A potential change for D-Strike that may make it stronger, but fair

So, I refuse to tunnel as killer because I know how obnoxious it is for survivors to deal with it, and at most, I will slug the person to avoid getting DS'd but to also give them a chance to get brought back up. This also wastes at least two people's time. But one thing I've noticed is that the 1 minute timer is actually very long, and every time I've been DS'd it's not even from me tunneling.


I've had games where I hook someone, walk away towards a new target, get a gen kick in, down a new survivor, first hooked survivor gets healed up, then I run into that first survivor again, down them in Tier 3 and get DS'd. And that to me feels pretty lame because I wasn't even remotely tunneling. So this is essentially punishing me for just so happening to down a guy that bumped into me again.


I do NOT want DS nerfed, and I really like the new design; I run it on all of my survivors. But I would love to see the timer reduced to 30 seconds BUT the timer pauses if you're in chase and within the killer's terror radius. So now if you get slugged but the killer camps your body, DS is not going away. Additionally, if you get tunneled off hook and manage to run the killer for a long time, you're not constantly checking on the DS timer and now know it will not run out, so no more locker grabs to proc it. This change would also not punish killers who just so happen to down a survivor again who still has the 1 minute timer active. This, in theory, makes DS an even stronger anti-tunneling perk. Thoughts?


TL;DR - The 1 minute timer on DS is so long, that non-tunneling killers will sometimes take a DS hit despite having done a bunch of stuff within that time. If the timer was shortened to 30 seconds, but paused during chases and within the killer's terror radius, it now gains more value to combat against actual tunneling. This also allows the survivor to commit to longer chases with DS ready.

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Comments

  • Madjura
    Madjura Member Posts: 2,653

    Yes it's dumb, the situation you describe should never be possible to happen but it happens all the time

    Your suggestion can work but I think a better one would be that all active (usable) DS become inactive when a survivor is hooked. A shorter timer doesn't make it impossible just less likely, a specific condition / time where you know that DS is now inactive would feel a lot better

  • Kebek
    Kebek Member Posts: 3,676

    I also think that current version of DS is far too abuseable and this is decent idea. There are many ways devs could change it to make it more anti tunneling perk and I hope they will.

    I though maybe chaning it to make the timer 1min and 30s but it is disabled if you start to do any interaction like healing, repair, sabo or get healed. That way it would allow you to run far away from the hook and then continue the match after you think you're safe.

  • SensualPotato
    SensualPotato Member Posts: 88

    I am sorry, I think I am not understanding what you're proposing instead.

  • theArashi
    theArashi Member Posts: 998

    In chases yes, but not in TR.

    Killer can chase other survivor in the meantime.

    I'd also welcome seeing it disabled if survivor attempts action like unhooking other survivor as it's silly at the moment.

  • Madjura
    Madjura Member Posts: 2,653

    I think it's dumb that you can get hit by DS when you go after other survivors but the timer is so long it can still trigger even though you did not tunnel

    You suggest to make the timer 30 seconds (+ the other changes to make it not tick down like when in a chase)

    I think that with your suggestion the situation where you don't tunnel but you get hit by DS can still happen, just more rarely. So I think the DS should deactivate (equivalent to the timer running out, you can't use it anymore) when you hook any survivor. This way you have a clear moment where you know that DS is gone. If you set the timer to 30 then you could still (rarely) get the situation where a survivor has 1 second or so of DS usage left but you get hit by it because you picked them up too early

  • SensualPotato
    SensualPotato Member Posts: 88

    Yeah, and I get what you're saying since a cloaked Wraith can burn out Borrowed Time on a survivor. That's why it'd be nice if it was based on proximity to the killer, and not the actual terror radius. Like Dark Devotion always applies a 32m radius to a survivor. So the concept of a default 32m radius to DS, even if a killer has a small or non-existent radius, would still help against stealth Killers.

  • nan1234
    nan1234 Member Posts: 131

    I love your suggestion, but think about this: a Good survivor can loop for a very long time, even while injured. So, it means that if a killer found this survivor in 30 seconds, he can be looped for a minute, and then suffer DS( because the timer has stopped). That’s too much imo.


    my suggestion is this: 30 seconds for DS, and if the killer initiates chase with you, the timer resets. It can happen for only one time per hook. So, if the killer chases you, lose you and then chases you again, it won’t reset. Not perfect, maybe better then this (excellent) version of DS.

