The Decisive Strike Problem (Rework)
I know that you killer mains are very upset and enraged that the Decisive Strike nerf didn't hit the PTB but you gotta think about the other side as well. Now before you get you pitch forks and torches for me saying that, allow me to explain before you bombard me with LOL's! 
The Problem With Decisive Strike:
This perk allows a "Free" get out of jail card to the survivor using it.
How to Fix Decisive Strike Without Making the Perk Useless:
Let's look at Deliverance, a perk that makes you work for a get out of jail card and notice this time that I didn't say "Free" like I did above with the Decisive Strike problem. Deliverance has multiple amount of various variables limiting it from being a "Free" get out of jail card. Let's look at the conditions of the perk as well as the penalties afterward from using the perk:
Deliverance:
-Needs a condition to activate: Safe Unhook
-You will still move to the second phase of sacrifice due to the hook mechanics
-Has a penalty after using it: Broken Status Effect
-Can be completely useless if you are hooked first since you can only perform the "Attempt escape" action during the "Summoning" phase.
-Incorrectly using the perk can result in you going straight to the "Struggle" phase.
Now, since we got a general understanding on why Deliverance is a balanced get out of jail card, let's apply our knowledge to Decisive Strike.
Decisive Strike:
When you are within 36 meters from the killer for a total of 100/80/60 seconds and not in a chase, this perk will activate. If the perk is activated and the killer picks you up, immediately stun the killer for 5 seconds and automatically wiggle free from the killer's grasp. A successful Decisive Strike will cause you to suffer a 60 second bleed-out timer. Decisive Strike will be permanently disabled if you are hooked at anytime. Increases your chances of becoming the killer's obsession.
Some things to consider with this version:
-You'll immediately stun the killer and escape their grasp after the pick up animation is finished meaning no skill check or dribbling.
-You'll not be informed about your progress to activating this perk since it could give away stealth killers but the perk will light up when it's activated.
Why is This Version of Decisive Strike More Balanced?
This version has a condition, a risk, and a penalty after using the perk. This perk is exactly like Deliverance or a better way to explain it, it's now the survivor's version of a Hex perk. You either waste a perk slot or you can get tremendous value if you follow these conditions!
What do you all think? Please leave your civil comments below!
The Problem With Decisive Strike:
This perk allows a "Free" get out of jail card to the survivor using it.
How to Fix Decisive Strike Without Making the Perk Useless:
Let's look at Deliverance, a perk that makes you work for a get out of jail card and notice this time that I didn't say "Free" like I did above with the Decisive Strike problem. Deliverance has multiple amount of various variables limiting it from being a "Free" get out of jail card. Let's look at the conditions of the perk as well as the penalties afterward from using the perk:
Deliverance:
-Needs a condition to activate: Safe Unhook
-You will still move to the second phase of sacrifice due to the hook mechanics
-Has a penalty after using it: Broken Status Effect
-Can be completely useless if you are hooked first since you can only perform the "Attempt escape" action during the "Summoning" phase.
-Incorrectly using the perk can result in you going straight to the "Struggle" phase.
Now, since we got a general understanding on why Deliverance is a balanced get out of jail card, let's apply our knowledge to Decisive Strike.
Decisive Strike:
When you are within 36 meters from the killer for a total of 100/80/60 seconds and not in a chase, this perk will activate. If the perk is activated and the killer picks you up, immediately stun the killer for 5 seconds and automatically wiggle free from the killer's grasp. A successful Decisive Strike will cause you to suffer a 60 second bleed-out timer. Decisive Strike will be permanently disabled if you are hooked at anytime. Increases your chances of becoming the killer's obsession.
Some things to consider with this version:
-You'll immediately stun the killer and escape their grasp after the pick up animation is finished meaning no skill check or dribbling.
-You'll not be informed about your progress to activating this perk since it could give away stealth killers but the perk will light up when it's activated.
Why is This Version of Decisive Strike More Balanced?
