Everyone who complains about DS nowadays isn't as skillful as he thinks
Imo that's the case. I only see complaining and whining about that perk from killer mains who think they are good but in reality they are mediocre at best.
Can we please stop the discussion about that perk? It's in his best spot ever but more importantly it's absoluty balanced and only punishes bad plays. Bad plays from players who are bad honestly.
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I completely agree it is balanced and don't want the perk touched.
That being said, I've complained about being DS'd 4 times in a match before because I didn't even tunnel. In fact, I played so well I downed people so fast their counters were still active and I got DS'd by not tunneling. That was annoying.
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I can see where u coming from because EXACTLY this happens to me aswell quite often. But see it from that perspective: u r already dominating the ######### out of them, whats gonna DS change? Not much.
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Unless it happens in the endgame, where the combined effects of DS and BT will give you invincible survivors here and there.
Having DS active even after hooking 2 other people is dumb. But whatever
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Just nerf it to 30 secs problem solved no need for it to be 60 secs
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All they need to do is make it so if you hook someone else, the activation window for DS ceases until that person gets hooked again.
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I agree that the change would be fair, but I don't think it is needed.
No other perk is put under the same scrutiny as DS is, and that's because balance isn't the driving factor. I'd rather have stats justify it, rather than simple gripes.
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DS really isn't as horrible like it's previous state. If anything it's just frustrating when it happens.
It is pretty easy to avoid though. If the hooked person runs into your arms, yes it is smart to down them again (call me tunneler i dont care lol), but instead of hooking just slug them.
It still will slow the game down just about the same as a hook and you avoid DS if it bothers you too much.
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I dont think it'll make a massive difference, it'll just make the quality of life for the Killer a little less frustrating.
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it 100% would.
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make a difference, I mean. still can't edit for some reason
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It changes the potential outcomes of the mechanical interactions. So it's not just QoL.
An example of QoL would be the ghostface detection zone increase, since you could always have Ghostface be in an arbitrarily small non-0 detection zone so long as you have LoS with him, and a bigger detection zone doesn't let you detect him without LoS.
Or the Nurse teleport assist addon, since it doesn't improve her stats but just makes her easier to execute.
Or stake out since Great checks can always be hit anyways.
Or the act of seeing a gen counter because it's redundant with the notification.
Or having it say when you are preforming actions faster/slower than base
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I don't think so either, but that's the problem. DS is inherently frustrating for a good reason.
People will always complain about DS because it prevents them from playing the way they want (and it's a punishment). They hold DS under a microscope for little reason but annoyance. This minor, symbolic change will only placate people for a fat two minutes because it doesn't change much.
Unless the change will contribute to balance, I don't see justification.
edit: I also agree with other posters. It's not QoL. A QoL change would be a timer.
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Fun fact, if you use Make Your Choice, then you should know exactly the DS timer ends because both DS and MYC has a 60 second timer when the unhooked survivor is rescued. Therefore, once your MYC timer ends, it's safe to pick up the DS survivor.
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Also MYC is a pretty good counter to DS too because it encourages you to go for the savior, and discourages the savior from healing the injured survivor.
If you're good, you get a hook. If you're bad, you get an easy slug and then a hook after 60s.
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@Visionmaker my main altercations with it is the ds user making saves on another ds user. Both are in their immunity state. How is that fair play? Again as people suggested a hook after they have been unhooked should be the nullifier.
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@Jdsgames You slug. They are not immune, they just should not be picked up for 60s.
If they are both injured, you get to slug both of them. Unhooking in front of the Killer is always a bad play and puts Killers in an advantage, not the other way around. You lose the advantage by not countering their perks.
This is exactly why I don't think DS needs to be nerfed.
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If it does change, what I think is fair is it's reduced to 30 seconds, but doesn't deplete in a certain range from the killer (or the TR).
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It has easy counterplay it doesn't need any changes some people don't understand that though.
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I can see where that would be annoying, but at the same time there are times when survivors ARE tunneled and don’t get to use it. That is just as if not more annoying, since you brought the perk to counter tunneling. To me that just makes it a wash, and it’s best if they don’t touch it at all.
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@Visionmaker if I wanted a slug fest I would play omega blink nurse.
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@Jdsgames Then it's not about the perk, it's about entitlement.
Eat the DS and move on.
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Forcing them out early when doing well is annoying, but nothing like when the gates are open though. Luckily you can tell if someone has it or not anymore by how they act which makes it significantly easier to deal with now days.
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Not really a counter but more like a motivation to ignore the unhooked guy.
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