just bad and want old ds back.
Do you realise how dumb your suggestion is?
It does what it's supposed to, prevent tunneling, you have 60 seconds, which is more than enough to get away from the hook and get healed.
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Seriously. Like we haven't seen the original post already.
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This is true, although if I find you by chance nearly a minute later, I just have to wait a few seconds and the timer runs out. If it only deactivates when someone else is hooked, it'll never deactivate.
I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless.
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DS is fine. Stop crying.
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@Dwight_Confusion I am not complaining, just angry it does a different job than anti-tunneling
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But it does exactly that. You're not always going to have a safety net. Look at the current state of play.
You have I-frames till you gain control of your character when unhooked.
DS gives you a 60s window where as long as you can hit a skill check you won't be in any real danger of being hooked again.
Then you have your teammates to rely on with perks such as Borrowed Time, MoM, or good ol'fashioned bodyblocking.
The game is meant to be a team experience for survivors and they don't take that into account when they ask for this stuff. You've got 3 other people in the game who regardless if solo or swf are supposed to be helping you. Killers don't get any help from anywhere else unless we have a perk that gives us a boon for a certain situation.
It is a shame you can't trust your teammates to do more than just take you off the hook. It's also a shame that right now the best pressure tool for 70% of killers is having at least one survivor dead as quick as possible.
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@ReikoMori You can literally not tunnel and it will still work, believe me I have had it happen so much I was in pain every time
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I've had it happen to me as well, but that wasn't what the person I responded to said. DS does a great job at being a solid limited time counter to tunneling, but at some point if you're getting caught out you just need to get back on the hook.
60s at tier 3 is a good feel as well. Enough time to know you're not going directly back to the hook and even if you get downed you're on the ground long enough to benefit from tenacity, flip flip, unbreakable, etc.
Players just have to be more comprehensive in their problem solving. As killers we already know the best plays: Eat the DS to take it off the board early or slug and come back to them later.
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Well I'd agree with you on waiting a few seconds if I was able to see the timer but as the killer I cannot.
"If it only deactivates when someone else is hooked, it'll never deactivate."
I agree, I don't think OP's idea is the best.
"I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless."
I can see what you're saying, but even at 45 seconds that is a long time for a teammate to get them up if he decides to do that. Also, that is countered by the myriad of anti-slug perks survivors have available right now. Glad to know it's still being looked at though.
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Oof 4 Downvotes..for just fixing the D.S timer.
60 Seconds is good for the D.Strike Timer... So That's not why you downvoted... (60 Seconds = 1 Minute)
75 Seconds just adds 15 Seconds onto the Timer... (75 Seconds = 1 Minute 15 Seconds)
90 Seconds just adds 30 Seconds to the timer... (90 Seconds = 1 Minute and 30 Seconds)
I see this as a reasonable change.
Also @Blueberry I personally don't think this would break the game. This would just increase the timer slightly per Perk Teir. I played both sides.
Old D.S as a Survivor: made me feel like a god.
Old D.S as a Killer: Oops dropped something *Whacks within 3 Seconds* ah got it again.
New D.S as a Survivor: Welp... I ran this killer for 1 minute after unhook and he's still tunneling...
New D.S as a Killer: Hah I got you my little friend... *plops on Hook after the Minute is up*
My proposed change would make it more of a challenge for the killer.
I think my change is oddly more balanced than the OP's and i used @Peanits comment about the timer and the OP's comment about tunneling and I made a balance between both. So if a killer wants to chase you after unhook D.S would pretty much be ready within that 60/75/90 Second timer. But this perk will still be the same perk just a minor buff towards the timer.
So correct me if this is wrong but... How is my proposed fix to the timer and tunneling a "Game Breaker". I am just curious because it's not like I'm asking for the original D.S. back. I'm just asking for the timer to slightly get buffed. lol and I got 4 Downvotes for it which doesn't make sense since it's pretty much balanced.
Post edited by Micheal_Myers on0 -
Just put an or clause.
60 secs or until another survivor is hooked
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Agreed. It's time to leave decisive strike alone and put effort into other things.
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Maybe changing the timer to 2 minutes and if someone gets hooked DS vanishes immediately? Cuz I personally get pissed when I hook someone else, but find the one who got unhooked previously and get DSed
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Anyways ds is not an anti-tunnel perk
Tell me what stop the killer from chasing that guy?
a 5 seconds stun that can be decreased by enduring? Seriously?
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They're updating Enduring so it only affects pallet stuns. It will no longer decrease the stun time for DS.
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And they're shaving 2s off the stun time to compensate...
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They didn't announce that.
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The way they have it now is anti-tunneling. What you suggest would not be anti-tunneling. If you get unhooked and you happen to be the next survivor I find and down again it doesn't necessarily mean I'm tunneling you, particularly if enough time has passed. It means you're just really bad at hiding from the killer. An anti-tunneling perk needs to be timed like it is now so that way if a killer camps the hook and then chases the same hooked survivor he'll get the ds.
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