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

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581344#Comment_1581344

    Well, survivor is supposed to survive too. A perk that counters the killer seems logical to me.

    Of course perks exist, it's part of the game, but the problem exists when perks are TOO strong, even compared with most of the survivors' perks. Like just look at technician. Would you ever use technician over DS if you wanna win? I'd never

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581312#Comment_1581312

    Ok, I wanna watch one of those matches, I am not joking.

    I wanna see a gameplay of you applying that strat and at the same time getting gen rushed as fast possible. I am seriously curious

    Well when I get to find one of those teams I'll let you know and send you the VOD

  • @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.

    I think the issue is that DS has a very unbalanced power curve. That power curve rises exponentially based on a few factors:

    1. Whether or not the player also has unreakable (I guess you could sort of apply the same think to Unbreakable, but it's far less useful on its own than DS)
    2. How good the team as a whole is (obviously most perks are stronger the better the team, what I mean is that DS becomes game-winning with a better team, which is crazy strong for a perk)
    3. How many people on the team have DS
    4. How many people on the team have unbreakable with DS
    5. DS' power spikes to god-tier levels once the gens are done. If the gate is open or at 99% and you're anywhere NEAR it with DS active, you are literally unkillable unless you miss your easy skillcheck, and it's easy because unlike other skillchecks in the game there's no outside pressure, nothing to interrupt you, you can't do anything EXCEPT the skillcheck, so missing it should only happen to new players who choke hard. This is easily a worst-case scenario for DS not just tipping the balance of the game, but utterly destroying it. It is, however, also the least likely time to see it, so it's not so bad most of the time.

    A potato or even a middling team will end up in DS mostly just being a mild irritant. But the plays and playstyles afforded to highly skilled players is way out of line with any other perks in the game. Good players don't "waste" unbreakable or DS; they win with it.

    Obviously it's a hotly contested issue and an argument like "well good teams will use it way better" will likely fall on deaf ears because they will assume that's how everything in the game works, but my larger point is that the power scale with DS on its own can get crazy high, you toss unbreakable in the mix and it's almost comically stupid to take anything else. It can result in what amounts to multiple extra hook states, and renders the end of the match virtually unwinnable for the killer, sometimes even un-1k-able.

    I think it's just as much of a problem as moris or keys, but is much more prominent because you can just have it permanently on. It doesn't get consumed like an offering or item. You can have it every match. If games were a bit longer, DS wouldn't be such a powerhouse. People don't run it to avoid getting tunneled. Tunneling isn't some major issue in higher-end games, people use it because it's incredibly effective at undoing mistakes and even being used offensively to essentially punish the killer for playing well. The "counter" to it is to ignore survivors and lose pressure, or to eat it and basically undo an entire chase as the stun is long enough to create a ton of distance to start the whole song and dance over again.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580292#Comment_1580292

    "rarely ruins good killers games"

    So you admit there is a chance that the perk can be completely OP.

    And yes I will complain about DS until my death, at the cost of spending all my money even, because it's too strong and will never accept that popular opinions confutate what the reality is.

    Its not too strong, that's the thing. Maybe when youre up against a swf and you try to tunnel all of them. I've only got hit with DS once and that was last night cause I legit couldn't tell if I recently hooked them. It was five seconds and soon after I caught them again. Getting 4ks isn't hard when survivors run those perks. I just go after someone else. You have a leatherface profile pic, you should have BBQ and chilli. Use that to go after others and stop tunneling.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581319#Comment_1581319

    They win because they are not finding good survivors. Weak killers like Clown, Wraith ( I'm sorry truetalent but the winning condition is killing, not pipping, it's even written in the in game tutorials), legion, trapper and most mid tier killer don't even get the chance to down a person in less than 80 seconds. Because you just loop, always.

    Just look at this:

    https://youtu.be/SCNgkyOT5_s

    You don't even need to be good or end chases quickly. Imagine now these survivors playing good actually. GG I guess

    Tru almost never loses. So...is he supposed to win every single game for it to be balanced? If you balance where Tru beats everyone, you suddenly have a game where you can pick one side and never lose, albeit with a tiny bit of practice. A coordinated SWF shouldn't be required to have a "chance" at beating a killer like Tru. But, that's the current balance.

