Why are survivors complaining about the DS nerf? It is still going to be an anti-tunnel perk

Ok, sure the killer can still slug you to avoid it, but would you rather be hooked or slugged and picked up? Being slugged means that your team can come and pick you up and the new DS will still allow you to avoid a hook state even if you are slugged.

Currently, DS allows you to have the protection of it even if you aren't being tunneled and while you work on objectives (generators and healing). Tell me, how you are being tunneled if you are working on a generator or healing?

The new DS will still keep the anti-tunnel part. ⁱᵗ ᵃˡˢᵒ ˢʰᵒʷˢ ᵘˢ ʰᵒʷ ᵐᵃⁿʸ ᵖᵉᵒᵖˡᵉ ᵈᵒⁿ'ᵗ ᵉᵛᵉⁿ ᵏⁿᵒʷ ʷʰᵃᵗ ᵗᵘⁿⁿᵉˡⁱⁿᵍ ᵃᶜᵗᵘᵃˡˡʸ ⁱˢ ᵇᵃˢᵉᵈ ᵒⁿ ˢᵒᵐᵉ ᵒᶠ ᵗʰᵉ ⁿᵉᵍᵃᵗⁱᵛᵉ ʳᵉˢᵖᵒⁿˢᵉˢ ᵗᵒ ᵗʰᵉ ⁿᵉʳᶠ *ᶜᵒᵘᵍʰ

As for jumping in a locker, I feel that this will no longer be much of a problem since if they work on a generator or heal they lose DS' protection, so it is fairer.

If you are upset with how DS was nerfed, I think it is safe to assume you probably relied on it way too much because "so many killers tunnel" right? I am being constructive here, but you don't need DS against a killer to do well against them, even if they tunnel you. If you know a killer will tunnel you the whole game, go ahead and use any resources necessary while your team does the remaining gens, and even if you die, you will still come out on top. It DOES take practice, but if you just use a perk all the time that can practically carry you and give you a second chance, how are you going to do well without it?

Comments

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919903#Comment_1919903

    I wouldn't say its difficulty that stopped me from playing as much. The game IS a lot, A LOT easier than it was when I started killer. It's just become boring. No new mechanics really in a couple of years. Every so often a new killer with a new playstyle but if you don't like it? 3 months minimum before a potentially fun one.

    3 of the last 4 killers have been painfully dull to play and a nightmare to play against.

    I'd say bad killer/map design and stagnant gameplay is whats driving me away.

    yep they need extra game mode ASAP but the dev seems to not see this

  • The only tweak I'd like to see for the proposed changes is make it so that self healing (by medikit or selfcare) should only deactivate once the survivor has healed a full health state. Anything less is way to easy to abuse on some killers, doctor especially.

  • Everyone uses it as an anti-tunnel perk, everyone calls it an anti-tunnel perk, but now people are coming out and pretending like it isn't one. The developers have never said since it's rework it is ONLY an anti-tunnel perk, just that it isn't 100% by design one, which is also why the new DS still has ways it can be used in a non-tunnel situation.

    If you go out of your way to do nothing for 60 seconds, you're simply a player who wants to abuse it, and therefore it's irrelevant to adjust it because x person will be useless. Do you really want to cater to toxic people? If not, then that teammate would've found other ways to be useless anyway.

    If you do an action that assumes you are safe, with the exception of being healed under a hook, you should not have DS activated. And that is the case, bar lockers. There is enough second chance BS in this game as it is, and this still remains a viable way ontop of things like BT that allows you to avoid, or extend, ACTUALLY being tunneled. People are just angry they can't use it when they put themselves into situations they shouldn't because they don't have a safety net.

  • @Yords said:

    Ok, sure the killer can still slug you to avoid it, but would you rather be hooked or slugged and picked up? Being slugged means that your team can come and pick you up and the new DS will still allow you to avoid a hook state even if you are slugged.

    Currently, DS allows you to have the protection of it even if you aren't being tunneled and while you work on objectives (generators and healing). Tell me, how you are being tunneled if you are working on a generator or healing?

    The new DS will still keep the anti-tunnel part. ⁱᵗ ᵃˡˢᵒ ˢʰᵒʷˢ ᵘˢ ʰᵒʷ ᵐᵃⁿʸ ᵖᵉᵒᵖˡᵉ ᵈᵒⁿ'ᵗ ᵉᵛᵉⁿ ᵏⁿᵒʷ ʷʰᵃᵗ ᵗᵘⁿⁿᵉˡⁱⁿᵍ ᵃᶜᵗᵘᵃˡˡʸ ⁱˢ ᵇᵃˢᵉᵈ ᵒⁿ ˢᵒᵐᵉ ᵒᶠ ᵗʰᵉ ⁿᵉᵍᵃᵗⁱᵛᵉ ʳᵉˢᵖᵒⁿˢᵉˢ ᵗᵒ ᵗʰᵉ ⁿᵉʳᶠ *ᶜᵒᵘᵍʰ

    As for jumping in a locker, I feel that this will no longer be much of a problem since if they work on a generator or heal they lose DS' protection, so it is fairer.

    If you are upset with how DS was nerfed, I think it is safe to assume you probably relied on it way too much because "so many killers tunnel" right? I am being constructive here, but you don't need DS against a killer to do well against them, even if they tunnel you. If you know a killer will tunnel you the whole game, go ahead and use any resources necessary while your team does the remaining gens, and even if you die, you will still come out on top. It DOES take practice, but if you just use a perk all the time that can practically carry you and give you a second chance, how are you going to do well without it?

    My problem is all the killers who want it nerfed even more until it's genuinely unusable.

    You know, the ones who think the fact that it isn't deactivated on entering lockers is oppressive and unfair.

    This change is good, it can't be used for free advantage but it can still function as an anti tunnel perk but goodness sake it doesn't need to be nerfed anymore than this.

  • It's a very limited definition of tunneling despite how broad can actually be in game. You have to make sure that the tunnel session comes to a conclusion within 60 seconds, and the killer is going to pick you up, and that you're going to succeed the skill check. After all that, you're on your own. Especially arguably the worst portion which is your second unhook where the killer knows you have no DS and will usually tunnel you to oblivion. So yeah it can provide some relief in a very narrow and specific set of circumstances, limited to once per match. My feedback is not about the changes, I don't care about the deactivation conditions. I just wish that the balance changes factored in the experience from the survivor's perspective instead of exclusively improving the perk in a way that favors the killer.

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