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Decisive Strike

2

Comments

  • VictoryVictory Member Posts: 162

    @The_Crusader said:
    How about this...

    They remove it.

    Perfect solution.

    Okay then laurie has 2 perks, whats her 3rd

  • RyuhiRyuhi Member Posts: 583

    @Nova_Terra said:
    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    The problem with enduring is that aside from a brute force build, it is using a perk slot for the sole purpose of making failing hurt less rather than making the killer stronger. Many perks give utility in more positive ways, be they through tracking and auras, preventing/minimizing loops, slowing down the game, etc. Enduring's primary use is not getting penalized as hard for eating a pallet instead of properly spacing and just not getting hit by it. It synergizes really well with spirit fury to get that muscle hit after triggering it, but outside of that its uses are entirely defense based and can be negated by proper spacing.

    Then in comes DS, making it damn near mandatory on the majority of killers.

    So you could try to move away from it as a crutch, but doing so leaves you extra vulnerable to the biggest get out of jail free perk in the game, so you end up running it almost every game anyway. TBH it should be baseline specifically for DS (that is to say, DS should just cause a shorter stun and not be affected by Enduring,) leaving its other synergies and crutch applications as more optional.

  • The_TrapperThe_Trapper Member Posts: 175

    @Broosmeister said:
    I think NOED can be compared. I have had enough killers who won just because of Noed. It rewards bad gameplay just like DS.
    DS has counters and noed too. Noed takes time to get rid of and i just think the killer should know who has DS and who don't.

    At high rank, NOED's totem is destroyed almost immediately once survivors know there is one, once the totem is gone it ain't coming back - the perk becomes completely useless.

    Then we have DS, one survivor can use it instantly, the others only need to wiggle to 35%. There can be 4 FREE escapes from the killer's grasp, and only one NOED totem at the end which can be destroyed.

    You can't stop survivors from using DS, you can stop killers from using NOED.

    Therefore I think you can't really compare them, but I haven't used NOED in ages.

  • powerbatspowerbats Member Posts: 7,071

    @Ryuhi said:

    @Nova_Terra said:
    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    The problem with enduring is that aside from a brute force build, it is using a perk slot for the sole purpose of making failing hurt less rather than making the killer stronger. Many perks give utility in more positive ways, be they through tracking and auras, preventing/minimizing loops, slowing down the game, etc. Enduring's primary use is not getting penalized as hard for eating a pallet instead of properly spacing and just not getting hit by it. It synergizes really well with spirit fury to get that muscle hit after triggering it, but outside of that its uses are entirely defense based and can be negated by proper spacing.

    Then in comes DS, making it damn near mandatory on the majority of killers.

    So you could try to move away from it as a crutch, but doing so leaves you extra vulnerable to the biggest get out of jail free perk in the game, so you end up running it almost every game anyway. TBH it should be baseline specifically for DS (that is to say, DS should just cause a shorter stun and not be affected by Enduring,) leaving its other synergies and crutch applications as more optional.

    Yet Enduring is also used for pallet stuns, flashlight stuns as well and some builds use it, Agitation, Iron Grasp and then w/e other perk they want to use and do quite well. If you see multiple flashlights throw in Lightborn and destroy them.

  • RyuhiRyuhi Member Posts: 583

    @powerbats said:

    @Ryuhi said:

    @Nova_Terra said:
    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    The problem with enduring is that aside from a brute force build, it is using a perk slot for the sole purpose of making failing hurt less rather than making the killer stronger. Many perks give utility in more positive ways, be they through tracking and auras, preventing/minimizing loops, slowing down the game, etc. Enduring's primary use is not getting penalized as hard for eating a pallet instead of properly spacing and just not getting hit by it. It synergizes really well with spirit fury to get that muscle hit after triggering it, but outside of that its uses are entirely defense based and can be negated by proper spacing.

    Then in comes DS, making it damn near mandatory on the majority of killers.

