Does Decisive Need To Be Changed?

I think it does, but I'd like to see what others think.

Tagged: Trusted

Comments

  • BUFF IT??? LMAO

    I can't believe you actually wrote that as a legitimate poll option.

  • It needs to have a defined role. It is too versatile and way too abusable. And it doesn't do any role properly. If anything, it just is an anti-snowball perk, which there are too many of already.

  • @Seiko300 said:

    BUFF IT??? LMAO

    I can't believe you actually wrote that as a legitimate poll option.

    I wanted to give people as many options as possible, I also found the concept laughable at first

  • Is locker DS gridge? it,s too OP move to end the match.

  • The problem with DS is nerfing it too much will make tunneling as killer a lot easier.

    Rework:

    DS lasts for 30 seconds.

    The timer slows down by 50% while in the killer's terror radius and pauses while in chase.

    DS stays paused while in the dying state.

    DS can be used twice.

    DS is instant, no longer requiring the player to hit a skill-check.

    If the killer is currently in stealth and therefore has no terror radius, DS switches to a 32 meter range from the killer for the timer slowdown.

  • @Seiko300 said:

    BUFF IT??? LMAO

    I can't believe you actually wrote that as a legitimate poll option.

    Not leaving it as an option would make the poll biased https://en.wikipedia.org/wiki/Opinion_poll#Wording_of_questions

  • It's not biased because it literally is not feasible. We're talking about game balance not the intricacies of voter manipulation, it shouldn't be a poll option because it's not a realistic change the overall community is looking for. It' already a meta perk that is used regularly, and it is already far too strong as it is, that's not "bias" that's common f*cking sense. The community would absolutely erupt in outrage and fury if that ever happened, people don't want it to happen, people don't think it should happen, hence why it's not a poll option in most every poll. The only realistic options are to rework it or to leave it and one of those isn't even entirely realistic anymore.

    Evidenced by the 19 people who have currently voted, NONE of which voted to "buff it".

    @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449108#Comment_1449108

    I wanted to give people as many options as possible, I also found the concept laughable at first

    At first.

    ?

    Oh do go on.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449429#Comment_1449429

    It's not biased because it literally is not feasible. We're talking about game balance not the intricacies of voter manipulation, it shouldn't be a poll option because it's not a realistic change the overall community is looking for. It' already a meta perk that is used regularly, and it is already far too strong as it is, that's not "bias" that's common f*cking sense. The community would absolutely erupt in outrage and fury if that ever happened, people don't want it to happen, people don't think it should happen, hence why it's not a poll option in most every poll. The only realistic options are to rework it or to leave it and one of those isn't even entirely realistic anymore.

    Evidenced by the 19 people who have currently voted, NONE of which voted to "buff it".

    https://forum.deadbydaylight.com/en/discussion/comment/1449207#Comment_1449207

    At first.

    ?

    Oh do go on.

    I don't mean "at first" as in "I thought it was stupid, but my true love DS showed me the light and decided to have an option to buff." I mean "at first" as in "Should I put the option to buff it in, haha no one is going to vote for that. Ah well, lets give them the option."

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450593#Comment_1450593

    I don't mean "at first" as in "I thought it was stupid, but my true love DS showed me the light and decided to have an option to buff." I mean "at first" as in "Should I put the option to buff it in, haha no one is going to vote for that. Ah well, lets give them the option."

    I see.

  • @DetailedDetriment said:

    The problem with DS is nerfing it too much will make tunneling as killer a lot easier.

    Rework:

    DS lasts for 30 seconds.

    The timer slows down by 50% while in the killer's terror radius and pauses while in chase.

    DS stays paused while in the dying state.

    DS can be used twice.

    DS is instant, no longer requiring the player to hit a skill-check.

    If the killer is currently in stealth and therefore has no terror radius, DS switches to a 32 meter range from the killer for the timer slowdown.

