Did you not see the twitch clip with otz the ds user literally unhooked infront of a leatherface and should be punished for it but no she gets the guy off the hook gets downed and is about to be put on basement hook but ds lets her go. Its really dumb especially when your also chasing a survivor and they jump in a locker forcing you into ds. Like it or not it needs to deactivate if you work on a gen or if someone else is hooked.
I'm not seeing the problem here.
it's called not hooking a person and leaving them slugged in the basement
She unhooked a survivor in the basment...infront of a leatherface...right next to a hook and wasnt punished for it because of a perk.
And waste 60 seconds of valuable time to get one hook? Great and if more then one has it ill have to do that multiple times.
When I get DS I just deal with it and move on. It's not difficult to catch them again anyway.
He could have easily avoided that ds and getting slugged is still a punishment
How dare she unhooking in the presence of the mighty leatherface!
That would ruin it and make it a trash perk.
No one would use it if it deactivates after the gens are done.
I could see the another survivor is hooked though since its a anti tunnel if another survivor is hooked your not being tunneled.
How is a killer to know a person has DS still when they unhook someone else? How people won't acknowledge that issue, I'll never know.
You act like everyone has ds. Survivors basically do the same thing with noed.
Except as you get down a lot of survivors have ds so you pretty much have to down someone and wait for about 30 seconds if they were recently unhooked to avoid it thats 30 seconds of genwork and if i have to do that for every newly unhooked survivor im screwed. Noed is only during endgame killers have to worry about ds the whole game. Especially during endgame.
Ok. Still not seeing a problem.
Yeah man, lets slug everyone cause there is a chance a minute hasn't passed since you hook the second or third person. Working as intended very anti-tunnel.
This perk isn’t broken at all. So I don’t think it needs to be fixed.
The real problem is that many people see it as an anti tunnel perk. If it was an anti tunnel perk then it would deactivate the moment the killer didn’t come back to the hook. Which it doesn’t, because it is intended to work that way. You have access to other ways you can use it.
Also, since when do we need to “punish” tunneling when it is explicitly allowed? Especially when it can become part of a strategy. I never understood this one.
You can nitpick instances where you think it might be too strong but there are also instances where it’s not. If you’re being tunneled because you’re the last person hooked, why would the perk not shine in that instance? Gate spawns are very rng based as it is... so if that person stabbed you and got out, good for them. You probably tunneled them before they got hooked too.
Have DS deactivate when the Survivor interacts with something, the gates are powered, or when another Survivor is damaged.
You can't possibly consider the protection hit a smart thing. They are so broken as long as the game thinks you are close enough to a hirt survivor and you get hit you get a protection hit. I have gotten them from across the map from anyone.
The when another survivor is damaged in any way is a silly counter. Also deactivating when the last gen is completed? What? If this is about balance we can reduce the time from 60 seconds to 40 seconds.
If you are that worried, either tunnel early into the game to get rid of it or dont tunnel at all.
Just make it so it deactivates if you hook another survivor.
This is exactly what I mean by the dumb flaws, the perk isn't broken but it still has abuse-able situations like this. DS can be used to punish a killer that is doing well and isn't tunneling.
DS should only be good against tunneling (I think it's why they made it in the first place). For that the solution would be simple. After you get unhooked, if any other survivor gets into the dying state, ds deactivates. That would prevent tunneling, not be an abusive perk in end game situations and would also prevent (even if only for a bit) from unsafe hook rescues or at least would give you more time to escape since the killer would have to hit the other survivor first into the dying state.
good, survivors have enough second chance perks. one crutch less in the game would be awesome.
The only problem I have with DS is if you manage to hook 1 - 2 people and get back to a survivor who still has DS ticking after they've been fully healed and then they DS you even though you didn't tunnel.
Only thing I'd change is making the perk deactivate if you've fully healed yourself as survivor. Possibly if another survivor is hooked before you but that seems like it could put some survivors in unfair scenarios vs a camper.
For the most part I feel like the perk is in a good spot but there are some instances where the perk punishes you as killer when you can literally go out of your way to avoid the survivor with DS and still get stabbed.
I'm a main survivor and to put simpler what I wrote before, it should be something like:
After being unhooked or unhooking yourself, if you are not the last survivor left and no one else gets into the dying state for 40/50/60 seconds, Decisive Strike becomes active if you get into the dying state.
The rest would be the same.
Probably would bring other problems or even change the way tunneling would be made, but at least would give you an escape chance from tunneling as we know it without the abuse of end game "free escapes".
This is what I was thinking originally, but the main issue with this is that it doesn't fix the problem of hiding in a locker and being invincible for the duration of your Decisive Strike, allowing generators to be done. And you could do it a second time after this, downing someone and hooking them allows time for the survivor to run away and it is the same issue, it's a get out of jail free card, this also wouldn't fix the endgame collapse with Decisive Strike. Thank you for the feedback and I hope I may convince you more would need to be done.
No offense to the OP who seems like a nice person, but this sure sounds like a killer who feels entitled to always be able to get 4ks.
I sympathize with the fact that you're trying to perfect the world you generally play in as killer but if killers didn't tunnel so much, no one would play it. And as noted it's extremely specific to a single use being hit within a minute after being pulled off hook and then hitting the skill check. There's one situation that a killer can't recover in time to get that second hit - near a door at endgame. The very endgame that is now ridiculously killer-sided because of EGC.
And bear in mind that running a DS perk means they're NOT running something else... maybe something like prove thyself or we'll make it or spine chill or deliverance. So they are hurting other aspects of their game for that one chance that DS pays off and they don't get re-caught.
I'm still amazed that killers have the temerity to complain about survivor advantages when they are living in an era of 3k averages.
This is also a very good idea, thank you for your feedback, I like the aspect of bring the last person disallows for Decisive Strike to become active.
Just make it 45 seconds instead of 1 minute and make it to where it cant be activated once exit gates are open then it will be fine.
Hi, no offense taken first of all, and thank you for the feedback, I also do not play killer, I play survivor most of the time. The main reason I wanted to change the perk or add solutions, is because of the fact there isn't a counter to it when they jump into a locker, or if the exit gate is right next to the hook where they are pulled off. This is to make it less of an oppressive perk, as it can throw off a game's momentum, and another reason I wanted to change it, is because most of the times that I would ever use DS to stab the killer, was when they weren't tunnelling, and I wanted to add counterplay that doesn't require slugging and throwing off your momentum.