When is ds finally getting a nerf ? Apart all the bait threads, this is something serious right now.

@Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

Comments

  • @not_Queen said:

    People of the Fog,

    Decisive Strike is one of Laurie Strode’s unique perks, which was released with Chapter II: HALLOWEEN in October of 2016. We introduced Decisive Strike as a perk option to help give Survivors a second wind, and an opportunity to escape their inevitable demise.

    Over the course of the last few years, Decisive Strike has been a point of contention amongst our community, and as a result, the perk has had an interesting journey since its inception.

    Decisive Strike has gone through some minor changes to arrive at its current state. Additionally, we have also prototyped entire reworks of the perk, some that we previously spoke of with the community. Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version.

    Identifying Community Frustrations

    To find a solution through which Decisive Strike would be valuable to our gameplay, we had to better understand our players’ irritations towards the perk. Here is a summary of our findings:

    • Up to four Decisive Strikes in a match: This perk can take a lot of the Killer’s time and completely break their momentum. In combination with other frustrations, this often comes back as a point of resentment for most Killers who face a Survivor team with Decisive Strike.
    • Risk/Reward: Not much of a downside using the perk, yet a huge advantage when used successfully.
    • Dribbling: This is when the Killer intermittently drops a Survivor to avoid the Decisive Strike trigger.
    • Obsessions: With only a handful of Survivor obsession perks available, it was often clear when at least one Survivor was running Decisive Strike. Killers would tend to actively avoid the obsession, or alternatively tunnel the obsession, forcing them to burn the perk early in the match.

    The New and Improved Decisive Strike

    For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it.

    The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killer’s latest obsession. The concept of changing the obsession while a match is in progress is something completely new to Dead by Daylight and is sure to create some interesting situations when combined with other obsession perks.

    • Perk starts inactive: No longer usable from the start of the match on a first down.
    • New condition: In a trial, any Survivor that has the perk equipped can activate and use Decisive Strike if they meet the condition - being saved from a hook or unhooking themselves.
    • Decisive Strike will only stay active for 40/50/60 seconds after being unhooked. This window of opportunity (gag) gives the Survivor only a limited time frame in which to trigger the perk after escaping the hook.
    • Decisive Strike skill checks will trigger during the pickup. This decision was made to help avoid dribbling and reduce the amount of time wasted for the Killer.
    • The skill check area will be slightly larger to make it considerably more accessible to those who occasionally struggle with hitting skill checks.
    • Stunning the Killer with Decisive Strike will result in the Killer dropping the Survivor.
    • After successfully using Decisive Strike, you will immediately become the obsession. This will remove the obsession from any other player, and any perks that refer to the obsession will now refer to you.

    We believe these changes should help enrich the player experience for both Killers and Survivors. We’re excited to get your feedback regarding our new and improved Decisive Strike perk.

    These changes will be implemented in the next update.

    See you in the Fog.

    The Dead by Daylight Game Design Team

    Does this say anything about anti tunnel?

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821

    All it takes is to look at Tru’s, Otz and Umbras games when they go against the good survivors teams to realize its mechanically impossible for them to win these games as killer.

    Perhaps it’s reasonable to say not all games are like this. But it’s not reasonable to argue that it’s not broken.

    DS and Unbreakable allow these teams to be mechanically impossible to win against.

    They will never understand, for them it will always " hUh U tUnNeLeD rEpOrTeD cAmPeR"

    Some maybe never played both sides.

    If someone with 6500 hours clown main rank 1 MMR 3000+ comes here and shows his matches facing tournament squad survivors doing just 4kills every match and says "no ds is completely fine". That's respectable, I am 100% wrong. But that doesn't happen, I guess

  • @Nos37 said:

    Decisive Strike should be disabled for every survivor except the Obsession once the exits are powered.

    (Since the Obsession is the only player who can use Decisive Strike, this would stop changing who the Obsession is, requiring other perks like For the People, Furtive Chase, or Nemesis to change the Obsession and allow multiple Decisive Strikes during Endgame)

    I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579754#Comment_1579754

    I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast

    He said specifically after the exit gates are powered, not in general. It should be fine IMO but its a little... complex to write out in a perk description.

  • @Johnny_XMan said:

    Decisive Strike was never meant to be strictly an anti-tunnel perk. The dev you tagged even responded to a thread confirming this.

    You think it's only anti tunnel because that's what these forums have led you to believe.

    Even if Peanits said it such that's a lie, because McLean said exactly the opposite. The purpose of the perk was and stays being an anti tunnel perk, until the game designer and other devs change idea officially.

