I fixed the Decisive Unbreakable combo

Add this line to the end of the Decisive Strike description.

"If you are the Obsession, you cannot recover from the dying state without the help of another Survivor."

It actually gives a real downside to using the perk and fixes some overpowered synergy problems.

Decisive Strike already doubles your odds of being the Obsession, but the Devs could change it so it increases your odds so high that its practically guaranteed that the person that is the Obsession is running Decisive

Comments

  • Doesn't fix groups with multiple people running DS. Also gives SWFs people another reason to make sure to bring multiple DS's. It also weakens other Obsession perks like For The People.

  • I think that what they should add is a status effect that lasts the whole match when you use a perk like DS or Unbreakable, and all the status effect does is disable both of them. Maybe it only needs to be restricted to those two perks, or any future perk that have a similar "get out of jail free" card at play.

  • @Exerlin said:

    I think that what they should add is a status effect that lasts the whole match when you use a perk like DS or Unbreakable, and all the status effect does is disable both of them. Maybe it only needs to be restricted to those two perks, or any future perk that have a similar "get out of jail free" card at play.

    What if they caused a -5% hindered status for the rest of the game?

    Gives a slight disadvantage at loops that would be minimal at low/mid tiers where the Killers are mediocre and the Survivors don't optimize loops. But extremely unappealing and costly at high tiers, where they really optimize loops and know their distances super well.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856110#Comment_1856110

    What if they caused a -5% hindered status for the rest of the game?

    Gives a slight disadvantage at loops that would be minimal at low/mid tiers where the Killers are mediocre and the Survivors don't optimize loops. But extremely unappealing and costly at high tiers, where they really optimize loops and know their distances super well.

    5% movement speed is significant at a lot of loops. I use PWYF on Bubba a LOT and just 1 stack is a game changer. Having to deal with a killer that is 5% faster than you the rest of the game is an interesting idea, but it's too much of a punishment for either a free stun or a free pickup that also costs a perk slot imo.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856126#Comment_1856126

    5% movement speed is significant at a lot of loops. I use PWYF on Bubba a LOT and just 1 stack is a game changer. Having to deal with a killer that is 5% faster than you the rest of the game is an interesting idea, but it's too much of a punishment for either a free stun or a free pickup that also costs a perk slot imo.

    Perhaps only till your next down would work

  • Or just rework DS to be an actual anti tunnel perk.

    Alternatively they could add base game protection from tunneling, then rework the purpose of DS entirely. I don't see them doing that though, because they just love how thematic some perks are.

  • So it’s not uncommon to run into DS/Unbreakable and the counter to this is boring for both sides.

    My suggestion is that Unbreakable shouldn’t show your aura to other survivors while it still has the ability to pick yourself up from the dying state.

    The same for DS, your aura should not be revealed to other survivors while it is still on a timer