    That would be a cool rework, it would actually fit as an anti tunnel perk, I would also make it disable while doing a gen, healing, and jumping into a locker, cause lets face it, your not being tunneled if your doing any of those things.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449427#Comment_1449427

    That would be a cool rework, it would actually fit as an anti tunnel perk, I would also make it disable while doing a gen, healing, and jumping into a locker, cause lets face it, your not being tunneled if your doing any of those things.

    I agree with having it deactivate after touching a gen, but it shouldn't deactivate on healing. Someone could use For The People or a syringe on you to assist you and having DS deactivate then would be a little dumb. In terms of the locker bait, I think it should stay. Survivors shouldn't be forced to stay slugged to keep their DS active. Lockers are also the only way to counter moris, as lets face it, you're going to get morid off first hook.

  • DS needs to be disabled once someone else is hooked so it can stop being abused by hook bombers with bt.

    I will normally just eat it though if they try their tricks on me then let them run off to heal.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450611#Comment_1450611

    I agree with having it deactivate after touching a gen, but it shouldn't deactivate on healing. Someone could use For The People or a syringe on you to assist you and having DS deactivate then would be a little dumb. In terms of the locker bait, I think it should stay. Survivors shouldn't be forced to stay slugged to keep their DS active. Lockers are also the only way to counter moris, as lets face it, you're going to get morid off first hook.

    I can agree with the healing part, but not the locker part. The thing is, most survivors use DS as a way to be invincible for a minute, they chase the killer to get their attention and then get slugged or DS, the only thing to stop slugging being lockers. I think you see where I'm going with this.

  • Well, you've been unhooked and there's an exit gate that's open halfway across the map... so I guess you just get to escape then.

  • I think it needs another small rework.

    Simply make it 40 or 30 seconds but pauses when slugged or chased. It should deactivate when fully healed, working on a gen, or breaking a totem.

    Now it won't be 60 seconds of invincibility and will stop tunnelers as well.

  • the ability should be disabled by touching a generator and other actions

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449429#Comment_1449429

    It's not biased because it literally is not feasible. We're talking about game balance not the intricacies of voter manipulation, it shouldn't be a poll option because it's not a realistic change the overall community is looking for. It' already a meta perk that is used regularly, and it is already far too strong as it is, that's not "bias" that's common f*cking sense. The community would absolutely erupt in outrage and fury if that ever happened, people don't want it to happen, people don't think it should happen, hence why it's not a poll option in most every poll. The only realistic options are to rework it or to leave it and one of those isn't even entirely realistic anymore.

    Evidenced by the 19 people who have currently voted, NONE of which voted to "buff it".

    https://forum.deadbydaylight.com/en/discussion/comment/1449207#Comment_1449207

    At first.

    ?

    Oh do go on.

    Sure no one voted for the option, but not having the choice to pick it can still indicate possible bias in the poll.

  • It needs a small nerf, not a huge one. It needs to exist to dissuade tunneling, but it's too strong in its current form.

  • Just make it less abusable (I'd say if another survivor went into the dying state or is hooked while active deactivate it) and make it so progressing the game in any way (exit gates/gens) deactivates it as well. to compensate, time will not decrease when on the ground.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450593#Comment_1450593

    Sure no one voted for the option, but not having the choice to pick it can still indicate possible bias in the poll.

    ...

    Ok, one more time:

    It's not bias. Why? Because the perk for the longest time has always been hailed as problematic for being too strong, never because it was not strong enough. We're talking about game balance, we're talking about fairness between two sides at a very BASIC level.

    The choice doesn't need to be there, because the mere suggestion itself is entirely unnecessary to the point of redundancy. In fact it is redundant.

  • Only a problem against SWFs who coordinate each others perks including DS.


    For solo's I honestly think slugging is enough. Even if you don't slug I still think it's managable especially with good info perks so you can move on quickly to other non-hooked survivors.


    Just my opinon though.

  • disable while doing a gen, healing, and jumping into a locker.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451560#Comment_1451560

    ...

    Ok, one more time:

    It's not bias. Why? Because the perk for the longest time has always been hailed as problematic for being too strong, never because it was not strong enough. We're talking about game balance, we're talking about fairness between two sides at a very BASIC level.