    Btw just to let you know I followed every single step where they discussed about new ds and its purpose, and Scott Jund made me remember it, that's why I defend my position about this little thing

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579752#Comment_1579752

    No One Escapes Death should last for a certain duration and depend on the number of remaining totems; the more totems standing, the longer it lasts. That way, it's not an all-or-nothing punishment for cleansing 4 totems instead of all 5.

    Maybe an idea, even one of the best ones maybe?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579654#Comment_1579654

    no, you are wrong, McLean said it was supposed to be an anti tunneling perk, and that stands. Even if the devs said " oh the perk is not an anti tunneling perk just another second chance " wouldn't mean its fairness at its current state, an opinion against TONS AND TONS of games where ds completely breaks everything and survivors just go ds into borrowed into ds into unbreakable into multiple combinations you can do with just 1 perk, it's literally absurd.

    This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?


    @Peanits said:

    No, the only time it was mentioned was in this blogpost from before the changes went live: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest

    The idea of it being purely to stop tunneling came from the community.

    (YuiKim beat me to it, but I figured I'd repeat it just in case.)


  • "second chance at survival". he doesn't refer in which conditions you have a second chance of survival, just what you obtain.

    Btw look at this and tell me it's fair if you have balls. what should have he done? wait for adrenaline?

    https://youtu.be/g2UKAqmJSH4


  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579727#Comment_1579727

    This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?

    https://forum.deadbydaylight.com/en/discussion/comment/1262120#Comment_1262120

    I'll read this calmly tomorrow, now it's 1 am in Europe. Btw if the whole dev stuff wants to go to this direction of ds being a second chance perk it's not healthy for the game at all, and doesn't destroy my argument of ds being broken at the current state of the game.

  • Annotation 2020-08-27 213636.png

    WHEN IS DS FINALLY GETTING A NERF ? APART ALL THE BAIT THREADS, THIS IS SOMETHING SERIOUS RIGHT NOW.


  • @GoodBoyKaru said:

    There are four survivors in each match. It wouldn't kill you to chase another.

    Survivors have unbreakable? Cool, make them waste it.

    Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.

    It's really not that hard, chief. The only time it's an issue is endgame.

    If they're using their 60 seconds of invuln to do a gen in your face?

    Yes, leaving that one ######### alone can absolutely lose you the game.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821

    I don't know if this is ironical or not,

    But you can't slug them because they're gonna have unbreakable. And even if it was possible to slug that would give Survivors 1 full minute of freedom to do whatever gen they want and and even rescue the slugged Survivors. In order to avoid unbreakable you literally need to stay on top of the slugged Survivor until ds runs out, because strong teams use ds unbreakable.

    Considered how fast all the generators can be repaired, and this is not the Survivors' fault, it's the game that makes survivors spawn spread out on separate gens on big maps as mother's dwelling, 4 survivors being able to be completely invincible for 4 minutes is not healthy


    That is not true. I am still on it, but in 50 games in red ranks (200 survivors) only 14 had DS + Unbreakable as combination. It's not as common as you think and i will continue my research but i don't think it will change.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292

    If they're using their 60 seconds of invuln to do a gen in your face?

    Yes, leaving that one ######### alone can absolutely lose you the game.

    S L U G

    Got no issues slugging at 5 gens for maximum pressure why is it suddenly so hard to do it now?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579754#Comment_1579754

    I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast

    It sucks for the survivor who is the first one caught, hooked, camped, and tunneled out of the game. They get no chance to really play, very few points, and are almost guaranteed to de-pip. Decisive Strike should be there to help with that.

    However, it should not be as powerful at the end of the game. All the survivors got to play; they got their share of points; they likely secured their safety/pip. Now Decisive Strike lets them get a free escape too? It's too much. It should not give out free escapes and should not give coordinated teams absolute control over the killer's last-dicth efforts.

    Plus, survivors can work around the mechanic I had suggested by waiting to power the exit gates until everyone is safe and ready or until all of the Decisive Strikes have been used up.

  • Still good ideas tho.

  • oh, me either... it was Heath Ledger’s Joker from The Dark Knight. That one’s my fav Batman.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292

    And while you do that 2 gens or more are popping lol.

    The only nerf DS need is being disabled if other survivor is hooked, if I hook a survivor and I spot and catch you again in less than 60 seconds since your last hook I'm being punished for playing good, I'm not tunneling and the perk lost the purpose of being an anti tunneling perk.

    Since when DS is an anti-tunnel perk?

  • @PlagueVomit101 said:

    Survivors get one DS and then that’s it. Killers have incredibly strong perks as well. Either take the DS or slug them and move on.

