Decisive Strike
I want to preface this suggestion with the fact that I don't particularly have a problem with how it works now. I'm not a DS hater, nor do I even run it that often as a Survivor. Listening to the endless complaints (from Survivor and Killer mains) has led me to give it some thought on how I would rework it, if I had the ability to do so. This is my humble suggestion:
Decisive Strike
This ability activates the moment the Survivor is unhooked and stays active until the Survivor interacts with the environment in any way, i.e. works on a Generator, Heals (or is healed), cleanses a Totem, etc., or until another Survivor is hooked. This means it could remain active for quite some time or end almost immediately. While active it functions normally with a the Skill Check to get free and temporarily stun the Killer. Tier-1 stuns the Killer for 3 seconds, Tier-2 stuns for 4 seconds, and Tier-3 stuns for 5 seconds. *Decisive Strike will deactivate (and cannot reactivate) once the EGC has begun.
*This would transform DS into a true anti-Tunnel Perk, and clearly limit what the Survivor can do without deactivating it. It would also give the Killer impetus to hook someone else quickly to turn it off. It provides both a Buff to the Perk, and a Nerf in that the Killer (and Survivor) can deactivate it.
I want to emphasize again that this suggestion isn't given with any passionate fury. I'm not really invested in the debate over this Perk, which is why I can look at it without bias. Most people think of this Perk as an "anti-tunnel" Perk, but I'm not sure if that was actually the intent. My suggested rework would make it clearly that.
Comments
This would most likely lead to that survivor focusing on getting into a chase with the killer aswell as body blocking for other survivors, while also practically guaranteeing an escape if an exit gate is open.
That is a different issue really, as I don't think Decisive Strike should remain active once the EGC has begun. I suppose I should have put that in the rework above to be clear. I'll add it.
I do like that interacting with a gen/totem/healing would cancel DS, I think that's a great idea. I don't like the idea of an unlimited timer, I think the timer should still be 60s or even a bit less...but pause the timer when slugged. I think that way you'd at least solve the issue of a survivor who's unhooked and then goes immediately to work on a gen (obviously not being tunneled at that point) but who then overcommits to the gen to get pulled off it in order to use DStrike.
It's going to be a difficult perk to balance and I am sure that not everyone is going to be happy with any change, if any change happens to it.
Well it isn't truly unlimited. It will end the moment someone else is hooked or the EGC starts. :) I put in that potentially extended length to appease the Survivors, and to make sure that it truly does function as an anti-tunnel Perk. The Killers will KNOW how it works and are likely to focus on getting someone else on the hook as quickly as possible to turn it off and avoid the hit. In my mind it was kind of a compromise to make both sides happy. I think the not interacting with anything (and EGC deactivate) will please Killers, and the extended duration unless the Survivor or Killers acts to end it, to please the Survivors.
But you are right, no rewrite (done by anyone) is going to be liked by everyone. :)
I like this DS it seems on paper very fair i would point out to the 1st post about how it could lead to survivors trying to bodyblock getting into chase with killer etc that would actually be a intreresting gameplay for the killer on how to handle that situation cause you know the survivor cant do any interaction or even be healed so you can let them be the annoying fly as you know that one person less on gens or anything else or you can slug them and if another survivor heals them up or i would imangine using UB or soul guard would deactivate ds aswell boom ds is gone.
Overall this would be the best version of DS in my opopion Nice work hope the devs do this kinda of change to it :)
Well nothing would stop them from being very aggressive, but nothing would stop the Killer from ignoring them, or slugging them.
Example-1:
Meg w/Flashlight gets unhooked and her DS activates. She decides to get very aggressive because of it. The Killer can just ignore her and work on getting someone else on the hook. This would give her a chance to try and blind you or body block (sure). Or you could just slug her, hook the other person and her DS deactivates and then you hook her too. :)
Remember, in fairness, any redesign of DS has to benefit both Survivor and Killer mains in some way. There is always a trade off. I don't see them getting aggro as a problem because the Killer has answers to that in game.
I like it... I'm patient. All the body blocking in your face tbags due to unlimited invulnerability will be fine. I don't mind waiting for a bleed out. Or slug n ignore til next hook...
Well that goes toward Killer accountability. If they went with this suggested change, you would KNOW who could have it potentially activated. The second they are unhooked (and you know who you put on the hook) you know it has activated IF they have it. You know if you hook someone else it is turned off IF they have it. Do you see what I mean. There is always risk and always some information you have to make educated guesses or play the odds on. :) My suggestion isn't intended to make it completely without risk for either side, merely to make it the most balanced I can, and tune it to be more effective as an anti-tunnel Perk.
I think you are overestimating a couple of things:
I considered you concern which is why I say that any interaction will shut DS down. It shut down with interaction or the next Survivor being hooked. So its chief value is in getting AWAY, not hectoring the Killer. :) Following the Killer and going aggro will just go badly for you.
Because the Killer can just slug you and let you sit on the ground for one thing, hook someone else and come back and get you now completely safe from your DS. Remember, the second someone else is hooked the DS expires under my rework. Doing pretty much anything interactive ruins it too. Using a Flashlight is also interacting with something. The only safe thing for someone to do is run off and hide, and thus are protected from the tunnel. If they go aggro they get slugged and then the Killer will let you sit there. If you get up with another Perk, like say Unbreakable or recover due to No Mither, one could also set the DS to expire.
My point is you keep looking for something that isn't there. They CAN go try to annoy you but it isn't a good idea for them. If they just got off the hook they are going down to a single hit. And there they will sit until they bleed out or the Killer hooks someone else. So yes, Survivors can try to annoy the Killer but it isn't going to be a good thing FOR THEM... the Killer will see it like Xmas coming early.
It does not make any sense to deactivate on basically every action. Its getting old.
Tell us why then.