Decisive Strike, Re-Balanced

In my previous thread regarding Decisive Strike, I ended up getting quite the reception and useful data that allowed me to craft this new thread for the Perk. As I've stated before, I've a firm belief that this game should reward good plays and predictions from both sides; the Killer should be rewarded for punishing a Survivor, the Survivor should be rewarded for outplaying the Killer or the Killer being out of good positioning.

That said, I've concocted a Decisive Strike variant that is different from the rest of the pack. This one makes it so that it rewards you for making proactive plays and still rewards the Killer for making the right plays against you. This basically makes it the "decisive strike" that can win or lose games.

Without further ado, let's get into the revised version of my changes.

Decisive Strike

Using whatever you have in your hand, you stab at your aggressor in an ultimate attempt to escape.

Upon being unhooked by another Survivor after meeting various requirements, Decisive Strike will activate for the next 60/75/90 seconds.

  • When being grabbed or picked up by the Killer, succeed a Great Skill Check to automatically escape their grasp, stunning them for 5 seconds and granting you 150% movement speed for 3 seconds.
  • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.

In order to activate Decisive Strike, one of these requirements must be met:

  • Take at least 7 protection hits for another Survivor.
  • Heal at least 7 health states for other Survivors by yourself.
  • Rescue a carried Survivor at least 5 times by blinding or stunning the Killer.
  • Unhook every other Survivor at least once.
  • Repair a total of 200% generator progress.

Decisive Strike cannot be used if you unhook yourself while it is active.

What does this massive Change do exactly?

What this change does is keep Decisive Strike as a proper anti-tunneling perk, but gives it requirements that must be met first in order to actually be able to activate it, promoting proactivity and teamwork in the trial.

One of the more minor changes comes in the form of how long it will last once it's activated. In order to compensate for the requirements necessary to obtain it in the first place, the duration it can be activated is increased.

The first major change comes in the form of the main functionality; in order to promote anti-tunneling against you, you now have the ability to get a good head start against the Killer for 3 seconds, allowing you to properly escape them and force them to go try and find other Survivors.

The second major change comes in the form of how you obtain it. Yes, obtain it. You need to actually be a proactive member of the game and the team in order to be able to earn this Perk, and there are some very hefty, albeit admittedly lenient, requirements in order to earn it, most of these being cooperative or altruistic actions. If you do something for the benefit of your team, you should be rewarded the ability to use it.

Some of these requirements are easier to perform than others, but will be well worth the effort in the long run.

One final change that I want to make very clear is that this perk should not promote making a bad play. This is why one moderate change is to make it so that you can't use it after unhooking yourself while it's active. If you unhooked yourself near an attentive Killer, they should be the ones rewarded for outplaying you, not you being rewarded for being read like a book.

Decisive Strike should feel like the ultimate comeback tool, but at the same time, the comeback needs to be rewarded. You need to be a good team player in order to get the Perk, and it's even more powerful than before once you earn it.

The requirements will balance out the power of the Perk, and while not everyone will be able to get it in a match, those who can actually be good team players will be rewarded. It promotes that; team play.

How do you keep track of Decisive Strike?

As for how managing the requirements would function, if you are performing a requirement, a pop-up text will appear next to the Generator count icon that will indicate which action you're performing and how much progress it will have.

It will appear something like this:

  • "Decisive Strike - Protector: 0/7"
  • "Decisive Strike - Benevolence: 0/7"
  • "Decisive Strike - Rescuer: 0/5"
  • "Decisive Strike - Savior: 0/3"
  • "Decisive Strike - Cooperative: 0%"

Every time you progress this, the text for each action will pop up. If another action is popped up beforehand, the current action you are performing will be replaced with that.

You can try to earn it one of any of these five ways, and you aren't restricted to using one specific method either. So long as you do well, you are rewarded with the ultimate tool of survival.

Well, unless you're tormented by Pyramid Head after second hook stage, at which point you can't do anything but suffer Judgement.

Comments

  • makes ds worthless, k

  • DS is too important a deterrant to be put behind such a steep requirement.

    Literally all you have to do is chase someone other than the dude who just came off the hook and the perk does nothing.

    Not only is any one of those given requirements exessive (just look at mettle of man, that only takes 3 protection hits and its total garbage) but this will change the meta to tunnel the first survivor you find before they can potentially activate their DS.

  • @Vulgun said:

    In my previous thread regarding Decisive Strike, I ended up getting quite the reception and useful data that allowed me to craft this new thread for the Perk. As I've stated before, I've a firm belief that this game should reward good plays and predictions from both sides; the Killer should be rewarded for punishing a Survivor, the Survivor should be rewarded for outplaying the Killer or the Killer being out of good positioning.

    That said, I've concocted a Decisive Strike variant that is different from the rest of the pack. This one makes it so that it rewards you for making proactive plays and still rewards the Killer for making the right plays against you. This basically makes it the "decisive strike" that can win or lose games.

    Without further ado, let's get into the revised version of my changes.

    Decisive Strike

    Using whatever you have in your hand, you stab at your aggressor in an ultimate attempt to escape.

    Upon being unhooked by another Survivor after meeting various requirements, Decisive Strike will activate for the next 60/75/90 seconds.

