This is probably dumb, but what if it was tied to totems?
Keep the DS description the same but add this:
"If there is any Totem remaining on the Map, Decisive Strike is active."
Maybe killer totems wouldn't get destroyed as fast if survivors had somewhat less incentive to do them. Survivors would likely still do them but try to save them for later, allowing both killers and survivors to keep their crutch perk at the same cost Lol
-again, its just a dumb idea o.o
My biggest problem with DS is its synergy with perls like BT and UB.
I've been thinking recently and I liked one idea about a DS rework: change its effect into the one of BT - deep wounds instead of being downed for 60 seconds after every unhook.
With this DS can do its primary purpose of being an anti-tunnel perk but it wil kill the current DS+UB Small PP build.
It’s hard enough to hit the skill check lol. Isn’t the whole point to stop tunnel anyways? If you get DS then you most likely tunnelled...
Have it stop working if you interact with a gen for a few seconds (I don't think your DS should deactivate just because you tapped a gen to stop it from regressing or because you jumped on a gen that was 85% and the Billy chainsawed right back to tunnel you instead of chasing the guy who unhooked you)
I also don't think it should be deactivated when entering a locker because of Pyramid Head (although that's more of an issue with part of his power literally being tunneling without risking DS and/or BT)
rework it so its an actual anti tunnel perk, pause in chase. deactivate if killer hook someone else etc.
Nerfing would mean lowering down its numbers
Should make it deactive when proving you no longer are near killer such as doing a generator, and should make it not work in lockers.
Wouldnt that just encourage [BAD WORD] tons of tunneling and making it super easy to win as killer?
I agree with everything but the "In exchange", with what you proposed people will just find new ways to abuse it.
It needs to deactivate if you're doing something that's not considered "being tunneled". It makes no sense that the killer get DS'd after finding, chasing, hooking another survivor and then the DS person, who've healed and fixed a generator and intentionally got grabbed so they could DS.
Makes. No. Sense.
But my point wasn't that DS should undoubtedly get all these things and that this is the concrete proposal I am providing for how it should be changed, rather it was more of a guideline which physically shows clear, concrete ideas that show off a give and take in Decisive Strike that makes it a rework rather than a straight up nerf.
Really it's more to quell the fears of players who wrongfully believe that DS would be nerfed into the ground, which it wouldn't be (even if DS got none of the things I mentioned). But the perk does serve a purpose, and it wouldn't be fair to rework it in such a way that wouldn't allow players to use it for it's purpose, it's purpose being an anti-tunnel perk, (as opposed to "anti momentum" or whatever BS people made up).
It would be OK for DS's anti tunnel to get buffed IF AND ONLY IF they completely removed its anti momentum/forced grabs/locker abuse from the game.
Overall indifferent if its power goes up or down as long as it removes its anti momentum/forced grab/locker abuse.
So I've always hated using ds since I play both sides (equally at this point but originally was just a bad survivor main), but I've had at least 5 games in a row where if I don't have ds, I just get tunneled even when an injured person unhooks me. I just don't understand this game at all TBH. I understand that tunnel is a completely viable strategy (same with camping albeit frowned upon), but at this point, DS is a necessary perk for a lot of people. I 100% believe DS needs some sort of change, but I can't decide if it needs a buff or a Nerf.
I do think it needs to be tweaked, but neither a Nerf or a Buff. I think it needs something of a compromise. I think it should work as follows:
Basically, my compromise would make DS be usable after every hook and remove the timer. However, it would also prevent any actions whatsoever beyond simply running and hiding or it shuts off (and disables during the Endgame collapse).
I think it should disable once fully healed or doing some other objective (generator, totem) for at least 3 seconds. This slight nerf should be enough IMO.
Have DS deactivate when outside a certain range, say 48m, and deactivate when jumping in a locker.
That should be "nerfed slightly," but whatever.
this so true after getting dsed I normally go after the person who dsed me.