The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Make Decisive Strike Useful again

The 60 second window really is entirely too small and makes the perk absolutely useless. Hardly any killer is going to down and hook you again within 60 seconds of being saved from a hook. If you want to make the perk useful again I would suggest idealy removing the window entirely and make it store for when you are next picked up, or at the very least give survivors a 3 minute window. Considering the crazy perks Killers have this isnt much of an ask.

Comments

  • Twinbros
    Twinbros Member Posts: 27

    Honestly I would ask you the same question, cause if you think DS is a strong perk and not situation in a very niche way then I gotta wonder.


    And I would agree with the slugging suggestion, where if you are slugged within that minute the timer on it stops. In addition to extending its duration to 2 minutes instead of 1 though.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    I'd be ok with unlimited duration if and only if it both didn't work on grabs and was disabled on someone else being hooked.

    Otherwise Killers won't have any way to avoid the perk, which a problem for a perk like DS that both stuns the Killer and acts as a free health state

  • Toxicboii
    Toxicboii Member Posts: 452

    Yeah. No. 60 seconds is long enough.

    That's a full minute of what is essentially invincibility.

    Plenty of people still have probs with this perk. "Just don't tunnel", well you're the only survivor in sight, so I have to go for you otherwise I wouldn't be killer, would I? This perk forces killers to go for the savior, (which I do anyway if possible.)

  • Milo
    Milo Member Posts: 7,383

    It is supposed to be "niche" now. Anti-Tunnel/Tunnel Punishment.

    Same way Unbreakable niche is anti-slug.

  • rd_dex
    rd_dex Member Posts: 253

    DS has saved my life countless times it's fine.

  • TAG
    TAG Member Posts: 12,871
    edited October 2019

    I would only be okay with that if it deactivated when you hooked someone else. Heck, I'd be down for just implementing that now anyways. Even now I've had cases where I would hook someone, that person is unhooked, I hook someone else, then I stumble onto the first guy, down them, and DS goes off when I try to pick them up. At that point, it's not tunneling protection; it's just an extra health state.

  • Rydog
    Rydog Member Posts: 3,275

    It's a tunneling deterrent, not a get-out-of-jail-free card.

  • Blueberry
    Blueberry Member Posts: 13,670
    edited October 2019

    The perk is literally still S tier and probably in the top 3 best survivor perks in the game.

    If ANYTHING the timer should be slightly reduced.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356
    edited October 2019

    I don't tunnel off the hook, and I still once got DS'd after hooking two other survivors.

    I've been able to use DS to not get immediately put back on the hook multiple times, and I only just recently started using it.

    DS is fine. If anything, being able to get DS'd after hooking two other survivors shows that in some cases it's still too strong.

    Post edited by TragicSolitude on
  • PeepingPeacock
    PeepingPeacock Member Posts: 354

    DS is one of the best perks in the entire game, what are you even talking about. How do you even come up with something like this when nearly every trial has at least one DS in it.

  • Irvin
    Irvin Member Posts: 130

    The main issue with DS is most killers just wait out the 60 seconds which makes the perk useless. Having a one time use after being unhooked is not that over powered to be honest.

  • Boosted_Dwight
    Boosted_Dwight Member Posts: 3,059

    Ds is fine and does what it was reworked to do. The main issue with Ds is that it stops being a anti tunneling perk after the killer already downed another survivor. Honestly the should stay active until someone else is downed or hooked.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    It's actually pretty excessive. We spent years playing with DS that way and eventually all sides had people in agreement that it was too much. Devs looked at the metrics and saw how much it was used and how often it shifted the outcome of games. Survivors who wanted DS to be changed voiced their personal experience of seeing what games were like when all survivors had DS. Killers had first hand experience of watching DS dictated the game.

    60s is plenty of time and usually it is too much time as there is no shortage of killers who've been DS'd after dealing with someone else for over 50s. Even still 60s is as generous as it needs to be while being useful. That said, you can't get upset because people choose to play smart and wait it out. Because while getting tunneled isn't a great feeling you can't dictate the way someone else wants to play. DS punishes the greedy like it should and is mostly a non issue for everyone else. You're fine, the perk is fine now get off the forum and go play the game.

