Everyone calls a anti tunnel perk that but no one has provided proof of that claim. Im not defending ds here im just curious if the devs ever confirmed that.
maybe @Peanits can clear this up
Initially that was the official stance, but after being explained how it does so much more they’ve recanted
Who cares and why does it matter.
Im just curious?
Have the Devs ever said camping is bannable, no but there’s at least ten posts a day asking for it.
It's something one dev said off-handed during the live stream at the time that everyone took and ran with. The perk is what it is: a second chance if someone tunnels you, but also a second chance if you just happen to go down again 60 seconds after you were unhooked regardless of whether or not you were actually tunneled. The distinction/purpose doesn't matter and the perk should be judged by how it functions and what it does.
It’s better being specialised towards an anti-camp perk than having it as a much broader second-chance perk.
There are no other anti-tunnel perk available for players, but there are plenty of second-chance perks. Specialising them instead of leaving them broad would help with balance issues.
It was specialized with its nerf...it's only active for 60 seconds at a time.
It’s still rather broad for it’s use. People have been using it as a distraction tool, to aggressively save other players, as immunity to do gens. It needs to be tightened down a bit so players take it for the right reasons and not the varied outplays it has to offer.
I barely see people use it nowadays, its use outside of tunneling scenarios is too niche to take it over something like BT or Adrenaline. Using it aggressively doesn't do much good because the killer can still slug you and maintain efficient pressure.
I still see plenty of it. I don’t take it myself as it’s not my play-style, but I always encounter 1/2 team-mates with it.
The agressive usage varies from player to player. Yes some players go down and then are left on the ground for the duration, however, some players use it to distract the Killer and abuse the long duration to increase the chase time massively.
BT and Adrenaline have the decency to do a single job with little opportunity to abuse.
That's what it's supposed to do, even though it does an awful job as an anti tunnel perk. When a good survivor has DS they can actually outrun the 60 second timer which ends in them getting downed with no defenses against tunneling. Because of that, people have started forcing DS with lockers so they can actually use their anti tunnel perk to not get tunneled. DS is horribly designed.
ds isnt an anti tunnel perk. it is a tool for a cocky and unsafe playstyle.
Plenty of perks have broad application depending on the situation you're in. DS works exactly as it was intended.
Horribly designed for who?
As a survivor, I have definitely run out my fair share of DS timers without forcing a locker pull. Why not? As long as it isn't your death hook, if you can take the Killer on another extended chase while your teammates bust out gens AND save your DS for potentially using it in end game - when it's arguably its strongest - that works for me.
Killers may think its horribly designed, but as I've said, it functions exactly as it was intended. It is not an anti-tunnel perk, and it functions accordingly.
lol good luck with that. I turned on Twitch the other day and saw a dev streaming his killer game. he was an insidious Leatherface camping the basement. i think it was McClean.
No, the only time it was mentioned was in this blogpost from before the changes went live: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
The idea of it being purely to stop tunneling came from the community.
(YuiKim beat me to it, but I figured I'd repeat it just in case.)
This can finally be put to rest, right?
Is there a chance that some perks will get changed to be also an-anti tunnel perks? If not, is there any way to make a tunnel to unworthy strategy? @Peanits
Peanitis confirmed it your right ds was never an anti tunnel perk
Your welcome lol. Are you gonna make another post about ds?
Gonna have to bookmark this for anyone else that complains about DS not being anti-tunnel. SquadW
Who cares what the devs call it? It is oppressive and abusable.
How is it abusable? It works exactly like it says.
DS is the only perk that delays tunneling, its doesnt end it (besides EGC) or even counters it.
As long as DS is up, the survivor can do whatever they want without consequence. The thing that makes it even better (better than it was before the "nerf") is that you, as killer, can't tell who has it.
If the DS isn't anti-tunneling, it's too long to be usable for 60 seconds and shouldn't trigger on being caught.
That isn't a consequence. 60 seconds is more than enough time for a gen to pop. After that, a survivor only has to tap the downed person, or the slug can use unbreakable and hurt the killer even more. Dstrike impacts the game either way.
I have always considered DS an "almost guaranteed to be tunneled" perk. I had as part of my build for about a month and finally gave up because every time I used it the killer tunneled me immediately thereafter.
It literally takes two seconds to tap a fully recovered survivor, and then they both run to a a gen. It really isn't a big time loss.