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I suggested a long time ago to allow one to DS only after gates are powered or as someone else has been suggesting only when you are about to be killed.
Decisive Strike is not 'an ultimate attempt to escape', though. It's a 'get out of jail free' card. It actively rewards you for being punished.
According to desc it should be
Which is why I suggest to make it tied to endgame.
Problem solved.
But for balance's sake, one could argue to increase the stun duration and/or remove the "Increases the chances to be obsession" part.
Juggle? Do you mean dribble? Risky.
Iron Grasp suggestion? You must be joking.
Wiggle your camera? Amateur advice, doesn't work anymore.
"Various other perks taht killer can use to make it to harder to hit that check"
Oh, please, do name something else rather then Unnerving Presence.
"Learn, adapt, get some skills, stop QQing" - sounds like a typical "Don't take my toy away"
Sure. Lets get rid of decisive strike. Then lets get rid of Hex:Ruin, BBQ and Chili, and insidious. Those perks ruin my fun.
Git Gud, kid. Learn, adapt, stop QQuing.
Hex Ruin? A totem, easily counterable by hitting checks or by tapping, if you insist. Or by destroying the totem.
BBQ? Easily counterable, get in the radius, mindgame and trick the Killer
Insidious? Sure. Don't need it anyway
aka
"I have nothing more to say, so I'll pull the "git gud" card"
Sure, sweetheart, whatever pleases you.
If you get caught out by Insidious, you depend WAY too much on the heartbeat instead of actually paying attention to your surroundings. Hex: Ruin is trash once you go totem hunting. BBQ and Chili is easy to counter, just by running away for a while after someone gets hooked. Why are you telling people to get gud when clearly you're ♥♥♥♥♥♥♥♥ about the most inane perks? DS is a crutch perk. If you complained about NOED, I'd consider you legitimate but once again
>Hex Totems