Soo when is ds rework coming?

Ds at the moment is a mandatory perk on red ranks because it gives survivors invisibility for 1 minute

I am really hoping for ds to be changed soo it gets canceled if you start doing a generator/totem, or if start healing other survivors

DS should be what it was meant to- a anti-tunneling perk, not a "killers can't do anything against me for 1 minute"

Comments

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477958#Comment_1477958

    1 time use but you've got 4 people running it at one time in one lobby on a regular basis. So call it like it is, it's 4x use

    Not everyone runs it.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477958#Comment_1477958

    1 time use but you've got 4 people running it at one time in one lobby on a regular basis. So call it like it is, it's 4x use

    Show me 10 matches with DS being ran every, single, match by all 4 survivors.

    Please, I challenge your statement.

  • Right, because it's not a meta perk right??

    @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477961#Comment_1477961

    Show me 10 matches with DS being ran every, single, match by all 4 survivors.

    Please, I challenge your statement.

    Out of tens of thousands of matches being played every day? I am more than positive your conditions could easily be met and then some by a very large margin. However, seeing as I am neither a developer who has access to such statistics, nor a content creator who records my matches, I have absolutely no reason or obligation to go out of my way and look up that information for you.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477963#Comment_1477963

    Right, because it's not a meta perk right??

    https://forum.deadbydaylight.com/en/discussion/comment/1477964#Comment_1477964

    Out of tens of thousands of matches being played every day? I am more than positive your conditions could easily be met and then some by a very large margin. However, seeing as I am neither a developer who has access to such statistics, nor a content creator who records my matches, I have absolutely no reason or obligation to go out of my way and look up that information for you.

    The meta doesn't matter. Not everyone runs it.

  • Do you hear yourself? The meta is the meta for a reason, it's meta because it's popular and most effective, therefore being used frequently, that's why the call it meta.

    That would be like saying pre-nerfed ruin wasn't used by everyone despite being meta, even though it turned out it was being used in over 80% of matches.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475817#Comment_1475817

    Because deleting content of any kind is absolutely dumb and unrealistic, that's definitely a mob. As much as I despise decisive I don't want it to be straight up deleted and removed, it should be reworked into a comfortably balanced state for both sides that's no longer as abusable as it is, but still functions (and functions well) as an anti-tunneling tool.

    https://forum.deadbydaylight.com/en/discussion/comment/1475971#Comment_1475971

    If it were anywhere near that simple, this thread would not be 5 pages long with over 120 comments on it. Eating the stun is precisely the problem, in too many scenarios you have no choice but to eat the stun but it's not the stun itself that's the problem it's the chase you have to go through afterward. I have no idea why people like you suggest "it's just a 4 second stun" that's absolutely absurd, it's a 4 second stun followed by something like a minimum of a 20 second chase.

    Saying it's just a 4 second stun is absurd because that would imply they are standing still after they decisive which obviously: they. are. not. Taking away all factors like map, and killer and for the sake of my point assuming all killers move at 4.6m/s, even if survivors didn't do any looping or vaulting through windows at all and just ran in a straight line it would take the killer roughly 25 seconds just to catch up to a survivor in a static environment. You can get the same number from this simple equation y = 4x + 16 and y = 4.6x

    y = total distance, x = time, 4 m/s is the movement speed survivors move at plus the 16 meters they moved over the 4 seconds they ran while the killer is standing still stunned. You can put this into a calculator yourself if you wanted to check 116 = 4(25) + 16 and for killer 115 = 4.6(25). Assuming lunge distance is about 1-2 meters which is me just spitballing I'm not actually sure about that number, so give or take maybe a second or two depending on how long a lunge is on your average killer.

    25 seconds. Just to catch up to a survivor running in a perfectly straight line, not even considering how long that survivor manages to run a loop after they decide they finally need to drop a pallet or vault a window to prevent getting hit. 25 seconds (minimum) is more than enough time to get a large chunk of a generator done or multiple if you've got different people working on different gens all at once.

    Boiling it down to the "4 second stun" as if it's hardly anything is once again, mis-labeling the issue and deliberately deceitful.

    It's not an anti-tunnel perk. It helps serve that purpose. You haven't seen abuse until it has deactivation rules. Killers will be able to tunnel when it can be easily deactivated.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477952#Comment_1477952

    It's not an anti-tunnel perk. It helps serve that purpose. You haven't seen abuse until it has deactivation rules. Killers will be able to tunnel when it can be easily deactivated.

    It is an anti-tunnel perk. It's intended to serve that purpose. "Easily deactivated"? The changes which most people universally agree on as new conditions that deactivate the perk are anything from "easy" to deactivate the perk and they're quite simple and easily avoidable. It's basically "don't do anything you're not supposed to if you're being tunneled and chased"

    That being:

    Don't repair a generator, cleanse a (hex) totem, jump in a locker, save someone else off the hook, sabotage a hook, or open the exit gates.

    In exchange pause the DS timer so long as you're in a chase so that you have access to DS indefinitely as long as you're being tunneled. Hell, extend the timer by 15 or 30 seconds and reduce the difficulty of the skillcheck for all I care.

    In this way DS provides more than enough protection to the survivor, so long as they aren't doing anything they're not supposed to, by trying take advantage of invincibility to advance the game and complete objectives. Rather it's a perk that prevents you from being tunneled and stalling the killer from apply pressure on the same person over and over giving your teammates more time to repair generators if that killer chooses to do so. It's a perk that allows you to get away safely and then once you've been healed or decided it's safe enough to do objectives, you rejoin the effort to advance the game and complete objectives.

    There is no way you could confuse that and accidentally "easily" deactivate the perk. Unless you slipped into bad habits of trying to take advantage of the perk and abuse it like people would do before the change went through.

  • @Clevite said:

    It's really only strong at the end game.

    But my guess is right after the noed nerf!

    whataboutism

    @OtakuBurrito said:

    leave someone alone for 60 seconds. its not that ######### hard.

    Asking the killer to leave someone alone for 60 seconds, in a game where the average match is 10 minutes, where its likely that all 4 survivors have it, is a death sentence

  • @xGodSendDeath said:

    I can't stand players that use DS offensively by getting on a gen right in my face, getting on a totem in my face, or straight up chasing me to try to use their DS when I'm chasing someone else. If someone does that, I just eat their DS and then I immediately hard tunnel them for the rest of the game until they're gone. I find that wholly satisfying

    this why i don't use DS as killer if i get DS or head on hate that perk i hard tunnel them till they are gone.

  • Hopefully soon. I think easiest solution is just to disable DS if survivor performs action which progresses their game, such as repairing generators. It's absurd that you can repair a generator practically in killers face while DS is active. You are not obviously being tunneled in situations like these

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