    So you could try to move away from it as a crutch, but doing so leaves you extra vulnerable to the biggest get out of jail free perk in the game, so you end up running it almost every game anyway. TBH it should be baseline specifically for DS (that is to say, DS should just cause a shorter stun and not be affected by Enduring,) leaving its other synergies and crutch applications as more optional.

    Yet Enduring is also used for pallet stuns, flashlight stuns as well and some builds use it, Agitation, Iron Grasp and then w/e other perk they want to use and do quite well. If you see multiple flashlights throw in Lightborn and destroy them.

    Yeah I kinda already went over how its used for pallet stuns, maybe thats why i mentioned spacing and its application in brute force builds (Enduring + Spirity fury, AKA the main way to make m1 killers viable in high ranks.)

    How does it directly pair with Agitation and Iron Grasp? I would think it would be redundant since both of them (especially when combined) lead to a lot less struggle frees and thus less need for the reduced stun in the first place.

    My point was that enduring SHOULD be in the same vein as Unrelenting: A crutch perk that can be dropped as players get better at negating the thing that the perk is offseting. The constant threat of DS, and more importantly the severe lack of counterplay for it, are why enduring is a big part of why enduring is so baseline. I'd love to steer away from it and work on getting pallet stunned less to free up the perk slot, but it just feels so mandatory right now because of DS and the fact that it helps killers stay comfortable with just lunging through the drop and hoping for a trade.

  • powerbatspowerbats Member Posts: 7,071

    @Ryuhi I mentioned those only because while they do overlap they also cover so many different things like hook sabo and body blocking.

  • MegMain98MegMain98 Member Posts: 1,554
    Personally I’ve never had an issue with DS as a killer but when you have a four man SWF group that bodyblock, teabag, are good at loops, have flashlights and firecrackers, and have 4 DS...it becomes an issue. The killer will not get a single kill in that situation.

    Comparing DS and NOED is fair due to both rewarding bad gameplay. I can’t tell you how many times I’ve gotten three kills at the end of the game because of NOED.

    Also I don’t think NOED should be removed though, it can be countered. It is annoying but as I’ve gotten higher in rank as killer (I’m Rank 5) I’ve realized NOED doesn’t even activate sometimes because the survivors got all my totems. Just cleanse the totems and NOED is not an issue.

    DS can be an issue but as I’ve stated before, it’ll never get removed due to being directly tied to the “Adept Laurie” achievement. It can be nerfed, but it won’t be removed.
  • CymerCymer Member Posts: 852

    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    Enduring don't counter DS. It shortens the stun. Stun is not the issue. The problem with DS is, that it resets the chase.
  • KickUasSKickUasS Member Posts: 9

    Now DS skill check is so small and short . It not fair because it can use onec a game.

  • ZarathosZarathos Member Posts: 844

    @yes said:

    @Nova_Terra said:
    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.

    For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.

    Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.

  • ArrozArroz Member Posts: 1,434

    I just.. Uhhh have to say something...

  • ZarathosZarathos Member Posts: 844
    edited January 8
    Arroz said:

    @Zarathos said:

    @yes said:

    @Nova_Terra said:
    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.

    For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.

    Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.


    Actually racor has a lot of problems.
    A. Its got one of the worst aura reading powers in the game.
    B. It gives survivours whom are swf map information on killer movement.
    C. It doesent overcome the problem of multiple dses which clearly i hit a nerve since you cant refute my argument and are resorting to derogatory comments lile a child throwing a tantrum.
    D. Bbq has at least 7 counters and most killers could care less about the aura readings its just for bp gain since dbd is a massive grind and killers require specific perks to be viable. 
    E. You have chosen to not contradict my enduring statement and made a half ass post detailing some other perk.
    F. Word of advice dont waste energy posting derorgatory crap use that energy to back your statements. So uncivilised. 
    Post edited by MandyTalk on
  • yesyes Member Posts: 367

    @Zarathos said:
    Arroz said:

    @Zarathos said:

    @yes said:

    @Nova_Terra said:

    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.

