DS nerf maybe
Now before anyone disagrees with me. Hear me out first ok. Now, the reason I think DS should be nerf. Is because, when the killer picks up the survivors with DS. They are stunned for a brief moment. But they can constantly use DS. Sure there is ways around it. But why not use DS only once. I don’t know if people agree or disagree what are you’re guys thoughts on it?
Comments
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DS can only be used once per survivor though, it's always been like that. Maybe reduce the stun time from 5 to 3 seconds or disable it if the killer hooks another person. DS needs a nerf tbh
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DS is only a one time use per survivor. It can also only be used 1 minute after being unhooked at level 3
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DS is very situational and one-time use, it's fine in it's current state.
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So all these times when after getting unhooked survivor proceeds to unhook other survivors, work on totems, work on gens, jump in lockers is definetely very situational.
You get absolute immunity for 60 seconds regardless of killer actually being around or not.
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I would like to see it deactivate after hooking someone else, otherwise it is fine.
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You don't get immunity. You can still get slugged, and DS will expire while being in the dying state. Please don't spread misinformation.
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I can see how you would find it annoying. I think it's a good counter to being immediately downed after being rescued. And I wouldn't say it's an 'absolute' immunity, I find myself missing my skill check more often that getting it lol maybe if the perk was linked in some way to the killers terror radius it might work better. Like if the killer is all the way across the map it doesn't activate?
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If people really wanna be a baby about DS now, the sure lets change it but to balance it out change also NOED. Fair is fair. If survivors cant get a safe escape a killer shouldnt get a safe kill.
While at it give the last survivor a speed boost to opening the exit gates and make the killer take a few seconds to close the hatch. Right now, if you are the last man standing you are 100% dead without a single escape chance.
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How about this:
make ds lasts for 90 seconds instead of 60. But make the timer ends immediately once the survivors touches a gen.
thoughts?
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If they were easy to catch, down them and pick them up. You'll be able to catch them again in no time.
If they were difficult to catch, down them and slug them. Leave them on the ground and do a close patrol (although if they were difficult to catch, I do recommend chasing someone else and not waste your time on that particular Survivor).
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The issue I have with this perk is it removes ability to pressure using that survivor.
Just slugging doesn't work if survivors know what they are doing. Against survivors that don't, it doesn't matter what perks they run.
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You get 60 seconds protection to getting grabbed or picked up.
If survivor will jump in the locker YOU CAN'T DO ANYTHING. No pressure, just straight up loss from killer side.
Also, I never said it doesn't expire nor did I said that you can't get slugged. Stop using straw man argument to fit your narrative.
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I hate DS but not everyone has it and its best to play as though it doesn't exist.
Having said that there are some troll survivors that you just know will have it. Its always satisfying to leave them for 60 seconds and find out that you were right in the end game screen.
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The strongest part of DS is that only one survivor needs it equipped. The killer will have no choice but to assume everyone has it and alter their play style.
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If only a few of the Survivors know what they're doing, focus the ones that don't know what they're doing. Limit/slowdown the progress of the skilled Survivors and increase the odds of you getting more kills.
If all the Survivors know what they're doing, they're either:
a) SWF
b) Red Ranks
If they're SWF, there's not much you can do but try your best.
If they're Red Ranks, then you would also be Red Rank. I would have the expect you to have the skill or/and knowledge to play on par with these Survivors (regardless whether they have DS or not).
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There is no protection. You can still grab them out of the locker or pickung them up, getting stunned for incredible 5s (which is literally nothing) and go on with chasing them. If you stand 60s before a locker to wait for DS to run out, youre just bad at the game and need far more understanding of how to play killer. So as other users said before, stop telling Lies.
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Hit 'em and slug them. If you're not actually chasing them off the hook, the timer will run out in a few seconds. Even if they hop in a locker, a few seconds go by and you can grab them right out. If you are chasing them right off the hook, you'll have to wait a full minute, but the perk is doing exactly what it's supposed to.
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This perk is already useless.
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slug
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DS is fine despite having an almost 100% pickrate in red ranks (where the majority of killers do not tunnel,there) ? ;/
Heck I see this perk EVERYWHERE.
At least make it so it doesnt activate if a survivor jumps in a locker .
You're literally invicible if you do that and the killer is forced to leave the survivor or waste seconds while gens fly.
Im fine with anti tunnel perks,but I literally never tunnel and still get stunned surprisingly often because "60 seconds immunity" is obviously busted.
And no,you cannot always remember "who got hooked and when".
I also run this perk as a surv and manage to activate it almost everytime because its easily abused.
