Decisive Strike
Hey, serious post about Decisive Strike.
I would like to share an idea for a minor rework on Decisive Strike; albeit I do appreciate the way it's not always as much of a free out-of-jail card as it used to be in the past, there's still some situations in which I believe that some killers should not get stabbed with it when they in fact are or should get stabbed when they in fact aren't.
Before going ahead, I would like to point out that 5 seconds of stun without Enduring affecting it are a very heavy punishment towards the killer and the objective of this rework idea is to make sure that it gets used specifically on tunneling killers as that is what the perk is meant to be used for.
My idea is quite simple, Decisive Strike's timer should be affected by some special rules:
- (Buff) If the killer is chasing you, the timer will progress at half its normal speed, meaning that if the killer carries on chasing you after you are unhooked, it could hypothetically last up to 120 seconds.
- (Nerf) If you are healed to full health, the timer will cancel out
- (Nerf) If another survivor is hooked, the timer will cancel out
Important Note: the timer canceling out does not mean that the perk is permanently disabled, it should simply act as though the timer expired, so it should be possible to reuse the perk in a later occurrence.
I would be down for introducing more rules to it for example covering the well known survivor locker plays or killer slug plays that involve Decisive Strike, thing is that I'm not 100% sure as to what should be done in this circumstances specifically and that's where you guys can contribute to this idea by adding your own "timer rules".
Is a survivor going into a locker to use their Decisive Strike too greedy and should it be punished with a faster timer progress?
What about a killer slugging the survivor, should that be considered soft tunneling and therefore make the timer slower too?
Let me know what you think about the whole idea and any new rules to add for the timer.
Comments
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- Decrease it to 80 seconds.
- Delete this one, basically if you are healed by adrenaline and the killer is tunneling you, decisive gets cancelled? That doesn't make sense, since the killer is tunneling you.
- If another survivors is hooked the timer goes to 40 seconds, IF another survivors get hooked decisive is cancelled.
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All those changes sound fair to me.
It would make it even better for countering tunneling but in return for getting rid of those situations that weren't tunneling or were abusing it.
I'd almost be tempted to add a little clause for having the timer end if they start working on a generator as well, but I suppose that's small.
I like it.
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Fair enough. If you can heal up to full/someone else is hooked, then you're not being tunneled. They should be fair game just like anybody else. DS in its current form gives God mode with no caveats. It should be reigned in, but I'm sure there will be people coming in here to call us killer mains for daring to even suggest touching such a beloved survivor perk.
Slugging should pause the timer, even if someone else is hooked. Because at that point you were tunneled, and the killer shouldn't be able to deactivate it in anyway if they did.
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- 120 seconds is fine if a killer is tunneling hard, keep in mind the chase has to go on the entire time!
- Yes, a survivor that is healed is already given enough chances to avoid tunneling, it's true that there is some killer powers or perks that allow for an instadown ability, but there's killers that suffer real hard from getting decisive strike stunned after the guy got healed and chased all over again, it's just not tunneling anymore at that point.
- If other survivors are hooked, tunneling is not a thing anymore. In its current state, Decisive Strike could theoretically happen to be activated for the entire team at the same time, and I doubt the killer can be tunneling the entire team at once..
Well, my idea does allow room for some buffs in order to make it address tunneling more than anything else. You're right though, it's ridiculous how a survivor being unhooked automatically gets body guarded by Borrowed Time and Decisive Strike, sometimes it feels like those perks just rob you out of the only one hook you had obtained when you're about to lose, and they quite feel like, as survivor perks, they are stronger than the killer
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This would be a buff to DS, not a nerf.
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- 120 seconds was too much but it's ok.
- It is tunneling, doesn't matter if you're healed or not, if the killer is focusing on you it is tunneling so it should not be canceled.
- Im fine with this, but there can be some scenarios where the killer slug one survivor, wait for the hooked one to get unhook, hook the slugged guy and then boom, your DS is cancelled, and the killer tunnels you.
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Yes, yes, good...
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I think this would be a nice change.
I use DS a lot. As sadly, with the way a lot of killers choose to play nowadays, it almost feels like you need to run it. But I also see how annoying it is from the killer side. I’ve been hit with it plenty of times when I haven’t tunnelled somebody and I’ve just happened to find them again after they’re fully healed. It’s annoying being ‘punished’ for downing a healed survivor. Especially during the EGC. As it pretty much gives them an easy escape.
