I'm not going to lie, the 32M away from hook is a decent idea but also a bad one, Wraith/Pig/Ghostface could all camp since they have undetectable status built in their powers.
Ok you sir, should most likely not comment on any post, I can get DS'ed when I grab a survivor on a gen because they decide to stay on it, which honestly, shouldn't be a thing
Took the words out of my mouth, really. I'm not like those that want Decisive Strike removed from the game or completely reworked, but to say that Decisive Strike is completely fine at this point is just dishonesty. DS functioning as an anti-tunneling perk, we all accept that this is how it should function, but to function as an anti-momentum perk is ludicrous, as many Killers live or die on their ability to snowball. If a perk punishes a player for playing too well, there is undeniably an issue. It would be like getting a high killstreak in a multiplayer shooter and having the game "reward" you by having the other players deal more damage to you.
Are you advocating for old DS to come back?
Most likely, from what i have seen he is very very survivor sided when it comes to posts
I know sluzzy as well around here, but this is what baffles me.
He thinks that Billy and nurse didn't need any changes to perks or add ons, but thinks huntress needs to be nerfed into the ground. He also thinks all aura perks need a nerf.
Mosy on here have already said how I feel with it, have it deactivate when a survivor starts repairing/ cleansing/ fully healed and it would be completely fine.
I'd say it's the main perk that makes solo survivor alot less miserable. With that said it can be very frustrating as killer when all 4 survivors are using it aggressively
I think DS needs a nerf. I cannot tell you how many times I will hook someone, chase someone else, down them, hook them, find what happens to be the last survivor I hooked, down them, and eat a DS. Should I get a stopwatch? No. DS should deactivate when you hook another player. I shouldn't be punished for leaving the hook, allowing the person to be saved, and just chasing quickly.
You'll commonly see players run right to key generators after being unhooked because they know they're invincible so long as their DS is up. If I come back and chase them off a gen, they just hop in the nearest locker to force me to either leave or eat the DS. Should I just let them do the gen? No. DS should deactivate when a survivor is doing an objective.
I think that DS is a necessary perk in the game, but it needs to be changed into a proper anti-tunneling perk. Every time you eat a DS that's a free health state for a survivor, that's pressure on TWO survivors you're giving up (the one who was going to be hooked and the one who was going to have to unhook them), and that's probably at least another 20-30 seconds to catch and re-down the person who DS'd you. Worst case, you might have to just give up the chase entirely. That's the effect for ONE DS. When a whole squad runs it it's even more powerful, because there will be at least someone with it active for most of the match that can push risky objectives, take hits they have no business taking, aggro the killer and hop into a locker, etc... Having an effect that strong makes a lot of sense for deterring tunneling, but making that effect so easy to trigger against a killer that's not tunneling is honestly pretty busted.
I would love to see the obsession be able to use DS whenever they want to use it. It would make the obsession have a little more importance with the halloween DLC.
Quote: "DS should deactivate when you hook another player."
So you're saying DS should be useless?
Huntress, Bubba, Billy, Myers, Ghostface, Pyramid Head, Plague with blood vomit, killers with maxed out STBFL (looking at you Demogorgon) etc.
All of them can effectively down/slug the unhooker quickly/instantly, tunnel you off the hook and deactivate your DS by hooking the slugged unhooker before you.
Do you know what that would do to the games balance?
Sounds more like a camping problem and not a DS problem.
I feel DS is necessary evil it need to be in the game but it overpowered at times.
Shouldn't DS help against a killer that camps and tunnels you off the hook (which in this case would deactivate DS by hooking the unhooker before you)?
Anyways I think current DS is fine. I have never lost a match solely because of the current version of DS.
Very little if any. If it did, it would be a good thing because I am thinking killrates are too high and devs are silent on the matter. Morale is very low amonst most survivors with all the slugging, oppressive slow-gen perks, aura perks, killers are sweating and I'm finding a lot of survivors dc'ing or killing themselves.
It shouldn't let you progress the game while it's active. That's way too strong.
It should deactivate when you're healed, heal someone else, work on a gen, or break a totem.
I love how when someone gives you a valid counter point to try and have a meaningful conversation and you're like 'git gud and stop complaining' lmao. Thats the sign of defeat in an argument and that's how kids react when they lose.
So yeah..see you in the fog. With your DS.
DS is good perk...
DS already nerf before... From Op to good perk...
old DS = can stab killer anytime as long as killer pick survivor...
