Home Discussions General Discussions
The 4.3.1 Bugfix Patch drops today. For release times and patch notes, click here: https://forum.deadbydaylight.com/en/discussion/201738

How could we fix Decisive Strike without making it useless?

This is just what I think could be beneficial to Decisive Strike, and make it less oppressive in situations when killers can't do anything, like when someone is downed in an exit gate, but they have Decisive Strike, which the killer can't do anything about. Please send feedback, I greatly appreciate suggestions.

Decisive Strike will activate when you are pulled off the hook, this perk is activated for 40 seconds. This perk deactivates, if any survivor except for yourself is damaged in any way. Whenever you are picked up from the dying state, you will have to hit a skill check to escape. Decisive Strike will not activate if you are grabbed from an action, or from a locker. This would fix most of the situations in which Decisive Strike is uncounterable.

Another solution I've thought of is

Decisive Strike doesn't activate when you are grabbed from an action or a locker, Decisive Strike does not proc when the last generator is powered.

These are just thoughts to make Decisive Strike less oppressive, but to keep it's ability to punish tunnelling, not give survivors invincibility from being hooked for 60 seconds. Please, give your feedback, and suggest your ideas as well.

Thanks.

«134567

Comments

  • SammyWasabiSammyWasabi Member Posts: 89

    Thank you for the feedback it is greatly appreciated,

    The main reason I wanted to make it damage a survivor, instead of hitting, is that it's fairly hard to hook someone fast enough and grab them when they are crawling to the exit gate. I still think it could avoid some problems, but I still feel like lockers and when you're in the exit gate with DS situations would continue to happen. Once again thank you for the feedback.

  • yandere777yandere777 Member Posts: 725

    If you are unhooked by another survivor it activates for 60 seconds. If you are healed to full health, take part in a completed gen or down from a protection hit the perk deactivates.


    Like this theres still some cheese but there's also counterplay. Getting full healed will basically sorta counter its effectiveness at endgame if you have adrenaline proc off hook. A protection his is obvious, you aint being tunneled if you are literally protecting someone.

  • PluPlu Member Posts: 1,209

    Reduce the timer and make it only deplete where far away from the killer.

    Also make it deactivate once someone else is hooked so it can actually be anti tunnel and less bs

  • SammyWasabiSammyWasabi Member Posts: 89

    Thank you for the feedback

    I still feel like this would have locker and endgame problems, which I'm trying to fix and make it less oppressive. Once again thank you for the feedback.

  • Andreyu44Andreyu44 Member Posts: 1,528
    edited December 2019

    A perk that allows you to break free from the killer's shoulders shouldnt exist especially if its no risk.

  • SammyWasabiSammyWasabi Member Posts: 89

    This could solve the issue, as you stated yes there would still be cheese, but my solution would still have cheese as well. I like your idea, giving it less synergy with adrenaline and heals could be nice, protections hits could also work very good as well. The completing a generator could also work well. I like the ideas you put forward. Thank you for the feedback.

  • yandere777yandere777 Member Posts: 725

    No problem. Just came up with it on the spot lol. I just didn't enjoy the no ds off of grabbing you proposed because it is a valid strat. If the killer is smart they will lunge in every non locker situation. If you gen grab a survivor with ds its your fault. Lockers suck yes, but it's okay because some sort of counter that survivors have against killers. Honestly i like when they locker dive, just means i can get rid of ds early on. If it's egc then i just [BAD WORD] up all game lol.

  • FancyMrBFancyMrB Member Posts: 306

    Like a lot of people mention I would like to see DS get deactivated after a new person is hooked.

    I would also like to add that DS deactivates when the survivor is healed a single health state.

  • MysticAdvisorMysticAdvisor Member Posts: 443

    Ds doesn’t need anything else just slug when in doubt.

    Well I guess a good compromise would be to leave DS active until you heal to full health/ someone else is hooked.

  • BunnyTheHuttBunnyTheHutt Member Posts: 1,772

    Better solution is too simply have it end when someone else is hooked. That way it actually is meant too be anti tunneling and not a get out of jail free card.

  • PrettyFaceKatePrettyFaceKate Member Posts: 1,705

    The locker tactic should definitely be fixed.

    The issue I see with your proposal is that if the killer hits the unhooker as soon as the activation condition is triggered (let's say when the rescue animation ends), then DS would immediately be deactiveted.

    I think DS is in a fine place where it is right now, barring the locker cheese. I agree that the gate situation is annoying, but if the gates are opened, then I know I effed up a long time before.

    Maybe a possible adjustment is that DS activates only after a survivor hits second stage. That way, DS would become more of an anti tunnel for survivors who are on death hook and the killer isn't slowed down as much early game. Although, I don't think that would be a popular change.

    Food for thoughts. Regardless, my main gripe is with the locker tactic, I don't have serious complaints otherwise.

  • w_sohlw_sohl Member Posts: 120

    It has risk, you lose wiggle time if you miss your skill check.

  • TKTKTKTK Member Posts: 935
    edited December 2019

    I personally don't like that you can't do anything to an unhooked person at EGC and the door is right there so they are immune to being killed unless a mori is in the game.

    Then the obvious where you don't tunnel, you down and hook someone else and then down the person who got unhook just before again but eat a DS anyway even though you didn't tunnel.

    It has dumb flaws that idk if it worth addressing them cause it would be a heavy nerf for the higher levels of play where people usually don't tunnel anyway and be like nothing ever happened for those that intentionally try to focus on one person.

  • supersonic853supersonic853 Member Posts: 2,295

    Or you hook someone else and the ds user comes and unhooks them right in your face you smack them down pick them up and get DS so then you just lost both survivors by playing legitamately and the survivor playing in a dumb way.

  • ocafghanistanocafghanistan Member Posts: 3,674
    edited December 2019

    to be honest I have no problems with it if your picking up a guy That got unhooked 40 to 50 seconds ago you Just gotta suspect it

  • TKTKTKTK Member Posts: 935

    yeah I was trying to cover that in my second point on the dumb flaws it has, it's really stupid and frustrating. Just like old mettle of man it allows people to take advantage of a situation that should be considered bad play without the perk.

Sign In or Register to comment.