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DS Change

So I noticed a lot of killers complaining about ds, and rightfully so as even though I’m a survivor main I notice that even when the killer doesn’t tunnel, I can still d strike them. So I suppose a change since it’s just a bit wack. Maybe have the timer last until the next person is hooked. That way it still completes its function and killers don’t get punished for accidentally running into the survivor in a minute after clearly not tunneling them.



  • SnakeSound222SnakeSound222 Member Posts: 2,021

    It also needs to be changed in how it works with lockers. As of right now, Survivors can do whatever they want for 60 seconds and not have to worry about being punished for any bad plays, including jumping into a locker when the Killer can see or hear you and you’re not going to be able to use Head On. Why? Because they have DS to bail them out. If they jump into a locker, then you have no way to avoid the strike besides standing in front of the locker for 60 seconds, which can make you lose a good amount of pressure or leaving the Survivor and letting them do whatever, which was one of the problems with the old DS. A lot of Survivors unfortunately seem to not like any version of this perk where it’s fair to Killers and cannot be abused. They think this perk should give them 100% hook immunity. I’m hoping the devs take a look at DS in the next patch and turn it into an actual anti-tunnel perk.

  • switchswitch Member Posts: 420
    edited August 2019

    I'm going to start by saying DS was never meant to be in the game rightfully so. Why put a free escape in the game, it just promotes toxic gameplay on both sides.

    Tunneling ins't a problem, i'm sorry it is not, you have 3 chances, if your team is smart, if you fail 3 times to escape the killer and hide / or juke him for 5 gens, i'm sorry you're playing the wrong game, i don't get mad when a killer tunnels into me since he basically throws the game for 1 person, i'm fine with that, i get 3 out, a win in my book.

    Just COMPLETELY rework this perk, for the better game.

  • prayer_survivorprayer_survivor Member Posts: 626

    And who says that survivors' perks only need to counter killer actions? Can't we have perks that do anything? Killers want DS nerfed to only counter tunneling, adrenaline to only counter NOED, BT to only counter camping ad so on....n

  • savevatznicksavevatznick Member Posts: 320

    Just make it deactivate if the killer hooks another survivor and let it keeps its ridiculous 60sec duration. That's all it needs.

    Slugging gives the survivor a chance to be healed by teammates without losing a hook state and is pretty fair considering a survivor got caught twice. I get the feeling that a lot of people who whine about getting "tunneled" are just bad at running from the killer.

  • PickCollinsPickCollins Member Posts: 495

    That's obvious bait and if you take it, you deserved to get hit by it.

    Every time decisive strike is brought up it's in a negative light. The perk is fine. You either deserved to get hit or were stupidly unlucky (and being stupidly unlucky bc of DS is pretty low priority considering everything else you can get hit with bc of bad luck). Just bc killers complain that the perk is too good, doesn't mean it is.

  • SnakeSound222SnakeSound222 Member Posts: 2,021
    edited August 2019

    Lol what? Where’s the LOL button when you need it?

    Jumping into a locker when the Killer is near has been considered a bad play for years. Old and new DS turn it and other bad plays into safe ones. It just seems like you want DS to grant you the ability to do whatever you want and not have to worry about getting punished for making a bad play.

  • SnakeSound222SnakeSound222 Member Posts: 2,021
    edited August 2019

    So it should be totally fine if I have a chance to punish a Survivor for making a bad play but I have to ignore them because Survivors can’t handle DS actually being fair? Lol this just shows so much about Survivors. They really just want as many chances as possible to escape and lose their minds when Killers have the ability to punish them.

    Tunneling a Survivor who keeps stunning you is a bad play on your part, not theirs. You are the one getting punished because the others are doing gens.

  • PickCollinsPickCollins Member Posts: 495

    Their "bad play" is an attempt to bait you Into getting stunned. That's not bad play, that's using your resource to your own advantage. It's not uncommon to use lockers when you have DS, it forces the killer to gamble on the stun hitting them. It's quite entitled of killer mains to assume any attempt at using perks that help Surviviors to...oh idk, survive, is such a toxic thing.

  • GrootDudeGrootDude Member, Trusted Posts: 13,492

    IMO DS is fine.

  • Rokku_RorruRokku_Rorru Member Posts: 135

    It is bad play it's 60 seconds of oh I can body block the killer, get in their way and be super toxic for no reason and completley against the design of the game, like the Nurse at high level play 2 things I hate.

  • Johnny_XManJohnny_XMan Member Posts: 1,473

    DS is not meant to only be an anti-tunnel perk.

  • PickCollinsPickCollins Member Posts: 495

    Okay. Again if you watch a Survivior jump in a locker and you suspect they have decisive strike that's not them playing bad when you grab them. That's them knowing they can escape this situation using Decisive and that forcing you to grab them is the only surefire way out. The bad play is on YOU for not respecting the decisive.

    It's like I say: if you suspect but don't respect then sympathy you should not expect.

  • LordGlintLordGlint Member Posts: 4,270
    edited August 2019

    What is the other choice to be had? Leave them completely alone? At least with slugging, it helps build pressure.