    The choice doesn't need to be there, because the mere suggestion itself is entirely unnecessary to the point of redundancy. In fact it is redundant.

    Yeah that is your opinion, someone might think the perk is not strong enough.

  • i voted from so my true answer is ITS FINE cuz it need nerfs and buffs. its kinda just bad perk model but it really is not that op unless you tunnel so id make it that the 60 seconds timer stops when is chase. but i would make it not activate when picked out of locker.

  • Keep the 1-min timer, but make it deactivate once the survivor does anything to progress the game (work on gen, open gate, heal/be healed).

  • Definitely team nerf. If the perk is supposed to be anti-tunneling, then why does it last a full minute? Right now DS is so often used by trolly SWF's, you're either stuck leaving them on the ground until DS expires which gives the other 3 a chance to gen rush while you're stuck guarding the body until it is safe to pick them up, or you're forced to slug them and then leave to go back to gen patrolling, or pick them up and take the DS stun.

    They need to change it somehow, either a simple reduction from 60 seconds to 20 seconds, or maybe have it disappear if the DS person does anything besides run, vault, or drop a pallet.

  • Anti tunnel perk should be anti tunnel, not im immune and get free gen time

  • @DetailedDetriment said:

    The problem with DS is nerfing it too much will make tunneling as killer a lot easier.

    Rework:

    DS lasts for 30 seconds.

    The timer slows down by 50% while in the killer's terror radius and pauses while in chase.

    DS stays paused while in the dying state.

    DS can be used twice.

    DS is instant, no longer requiring the player to hit a skill-check.

    If the killer is currently in stealth and therefore has no terror radius, DS switches to a 32 meter range from the killer for the timer slowdown.

    That would be a massive buff.

  • I just think they should make it so the timer is reduced, pauses in chase, and lockers can't be used for it.

  • @DetailedDetriment said:

    The problem with DS is nerfing it too much will make tunneling as killer a lot easier.

    Rework:

    DS lasts for 30 seconds.

    The timer slows down by 50% while in the killer's terror radius and pauses while in chase.

    DS stays paused while in the dying state.

    DS can be used twice.

    DS is instant, no longer requiring the player to hit a skill-check.

    If the killer is currently in stealth and therefore has no terror radius, DS switches to a 32 meter range from the killer for the timer slowdown.

    Aahahah you are crazy.

  • @SCP_FOR_DBD said:

    I think it does, but I'd like to see what others think.

    It's a lot abused, my suggested nerf is: it automatically deactivate if you bodyblock someone injured when exit gates are powered and their open bar is more than 70% and it auto deactivate when it's on other abuse situations like that because ds shall allow survivors escape tunneling situations and not secure a 100% escape in 90% of endgame plays

  • my recent comment disappeared after saying that it needs to be approved btw meantime it appears I say that ds needs to be nerfed

  • Everyone complains about how DS isn't an anti-tunnel perk (when the devs have stated it's not supposed to be), and then when someone turns it in to an anti-tunnel perk, the killer base says no.

  • Like I've told someone else, people want DS to be anti-tunnel, but then say no to all iterations. The perk isn't even getting that many buffs.

    Nerf

    Anti-tunnel change

    Anti-slug/tunnel change

    Buff

    Tweak that should already exist

    Anti-tunnel change

  • It's more or less fine how it is in my mind. I like Scott Jund's suggestion that if a Survivor starts healing or working on a gen it should turn off. That way Survivors can't use it aggressively. It'd be a bit of a nerf, but not a whole lot.

  • Survivors don't like being tunneled out of the game early and want a chance to play, hence Decisive Strike.

    If the gens are done, the game is nearly over and everyone got their chance to play. The anti-tunnel tool is no longer necessary at that point, yet Decisive Strike remains and turns into a free-escape tool instead. It's too strong at late game.

  • I love killer mains... DS is in a solid spot, if you think the perk is unbalanced. just slug, simple.

