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JackieSH

JackieSH

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JackieSH
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  • @Sluzzy said:

    How many counters does a perk need? Since killers didn’t know how to play around the perk it will now have the most ways to disable itself than any other perk in the game.  Pretty much paralyzing the survivor to keep it. As difficult as it is for the survivor to complete objectives this is a huge set back. Most matches there is little hope. Killers have nothing to do but one objective while survivors have to do several and on top of that punished for doing anything where killer perks completely changes the game. Now survivor perks punish for playing the game.

    A perk “Nothing to be afraid of” is really the opposite now. More afraid of losing it and needing it when a spirit phases all the way back and tunnel.  Was it forgotten that being a survivor you should try to heal yourself if you are injured? What benefit is it to have good med kits? It should be fair game to try to heal yourself and not worry with losing a perk. Not to mention trying to help your team. Now Bubba will be stronger in the basement because BT does nothing to him, DS you could maybe unhook someone and have a chance for only one to get out. An unnecessary buff where Bubba didn't need it because there is no counterplay to killers like Bubba.

    It was nerfed way too much to benefit only killers and make their game easier than it already is with nothing added to it to help survivors. Like the least that could have been done was to stop the timer if someone is being chased or slugged on the ground. I thought 1-time use perks should be powerful, not very weak and catering to the other side so much. Undying was a busted perk and it won the killer the game, yet it still got huge counter buffs when it was nerfed. DS is only a 1-time use perk and it can really only be used by a facecamping killer now and that assumes that they don’t slug.  It is ridiculous decisive strike will be so situational and only useable if killer plays a specific way and can still prevent it from being used by slugging.  Lets be sure killers can abuse it. The decisive strike nerfs were rushed and for only to entertain killers.

    DS was very abusable, specially in a SWF. The perk was always supposed to be an anti-tunnel perk and it's just not what happened in most cases. Those situations that u described are far less common than the killer getting hit by a DS after hooking someone else, for example. It was basically an anti momentum for the killer, rewarding survivors that go down quickly and make bad plays and punishing the killer that is doing good and downing people fast. Now u can't unhook your teammate or rush a gen in front of the killer and expect to easily get away with it. After getting unhooked wait a few seconds to check if the killer is coming back, if he is and decides to tunnel you, then you will be able to use the perk for its purpose :). If you're sitting on a gen, you're not being tunneled. It's just that simple.