  • PrincessPoop
    PrincessPoop Member Posts: 919

    DS is a must run perk for me lol. I use it in almost every build

  • EnviouSLAY
    EnviouSLAY Member Posts: 300

    i really like that idea, because the worst thing is getting tunneled, downed, and left because "oo shiny i see someone else" and it wears off as they give up and go back for you. I never thought of that as a possible "resolution" before

  • Aikanaro
    Aikanaro Member Posts: 310

    So Spirit Fury just happens, but DS runs out of time? all that fuss for a one time escape and most times that surv gets tunneled again, also it motivates slugging... that gets old and boring.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356

    A one-time escape? Why? Why should they get that? The killer downed them. The killer earned this hook. If the other survivors work together, they have a chance to stop the killer from hooking the survivor; one survivor alone should not be that strong. DS stopping tunneling is good. DS punishing a killer just because they won the chase? That's bad. That's what old DS used to do, and the majority of people agreed it was way too strong.

  • Aikanaro
    Aikanaro Member Posts: 310

    Psss, they are wasting a perk slot to use it? why killer should see survs with BBQ? Whispers? Mirror Meyers? Silent Fury? 5 blink Nurses? did they earn the right to use that crapola? not in-game thats for sure.

    There is no chance to stop him get real, there are hooks 15 feet away from each other, whats the success rate?

    Killers dont win the chase, they are faster and chases are meant to be finished...

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356

    Aura perks don't automatically = win. Survivors can avoid being seen with those. Even if they are seen, good survivors can loop and juke killers.

    Chases were not meant to go on as long as they do. Chases need to be shortened, not lengthened, and DS can make a long chase twice as long.

    Back in the days of old DS, I would often just slug the obsession rather than deal with the frustration of DS. I slugged them every time I found them. They'd bleed out. If DS activated after one hook and remained active, you'd see a lot of killers one-hooking survivors and then slugging after that. You really want to be left to bleed out for four minutes? Because that's the counter to DS without a timer. Because the obsession is chosen randomly if any survivor equips DS, the killer would have to slug all four survivors and let them bleed out. And they would.

  • Aikanaro
    Aikanaro Member Posts: 310

    Aura perks help a lot lot, high ranks players rely on it so its a huge advantage, yeah good survivors can loop and juke killers, but why? did the killer earn the right for that wall hack?

    If chases were not meant to go long game would be a hooking/unhooking simulator, killers have almost infinite mechanics while survs only run, drop a pallet and vault windows.

    If someone is going to do that I would just DC, its a party game not a competitive one, and the slugging is stupid too, it motivates toxic behavior, they should add some kind of base kit Unbreakable to motivate killers to do something.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356
    edited October 2019

    One survivor was not meant to be able to keep a killer in a chase long enough for three generators to pop. Elsewhere on this forum people have been discussing that bad map design allowing chases to go on too long is one of the game's biggest problems.

    Killers are supposed to be dangerous. Do you really want to go up against a weak killer who can never find you? What fun is a hide and seek game where you never see the killer? Aura perks were added specifically because that's what some matches were, and it wasn't fun for the players.

    It's a game. People play to win. DS is frustrating for killers. People don't play video games to be frustrated by unfair mechanics that they have no control over, and that's exactly what a DS without a timer is: it punishes killers for doing their objective and they have no way to counter it. A game shouldn't work that way.

    And if DS returns to the old days of not having a timer, you'll be getting slugged a lot, because like I said the killer would have to slug all four survivors because they don't know who specifically is running the perk. You'll disconnect your way right into a ban.

  • Aikanaro
    Aikanaro Member Posts: 310

    Thats because you have to use your time to put pressure on gens not chasing someone who is buying time for their team mates by distracting you from their objective.

    Killers are dangerous, but they have to earn the right by hunting you, not because some cheap wall hack aura is giving them locations and bonus points, and if they are dangerous and Im doing a great stealth job I dont wanna depip because I prefer to avoid danger.

    People play to win but this is a party game, not a skill based game like Quake so if they want to compete this is not the right game to do it, also as soon one player dcs the game is terrible unbalanced, I play solo and its pretty common.

    As soon I see those slug fests I will DC ban or not, I play to have fun and killers are getting more toxic than ever, some times they want to hook me 3 times in a row and Im not a tbagger flashlight taunt clown.

    I still dont get how devs think tunneling like that should not be punishable, you need to hook them 3 times, not one and then slug fest, they are doing it now with the 60 sec, so the old way is the same, they do that and they depip, its so easy.

    Or you do a base kit Borrowed Time, Unbreakable combo, the game is like an 80s movie with the young guys and the crazy killer, and in most movies the killer dies in the hands of an 18 year old girl.

