How to make Decisive Strike fun??

Allow DS to work just before the killer hooks a survivor for the last time. This initiates a “Decisive Strike” mini animation game. Causing continuous skill checks zones for both the killer, and survivor like Merciless Storm. Each time an opposing side succeeds the skill check zone it appears again. The zone gets smaller, and appears faster. Inevitably appearing without warning. This continues until it’s settled.

If both sides succeed it’s a “Draw”. Draws offer 10% extra BPs post game. The mini game continues.

If both sides lose the killer automatically wins.

If killer wins survivors are thrown on the hook, and survivors die on the spot. This offers 100% BPs post game to killer because a killer is locked into place when it happens. So even if some survivors escaped the killer gets double BPs for who they managed to hook this way.

If survivors succeed they stun the killer, and will have a second chance. Survivors get extra 100% BPs post game if they escape the trial upon doing this. They become the new obsession upon success.

If someone becomes the new obsession through any means DS will deactivate; However, if you were the obsession when the match began you can DS one time.

DS becomes what it was meant to be. A means to stall their fate with a chance of survival if ones tries hard enough. Survivors can reactivate DS for their allies through perk synergy like For the People. Which would punish tunneling. Killers can also prevent this synergy through their own perks. Making someone the new obsessions when didn’t want to be via Furtive Chase, and Nemesis. Everyone is rewarded in some way whether they win or lose as well via extra BP.

Comments

  • Not every perk needs to be fun. Sometimes, perks just need to fill in a hole.

    Edit: I also don't agree with the suggestion regardless. Feels so extra.

  • @foxsansbox said:

    Not every perk needs to be fun. Sometimes, perks just need to fill in a hole.

    Edit: I also don't agree with the suggestion regardless. Feels so extra.

    Well, I like how fun Merciless Storm is. It’s like the Yellow Glyph which I always enjoy playing.

    Perks should be more interactive, and fun imo. Not just filling a hole because the devs are poor at balancing. If DS offered interaction between both sides. Offered BPs in a way, and took away the denial of any BPs… Then people wouldn’t complain as much... I stress AS MUCH. DS literally denies the killer all their BPs even if they weren’t “toxic”, which is the biggest letdown to it.

  • That sounds dreadful.

  • After several years, DS is in a good spot. Idk what this is, but I hate it.

  • Ah, yes. I love running a perk that the killer can completely shut down with a mini game AND get rewarded extra BP for...

    Like is this a joke...?

    "If BOTH sides lose the KILLER automatically wins." Like I don't whether to laugh or cry.

    DS is perfect as is. A punishment for killers tunneling a survivor who just got off hook. This just seems like "Okay so how do we make so DS can be a good thing for the killers." Just- no. No.

  • Can we stop trying to change one of the more well designed perks in the game?

  • AS MUCH AS I LOVE THIS IDEA

    It just doesn't flow right, I like having a battle between the killer and the survivor, but after the prerequisite has already been fulfilled that's all that's needed, what I do want to see added to decisive, is an actual glass shard stabbing animation, rather than it just being them getting off, just add a little detail. don't let these other comments get to you tho, this is a good stab at bringing light into dbd, and lifting the often dark and toxic mood

  • @WaveyTrey said:

    Allow DS to work just before the killer hooks a survivor for the last time. This initiates a “Decisive Strike” mini animation game. Causing continuous skill checks zones for both the killer, and survivor like Merciless Storm. Each time an opposing side succeeds the skill check zone it appears again. The zone gets smaller, and appears faster. Inevitably appearing without warning. This continues until it’s settled.

    If both sides succeed it’s a “Draw”. Draws offer 10% extra BPs post game. The mini game continues.

    If both sides lose the killer automatically wins.

    If killer wins survivors are thrown on the hook, and survivors die on the spot. This offers 100% BPs post game to killer because a killer is locked into place when it happens. So even if some survivors escaped the killer gets double BPs for who they managed to hook this way.

    If survivors succeed they stun the killer, and will have a second chance. Survivors get extra 100% BPs post game if they escape the trial upon doing this. They become the new obsession upon success.

    If someone becomes the new obsession through any means DS will deactivate; However, if you were the obsession when the match began you can DS one time.

    DS becomes what it was meant to be. A means to stall their fate with a chance of survival if ones tries hard enough. Survivors can reactivate DS for their allies through perk synergy like For the People. Which would punish tunneling. Killers can also prevent this synergy through their own perks. Making someone the new obsessions when didn’t want to be via Furtive Chase, and Nemesis. Everyone is rewarded in some way whether they win or lose as well via extra BP.

    you can't make a perk that force people to play in a certain way fun... imagine if killers get a perk that after someone complete a generator in their terror radious, that survivor will be exposed and killable through mori... this will force people to not do their objective under killer's nose... this is ds in a nutshell

  • @RisingTron said:

    Ah, yes. I love running a perk that the killer can completely shut down with a mini game AND get rewarded extra BP for...

    Like is this a joke...?

    "If BOTH sides lose the KILLER automatically wins." Like I don't whether to laugh or cry.

    DS is perfect as is. A punishment for killers tunneling a survivor who just got off hook. This just seems like "Okay so how do we make so DS can be a good thing for the killers." Just- no. No.

    It’s not when a survivor is allowed to crawl out because the killer cannot pick them up for 60 seconds. Survivors never use DS to stop tunneling per se. They use it to buy time for gens (Adrenaline), or for another survivor to arrive on time for a flashlight save. Etc

    Nothing actually stops camping/tunneling… Other than suspending the killer on the hook through some animation WITH the survivor mains that the killer intended to camp. If survivors think the mini game is that bad the killers won’t be hasty to play it either. Which is also the point. If killers choose to force this anyway everyone can possibly get extra BPs. Cocky/Confident survivors will win, escape, and earn double BPs. Players often quit matches because they’re denied pips and BPs.

  • This just seems so... Pointless. DS is very nearly in a perfect spot- have it activate on both hook states, but no longer activate after all 5 gens are completed, and imho it would be perfect. Why are we so insistent on changing things that don't need changing?

  • @GoodBoyKaru said:

    This just seems so... Pointless. DS is very nearly in a perfect spot- have it activate on both hook states, but no longer activate after all 5 gens are completed, and imho it would be perfect. Why are we so insistent on changing things that don't need changing?

    This would be perfect imo.