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For the love of God just make it disable when someone else gets hooked.
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stop tunneling if you have problem with ds
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I don't have a problem wit DS because I never tunnel. Some games I look at the perks at the end and I'm like oh....3 DS in that game
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"absolute immunity" Yeah you can slug them btw.
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I like the idea of DS deavtivating if the killer downs and picks up another survivor. It would maintain it as an anti tunneling perk without it being a get out of jail free card against the killer for doing too well. You shouldn't be punished for playing well in a game on either side.
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"on either side" so does this mean NOED needs to be nerfed because a survivor shouldnt be getting punished for doing very well in a match and giving a killer a free-kill card then? :3
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i can see where you’re going. the only thing though is that this change would make using DS a much higher risk than reward. it would pretty much be a corrupt intervention that survivors put on for themselves (since the timer would end immediately)
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Yep
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Its not any risk at all right now as you get it once you get off hook. It would still be no risk as you would still get it for free just for being unhooked. It just wouldn't be a punish to killers doing well.
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But it's supposed to counter tunneling. If I've already hooked somebody and the Survivor with DS runs back into me and I down them is that really tunneling?
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I get quite a few games like this lately for some reason. Not saying they aren't making any mistakes, it's just they are efficient and can loop half decently.
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This is blatantly untrue. I have chased and downed a person from full health after leaving a survivor on hook, hooked them, stumbled into the survivor that had been brought back up by thier teamates or unbreakable, downed them, picked them up, and they still had DS.
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Few = 60 seconds.
That is 3/4th of a gen times 2 survivors out of which 1 is close as he just unhooked but can still hide as the DS guy makes all of the tracks and all of the noise.
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He said if you're not actually tunneling. If you down someone and they have 60 seconds or close to it left then you were 100% tunneling and should know the risk of doing so.
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No. This is not true at all. See my above post.
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I'm not searching for your post sorry.
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It's not really misinformation though... yes the killer can slug the person with DS but that survivor can be on death and the killer cant pick that person up and the other survivors can...that is a form of immunity..
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Tunneling is solely focusing on 1 Survivor and ignoring all others. If I have already hooked somebody and then I go back and get the person with Ds that is not tunneling anymore. Plain and simple.
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Then wait before picking them up.
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Example I get across quite a lot:
Survivor runs for a stupid save against leatherface. I ofc down them both.
I hook the idiot that farmed a teammate... and I have to stare down the guy. I didn't tunnel them but I guess it's against survivor-rule book to punish survivors misplays. My bad.
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So you've got two people not working on gens and getting closer to death. One almost guaranteed to hit phase 2 and once they do you can hook that DS survivor and he'll be dead or in phase 2. How awful for you, the killer that excels at camping.
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Anyway, now that we got the response from community manager which seems really against changing the perk we will never get anything changed about it so no point in discussing it further.
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Ok, another example from game I just had.
I got 2 in the basement, one downed nearby without DS active (at that moment) and I chase last survivor.
I down her, hook her and I have to wait for her to struggle twice because for some reason if all survivors are hooked or downed at least one gets a KOBE every game.
She did, now I have to leave her to crawl for 60 seconds and hook the last slug of mine or give her free points and potencially give away that game.
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She lucked out and got the 4% chance to unhook herself and carried DS. You have all but won the game at that point. Even if by an RNG miracle she was able to find the hatch, you just wait for the hooked survivors to die and close it. Most of them time you'll close it before she escapes. And if she manages to escape... that's a 3k. I'm not seeing the problem.
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Who says it's only for anti-tunnel perk? Many perks for both roles can be used Beyond it's intended scope. Speaking of which, should a Survivor who's good at a Chase be punished for making the chase last longer than 60 Seconds? I see a lot of people that want the perk Nerf but they don't offer any viable changes. It makes you the obsession, you have to succeed a difficult skill check (fail and the perk is permanently done), you have to be picked up within 60 seconds of being rescued, and it only works once per match. That's a lot of requirements for a perk that people now want to be permanently deactivated because someone else got hooked? Lol
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Which is why the perk shouldn't have a time limit but still be deactivated if another survivor is hooked. I think both parties will gain a benefit from it.
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Deactivated meaning that the killer could pick you up and not have to deal with being struck? Or deactivated meaning that the perk is permanently consumed for the duration of that trial?
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Deactivate as in not usable for that time but still active for the next time you are hooked.
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DS is fine as it is.
You have unlimited slug capabilities we have 60 seconds to use it.
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Multiple down situations would make it useless if they changed it like that
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