Avatar

Peach

Peach

About

Username
Peach
Joined
Visits
33
Last Active

Comments

  • @Pulsar said:

    I would go as far as to say that DS should deactivate when the following occurs: The Survivor touches a gen, heals another Survivor or is healed and when another Survivor is hooked.

    I'm actually thinking of adding this to the perk. Was just seeing what people thought of this initially. Trying to find the sweet spot of making this perk what it's made for. While also stopping the cocky survivors that abuse the crap out of this perk.

  • @Jill10230 said:

    "when you get chased by the killer the timer stops"

    Chasing with Pig while crouching relaunches the timer? I guess it's the same for killers with undetectable status like Myers..

    Oh yeah i see you're point. Totally forgot that. That is a little confusing, I have to think of a way that it couldn't happen like that. Thank you for pointing that out!!

  • @Leachy_Jr said:

    Make it 30 seconds and make it go down 2x slower in a chase and chase only. Deactivate in endgame. Infinite DS on down is easily abusable by bodyblocks.

    Along with this give Unbreakable the requirement to pick someone up from dying in order for the perk to work.

    Boom.

    I Actually like that idea but my only problem is that if they're slugged they're kinda ######### honestly. But this does make sense to not make it inherently broken. 60 seconds does bother me still. Especially if the survivor runs the killer around for that long. Nothing will stop a tunneling killer, so I was hoping to maybe alleviate that with the 32 meter requirement pause.


    Thanks for the suggestion!!

  • @CashelP14 said:

    One big problem I have is that a survivor can still troll the killer with this DS. Go for unhooks in the killers face or finish a gen in the killers face. Once they're slugged they know the DS unbreakable synergy will save them.

    True, you're right. The unbreakable synergy would be extremely powerful. I was just trying to make it so that if the killer did slug on purpose. The survivor had ample opportunity to get up without feeling like they're helpless.

  • @SloppyKnockout said:

    No, you can't base it on a radius THAT large. Especially when maps like The Game exist. Too abusable.

    You're over-complicating it.

    Leave it at 60s. DS should simply deactivate when: You touch a gen, heal a teammate, get fully healed yourself, or someone else gets hooked (provided you're not on the hook anymore as well). If any of those things happen, it's impossible you are being tunneled. It should also disable if you jump into a locker. DS is defensive, not offensive. Forcing DS should never be a play. This doesn't stop you from taking the down, and using Unbreakable or getting picked up (or using DS if the killer picks you up).

    Oh yeah you're right, shouldve considered that. I kinda did over complicate it. I was just trying to cover all bases. It does make sense for it to deactivate if you heal or a gen. I still feel like 60 seconds is a crazy amount of time for being slugged, just feels boring. Thanks for simplifying it for me!

  • Here's a change I think wouldn't kill him, but make him still viable.


    Remove the 110% but, increase the time it takes to take your sword out of the ground. (by like 2 seconds or something.) that way there's a punishment for spamming it but you lose less distance.


    This could be better, but I think it would make sense and a good trade off.

  • @Akhaten said:

    If it's any comfort, the hooks are bugged too and killers sometimes can't hook survivors so it's kind of a balance with these bugs ๐Ÿ˜‚

    Oh God, don't even get me started on that. I've seen killers lose a hook or two because of it. Almost game breaking at points lol

  • oh whoops shouldve elaborated that he had enduring. Thats why I thought it was that