    For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its  broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.
    

    Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.

    Shut up rancor is the perfect counter to ds but you dont want to sacrifice your [BAD WORD] barbecue and chili [BAD WORD] pussy

    Actually racor has a lot of problems.
    A. Its got one of the worst aura reading powers in the game.
    B. It gives survivours whom are swf map information on killer movement.
    C. It doesent overcome the problem of multiple dses which clearly i hit a nerve since you cant refute my argument and are resorting to derogatory comments lile a child throwing a tantrum.
    D. Bbq has at least 7 counters and most killers could care less about the aura readings its just for bp gain since dbd is a massive grind and killers require specific perks to be viable. 
    E. You have chosen to not contradict my enduring statement and made a half ass post detailing some other perk.
    F. Word of advice dont waste energy posting derorgatory crap use that energy to back your statements. So uncivilised. 

    People use BBQ for the bloodpoints? I mean, I use it too (all the time) but I use it mainly for the aura reading ability.

  • ZarathosZarathos Member Posts: 844
    edited January 8
    yes said:

    @Zarathos said:
    Arroz said:

    @Zarathos said:

    @yes said:

    @Nova_Terra said:

    Everyone forgets Enduring counters it, and it has a lot of practical uses.

    When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.

    For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its  broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.
    

    Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.

    Shut up rancor is the perfect counter to ds but you dont want to sacrifice your [BAD WORD] barbecue and chili [BAD WORD] pussy

    Actually racor has a lot of problems.
    A. Its got one of the worst aura reading powers in the game.
    B. It gives survivours whom are swf map information on killer movement.
    C. It doesent overcome the problem of multiple dses which clearly i hit a nerve since you cant refute my argument and are resorting to derogatory comments lile a child throwing a tantrum.
    D. Bbq has at least 7 counters and most killers could care less about the aura readings its just for bp gain since dbd is a massive grind and killers require specific perks to be viable. 
    E. You have chosen to not contradict my enduring statement and made a half ass post detailing some other perk.
    F. Word of advice dont waste energy posting derorgatory crap use that energy to back your statements. So uncivilised. 

    People use BBQ for the bloodpoints? I mean, I use it too (all the time) but I use it mainly for the aura reading ability.

    It works well with billy nurse spirit and genraly mobile killer but around slower killers its aura reading is very easily countered. They have nerfed it quite a bit with lockers and with distortion as well. Dont get me wrong i agree with the changes its in my book an ok aura reading perk bitter murmur is often a little better and ofc discordance.

    Bbq can at time mess with my tracking since survivours often use it to mislead and results in survivours making movements I cant anticipate. 
  • powerbatspowerbats Member Posts: 7,071
    edited January 8

    You can play normally and eat the stun and simply down them 5-10 seconds later for most survivors and the only ones take longer are the really good ones.

    If you honestly think the only way to handle DS is to leave them slugged on the ground or camp them then there's really no hope for teaching you anything.

    You can dribble them, you can play smart and time your down for closer to a hook in which case DS goes for naught. There's the old pick them up near the basement and let them wiggle out and drop into the basement trick.

    There's the let them use ds but pick them up so thy get dropped in a good spot for you to re down them pretty much instantly trick.

    Yes it's an annoying perk but it's a 1 time usage perk and after that that perk slot is wasted and that person's screwed the rest of the game.

    Post edited by MandyTalk on
  • TheluckyboiTheluckyboi Member Posts: 1,114

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

  • ZarathosZarathos Member Posts: 844
    powerbats said:

    @yes said:

    @Arroz said:
    I just.. Uhhh have to say something...

    also stfu because you can't 'git gud' while trying to counter DS. the only way you can 'git gud' is by leaving the survivor w/ DS on the ground, camping them until they bleed out, or juggle them.

