Decisive strike seems too strong when used from lockers.
Sometimes after being unhooked, survivors will run straight to a locker waiting for you to grab them. The smart move seems to be to wait outside for decisive strike to end.
If you make the mistake of grabbing them while decisive is still active, they effectively stun the killer for 10 seconds; 5 seconds to search the locker, then 5 seconds from the stun, on top of this they are healed from the dying to injured state.
There are a few counters; chainsaws, NOED, Iron Maiden... but if you don't have any of those, you either have to ignore them or wait for them to exit. But ignoring them is risky because while they're in the locker, inner strength adrenaline can heal them.
So, you either have the choice of eating a 10 second stun, or letting them go, both of which lead to them getting away.
It becomes somewhat exploitative when, rather than leaving the trial, they enter a locker near the gate. If you choose to leave them alone they can leave the locker and continue to do things, if you choose to grab them, they can stun you for ten seconds and simply leave the match.
My suggested change:
- The skill check success zone is reduced by 25% if performed while being grabbed from a locker
- OR
- The stun is reduced by 50% if performed while being grabbed from a locker.
- OR
- Change the state the survivor is in when interrupted from being in the dying state to something else. This one might be too harsh, because not everyone abuses it.
Comments
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Why do you follow the guy who just got unhooked anyway? And waste 60 seconds to wait in front of the Locker?
If they want to run into a Locker and waste time, let them do so. If they have Inner Strength or Adrenaline, grab them out so that their heal is wasted.
Not too hard tbh.
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It's almost like, if you go after the guy who just got off the hook less than 60 seconds ago, you're vulnerable to getting hit by a very strong perk, that could have been entirely avoided by going after the guy who unhooked him.
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Either waste 60sec to wait for DS cooled down, or target the unhooker instead. You get to make your choice.
(Pun intended)
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Decisive Strike doesn't need a nerf.
It's only active for a max of 60 seconds after being hooked. When a good killer sees that there's an obsession, they'll probably assume that every survivor in the game has DS and avoid picking them up for 60 seconds if they can. On top of that, you can only use it once and if you miss the skill check, you've just brought a perk to a game that you can't use.
Removing its effect out of lockers would just make an average perk weaker.
6 -
DS is overpowered no matter how you look at it, so...
2 -
Decisive strike seems too strong when I tunnel.
FTFY
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Responding to all those guys that think the choice is just that simple:
- killer goes away by 16 meters, somebody unhooks a person, but FOV is blocked by a wall. Killer comes here and sees two tracks, leading different directions. He chooses one, but 10 seconds later he realizes that it's an unhooked guy, so it's wasted time, and he just have to let him go, right?
- killer immediately sees two guys, but they both have identical skins. They run different directions. Killer chooses one, and this guy hides in a locker. So, is it unhooked guy or not?
- killer can't immediately see anybody, and after short search finds only unhooked person. He just should let him go because he hid in a locker right in front of him, right?
Only right play here in any case is get survivor out of the locker and let him use DS, because he may use it next time closer to the end of the game. It's a lose-lose, but removing DS is better than just letting survivor go AND keep DS.
That's where subject comes in, where a simple action turns situation into a triple lose one for a killer (let him go, eat DS, wait).
5 -
Those situations don't happen very often though? In those cases the perk is simply particularly strong, but I don't see that as a problem. there are enough survivor perks that give you great benefits no matter how the killer plays. In the worst case you just have to eat the stun, it's not that bad in my opinion.
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Qu17 7unn31in6
Decisive will be changed sometime in the near future :3
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And i have counter arguements to those!
- Still technically tunnels (even if by accident). Does it suck to accidently tunnel, yeah. Also if the other guy isnt injured while coming to the hook, follow the tracks without blood (also 16m is enough to see the person that was unhookee)
- Again injured/uninjured thing but other than that i can agree no real indicator who is who.
- How short are we talking, was he already in a locker, was he near a locker.
2 -
DS: exists
Killers: it's too strong, please devs nerf it
DS: *gets nerfed after 1,5 year*
Killers : too powerful, next nerf please
As killer you can either suck up that DS or nod at them and turn away
4 -
Just dont tunnel. All those complains are just laughable.
6 -
Lockers and gens, I dunno, but DS shouldn't go off if you grab someone making a hook save. If you chase an unhooked survivor to a locker, I think that's usually a bad play. If however you get a noise notification, grab an unknown survivor out of a locker, and then get DS'd, that sucks; the survivor did something wrong, not the killer. But there's no way for the game to differentiate between the two circumstances.