  • SensualPotato
    SensualPotato Member Posts: 88

    Ah ok, I understand now. So if I hook a new survivor, a survivor who had DS ready now will have that inactive since I clearly am not tunneling that specific person and have done other things.

  • LordGlint
    LordGlint Member Posts: 9,796

    @SensualPotato

    Making it TR dependant just makes killers with small TR benifit more while having a large TR just sucks. I dont have any problems with the 1 minute timer by itself, but rather ppl's tendency to actively work on objectives during that time instead of trying to heal up and find a better position. If I have someone unhook infront of me, and I choose to down the rescuer...I shouldnt have to worry about a DS from THAT guy.

    My suggestion would be to make DS stay on until the person is either fully healed or starts working on another action that ISNT healing (Doing gens, totems, ect)

  • Avilgus
    Avilgus Member Posts: 1,261

    Some players will abuse bodyblock and waste killer's time, as with Borrowed time. Personally I slug if I'm not sure and if you use the perk Make your Choice, you can use it as a timer.

  • SensualPotato
    SensualPotato Member Posts: 88

    @LordGlint

    I do agree that if the survivor has been fully healed up, then DS should become inactive again. So even if no major changes were applied to DS, that change alone would feel fair. If someone becomes healed up, I shouldn't be getting DS'd again for downing them quick.


    There's unfortunately a lot of different situations that can occur, and I'm just trying to consider all of them to brainstorm DS changes that still allows it to be a fair and strong perk. Just lately, it seems like DS also punishes non-tunneling killers.

  • LordGlint
    LordGlint Member Posts: 9,796
    edited August 2019

    I figured this would also prevent people from being "safe" while they unhook someone, repair a gen, ect. I see alot of ppl suggest just slugging, but many ppl have been taking to just jumping into the nearest locker if the killer comes their way to PREVENT slugging.

  • martin27
    martin27 Member Posts: 700

    I'm sorry but anything that stops a timer when a killer is trying to complete is primary goal is wrong

  • SensualPotato
    SensualPotato Member Posts: 88

    @martin27 The proposed change I'm suggesting only would punish a hard tunneler. A killer not actually tunneling shouldn't be getting DS'd because the timer is a minute long. If it was 30 seconds, very high chance the timer is up if you bump into that person again.


    Also, tunneling heavily ruins the game for survivors, so I don't do that because I know how incredibly lame it is. I will always go after the unhooking survivor, not the poor guy getting unhooked 10 feet from my face. The more we ruin the game for the playerbase, the more likely we lose players. Killer lobbies are very long for a reason, and it's because the survivor experience right now is complete ass.

  • avilmask
    avilmask Member Posts: 599

    Problem with DS is you don't know if person still have DS because you didn't see him being unhooked in the first place (it was at backgorund while you had your business in another place). And you get struck by DS "accidentally", probably not even knowing that it's the same person you hooked exactly 59 seconds ago. If you're reacting to unhook (turn around or basically see someone doing it) you expect it, and that's when anti-tunneling mechanic starts to work. But in another cases it's just confusing.

    My opinion is outside of terror radius DS active time should count each second of cool down as 2, unless in dying state, and additional one if you're at full health. So if you're being tunneled you benefit from full 60 seconds, but when you're completely safe for prolonged amount of time it's only 20 seconds.

  • nan1234
    nan1234 Member Posts: 131

    How about changing the stun time, according to time passed since the unhook? 5 seconds if you’re downed after 20 seconds, 4.5 after 40, and 4 afterwards.

  • White_Owl
    White_Owl Member Posts: 3,786

    I think making it active only as long as you are injured would be enough.

  • martin27
    martin27 Member Posts: 700

    @SensualPotato

    What about really toxic players, or players with really bad connections or really good players that are an actual threat to the killer doing their job.

    E.g. not that long ago i came across a SWF duo (one of which was rank 2 to my rank 12) that were running super powerful flashlights and they weren't afraid to use them whenever. This was one of the few times i'd camp/tunnel because they had made themselves a target with a mixture of toxicity/being a threat. What if they had a way to never run out of DS, i needed them gone but would end up wasting time by getting DS or by letting them go. Time is super important to a killer and can't afford to waste it.

  • Rivyn
    Rivyn Member Posts: 3,033

    Want a change? Keep it as it is, but it cancels itself if somebody else is hooked during that time.

  • CronaWins
    CronaWins Member Posts: 650

    Tunnelling is part of the game and sometimes necessary to win as killer.

    The timer stopping during chases and in TR is a massive buff to the perk that it doesn't need.