    You can play normally and eat the stun and simply down them 5-10 seconds later for most survivors and the only ones take longer are the really good ones.

    If you honestly think the only way to handle DS is to leave them slugged on the ground or camp them then there's really no hope for teaching you anything.

    You can dribble them, you can play smart and time your down for closer to a hook in which case DS goes for naught. There's the old pick them up near the basement and let them wiggle out and drop into the basement trick.

    There's the let them use ds but pick them up so thy get dropped in a good spot for you to re down them pretty much instantly trick.

    Yes it's an annoying perk but it's a 1 time usage perk and after that that perk slot is wasted and that person's screwed the rest of the game.

    These are all nice tricks I have used and found great success however they all require the survivour to make the foolish move of getting downed by a hook and even then if a friend pops out and blocks the hook the ds is going off which kills your momentum as killer. One use is also arguable as if it occurs multiple times via hidden ds targets whom can again body block to ensure it goes off. 

    If a killer had a perk that gave them 4 tokens that allowed them to instadown in their next attack would that be ok even though its a one time use per token. No it wouldnt. Ds is costing you time no matter what strategy you use in dbd. Its a poorly designed perk that needs to lose its killer grasp escape for empowered stuns or a chase mechanic that allows a killer to meaningfully counter it.

    Time is a comodity in dbd ds is often the difference between a killer getting enough time to allow a gen to be completed. 
  • ArrozArroz Member Posts: 1,434

    @powerbats said:

    @yes said:

    @Arroz said:
    I just.. Uhhh have to say something...

    also stfu because you can't 'git gud' while trying to counter DS. the only way you can 'git gud' is by leaving the survivor w/ DS on the ground, camping them until they bleed out, or juggle them.

    You can play normally and eat the stun and simply down them 5-10 seconds later for most survivors and the only ones take longer are the really good ones.

    If you honestly think the only way to handle DS is to leave them slugged on the ground or camp them then there's really no hope for teaching you anything.

    You can dribble them, you can play smart and time your down for closer to a hook in which case DS goes for naught. There's the old pick them up near the basement and let them wiggle out and drop into the basement trick.

    There's the let them use ds but pick them up so thy get dropped in a good spot for you to re down them pretty much instantly trick.

    Yes it's an annoying perk but it's a 1 time usage perk and after that that perk slot is wasted and that person's screwed the rest of the game.

    👌

  • ArrozArroz Member Posts: 1,434

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

  • ArrozArroz Member Posts: 1,434

    @Zarathos said:
    powerbats said:

    @yes said:

     @Arroz said:
    

    I just.. Uhhh have to say something...

    also stfu because you can't 'git gud' while trying to counter DS. the only way you can 'git gud' is by leaving the survivor w/ DS on the ground, camping them until they bleed out, or juggle them.

    You can play normally and eat the stun and simply down them 5-10 seconds later for most survivors and the only ones take longer are the really good ones.

    If you honestly think the only way to handle DS is to leave them slugged on the ground or camp them then there's really no hope for teaching you anything.

    You can dribble them, you can play smart and time your down for closer to a hook in which case DS goes for naught. There's the old pick them up near the basement and let them wiggle out and drop into the basement trick.

    There's the let them use ds but pick them up so thy get dropped in a good spot for you to re down them pretty much instantly trick.

    Yes it's an annoying perk but it's a 1 time usage perk and after that that perk slot is wasted and that person's screwed the rest of the game.

    These are all nice tricks I have used and found great success however they all require the survivour to make the foolish move of getting downed by a hook and even then if a friend pops out and blocks the hook the ds is going off which kills your momentum as killer. One use is also arguable as if it occurs multiple times via hidden ds targets whom can again body block to ensure it goes off. 

    If a killer had a perk that gave them 4 tokens that allowed them to instadown in their next attack would that be ok even though its a one time use per token. No it wouldnt. Ds is costing you time no matter what strategy you use in dbd. Its a poorly designed perk that needs to lose its killer grasp escape for empowered stuns or a chase mechanic that allows a killer to meaningfully counter it.