The big problem with DS is that it can still be active even after the killer hooks other survivors. If the killer wins a chase and hooks another survivor, that should deactivate DS on an injured/healthy (not dying) survivor.
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Just don't get caught so the killer can't tunnel you :3
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Calling a ######### perk (now at least) overpowered. Unlucky but it's expected at this point. Nobody can just play the game, gotta ask for a nerf whenever survivors curb stomp them despite 4k'ing most games.
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It really is. Unfortunately, most people like to think of DS as a get out of jail free perk and can’t accept a version where it is completely fair. They want to be able to make a million bad plays and not be punished for it. To prevent this, I think DS should just instantly deactivate when you enter a locker. It’s your fault. If the Killer is nearby and you decide to jump into a locker (especially when they’re not chasing you or you don’t have enough time for Head On to activate), you deserve to go on the hook. At that point it’s not tunneling. You’re asking to die. I guarantee you that if there was a Killer perk that was as strong as current DS, it’d be nerfed upon release.
2 -
DS is a bit like pre-nerfed BBQ when lockers didn't block aura's. you can counter the perk, but even if you do, it's still going hit you sometimes. It's by far strongest perk in the game. Doctor and Unnerving presence are soft counters to the perk, but they nerfed that by making skillcheck bigger when they reworked DS. that game shows some of doctor's latency problems with shock and just how many loops you have to go through as doctor to attempt anti-loop because of how slow the movement speed charge time is for the doctor and that was on "The game map", doctor's best map. Doctor was my first killer and still my favorite, so i can't wait till they rework his add-on's. It's nice to see people that actually know what they're doing with doctor instead of that 3 generator non-sense.
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Funny how so many think that a de facto immunity from being picked up lasting for 60 seconds is balanced.
4 -
Nah, you can pick up. It's immunity to getting hooked for 60 seconds.
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If a killer runs make your choice, it's possible to down the person who unhooked, chase the one who got unhooked, and then the survivor got into a locker. All within the 60 seconds.
2 -
Doesn't change anything.
1 -
If you accidentally chase the guy who was on the hook, down him and leave him as bait for the next minute.
It'll either attract other survivors or force them to burn unbreakable.
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I don't get why people still think DS is strong.
Once you're out of the low ranks, it's useless 19/20 games.
If you're still in the low ranks, it solves the tunneling issue for new players. It makes the game more reasonable for newer survivors and punishes killers for being #########
2 -
Wait, you jumped to my post not even getting familiar with the topic? You can't down survivor in a locker, you have to "pick him up".
0 -
DS is OP. One time, I downed a survivor, teabagged him as Pig for a while, then hooked him and facecamped him until he was almost dead, then he got yolo saved, ran into a locker, and DSed me! Like, why do I get punished for playing well? He's clearly bad at the game if I was able to down him twice, and his friend made a really stupid save on him, but he had a get out of jail free card. I don't want to learn how to counter it, so can the devs just nerf it for me? I want to camp and tunnel.
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So, you either have the choice of eating a 10 second stun, or letting them go, both of which lead to them getting away.
How about you stop camping and tunneling and find someone else to kill.
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"I teabagged him" "I played well."
I love it. :)
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I think it showed the devs' position on the perk when they tweaked Enduring but didnt bother to lower DS' duration back down.
(Stun duration was extended because enduring made the former stun "too short", geez what a shocker for the anti stun perk to reduce stuns)
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Yes, I'm aware. It was a response, but I screwed up the quote.
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I really want to believe they're joking, because that would be an amazing sarcastic response.
But the last few sentences make me worry that they genuinely think they're good at the game.
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Nah, it was totally not a stereotypical killer main, that just wants to camp and tunnel and tbag survivors, like literally all killer mains always do, or want to.
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LOL
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Sigh ... survivors just want the game to be too easy ... If killers didn't stand even the slightest chance, there would be no killers to vs, and this game would slowly fast
God this argumentation sucks. Especially because it can be mirrored line that.
Except that the killer is supposedly the "power" vs the "numbers" of survivors, which simply might not be true in the current games state.
The game would by the way "die" about four times faster if killers stopped playing.
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And survivors are supposed to be the "stealth" vs the "weapons" and sure you can't remember last time you couldn't find a survivor.
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DS não deve funcionar em armários, afinal Tunel é uma tática livre para o assassino usar.
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Survivors and stealth? Wow you're quite the oldtimer.
Since looping got that big survivors generally do not care for stealth.
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