    Im not proposing to make the killer a joke like the old times, but right now is too killer oriented.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356
    edited October 2019

    Tunneling is not fun for survivors. In order to combat it, parts of the core gameplay would need to be changed. Basically bringing back old DS is not the way to do it. It wouldn't counter killers slugging to avoid getting DS'd but would actually amplify the problem. It would punish killers who are tunneling and killers who are trying to play fair. It punishing killers just for doing what they're supposed to do would frustrate casual players and discourage them from playing the game. Who wants to get punished for winning the chase? That's a horrible gameplay mechanic.

    DS that activates after a hook and has no timer has two counters: camping a survivor on their first hook and slugging. Those are two of the things survivors hate most, so creating a perk where those are the only two counters would be extremely unhealthy for the game. It would promote toxic behavior on both sides.

    I don't want to play survivor and get camped or slugged just because someone else equipped DS. I don't think a perk that would cause an increase in two of the least fun things for survivors is a good idea.

    Like I said, to balance the game and prevent tunneling, core gameplay would need to be changed. It wouldn't be an easy fix. I hope it's something the devs are looking into, though.

  • Aikanaro
    Aikanaro Member Posts: 310

    Winning the chase? the chases are meant to be finished thats why most of them have 115% speed, if someone slugs there should be a penalization, like camping or tunnelling.

    Dont forget there are also casual survivors and Im pretty sure they dont like to get hooked 3 times in a row because some clown think its funny while having other 3 players to chase.

    Also Im not a DS user but when I play with a skilled friend he uses it and gets downed again in less than a minute so is not a big deal.

    But devs need to make something about the tunneling, if you have 4 players and you pick on the same more than once you should have punishments.

    Killers have BBQ, state of the survs, notifications someone gets unhooked/fast vault to a locker/fails a skill check/drops a pallet and other things.

    Pretend they are victims is too much, specially with the BP they make per game, also their daily rituals are a joke, chase someone, hit 4 times a surv, while a surv has to open an exit gate and nobody can guarantee you that you will get there in a match, escape with a new item and other things to get less BP.

    But as I said solutions are up to devs.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356

    Winning the chase? the chases are meant to be finished thats why most of them have 115% speed, if someone slugs there should be a penalization, like camping or tunnelling.

    Chases can be ended by the killer winning, they can be ended by the survivor breaking line of sight and losing the killer, and they can be ended by the survivor escaping the match. It is not inevitable that the killer wins a chase; it is only inevitable that they win the chase if all the survivor does is run forward.

    Dont forget there are also casual survivors and Im pretty sure they dont like to get hooked 3 times in a row because some clown think its funny while having other 3 players to chase.

    Removing the timer from DS would not change that. Borrowed Time, Babysitter, and the current DS are the best counters survivors currently have to being tunneled.

    In order to actually prevent tunneling, core gameplay mechanics would have to be changed. In the meantime, the game could at least provide a real tutorial for killers. Right now, tunneling a survivor out of the game is the obvious way to play. Nowhere in the game does it teach killers to spread the pain. Whittling down the survivors' numbers makes the most sense to a new player. Sure, some killers do it because they like the salt, but many killers do it because the game never taught them any other way.

    Pretend they are victims is too much

    I never claimed killers were victims: I just said DS without a timer would basically punish killers for playing the game. Future conditional, not present tense.

    I also said it would promote toxic behavior on both sides; everyone would suffer. I don't want to be punished because some other survivor equipped DS.

    I recently started using DS to help with tunneling killers. It has greatly extended the amount of time I spend within a match. Sure, some killers will chase me down again, but the head start gives me a good chance to break line of sight and juke the killer. It has been extremely helpful, and I'm in no way a good survivor. If the current DS can help me, it can help anyone.

    I don't think the devs would ever change DS to make it stronger, anyway; there'd be an uproar. I'm hoping in the future the game will introduce something that will help prevent (not punish) tunneling. And not another band-aid perk but a real change, something that could help make the game more fun for everyone. Or they could at least update the tutorial so it does more than show killers how to pick up a survivor and put them on a hook.

  • Aikanaro
    Aikanaro Member Posts: 310


    Exactly, prevent is a better term than punish, I agree.

  • mistar_z
    mistar_z Member Posts: 857

    What did I just walked into!?

    https://gph.is/2qfOOUl