If hooks worked like Pyramid head cages
A big problem that majority of killers who play the game have is that decisive strike is just too strong in the hands of good players, but you cant just remove decisive strike because the quality of life for a significant number of survivors would dip drastically and I don't think that you can really fix the problem with decisive strike with perk tweaks and inclemently changing around numbers. The problem goes far deeper then just perks I think the hook system is fundamentally flawed and its one of the core things that has remained unchanged since the beginning of the game.
I believe a change to where when you hook a survivor the entity randomly moves their hook to a far part of the map and does not tell the killer where the hook is. As well as if the killer is within 32 or so meters of the hook for a total of 30 seconds it will subsequently move again.
(obviously with this decisive strike would be entirely removed.)
This would alleviate the problem that a lot of survivors have where killers will just camp, which whether or not its a viable strategy doesn't change the fact that its not healthy for the game, but along with that if a killer wanted to tunnel it would be a much larger investment.
A change like this would be massive and would require an insane amount of fine tuning to every other aspect of the game, but in my opinion would significantly increase the quality of life for survivors and killers.
Comments
"but you cant just remove decisive strike because the quality of life for a significant number of survivors would dip drastically"
If ONE perk in the whole game is that profound then it absolutely needs to go.
right... I said I wanted it removed from the game in the post... I agree one perk should not be so universally agreed upon to be a quintessential part of the game its unhealthy and shows that some core part of the game is fundamentally flawed.
At the very least they could rework it to be an actual anti tunnel perk.
If they really feel like putting effort in, they could make the anti tunnel function base game, and rework DS to be different.
Pretty one sided imo. If a perk is extremely profound then it should be looked at why it is ran and changes made to reduce its use. For example deactivation requirements to avoid offensive use of the perk and other changes that help those players who use the perk defensively. Such as no time limit decrease.