Have you ever actually ever played killer? do you understand how long 60 seconds actually IS for the killer? Killers time is 4x more valuable than survivors, this means that any second you waste chasing and messing with a SINGLE survivor could be 3x potential seconds on generator progress. So assuming survivor jumped into a locker what was next to a gen, that 40-60 seconds just waiting could be 120- 180 seconds generator progress, it's game over.
Only good with gen rush SWF otherwise I will eat the DS and still win lol
This would not make DS useless. It would still protect you in the vast majority of situations in which you're actually being tunneled. If someone is unhooking right in front of any of the killers you mentioned without BT and the killer is able to down the person who just got unhooked, then chase and down the unhooker, hook the unhooker, and get back to the person who just got unhooked before they use UB or get picked up, yes, 100%, I would have no problem with DS not saving them. That's an extremely dumb play and it makes sense that it would be punished. The killer should not be punished for a survivor making a play that stupid.
"But what if I'm playing a face camping Bubba or something and there's no way to unhook someone without going down myself?" you might ask. In that case, even with the current DS and BT, the correct play is to leave that person to die on the hook and rush gens. In the time it takes for them to die, the other players could finish between three and four gens - it's 120 seconds on the hook. Each solo gen is 80 seconds, and then the survivors would need to run a bit before finding a new gen. Even if the killer hooked the first person before the survivors had made any progress on gens, this is still enough to make the killer lose badly. The survivors should have a favorable three-gen, and would just need to complete one more gen to power the gates. Best realistic scenario for the killer is getting one more hook before the game ends and face camping that person too in order to secure the 2k. If the killer keeps getting results like that, they will stop camping. They're not getting kills, they're not pipping, they're not getting bloodpoints, and they're probably not having much fun. The main reason why people camp is because survivors are often too altruistic and they will feed the killer free pressure trying to go for a risky save.
pretty much this
Lol, as a killer I wouldn’t waste my time just following a survivor around intentionally not chasing or hitting them simply because I think they might have DS. I’d just down them and leave them slugged, that forces a second survivor to eventually come over and revive them (barring Soul Guard or Unbreakable, etc). Or I’d chase a different survivor altogether to down them and spread the pressure.
The perk design wise is absolutely busted and promotes survivors to be abusive with it.
When combined with UB you are invincible.
When 1 player has DS in a game, EVERYONE now has DS to the killer.
DS stops the killer for 60 seconds from doing his job properly VS FOUR PLAYERS.
While Killers can only stop gens not being worked on for 16 seconds when picking up a player.
Imagine a Killer with a perk that just stops ALL gens when hooking a player for 60 seconds until someone gets picked up. Then when the next person does get hooked, auto regresses all generators by 20%. Killers would abuse this effect by slugging everyone in that 60 second window rather than hooking. THIS IS WHAT SURVIVORS ARE DOING TO KILLERS, stopping them from doing their objective for 60 seconds OR make them lose 20 seconds on a chase.
I never run it, it feels cheap.
In a normal game, such a blatantly and hilariously overpowered perk would never have left the drawing board. They had the worst idea they could have had for a perk in DbD, and then implemented it in the worst possible way for any game.
Idk if anybody else has said anything already or not, but last I checked the dev's specifically said DS is NOT an anti-tunnel perk. That is just what the community came up with.
It was never meant to be an anti-tunnel perk.
I think DS needs to exist to counter tunneling, but it should deactivate if you do a gen or a totem. If you're doing either of those things, you're either safe, or you feel like the gen or totem is worth more than your life. IMO, the most abusive way of using DS is to use it as a shield to do objectives, which I don't see as being the purpose.
I don't think it should deactivate when people heal themselves or someone else. There are cases where your entire team can be in a dire situation, and trying to slam a heal out, in whatever order, doesn't mean the danger has passed or you aren't about to get downed again.
I don't think it should deactivate when people unhook, because of the dire situation thing again. I get the argument that, if someone else is hooked, you aren't being tunneled, but I think that, if there's an intention to protect someone for a certain window of time so they can heal/recover, they might need to fetch their teammate to have a reasonable chance of doing that.
I also -- reluctantly -- don't think it should deactivate when people go in lockers, because there are legitimate cases where someone could be trying to hide, or where they could be using Inner Strength to heal themselves.
The survivor meta is just unfun to play against. Is DS alone OP? Probably not. Just the combination of perks Survivors run just adds so much time to a survivors clocks. It feels like everyone has BT, everyone has DS, everyone has DH or SB. Everyone has some combo of UB/Adreniline/Soul Guard. And even if you don't, you have to pretend they do... because otherwise you eat em.
It's just not fun to play Killer vs. survivors running meta.