  • Karl_Childers
    Karl_Childers Member Posts: 669
    edited August 2019

    I say leave it as is.

    Yes, there will be instances where a non-tunneling killer will be hit. But also yes, there will be times where a survivor is legit tunneled and unable to use their anti-tunnel perk. All in all, I would just say these things cancel each other out. Overall the DS change is working out well so it’s best if they don’t mess with it.

  • avilmask
    avilmask Member Posts: 599

    Excuse me, but what you said sounds like when killer is punished for tunneling cancels out when killer is punished for not tunneling. Killer is punished either way.

  • Acromio
    Acromio Member Posts: 1,737

    Even better, delete it.

  • StrickxNyne
    StrickxNyne Member Posts: 230

    Just make DS base for all survivors. Get off the hook and hit instantly? Bam stun the killer who hit you right off the hook for 6 seconds. They'll get better aim or stop camping/tunneling. Slug someone down and leave them down over a minute? Start deducting points. No survivor enjoys laying on the ground to bleed out while the killers runs off and sleeps in a corner or humps you for the timer. There's definitely ways the game can penalize toxic behavior however it encourages it.

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,599

    DS should go inactive if the killer hits anybody else, PERIOD.

  • Mat_Sella
    Mat_Sella Member Posts: 3,589

    Have we learned nothing from Legion? Mechanics based on being chased ALWAYS get abused, no matter how little the benefit. Killers will gladly moonwalk if that means D-strike gets disabled.

  • Jdsgames
    Jdsgames Member Posts: 1,109
    edited August 2019

    Here is how I think DS should be handled.

    Now let's discuss tunneling:

    You go after the person that just got off the hook to down them again.

    Now what I suggest is a buff/nerf to the perk accordingly. You still have a minute timer: However, if you are downed within that minute DS is active. This is nullified if a survivor is hooked prior to you being downed. This prevents the Abuse of DS on the survivor side. It also prevents the Abuse of Slugging for a minute on the Killer side. You either get away untunneled or you don't and get DS. There is no longer an immunity since you can down the rescuer and then hook them find the DS user and down them and hook. Again they had the chance to GTFO from the situation.

  • avilmask
    avilmask Member Posts: 599


    Slugging for a minute is an abuse now? D:

    Isn't it the only sensible thing to do if somebody makes an unsafe unhook? This thing MUST be punished.

  • brokedownpalace
    brokedownpalace Member Posts: 8,823

    I think they should disable DS if a survivor moves at all during the trial.


    Come on with all these unnecessary restrictions some of you want to put on this perk. People basically want to add so many conditions that it'll become unusable 90% of the time.

  • Karl_Childers
    Karl_Childers Member Posts: 669
    edited August 2019

    That’s what you took from the post?!

    Ok let’s flip it. Is it fair that a survivor brings an anti- tunnel perk, get tunneled, and doesn’t get to use it? Nope... sure isnt, but betting you don’t care about that part of it. So what I am saying is both sides can occasionally get screwed, but overall it’s working as intended. Just deal with it, it doesn’t need any changes that might end up ruining it.

  • brokedownpalace
    brokedownpalace Member Posts: 8,823

    😆

    Just hit the unhooker right after the unhook then go after the DS user because their perk is now useless. Great idea.

  • avilmask
    avilmask Member Posts: 599

    Wait, what the heck do you mean by "bring anti-tunneling perk, get tunneled, and doesn’t get to use it?"? He misses it or something?

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited August 2019

    It also needs to deactivate when the Survivor performs an action like repairing a gen, downing another Survivor, or entering a locker. Jumping into a locker in the Killer’s face and other bad plays shouldn’t give you a free escape. You’re basically punishing the Killer for making good decisions.

  • Jdsgames
    Jdsgames Member Posts: 1,109
    edited August 2019

    The fact that the perk at it's core is: "Can I please get to play more than one hook" shows how bad tunneling is rewarded in the current 'meta' due to imbalance. However, you would say it is abusing DS to jump into the locker so you can stun the anti-tunneling killer. However, it isn't abuse to slug and camp until 1 minute is up to avoid the ability of the perk. Again some people seem to only be able to make judgement calls that purely benefit themselves. However, my suggestion is to remove the ability to abuse DS and makes it so you will NOT be hit with it if you do not tunnel. The only FAIR thing to do is give them the balance of their problem as well being slugged until the timer is up.

    Your logic is a prime example of why I see "Oh Killer/Survivor Main biased AF." You are abusing the design of the perk. Similar to legion walking backwards it was an abuse of how the mechanic was designed.