    Time is a comodity in dbd ds is often the difference between a killer getting enough time to allow a gen to be completed. 

    Well, just let's make all survivors spawn in the hook :)

  • TheluckyboiTheluckyboi Member Posts: 1,114

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

  • ArrozArroz Member Posts: 1,434

    @Theluckyboi said:

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already :) to save me doing a rekt at the exit door

  • AcromioAcromio Member Posts: 1,025

    @Theluckyboi said:

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    Ignore him, he can't be serious.

  • VietfoxVietfox Member Posts: 3,826
    edited January 8

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    @Theluckyboi
    Have you ever waited for the survivor to be close to a hook during a chase to down them? If you down them away from the hook it's on you.
  • ZarathosZarathos Member Posts: 844
    edited January 8
    Arroz said:

    @Theluckyboi said:

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:
    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already :) to save me doing a rekt at the exit door

    Unnerving prescence maybe the worst perk you can run as killer. Its has the problem of giving survivours skill checks which is really bad in red ranks. More skill checks more oppurtunities for greats skill checks which will add additional progression to gens. doc can be good with unnerving dont get me wrong but doc is a crap killer anyways since his anti loop and snowball potential is awful and limited.

    Unnerving prescene helps you lose games in dbd. Its the equivalent of running overcharge on freddy. As for hooks the patch changes to hook positions have made non obssesion ds problematic on some of the bigger maps. The game can have hooks only spawn on one floor which is hugely problematic.

    Unnerving prescence at base is not enough to stop ds since it is a skill check and hitting greats is practically mandatory in high ranks due to the frequency of ruin. 
  • ArrozArroz Member Posts: 1,434

    @Zarathos said:
    Arroz said:

    @Theluckyboi said:

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:

    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already :) to save me doing a rekt at the exit door

    Unnerving prescence maybe the worst perk you can run as killer. Its has the problem of giving survivours skill checks which is really bad in red ranks. More skill checks more oppurtunities for greats skill checks which will add additional progression to gens. doc can be good with unnerving dont get me wrong but doc is a crap killer anyways since his anti loop and snowball potential is awful and limited.

    Unnerving prescene helps you lose games in dbd. Its the equivalent of running overcharge on freddy. As for hooks the patch changes to hook positions have made non obssesion ds problematic on some of the bigger maps. The game can have hooks only spawn on one floor which is hugely problematic.

    Unnerving prescence at base is not enough to stop ds since it is a skill check and hitting greats is practically mandatory in high ranks due to the frequency of ruin. 

    Only in red ranks.., hooks are better distributed in large maps and small maps. on maps like the game today I only had 2 hooks down and I had to release the survivor and leave him on the ground .. Unnerving presence you already said it in the red range and most people are in yellow / brown ranges so it's just a problem for high ranges, and I've already told you, rancor is the best counter for ds and if the rancor aura reading is very bad but for that this bitter murmur :) all the perks are good in this games some very overpowered others not used because it does not work for your style of play but they are all good for something, you do not want to sacrifice a perk slot, that's your problem.

  • ZarathosZarathos Member Posts: 844
    Arroz said:

    @Zarathos said:
    Arroz said:

    @Theluckyboi said:

    @Arroz said:

    @Theluckyboi said:

    @Arroz said:

    I just.. Uhhh have to say something...

    Tell me one way to effectively counter decisive without the need of perks

    Umm, dribbling or let the guy in the ground and bleed out?

    Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone

    There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already :) to save me doing a rekt at the exit door

    Unnerving prescence maybe the worst perk you can run as killer. Its has the problem of giving survivours skill checks which is really bad in red ranks. More skill checks more oppurtunities for greats skill checks which will add additional progression to gens. doc can be good with unnerving dont get me wrong but doc is a crap killer anyways since his anti loop and snowball potential is awful and limited.

