New DS Change Idea
There has been a lot of talk about the perk Decisive Strike. Many, including myself, knew how broken Old DS used to be and the unfair advantages it gave to survivors. It gave the survivor a second chance and the only counterplay to it were dribbling or slugging the obsession. Not that much counterplay. With the new DS, it became a healthier perk to the game and a "supposed" counter to tunneling. However as time passed, people were able to find new ways to use DS against the killer, returning to the same problem Old DS had, only this time the invulnerability was limited to 60 seconds per hook. With this new change I believe we can solve the many issues this perk has while still holding the main function of the perk. This is my suggestion.
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/25/30 seconds.
The timer will pause while in the Killer's Terror Radius. The timer will pause when you're within 20 meters from the Killer. Timer unpauses when in dying state.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
So what changes is that the perk has a lower timer, but the timer pauses while you're in the killer's terror radius. I got inspiration from what Second Wind was going to be until the new change it received in the PTB. So a reverse Second Wind v1. So essentially the change made to DS is a lower timer in exchange for the timer to pause while you're near the Killer. The inspiration to make this change was from the secondary effect Mettle Of Man has when you get healed and run a certain distance from the killer.
This new perk change will still allow you to counter tunneling while allowing for more counterplay by the killer. The Killer can leave the survivor after they get unhooked and get less chance to pick them up by accident even though they weren't tunneling and stop survivors from being too cheeky in front of the Killer. This change also allows for the survivor to run away to safety and if by chance the killer decides to chase the unhooked survivor, they face the situation where they can chase the survivor for 5 minutes and still get hit by the DS. Now for some issues this could bring.
This change could have a lot of unwanted effects with killers with no TR. But we already have that situation with borrowed time's deep wound timer and the Pig's masks. Plus they waste time because you still have 30 seconds where you can't be hooked. Another problem this could bring are killers with huge TR (like Doc) where the survivor could stay inside the TR and never have the timer tick down. But again you could just find and slug the survivor and wait the 30 seconds. These are the only situations I can think of but if you guys can find any problems or tips on how to make this perk work better I would be please to hear! As of right now, the only issue I could see with this change is situations where the unhooked survivor runs away and just as the timer is about to expire, they go back to a chase with the Killer and surprise the Killer with a DS. Kinda like the strategy people use with sprint burst. But if this were to occur, the Killer could easily slug the survivor for an extra five seconds and then pick the survivor back up. The Killer can easily notice if the the survivor that got unhooked came back 20 seconds after they were saved and you could just ignore them because again -> If they're not on a gen, they're not worth your... tem?
TL;DR: Reduce the timer DS has but make the timer pause while
in the Killer's TR you're within 20 meters from the Killer and unpause when you’re down. This will prevent situations where the Killer gets punished by DS even though they weren’t tunneling and lowers the amount of time survivors are invulnerable but still allows for them to escape to safety.
EDIT: After some nice talk, I decided to change the conditions of being inside the Killer's Terror Radius to a specific distance the survivor gets from the Killer. The change still allows everything said above to happen, but just removes all the variables and extreme situations that can come from using a Killer's TR.