    1 DS is not a problem. 4 DS is. As killer, you can afford to eat every DS as this is the good way to lose the game.

    Pair with unbreakable it's even more bs.

  • You know most survivor perks are pure garbage when DS is actually whined about, a 1-time use situational counterplayable perk that most of time never even gets used because it has "too much" counterplay. It should have never been nerfed to begin with aside from the non-obsession havng a different effect.

    I challenge the devs to get bold and make some actually good perks for a change. I have no enthusiasm for the next DLC. Zero. Garbage perks, and another boring killer that flies across the map with BBQ and POP...

  • Actually it does:

    Question: What led to the decision to put the timer on Decisive Strike?

    Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed

    I highlighted the part that says its prupose is to protect you from tunneling/farming

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579780#Comment_1579780

    "second chance at survival". he doesn't refer in which conditions you have a second chance of survival, just what you obtain.

    Btw look at this and tell me it's fair if you have balls. what should have he done? wait for adrenaline?

    https://youtu.be/g2UKAqmJSH4

    I don't think its fine I have suggested it de activate on a second hook.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579780#Comment_1579780

    Actually it does:

    Question: What led to the decision to put the timer on Decisive Strike?

    Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed

    I highlighted the part that says its prupose is to protect you from tunneling/farming

    It helps protect against tunneling but it was never stated to be solely anti tunnel. If it was the conditions would be highly different.

  • I made a damn account after stalking around these forums for so long on here. The reason killers like to complain alot about DS and Unbreakable is because they live by the Survivor's handbook for non-toxic killers.

    Honestly if survivors want to bring the meta perks tunneling and slugging them hard at the start to eat the DS and Unbreakable is probably best to do, but it also makes them lose their pressure. Either way it's probably lose-lose for the killer in the long run so scratch what I said.

    Honestly DS needs a tone down to make it a complete anti-tunnel perk. Something like "if the survivor is out of the terror radius for 10/15/20 seconds DS turns off until next hook" or something of a sorts because if survivors do obj right off of hook the killer can still tunnel especially if a gen is near.

    And before anyone starts with the any time use issue it would still activate after first hook.

    Thx for listening to my TED talk everyone.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579727#Comment_1579727

    This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?

    https://forum.deadbydaylight.com/en/discussion/comment/1262120#Comment_1262120

    @Dreamnomad

    Thank you, was looking for this quote.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574274#Comment_1574274

    Because Hag can't go for a massive slug, and when you hit someone with borrowed time, you're pretty much done. They sprint across the map and you can't do anything, no slug.

    So the only thing you can do that doesn't make you lose the match is hitting the rescuer, maybe even with a good make your choice, and hook him. Problem: the guy saved now has 60 seconds to mend, heal, go straight to the hook, rescue while make your choice is on cooldown, and force you to slug him. And then he gets up with unbreakable 35% faster.

    What Rank are you playing hag at? Also what's your setup and playstyle? I play hag almost exclusively and while any killer finds DS/Unbreakable/BT, I usually find them a little less annoying on hag.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579936#Comment_1579936

    It helps protect against tunneling but it was never stated to be solely anti tunnel. If it was the conditions would be highly different.

    @azame

    They highlighted that part because that is the only part they choose to read.

    In the same set of questions this was also posted:

    "With how short game time is if survivors choose to optimally complete their objective, isn't DS still a perk that grants too much ground, and now encourages 4 people to run it in a game since everyone gets the same effect regardless of obsession status?"

    "I am quite excited to see how we behave with the new Decisive strike Changes, I am not sure everyone will run it, I am also wondering if some killers will even see DS proc if they do not tunnel. The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."

     I highlighted the part people choose to ignore.

  • Stop complaining and get better. You complain so much.

  • @BabyDweetMain said:

    Stop complaining and get better. You complain so much.

    "Those in glass houses shouldn't throw stones"

    You have made multiple similar threads.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580280#Comment_1580280

    "Those in glass houses shouldn't throw stones"

    You have made multiple similar threads.

    No I haven't lol. I don't complain about stupid things like DS which rarely ruins good killers games. This guy has made multiple threads talking about it cause he can't tunnel.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580072#Comment_1580072

    @azame

    They highlighted that part because that is the only part they choose to read.

    In the same set of questions this was also posted:

    "With how short game time is if survivors choose to optimally complete their objective, isn't DS still a perk that grants too much ground, and now encourages 4 people to run it in a game since everyone gets the same effect regardless of obsession status?"