    Unnerving prescene helps you lose games in dbd. Its the equivalent of running overcharge on freddy. As for hooks the patch changes to hook positions have made non obssesion ds problematic on some of the bigger maps. The game can have hooks only spawn on one floor which is hugely problematic.

    Unnerving prescence at base is not enough to stop ds since it is a skill check and hitting greats is practically mandatory in high ranks due to the frequency of ruin. 

    Only in red ranks.., hooks are better distributed in large maps and small maps. on maps like the game today I only had 2 hooks down and I had to release the survivor and leave him on the ground .. Unnerving presence you already said it in the red range and most people are in yellow / brown ranges so it's just a problem for high ranges, and I've already told you, rancor is the best counter for ds and if the rancor aura reading is very bad but for that this bitter murmur :) all the perks are good in this games some very overpowered others not used because it does not work for your style of play but they are all good for something, you do not want to sacrifice a perk slot, that's your problem.

    Hook distances are ok now minus the multiple ds problem but thats a fault with a poorly designed perk. The game map needs a look at as hook rng can screw you on their position making hooks spawn on only one floor which is inexcusable. Your unnerving prescence argument has a fix remove progression on greats you said it yourself most players are mid rank why bother rewarding skill players for hiting greats?

    See how flawed your argument is high tier play shouldnt be ignored otherwise you put a cap on your games potential. Im fine with a perk being aimed at low rank but there are not a sufficent number of counters for perks like ds. You did not bother to counteract my points on why rancour is a crap perk so i ll just repat myself.

    It gives players map information on your position high ranks are made of large amounts of swf so rancour feeds info to the entire team this is a bad thing. When one member can see the killers aura. Its a terrible aura reading perk and worst of all you the killer power role are defining a perk slot to deal with a single survivour perk the supposed to be weak role. 

    You said it yourself some perks are overpowered ds and noed are problem perks that need to be dealt with. I argue both need a rework their effects devastating easily to use with limited counterplay.

    At the moment its best to slug ds and dribble when the team is spread out and in chaos. But if any of you want to punish a ds player in a sadistic manner i will offer you this fun cruel option. Slug ds player with Knock out ensure the player isnt in a swf and watch as the ds player spends 70% of the game crawling in the time out corner. Continue knocking them down till they crawl right up to a hook and then hook. You need to condition ds players to cut out their toxic behaviour. Alternatively slug em to death.
  • mcNuggetsmcNuggets Member Posts: 767

    Decisive Strike is not overpowered.
    It is perfectly balanced to get a free off after a long ass chase.

    It's as balanced as the Nurse.

  • KiraElijahKiraElijah Member Posts: 1,161
    Poweas said:

    Just rework DS to something like it makes pallet stuns 0.5/1/1.5 seconds longer, it is decreased by endurinng and remove noed and get rid of the instaheal with Adrenaline, that's it.

    THAT’S WORSE
  • ZarathosZarathos Member Posts: 844
    Poweas said:

    Just rework DS to something like it makes pallet stuns 0.5/1/1.5 seconds longer, it is decreased by endurinng and remove noed and get rid of the instaheal with Adrenaline, that's it.

    THAT’S WORSE
    Is it though the ds change would have a multiple uses potentially buying more time in a chase. Hell it might save you from multiple spirit fury. It has immense potential to do serious long term damage.

    The meta of adrenaline and ds has been around for far too long we need to shake up the game. With some buffs coming to survivour perks it would be a good oppurtunity to do this. Ds would be only worse if you are unable to take advantage of its power. It would require way more skill to use it to its full power. Adrenaline is definatly way to strong so either gens need to slow down or it needs a nerf the health state is way too strong. I wouldnt be against losing the speed boost instead but it has to much power and flexibility in a gen rush meta.

    Gen rush might be getting stronger to with the prove thyself changes. Which is fine imo. Adreanline is a problem perk as it make gen rush way to strong. Making gen boosting perks problematic limiting design space. 
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