    • When being grabbed or picked up by the Killer, succeed a Great Skill Check to automatically escape their grasp, stunning them for 5 seconds and granting you 150% movement speed for 3 seconds.
    • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.

    In order to activate Decisive Strike, one of these requirements must be met:

    • Take at least 7 protection hits for another Survivor.
    • Heal at least 7 health states for other Survivors by yourself.
    • Rescue a carried Survivor at least 5 times by blinding or stunning the Killer.
    • Unhook every other Survivor at least once.
    • Repair a total of 200% generator progress.

    Decisive Strike cannot be used if you unhook yourself while it is active.

    What does this massive Change do exactly?

    What this change does is keep Decisive Strike as a proper anti-tunneling perk, but gives it requirements that must be met first in order to actually be able to activate it, promoting proactivity and teamwork in the trial.

    One of the more minor changes comes in the form of how long it will last once it's activated. In order to compensate for the requirements necessary to obtain it in the first place, the duration it can be activated is increased.

    The first major change comes in the form of the main functionality; in order to promote anti-tunneling against you, you now have the ability to get a good head start against the Killer for 3 seconds, allowing you to properly escape them and force them to go try and find other Survivors.

    The second major change comes in the form of how you obtain it. Yes, obtain it. You need to actually be a proactive member of the game and the team in order to be able to earn this Perk, and there are some very hefty, albeit admittedly lenient, requirements in order to earn it, most of these being cooperative or altruistic actions. If you do something for the benefit of your team, you should be rewarded the ability to use it.

    Some of these requirements are easier to perform than others, but will be well worth the effort in the long run.

    One final change that I want to make very clear is that this perk should not promote making a bad play. This is why one moderate change is to make it so that you can't use it after unhooking yourself while it's active. If you unhooked yourself near an attentive Killer, they should be the ones rewarded for outplaying you, not you being rewarded for being read like a book.

    Decisive Strike should feel like the ultimate comeback tool, but at the same time, the comeback needs to be rewarded. You need to be a good team player in order to get the Perk, and it's even more powerful than before once you earn it.

    The requirements will balance out the power of the Perk, and while not everyone will be able to get it in a match, those who can actually be good team players will be rewarded. It promotes that; team play.

    How do you keep track of Decisive Strike?

    As for how managing the requirements would function, if you are performing a requirement, a pop-up text will appear next to the Generator count icon that will indicate which action you're performing and how much progress it will have.

    It will appear something like this:

    • "Decisive Strike - Protector: 0/7"
    • "Decisive Strike - Benevolence: 0/7"
    • "Decisive Strike - Rescuer: 0/5"
    • "Decisive Strike - Savior: 0/3"
    • "Decisive Strike - Cooperative: 0%"

    Every time you progress this, the text for each action will pop up. If another action is popped up beforehand, the current action you are performing will be replaced with that.

    You can try to earn it one of any of these five ways, and you aren't restricted to using one specific method either. So long as you do well, you are rewarded with the ultimate tool of survival.

    Well, unless you're tormented by Pyramid Head after second hook stage, at which point you can't do anything but suffer Judgement.

    There is a few issues with

    1. Games don't really last super long and you have to understand that it is common to have multiple survivors running ds. Making them wait an excessive amount of time on taking lots of risks or doing two full gens is going to make it nearly impossible for people to use this perk.
    2. DS doesn't need a sprint burst on top of the stun. It's already got a 5 second stun that can't be shortened by killer perks.
    3. People already will fight over unhooks due to tome challenges or getting altruism points. Same with heals. You do not want you anti-tunnel perk so dependent on those interactions that it can't be use it effectively.
    4. Protection hit system is notoriously finnicky. It's one of the main reasons why Mettle of Man is rarely used anymore.
    5. DS's active time was changed to 60s so that people would not be able to use it as a form of invul if they aren't tunneled. 90s is a long time in dbd.
    6. Flashlight blinding is another thing doesn't work consistently as there are many situations where you can get points for blinding a killer, but the killer not drop the survivor. Also you're now putting a potential lightborn interaction on the table which when lights come out in force lightborn comes out to completely deny blinds.
    7. This perk breaks down if you get chased the entire game and can't do gens, heal, get protection hits, or unhook. This scenario comes out more than you would think where a survivor is chased for 5 gens and then finally gets downed. Your design has just locked this person out of their perk.
    8. Mettle of Man requires 3 protection hits. This is because you don't really survive long enough to take that many hits. 7 protection hits is pretty much nearly impossible for a single player to take unless the killer is actively letting you constantly heal up.

    The perk does exactly what it is supposed to and nothing more as it stands right now. Which is where it needed to be the entire time.

  • If it's going to have those kind of requirements, it better disable the killer's power and stun them for 60 seconds and complete a generator for you.

  • I thought it was a meme at first but then I read the part that said you need to fulfill one of these requirements before you can get ds rather than to disable ds

    those were happier times

  • Hehe, it takes the whole game to activate MoM that requires 3 protection hits. And some challenge requires fully 3 heals in a single match is also hard because the heal is meant to shared to other survivors.

    7 protection hit or 7 heal. DS will never be activated again.

    I agree that putting a sprint burst after DS is a good idea vs tunneler.