This version has a condition, a risk, and a penalty after using the perk. This perk is exactly like Deliverance or a better way to explain it, it's now the survivor's version of a Hex perk. You either waste a perk slot or you can get tremendous value if you follow these conditions!
What do you all think? Please leave your civil comments below!
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Comments
Will it still give the obsession status though? Without that being there I think it would be a little more balanced because I know a lot of people tend to just ignore that person in general till they're the last one alive.
Edit: Forgot the Pig can also get no terror radius.
Thank you for pointing that out!
As usual, well done @Nickenzie!
Change Decisive Strike to "Desperate Struggle," make it activate (instant for all) ONLY if the survivor has been hooked twice, make the success zone 5%, and act the same upon success.
Upon failure, the killer auto-moris the survivor, after dropping them in disgust.
You're forced to use it if you meet the requirements, it can still swing games, and it has a huge punishment.
I think you'd need to take out the Obsession chance increase since if the killer knows you have it they'll just make sure you don't get the requirements to use it.
Perhaps make it so the person has to do an Altruistic action in order to use it although you'd have people fighting for unhooks at that point. Which from a killers point of view is a good thing since it's more targets and less gen progression.
You could also make it specific to either healing others or unhooking and not self healing with SC or a Medkit. So if you unhook it increases your chances to struggle by x % and heals does it by x as well with unhooks being worth more.
But make a cap on how much you could get % wise overall on the struggle % increase.
Honestly there are so many good ways to rework this perk that would take less than half of the time and resources Behaviour is trying to put into it. This is just one of the many good examples. Satisfying without being overwhelmingly oppressive like the current DS is. I agree with the changes across the board.
Just kidding btw!
I always get a laugh when playing both sides when they get picked up and DS right away I mean save it for a 2nd hook when it's really needed. Because more often than not you take a few steps and the killer downs you again.
you're not entitled to a free kill.
you need to do some work for it
stop begging for handouts and maybe you'll get good
Is it like Diversion though? Couldn't the Survivor just loop you for a whole minute and still get the benefit? This would still be a nightmare for m1 Killers then.
@Nickenzie Survivor main here. Interesting concept you have in regards to Decisive Strike.
CRITIQUES
Alternate Adjustment: Have the user just press E at any point while being carried to jump off, that way the killer can't constantly be dropping the survivor to prevent it's use.
Positive: Charging the perk based on proximity to the killer.
Adjustment: Change the range to 12/24/36 meters to create a synergy with Spine Chill; if Spine Chill is active, you are charging DS, assuming the tiers are the same.
Negative: Bleed-out timer upon use.
Adjustment: Replace bleed-out timer with Broken for 100/80/60 seconds (same values as Deliverance). This change would also keep up with the lore of the movies, where after Laurie stabs Michael, she was injured for the rest of the first movie and for the entire duration of the second movie.
Neutral: Time required to charge.
The difference between Dilverance and your proposed idea is the distance between you and the killer.
Putting a broke effect on you after landing off the killers grasp will just be a waste of time.
You re injured youre leaving a blood trail and scratch marks. if they have good ears they'll hear you. They'll just catch you again within 10 seconds. it would be a waste
a fair trade would be to remove the stun effect from the perk and replace it with a blindness effect that last 3-6 seconds that way the killer has a chance to slug in any direction and the survivor has a chsnce to run any direction
As a killer I think your rework idea is a good one. Upvoting this.
It's alright. Since you planned for it, I can definitely agree this is a nice and well thought out change to dstrike. Would definitely like to see something along the lines of this.
And whether it's bleedout or broken would have to be tested, whatever feels better.
-Survivor can loop you for a awhile
-Broken status effect is useless since you're likely gonna chase the survivor again and the "You can't heal" part would never be a problem to the survivor
-Bleed out timer adds pressure to the survivor since they can't loop you forever
-More pressure = Higher chance of the survivor messing up a mind game.
I wasn't the one suggesting the spine chill thing, messed up the David's, lad. :P
But yeah, you are right, bleedout would cause for a lot more pressure and would add some more stakes to it.