  • BBQnDemogorgonBBQnDemogorgon Member Posts: 3,204

    Just give the survivor free 60 seconds to do whatever they want.

    EZ totally fair and balanced :D

  • PickCollinsPickCollins Member Posts: 495

    They baited you using the locker, you fell for it and got punished for it. They aren't the only Survivior in the trial, go find someone else if you really fear eating their decisive that much. If you really want them then camp the locker. If they jump out, hit them. If they stay in until the timer is up, grab them out. If they have head on and you fear the head on stun, wait for a stillness crow to jump onto the locker since Head on doesn't work if you have stillness crows.

    Stop acting like decisive strike has 0 counterplay bc it just doesn't. Using a locker to force the killer into grabbing you just to Decisive off of them is wasting their time, which is what Surviviors not doing objectives should be doing so the Surviviors doing gens can get them done safely.

    Slug them. You get the same pressure as a hook, and you don't have to fear the stun. Ezpz lemon skweez.

    Bad idea. Killers will slug the guy they hooked, hook the unhooker, then come back and hook the unhooked and they wouldn't have decisive to save them. Now they can tunnel without fear. BHVR clearly doesn't want killers Tunnelling, that's why they nerfed Enduring to no longer lower decisives stun time.

    You may not have an issue with Tunnelling but that doesn't mean it isn't a problem. The goal of a video game is to have fun. Surviviors mains also paid for this game (I know, shocking) and they're allowed to be able to play it. And no, "playing the game" is not the same as standing in front of a hook waiting for the killer to pass judgement on them and then the killer wondering why he didn't quad pip after all 4 of them escaped.

    Tunnelling is a toxic strategy, it ruins the fun for someone who paid good money for this game. I've Tunnelled but only when the situation called for it. When Surviviors flame me I tell them "run decisive" and If they did, I tell them "hit ur decisive". I've been Tunnelled through decisive, and flashlight saves, and pallet saves, and sabo saves, and just about every other save on the planet and u know what? It wasn't fun. I paid good money for this game, I should not be told I can't play bc someone had a bad day and decided to skip their anger management classes. And if you don't think Tunnelling is toxic, ask any killer main if they blame Surviviors for DCing when they see a hidden killer offering and that [BAD WORD] "dying light" symbol pop up on their screen bc I sure as [BAD WORD] don't.

  • BBQnDemogorgonBBQnDemogorgon Member Posts: 3,204
    edited August 2019

    @PickCollins Slug them? What if they get in a locker to force a grab/pick up? Sit there for a minute waiting?

  • LordGlintLordGlint Member Posts: 4,270

    thats what hes saying...if you just eat the DS, it was apparently a bait and you lost the gamble...

  • Rokku_RorruRokku_Rorru Member Posts: 135

    Honestly no, I think Decisive should last as long as you are in the killers terror radius, and I'll stand by that, that way it is an anti tunnel perk much like borrowed time, but having BOTH seems overkill for such an idea, maybe add a mechanic like exhausted to stop them both being stacked, it's like having Sprint burst and balanced landing but they both work seperatley... seems silly.

  • PickCollinsPickCollins Member Posts: 495

    Okay here I go.

    You have one of 3 options in this scenario. Wait it out, leave, or gamble. They forced you to make a decision but 9 times out of 10 you won't have to wait the fill 60 seconds to rehook them if you weren't Tunnelling them to begin with. So practically you almost never wait the full 60 seconds. If they hop in a locker near you, and you suspect they have decisive, and you still open the locker and grab them, that's you taking some rather obvious bait. And yes, that's something you deserve to get punished for. Why is it that Surviviors are suddenly the only side allowed to be punished for mistakes?

    If you open a locker with a survivor in it that you think has DS, that's a gamble. You get hit, and you lose. You aren't forced to take the decisive, you can go do other things, come back to the guy, and hook him later. This isn't rocket science.

    Decisive strike was never clearly stated to be an anti Tunnelling perk.

  • LordGlintLordGlint Member Posts: 4,270
    edited August 2019

    Why would NOT opening the locker ever be the better option? If I get DSed, at least it's gone, if I leave the locker alone... I get the same result except DS is still in play.

  • PickCollinsPickCollins Member Posts: 495

    That's ur decision. You get to make it. That's the thing. People are complaining that Surviviors can use lockers so if you want to grab them when they're fresh of the hook they force you to gamble on the D strike.

  • LordGlintLordGlint Member Posts: 4,270

    How is that a gamble? There's nothing to gain from EITHER option. Normally with slugging, you can still get map pressure. The locker thing is a lose lose.

  • PickCollinsPickCollins Member Posts: 495

    It's you gambling on them having/landing decisive if you grab them. Leaving them to apply map pressure elsewhere isn't a lose lose.

  • MasantonioMasantonio Member Posts: 2,438

    It's fine the way it is tbh.

  • SaitamfedSaitamfed Member Posts: 562

    This change will make DS more situational than actually it is. Working as an anti-tunnel perks doesn't mean it's the only purpose. We are talking about a one-time perk. A perk that if you fail the skillcheck then it will be disabled for all that the game last. And yes , a SWF can and will, abuse it as they will do with every useful perk in the game.

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