    But don't worry make a snark comment D: instead of putting any thought behind it. >.>

    You are also punishing the person that was already on the hook which is essentially a gameplay timeout corner. Which even they are saying they didn't want to be unhooked, however, you can't prevent it. Which is why the concept of "Safe Hook Rescue" needs to be redefined.

  • Cardgrey
    Cardgrey Member Posts: 1,456

    @SensualPotato

    ok so I’ll just go invisible and make it pointless on my wraith as I stand over them

  • theArashi
    theArashi Member Posts: 998

    I'd rather see this perk work against tunnelling killers.

    At the moment when survivor gets unhooked most of the time that survivor will run to any other hook to cheaply save someone else from the hook for safe points.

    He then can't get picked up for 60 seconds due to DS still being active. It isn't tunnelling, it's chasing the idiot that farms his teammate.

  • Umbrae_pk
    Umbrae_pk Member Posts: 482

    I really wish they went their old idea a long time ago:

    The skill check will be basically impossible to miss but you become broken when you d strike.

  • avilmask
    avilmask Member Posts: 599

    I wasn't snarky here. I was serious. People pull each other from the hook in completely unrespectful manner because they know they can afford that. Only way of "counter play" (more like a compromise) is down that person and let someone pick him up (because protecting him for a whole minute is just stupid). Perk works already, killer not gonna pick you up. Seriously, now we're complaining that DS leads to slugs? What, it should give armor, like mettle of man, but also stun a killer if hits you (that's basically how "locker abuse" works)? Speaking of being biased.

  • My_Farewell
    My_Farewell Member Posts: 495

    Now this is a pretty biased comment.

    Jumping into a locker is a smart and legit tactic. If you don't want to eat that DS then wait for it to go off.

    If you still think it's a cheap tactic... Where were you when killers used to juggle survivors to avoid the old DS?

  • avilmask
    avilmask Member Posts: 599

    >Where were you when killers used to juggle survivors to avoid the old DS?

    That's why it was fixed.

  • My_Farewell
    My_Farewell Member Posts: 495
  • avilmask
    avilmask Member Posts: 599

    And? Why did they remove 35% wiggle progress condition?

  • My_Farewell
    My_Farewell Member Posts: 495

    Because it works in a different way now and you can only use it after getting hooked at least once.

    Also, juggling used to be done on the obsession, not on non obsession DS users for obvious reasons, so the 35% wiggle progress has nothing to do with what we are discussing.

  • avilmask
    avilmask Member Posts: 599

    I meant the fact it self that DS didn't work instantly =_= Whatever you say, my point was that it have been changed so it actives before killer can take an action, therefore "cheap tactic" was fixed.

  • DocOctober
    DocOctober Member Posts: 2,230

    An easier change, that would be fair and accomplish the same goal, would be for DS to deactivate once another Survivor gets hooked within its timer.

  • DocOctober
    DocOctober Member Posts: 2,230

    To reduce the time a Killer has to waste on a DS Survivor.

    Old DS wasted ~15 seconds of the Killer's time before it activated (pick-up+wiggle+stun), new DS only wastes about half of that with ~8 seconds (pick-up+stun).

    Time is the most valuable resource a Killer has with how fast the average game has become nowadays.

  • avilmask
    avilmask Member Posts: 599
  • Liruliniel
    Liruliniel Member Posts: 3,051

    I would prefer DS timer to be removed and instead remain active on both unhooks for a total of 2 uses 1 per hook until another survivor has been hooked at which point the DS remains inactive until your unhooked again. If you happen to be the last survivor though the perk will remain inactive or turn off.

    Basically if you tunnel it affects you if you dont tunnel it's a wasted slot. It's all up to the killer how useful DS is.

  • Jdsgames
    Jdsgames Member Posts: 1,109
    edited August 2019

    My suggestion was what are your thoughts?:

    Here is how I think DS should be handled.

    Now let's discuss tunneling:

    You go after the person that just got off the hook to down them again.

    Now what I suggest is a buff/nerf to the perk accordingly. You still have a minute timer: However, if you are downed within that minute DS is active. This is nullified if a survivor is hooked prior to you being downed. This prevents the Abuse of DS on the survivor side. It also prevents the Abuse of Slugging for a minute on the Killer side. You either get away untunneled or you don't and get DS. There is no longer an immunity since you can down the rescuer and then hook them find the DS user and down them and hook. Again they had the chance to GTFO from the situation.