  • ok hear me out. remove the time limit and have it deactivate if the killer downs or hooks another survivor.

    maybe if thats too weak have it be able to proc twice or if its too strong have it deactivate if the survivor heals as well

  • @zoozoom6 said:

    ok hear me out. remove the time limit and have it deactivate if the killer downs or hooks another survivor.

    maybe if thats too weak have it be able to proc twice or if its too strong have it deactivate if the survivor heals as well

    No. That's stupid because killers will just hook another survivor and go back to tunneling, this is not a good solution.

  • @Seiko300 said:

    BUFF IT??? LMAO

    I can't believe you actually wrote that as a legitimate poll option.

    uhu killer main!

  • @jadss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480489#Comment_1480489

    No. That's stupid because killers will just hook another survivor and go back to tunneling, this is not a good solution.

    if the killer is downing and hooking other survivors they are not tunneling you. what is tunneling to you?

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480746#Comment_1480746

    if the killer is downing and hooking other survivors they are not tunneling you. what is tunneling to you?

    Well, he can still tunnel you, making it disable after someone being hooked, is not a solution 100%.

  • @jadss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480812#Comment_1480812

    Well, he can still tunnel you, making it disable after someone being hooked, is not a solution 100%.

    we have to agree on what tunneling is to have this discussion. i think tunneling is focusing on one survivor refusing to chase, hook or even hit anyone else until the tunneled survivor is dead thats obviously not fun for the survivor and perks like ds work to prevent that but when i play killer i dont tunnel but if i pick up a previously hooked survivor without slugging them for half the game 9/10 i get ds'ed even if i won 3 chases in between hooking and re-downing him. thats not right

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481003#Comment_1481003

    we have to agree on what tunneling is to have this discussion. i think tunneling is focusing on one survivor refusing to chase, hook or even hit anyone else until the tunneled survivor is dead thats obviously not fun for the survivor and perks like ds work to prevent that but when i play killer i dont tunnel but if i pick up a previously hooked survivor without slugging them for half the game 9/10 i get ds'ed even if i won 3 chases in between hooking and re-downing him. thats not right

    Well, then you can be simply outsmarted by hooking a survivor and going back to tunneling the other survivors. that solution can be quicly outsmarted, and that is not right either.

  • People who voted for buff are new to the game.

  • @ Antares2332 said:

    People who voted for buff are new to the game.

    Well, I am not new to this game and I know that it doesn't need a buff too !

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451560#Comment_1451560

    ...

    Ok, one more time:

    It's not bias. Why? Because the perk for the longest time has always been hailed as problematic for being too strong, never because it was not strong enough. We're talking about game balance, we're talking about fairness between two sides at a very BASIC level.

    The choice doesn't need to be there, because the mere suggestion itself is entirely unnecessary to the point of redundancy. In fact it is redundant.

    Even though we agree that it should be nerfed, not having it as an option would make the poll seem biased to those who do not share our opinions. In that case, it would be, since their opinion is not seen as a legitimate opinion to have.

  • @DetailedDetriment said:

    The problem with DS is nerfing it too much will make tunneling as killer a lot easier.

    Rework:

    DS lasts for 30 seconds.

    The timer slows down by 50% while in the killer's terror radius and pauses while in chase.

    DS stays paused while in the dying state.

    DS can be used twice.

    DS is instant, no longer requiring the player to hit a skill-check.

    If the killer is currently in stealth and therefore has no terror radius, DS switches to a 32 meter range from the killer for the timer slowdown.

    You just buffed the fucc out of DS with your rework.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449427#Comment_1449427

    That would be a cool rework, it would actually fit as an anti tunnel perk, I would also make it disable while doing a gen, healing, and jumping into a locker, cause lets face it, your not being tunneled if your doing any of those things.

    You can absolutely get tunneled and use a locker to try to avoid the tunnel. Pyramid Head is the worst offender of this.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451738#Comment_1451738

    Even though we agree that it should be nerfed, not having it as an option would make the poll seem biased to those who do not share our opinions. In that case, it would be, since their opinion is not seen as a legitimate opinion to have.

    "we agree it would be nerfed" k, if you think it should be nerfed, vote, but just to warn ya, the perk is fair if you are a normal killer that doesn't come to the hook =D

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