Decisive Strike and AntiTunneling Suggestion
Hello everyone,
I have this weird idea for Decisive Strike
With the recent bug of Lery's having 2 basements, I thought "What if… ALL the maps had 2 basements?" 1 in the killer shack and another one in the main building. There would be something like a portal connecting both of them (something like the Haunted by Daylight Event portal but connecting the 2 basements). This portal would have a cooldown every time is used and could only be used by 1 person at a time with a notification to all players.
This would:
- Allow more room for Invocations to happen
- With the new basement perks (healing and unhooking) there would be safer chances to use them
- Add extra hooks for scourge hooks perks (monstrous shrine)
- Remove pressure on basement camping
- Allow room for endgame plays
- Probably more things that don't come to mind right now.
Now, the DS idea would be this:
After being unhooked or unhooking yourself, Decisive Strike activates for the remainder of the trial (yes, no cooldown).
When being PICKED by the killer (not grabbed) the entity sends the killer to the furthest basement and blocks the basement's portal for 10 seconds and all survivors can see the killer's aura for 5 seconds.
Decisive Strike is deactivated prematurely when:
- Performing a Conspicuous Action
- Interacting with a Hook, Totem, Chest or Locker
- Triggering Killer Grasp Rescue event
If Decisive Strike is active and you are put the dying state by a basic attack or special attack, your bleed out timer is stopped, you can completely recover from the Dying State and your recovery speed is increased by 150%.
It's maybe too much? Is it imbalanced? or does it fulfill the antitunneling purpose?
Feedback much appreciated.
Respectfully,
Krogund
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