    "I am quite excited to see how we behave with the new Decisive strike Changes, I am not sure everyone will run it, I am also wondering if some killers will even see DS proc if they do not tunnel. The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."

     I highlighted the part people choose to ignore.

    Huh so the devs even actively encourage that huh quite the interesting thing.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579780#Comment_1579780

    Actually it does:

    Question: What led to the decision to put the timer on Decisive Strike?

    Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed

    I highlighted the part that says its prupose is to protect you from tunneling/farming

    Look at the mention below.

    @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580072#Comment_1580072

    @azame

    They highlighted that part because that is the only part they choose to read.

    In the same set of questions this was also posted:

    "With how short game time is if survivors choose to optimally complete their objective, isn't DS still a perk that grants too much ground, and now encourages 4 people to run it in a game since everyone gets the same effect regardless of obsession status?"

    "I am quite excited to see how we behave with the new Decisive strike Changes, I am not sure everyone will run it, I am also wondering if some killers will even see DS proc if they do not tunnel. The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."

     I highlighted the part people choose to ignore.


  • I have it doesn't really mean much reading is through multiple times.

    It simply says the devs acknowledge people will try to abuse it as a strategy but that doesn't change the stated purpose of the perk.

    Edit: Also if I am reading it right its also mainly refering to people rushing at the killer with DS up as live bait(aka clickly clickly style).

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580295#Comment_1580295

    I have it doesn't really mean much reading is through multiple times.

    It simply says the devs acknowledge people will try to abuse it as a strategy but that doesn't change the stated purpose of the perk.

    Edit: Also if I am reading it right its also mainly refering to people rushing at the killer with DS up as live bait(aka clickly clickly style).

    How can you say its abuse the devs encourage it and call it smart stop saying that to exaggerate its effect.

  • clickly clickly style survivor want to die.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580305#Comment_1580305

    How can you say its abuse the devs encourage it and call it smart stop saying that to exaggerate its effect.

    Here's a bit of information about development:

    Just because the devs acknowledge something can be used in a specific way doesn't mean its its intended use.

    In fact in most situations like this if these alternate uses of the perk get abused to badly they end up getting nerfed and that alterative strategy removed.

    To give an example: The original relic shield in League of Legends was intended as an income item for tanks and the devs acknowledged that double bruiser/juggernauts with it is a valid strategy.

    However it turned out to be so abused in the double bruiser/juggernaut strategy that the devs had to remove that strategy from the game by nerfing the relic shield because of the alternate use.

    Also PS:

    Even Peanits has hinted at DS deactivating when you work on a gen would be a good change to the perk.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580290#Comment_1580290

    No I haven't lol. I don't complain about stupid things like DS which rarely ruins good killers games. This guy has made multiple threads talking about it cause he can't tunnel.

    More often than not, you can actively choose to go after another survivor only to be bodyblocked by the unhooked survivor with DS. They will happily play the sacrificial lamb just to hit you with DS.

    It's all well and good to say "Just don't tunnel" while ignoring overly aggressive use of the perk. 60 Seconds is a long time for it to be active considering gen speeds.

  • @GoodBoyKaru said:

    There are four survivors in each match. It wouldn't kill you to chase another.

    Survivors have unbreakable? Cool, make them waste it.

    Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.

    It's really not that hard, chief. The only time it's an issue is endgame.

    It actually does screw killers over if they 3 hook everyone. they should never reach 12 especially if the damage is evenly shared around since there is only 5 objectives for 4 survivors to do.

    If you ever played killer against competent survivors you would know this.

  • @NekoGamerX said:

    when people say Ruin, Pop and Surge are killers second chance perks I want to do a spit take.

    A second chance perk for killer would equal injuring a survivor if they whiff.

  • I hate DS when it kicks in when someone unhooks at a 99 gate and I get a hit on the unhooked INJURED SURVIVOR that is crawling at the gate. So its a lose lose situation. Either they crawl out, or I pick them up and they DS. It just feels dumb.

  • @Perfectnomad said:

    I hate DS when it kicks in when someone unhooks at a 99 gate and I get a hit on the unhooked INJURED SURVIVOR that is crawling at the gate. So its a lose lose situation. Either they crawl out, or I pick them up and they DS. It just feels dumb.

    everyone hate that tho who say this not a thing don't play killer.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580492#Comment_1580492

    everyone hate that tho who say this not a thing don't play killer.

    Don't play killer to avoid this? Yeah right lmao

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580330#Comment_1580330

    Here's a bit of information about development:

    Just because the devs acknowledge something can be used in a specific way doesn't mean its its intended use.

