Creating a drawback for DS?

Watched the Dev log and I think an interesting choice would be to add a 10% stacking (meaning a full squad would increase gen time by 40%) increase to generator time and just remove the skillcheck with a one time activation. This would create a choice of how much time you would gain from using ds vs how much time lost from doing gens.

Comments

  • Just allow a DS user to be hit with one extra hook stage after using it. This solves the problem killers have with the time crunch and still allows DS to be used in clutch situations.

    Survivor gets a free escape, killers get the hook they lost, and the game goes on like normal.

    DS is still very strong, but has a large downside.
  • @SpaceCoconut said:
    Just allow a DS user to be hit with one extra hook stage after using it. This solves the problem killers have with the time crunch and still allows DS to be used in clutch situations.

    Survivor gets a free escape, killers get the hook they lost, and the game goes on like normal.

    DS is still very strong, but has a large downside.

    And if the survivor uses DS after being hooked twice already, then he instantly dies?

  • Make DS users lose the ability to wiggle until they're the last Survivor in the trial.
    Idfk.

  • There's no way to truly balance DS with the way it works.

    -If you lose a hook stage, all survivors will wait till death hook to use it.

    -If it gives the broken status effect, it still gives a free escape at the cost of healing (but who needs to heal when you can loop all game?)

    -If you trigger a bleedout timer similar to BT, thats still an extra 15-20 seconds of chasing, THEN you have to waste time picking them back up and running to the nearest hook.

    DS needs to be reworked. Give it only a stun, or completely rework it.