My DS rework idea
So yeah here's my idea.
DS timer is 35,40,45 seconds simple number change since current one is too long. It'll disable if you're fixing a generator, cleansing a totem, searching a chest, sabotaging a hook rescuing someone off the hook or you get healed. Because if you're able to do those things you're obviously not getting tunneled. If you hop in a locker you'll have three seconds before it disables. But it should still activate on grabs at windows and pallets. However you'll get DS twice. Because what happens often is your found camped get off tunneled DS'd but killer gets you again then you're doomed this will ensure you'll get two chances instead of one and you're not doomed after, but you can't abuse it. So here's my idea post what you think below.
Comments
This nerf is WAY too much I think it should be like old DS but it only works when you're dead on hook
The timing is fine. This game has a problem with how easy it is to tunnel and survivors need something to counter it. All DS needs is for it to deactivate after getting fully healed, healing someone else, working on a gen for 5-10 seconds, unhooking someone, or cleansing a totem.
Heck, I will be okay if the timer was paused while being chased if they implemented the above.
old ds was op and with fixes to the skillcheck in both swinging to make it so the survivor can't hit it and juggling that would make it very overpowered and simply and extra chance 99% of the time
What are you changing to the current Camp/Tunnel mechanic to compensate?
Also, you can still be a target even when you touch a gen, totem, hook. All a killer has to do is wait for you to do one of those actions.
Unfortunately can't change players.
The reason DS is good is because of it's long timer and it's necessary to discourage tunneling, so im completely against that.
The only nerf it needs is it being disabled if you work on a gen for say 3 seconds and maybe also reducing it's timer AFTER all the gens get powered so you can't always craw out the exit gates.
Everything regarding it's interaction with the killer is fine, they should have went after another survivor or kept track of which have been hooked recently if they are getting back to back hooks. the only reason lockers get complained about is because killers go after unhooked survivors to slug them which is tunneling and they counter that by using lockers.
As for the reason why only generators should disable DS that is because they shouldn't be punished for trying to recover and do other things that isn't the objective. Healing should also not disable DS since stealth killers and insta down killers would be able to tunnel easier by letting the heal happen.
edit: im a killer main btw, with 2000 hours and 8000+ kills. I hate tunneling and being tunneled and as long as you don't do that the only issue with it is doing gens and having enough time to craw out the exit gates.
Keep the timer at 60, use your deactivation metrics, also add when you hook a different survivor and keep it at one use.
My opinion is that it is the same DS but with the difference of 45 seconds of use, if a generator is completed or a totem is cleaned, etc it is deactivated and if it enters a locker it considerably reduces the seconds remaining of DS.
A perk shouldn't deactivate for doing the objective. That's telling a player if you play the game normally or if I hook your teammate first, you have to lose your perk. Would be horrendous.
It's to avoid abuse of the immunity like a survivor instead of running away will just rush the gen because the killer will just get stunned. And they can finish the gen.
Ah yes, let me copy and paste the same DS rework idea that has been posted about 1,000 times.
In all seriousness the perk will still be abusable. I am pretty sure survivors will most likely stay around and do nothing, just to not make a waste of a perk slot. I wouldn’t say the perk is fine, maybe lower the number to 45 like you said is fine. Maybe the Devs should just buff Iron Maiden to make any perk upon entering a locker is disabled. To prevent any DS abusers.
A perk shouldn't allow you to have a safety net for doing the objective, that's telling the player to do the objective instead of recovering simply because that is more optimal and because you can't be punished.
Honestly why shouldn't DS deactivate when doing a gen? the killer can only punish you by slugging and you will more than likely get picked up later by another survivor or with unbreakable so you risk nothing by going to a gen off hook while gaining progress towards escaping.
If it did get deactivated then players would prioritize healing, looting, and cleansing instead of finishing gens more often which would be great for this game since survivors just focusing on gens destroys all none viable killers.
edit: I agree that it shouldn't deactivate from other players getting hooked, that's such a horrible idea i wonder why it is still popular despite how easy it would be to play around it to tunnel easier.
The perk should help the survivor not the killer. If a survivor can't touch a gen, then that helps the killer by having it equipped. If you are going back to the hook to find a survivor on a gen nearby you are still tunneling anyway so it doesn't matter if he is on a gen or if you find him crouched near it. The perk is helping not to go back on the hook instantly. If they have unbreakable when you slug, it is still only 1-time use.
DS is not meant to be an anti-tunnel perk, it's a watered down second chance perk. If you're going to design an anti-tunnel perk, it better be based off of the ratio of how much a survivor is chased relative to others, and the payload better be more than a stun.
A survivor can touch a gen but they will make themselves exposed to being hooked again, know this im not saying it should immediately deactivate the perk in fact i think it should deactivate after 3 seconds. If a gen is at 90% obviously it's best to risk doing it but DS commonly gets used on any gen above 40% simply because the killer can't punish you and slugging you isn't punishing you it's stalling and you will recover providing your teammates are not brain dead.
Also the perk does help the survivor regardless but it's anti tunneling not free progress on the objective, slugging a guy with DS off hook who went to a gen is often needed and it doesn't punish them. In a sense it has two uses like this because you avoided being hooked without the perk activating so you can save it for later.