    In fact in most situations like this if these alternate uses of the perk get abused to badly they end up getting nerfed and that alterative strategy removed.

    To give an example: The original relic shield in League of Legends was intended as an income item for tanks and the devs acknowledged that double bruiser/juggernauts with it is a valid strategy.

    However it turned out to be so abused in the double bruiser/juggernaut strategy that the devs had to remove that strategy from the game by nerfing the relic shield because of the alternate use.

    Also PS:

    Even Peanits has hinted at DS deactivating when you work on a gen would be a good change to the perk.

    @Warcrafter4

    The problem is that DS isn't as strong as people make it out to be and certainly not in the "abusive way", not when there are several ways to play around it. The issue people take with it is when they think they "unfairly" got stunned by it, but only find it unfair because they weren't "tunneling".

    When you snowball (whether intentional or non intentional)... you can STILL easily prevent it from procc'ing unless the survivor actually has UB + DS which in my experience I rarely see those paired up. Even then we are talking about two perks slots, where at most 1 will get used up.

    The other problem is that in order to 'balance' it in the way people want, they would have to nit-pick every scenario in which DS is considered "abusive"... and I think that is completely unfair when you count the fact that many of the things that DS counters (A Tunneling/Camping killer) are available to a killer all the time (warranted or not).

    I can tell you from my own experience, I get hit more by DS when I deliberately went after the recently unhooked, once in a blue moon I will get it by it when I didn't anticipate it. In other words, you have a higher chance of getting hit by it IF you go after the same survivor. Still doesn't guarantee you will.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574276#Comment_1574276

    No you're missing the point, the point is that the perk derails completely the purpose of being an anti-tunneling perk allowing survivors to go for super aggressive plays in front of the killer or hiding in a locker

    Then what u want is tweak the perk a little. Just make it the timer of DS gets halved for each survivor that is hooked. As it stands I think DS is fine despite the timer being a minute. As for them "having unbreakable

    I expect them to run it and uh i run knock out you know the perk that now makes recover time longer. And you can also proxy camp the downed survivor.

    (Correction i just remembered knock out is only slowed crawl speed so Ignore that part!)

  • The Devs have never once called it an anti tunneling perk. It’s anti momentum which means it’s doing its job in their eyes. It likely won’t get nerfed anytime soon.

  • I love how people are now turning to say "oh DS was never supposed to be anti-tunnel perk" when there are countless scenarios posted that it's a crutch for 60 seconds. Either way DS needs to be looked at since it's obviously the strongest perk there is. There is not a single killer perk survivors would be willing to trade DS for. Delete noed for for DS? Deal Or ruin, bbq for DS? Deal. It's simple too strong perk at current state. You literally have no conditions other than failing (get hooked) here get 60 second immunity. Most of the killer perks you need to make them work, like ruin put pressure, pop goes to weasel; hook a survivor and find a progressed generator under 60 seconds.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821

    I don't know if this is ironical or not,

    But you can't slug them because they're gonna have unbreakable. And even if it was possible to slug that would give Survivors 1 full minute of freedom to do whatever gen they want and and even rescue the slugged Survivors. In order to avoid unbreakable you literally need to stay on top of the slugged Survivor until ds runs out, because strong teams use ds unbreakable.

    Considered how fast all the generators can be repaired, and this is not the Survivors' fault, it's the game that makes survivors spawn spread out on separate gens on big maps as mother's dwelling, 4 survivors being able to be completely invincible for 4 minutes is not healthy

    While im not sure I support the general Idea of nerfing DS I would say that its actually up 8 minutes of invulnerability, unless you eat a DS they get 2 chances to pop it. I would like the anti tunneling to be buffed(maybe give it two charges, one for each hook) but the perk to be disabled when the survivor starts doing objectives. Like Healing another player, repairing a gen, cleansing totems, unhooking a survivor. In general anything besides running away from the killer or healing themselves. And possibly perma disabling it when the gates are opened. Possibly.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574292#Comment_1574292

    It actually does screw killers over if they 3 hook everyone. they should never reach 12 especially if the damage is evenly shared around since there is only 5 objectives for 4 survivors to do.

    If you ever played killer against competent survivors you would know this.

    Hi hello yes rank 1 killer main here how can I help?

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579727#Comment_1579727

    This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?

    https://forum.deadbydaylight.com/en/discussion/comment/1262120#Comment_1262120

    Ok, I checked the videos, and I give up the argument. Reworked ds was never said to be an anti-tunneling perk in its final version after what McLean said.

    So what? It's just a dumb perk that gives you a second chance still for playing super aggressive and make you invincible for 60 seconds.

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