I think we're going the wrong path if we are about to nerf the perk by discouraging survivors to use it. Decisive Strike is one of the strongest and most frustrating perks in a game but making it available only for one player per trial wouldn't make much sense. That's just not gonna be fair for users of DS. Instead, adjust the values of the perk or rework it so that Strike will be balanced, not restricted to one use.
So the others who took it in into the game will have a perk slot wasted?
I suggested back then that the non obsession players who took DS will get a compensation in Form of another perk they choose as a "5th perk slot" in the lobby (they would have 4 perks at the end) but so many people didn't get it and went mental lmao. It's hard to find reasonable and logical people here
So the others who took it in into the game will have a perk slot wasted?
Sounds fair.
Insert "if he dies, he dies" gif.
It's not, cuz only solos will have the "high risk" of 3 perk slots and not swf cuz they will communicate in the pre lobby who takes DS. So it hurts only solos again, the part of the community who doesn't need to be nerfed. Pretty sure I had this discussion with you back then, seems like you still haven't understood it
Yeah this change would be awful since solo survivors don't know which perks the other survivors are using, only swf survivors. So a nerf to solo survivors, but not to swf survivors.
Route 1:
Decisive Strike has to live up to its "Decisive" part.
Only after you have entered the "Struggle Phase" will the perk activate. This means that the killer only has to deal with it once if the killer wants to avoid it and it cannot steamroll and rob the killer from the much needed (and deserved) early game momentum.
(Code simply adds 1 condition required for the perk to be turned on and done)
Route 2:
Decisive Strike is used to hit the killer at the right time.
The Stun time is reduced significantly, meaning that the killer can down the survivor after about 1-1.5 second after their escape from their grasp. (Cannot be reduced by Enduring or other stun-reducing effects)
The survivor however gets to control when the skill-check appears and then has to hit it. (For non-obsessions this only becomes available after 45/40/35%).
When the survivors see the killer walking through a pallet or near a window, they should use their decisive strike and their environment (not a 4 second stun-time) to avoid being hit nearly-right after they escape their grasp.
This also means that the killer has control over their own pathing to a certain extend and are partly at fault for playing into decisive strike when being hit.
(Code simply alters the stun duration + makes the skillcheck appear when the player presses the active ability button, instead of automatically at a timer's command.)
So the others who took it in into the game will have a perk slot wasted?
Sounds fair.
Insert "if he dies, he dies" gif.
It's not, cuz only solos will have the "high risk" of 3 perk slots and not swf cuz they will communicate in the pre lobby who takes DS. So it hurts only solos again, the part of the community who doesn't need to be nerfed. Pretty sure I had this discussion with you back then, seems like you still haven't understood it
Risk vs reward. Killers run the risk of hex perks. Also, solo survivors are a minority.
Comments
Insert "if he dies, he dies" gif.
Basically Ruin.
gEniuS dUDe tHIS wiLl fIX tHE gAME
Pretty sure I had this discussion with you back then, seems like you still haven't understood it
Yeah this change would be awful since solo survivors don't know which perks the other survivors are using, only swf survivors. So a nerf to solo survivors, but not to swf survivors.
2 easy to implement alternative routes:
Route 1:
Decisive Strike has to live up to its "Decisive" part.
Only after you have entered the "Struggle Phase" will the perk activate. This means that the killer only has to deal with it once if the killer wants to avoid it and it cannot steamroll and rob the killer from the much needed (and deserved) early game momentum.
(Code simply adds 1 condition required for the perk to be turned on and done)
Route 2:
Decisive Strike is used to hit the killer at the right time.
The Stun time is reduced significantly, meaning that the killer can down the survivor after about 1-1.5 second after their escape from their grasp. (Cannot be reduced by Enduring or other stun-reducing effects)
The survivor however gets to control when the skill-check appears and then has to hit it. (For non-obsessions this only becomes available after 45/40/35%).
When the survivors see the killer walking through a pallet or near a window, they should use their decisive strike and their environment (not a 4 second stun-time) to avoid being hit nearly-right after they escape their grasp.
This also means that the killer has control over their own pathing to a certain extend and are partly at fault for playing into decisive strike when being hit.
(Code simply alters the stun duration + makes the skillcheck appear when the player presses the active ability button, instead of automatically at a timer's command.)
Killers run the risk of hex perks.
Also, solo survivors are a minority.
we could have written a dozen of PhD of DS and Hatch solutions, plz STAWP BDB wont listen
or or just let me speak, we stop making ds fixes and notice that its a one use perk that can be missed and wasted