    SWF is strong because most killers are not good as Tru. Tru should lose sometimes, maybe not enough.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580451#Comment_1580451

    If I see dumb statements which aren't true I will respond to every single one of them, if I can

    The irony here is strong.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580042#Comment_1580042

    Even if it deactivated on second hook it would still be super strong, because there would still be 4 minutes of invincibility, 1 for each survivor.

    No you just have to hook another survivor for it to deactivate meaning you have to go find another I dont understand the problem with this unless you truly want to tunnel witn no downside.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581361#Comment_1581361

    Tru almost never loses. So...is he supposed to win every single game for it to be balanced? If you balance where Tru beats everyone, you suddenly have a game where you can pick one side and never lose, albeit with a tiny bit of practice. A coordinated SWF shouldn't be required to have a "chance" at beating a killer like Tru. But, that's the current balance.

    SWF is strong because most killers are not good as Tru. Tru should lose sometimes, maybe not enough.

    How much a game is balanced isn't determined by how people actually play, but by how the strongest people can play

  • @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.

    Fair enough but it's still not really abuse its optimal play. If the killer chases you and you have DS prolong the chase for a bit then hop into the locker now you have wasted alot of time for gens.

    You could call tunneling abuse since you are stuck in an animation but we don't because it's not technically its optimal pla uh to get a free down to slug.

    Peanits is a community manager he doesn't do the code and the changes.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581419#Comment_1581419

    How much a game is balanced isn't determined by how people actually play, but by how the strongest people can play

    Balancing around the top 0.1% would kill off the game. Death would be imminent and they'd be no point in playing.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580271#Comment_1580271

    "I am also wondering if some killers will even see DS proc if they do not tunnel"

    That's exactly what is happening. Ds works 50/55 seconds after being unhooked. And those 5 remaining seconds can be enough to completely make you lose all your momentum

    @Leonardo1ita

    It isn’t tho.

    The killer’s who understand how DS works, know to wait 5 seconds.

    Its on a timer so you would see it unless you remember who you hooked. The timer is the restriction not the act of tunneling. That is the bottom line.

  • said it wrong everyone hate this tho people who don't hate it or it don't bother them they don't play killer.

    I play killer happen all the time I hate it.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580346#Comment_1580346

    Clicky clicky survivors aren't the problem, the problem are survivors with massive balls that play almost perfect using ds unbreakable.

    Those are much dangerous than clicky clickies

    true

  • @Leonardo1ita said:

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

    Yeah but then they changed idea and now that's no longer the intention, from what peanits said. Thank you for trying to defend me btw <3 <3 <3 <3 <3 <3 <3 <3

    Anti tunneling, not anti tunneling, I DON'T GIVE A DAMN.

    It's a dumb perk, too strong, need a rework. 4 FULL MINUTES of the match where survivors can be invincible, even 8 if the killer slugs everyone with ds and they use after the second hook.

    Peanits is just the community manager.

    Peanits as far as I know has no say in game design so what they say ultimately means nothing in terms of what is intended.

    Aka Peanit's word CANNOT override the designers which is something a lot of people on the forums don't seem to get.

  • In case you ever find yourself in a situation where you know someone said something and are trying to find the post, just click the person's name in a thread to go to their profile, then click the link for discussions with that person, then extend the number of posts you are searching for a while then press CTRL + F (shortcut for find with text), search for whatever keyword you know will be in the post.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581140#Comment_1581140

    It doesn't matter you didn't see them, because the problem actually exists and there are many confirms around the community of 4 man stacks going DS UB.

    There are these stacks, but UB is still not used frequently in combination with DS, otherwise i would have had it much more often. People like to exeggerate such things and remember the few occasions where survivors used it, but not the majority of games where they had only UB or DS.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580251#Comment_1580251

    In case you ever find yourself in a situation where you know someone said something and are trying to find the post, just click the person's name in a thread to go to their profile, then click the link for discussions with that person, then extend the number of posts you are searching for a while then press CTRL + F (shortcut for find with text), search for whatever keyword you know will be in the post.

    @Dreamnomad

    Oh thank you! I didn't know that <3

  • @Leonardo1ita said:

    @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

    as much as i may agree, It wont happen in a long time bud. You should know how dbs devs are

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