Decisive Strike Change Idea

Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
If you are the obsession, once per trial, when grabbed by the killer, succeed in a skill check to automatically escape the killer's grasp.
If you are not the obsession, once per trial, while in the killer's grasp AFTER the obsession has used Decisive Strike, succeed in a skill check to automatically escape the killer's grasp.
If the obsession does not have Decisive Strike, when the wiggle meter has reached 35%, succeed in a skill check to automatically fill the rest of the wiggle meter and escape the killer's grasp.
Successfully escaping the killer's grasp will stun them in place for 3/3.5/4 seconds.
Successfully escaping the killer's grasp causes exhaustion for 60/50/40 seconds.
Decisive Strike cannot be used if you are exhausted at the time it should take effect
If the obsession has Decisive Strike and is sacrificed or killed before they can use it, all other survivor Decisive Strikes cannot be used.
I feel with this change, Decisive Strike will become more of a "risk" perk, much like Killer Hex perks. Hexes are perks which run by the rules of high-risk-high-reward. I feel that since Decisive Strike allows the survivor(s) a free escape, it to, should also follow through as a high-risk-high-reward perk.
What are your thoughts? Feel free to comment as negative or as positive as you like on this. As the forum states - this is a DISCUSSION!
Comments
Correct.
High risk - Obsession being juggled and dying on the first hook thus removing other survivors' Decisive Strike.
High reward - The free escape.
Correct. Making the perk a high risk, high reward perk instead of a "let's get out of gaol for free with no worries".
if you suceed in the skill check, you stun the killer for 4 seconds and every other survivor gains Exposed status and the obsession gains deep wound.
Tell me how I managed to get to Rank 1 solo with no perks then?
To be honest, why not simply change it that way that only the Obsession has DS and the other 3 do not have it, even when they run the perk. It is simply not activated.
This would basically be the same, but would not encourage a playstyle which is simply not enjoyable to anyone. (You can think about combining it with the other perks to raise your chance of being Obsession, but honestly the only other perk run is Object of Obsession and this mostly to [BAD WORD] up Killers... so probably not a good idea).
Personally I would like to make DS a Token-Perk...
They already said that they don't like this idea. It looks bad from the game's perspective.
Good to know.
Understandable that they want to avoid a perk which might be useless the entire game. But there are already a lot of perks out there, which are used but do not come into play... e.g. Deliverance when you do not unhook someone, it is a wasted Perk Slot. Even applies to very good perks like Balanced Landing, when the map is bad or Adrenaline, when you die before all the gens are done...
But well, I understand that.
I think making is so that if you are the obsession you should have to wiggle to 35% then if you aren't then one of two options:
You do not get it at all
You have to wiggle to 70%
This would prevent dribbling and make it so that decisive is not such a pain.
If the only one decisive per game idea was used it would truly play on the risk/reward; either the survivor gets it or if they did not communicate with their team in the lobby they may not get it at all.