I don’t really see why anybody needs DS to still be active after they are fully healed.
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- I feel like you might have misinterpreted this point, it's not right up 120 seconds if the killer starts chasing you, it's gonna slow the timer down to half of its normal speed as long as you are being chased.
- Tunneling is the act of committing for the same survivor right after they were unhooked. If they had the time to heal up or either got a free health state off of a perk or an item then they're already good to go for me, it's true that this makes the perk less efficient against some killers like the Hillbilly which should be the most discouraged from tunneling, but it's still an improvement that it needs.
- Very good point you got there. The scenario you're talking about, albeit it's unlikely to occur, could be prevented through some other rule that can be created in regards to a survivor being slugged counting as soft tunneling and allowing for Decisive Strike's timer to even get completely paused, so that the only way to disable the perk in that situation is by letting them get healed (it's still some map pressure to have a person slugged, it's just not possible for them to pick them up at all)
You may need it against instadowning killers, which is something to be born in mind
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I like it. Totally agree that in situations where it's clear the killer is genuinely tunneling it's totally fair for the perk to be stronger than it is at the moment, while events that makes it very likely the killer isn't actively chasing the player in question (getting healed to full for example) it's weaker or gets deactivated. Perks and the syringe medkit addon that lets survivors heal even while being chased (like Second Wind and Adrenaline) are a bit tricky and I don't really know how to handle them.
When it comes to slugging it sort of balances itself a lot of the time. Most of the time the killer will down them and then chase someone else which often lets them get up (from other survivors or Unbreakable), if the killer is genuinely just standing around the slug for 60 seconds and the other survivors catch on that's a lot of completely free and safe objective time for them.
Nice to see an idea with some thought put into it, as opposed to the ones where people seem to be heavily opposed to the idea of a perk to make it harder to tunnel someone in the first place 🙂
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I'm going to put your ideas in perk format!
Decisive Strike:
Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 60 seconds. The activation timer is slown down by 30%/40%/50% while in a chase, but will automatically expire when the killer hooks a survivor or you heal a health state.
While Decisive Strike is active, when grabbed by the killer, succeed a skill-check to automatically escape the killer's grasp and stun the killer for 5 seconds.
- Succeeding or failing the Decisive Strike Skill Check will disable Decisive Strike.
- Successfully stunning the killer will result in you becoming the Obsession.
- Increases your chances of being the Obsession.
- The killer can only be Obsessed with one survivor at a time.
I think slugging should also slow the timer, as feedback! 🤗😁
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This is actually a really great idea, I would love to see this implemented into the game.
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I also thought of doing that, but I would rather a list of rules to appear in regards to the 60 seconds. Something like:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for a Timer of 40/50/60 seconds.
- The Timer will progress at 50% its normal speed while the Killer in chasing you
- The Timer will progress at 50% its normal speed while you are in the dying state
- The Timer will be canceled if you heal up to full health
- The Timer will be canceled if another survivor is put on a hook
- The Timer will be canceled if you get into a locker during a chase
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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I like the change, it prevents the survivor from becoming invincible by jumping in a locker.
One time I got unhooked with Second Wind, then I jumped into a locker so the killer can either wait (I heal up to full) or grab me (they eat DS).
Now, the killer can slug the DS survivor to at least get some momentum if they decide to show themselves.
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Yeah, but slugging should be considered soft tunneling in my opinion and therefore the "punishment" is that it takes twice as much for DS to expire as long as the survivor is on the ground, that way it'll be very much unrecommendable for the killer to pick them up at all and they instead have to just take the map pressure of a slug as it is and let the teammates heal them.
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Decisive Strike at its current state is simply untolerable - it's way too strong. From the killers' point of view, it was actually less frustrating before the rework.
My suggestion is simple: just cut the timer in half.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for
40/50/6020/25/30 seconds.What people are suggesting here is too complicated and it makes DS still too strong.
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I disagree with that, dealing with Decisive Strike as a killer should be reserved to people that tunnel only.
What we are suggesting right now may sound complicated but it won't really once written down on a perk description.
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