Cruel limits should last longer
Cruel limits seems like it would be a strong perk as it automatically blocks all windows in 24m. However, in most cases you aren't around when a gen pops and survivors aren't inclined to finish a gen in front of you unless its the last one. If you do go to where a gen pops smart survivors will try to leave the area as fast as possible. I run it on doctor with bamboozle, fired-up, & brutal strength and everytime it's a wasted perk-slot that does nothing.
Comments
It should be reworked entirely in my opinion. Why would I want to block windows near where a gen was finished? The survivors will all immediately leave the area as there’s no longer anything of interest there.
The only way I can see this perk working is if you pair it with Tinkerer maybe. Even then it’s not a strong enough effect.
The solution is really to just never run the perk and pretend it doesn't exist. It was a terrible idea for a perk and unless they made it infinite duration or alternatively map wide but temporary there's nothing they could ever do to fix it.
Cruel Limits should be an area around the killer lol
Or it should block all windows
IMO any perk that relies on the survivors doing something completely out of your control is never worth running. I think Tofu tried making Cruel Limits work and he just literally never could find any value. It's a worthless perk and just needs to be completely remade.
It should block ALL windows for 30 seconds. Anything else is too niche.
I think the only way to make it a decent perk worth using is if it didn't have a duration (so the area around a completed gen becomes very dangerous) or if it affected an area around the killer so that it could help ending a chase faster.
This was one of seven-ish perks listed for a rework during the January Q&A.
I dont want to be all negative but like 90% of the perks could and should be looked at and about 90% of those have easy ways to make them more viable...or like actually have a function at all....but.....it wont happen, maybe in 3 months you will see 1 perk getting a buff so mediocre nobody will use it still.
So if I'm running the killer around on the other side of the map I should get ######### over because my teammates are doing the objective? Huh?
Guess I'll have to go run into the new deadzones instead. Great balance.
You make it sound like this kind of mechanic is not already in the game.
Yeah, but there's already a headful of killer perks no one uses because they're very situational or downright useless. For example, hang man's trick, Zenshi tactics, monstrous shrine. I really don't want to add cruel limits to the list of "waste of bloodpoints".
For instance?
Cruel Limits has 3 problems with it as is.
It has no innate warning or help getting to a gen. You need stealth to have it work since most survivors will leave a gen than finish it in your face. The only solution is to have tinkerer with it. Even then you may not get to the gen in time to make use of cruel limits unless you have charged play with your food.
Cruel Limits can literally do nothing in some maps. Blocking at best one window. This means when running cruel limit you're gambling totally on what map you get.
Cruel limits makes you gamble that when it is active a survivor will run to a vault and not to a pallet and almost EVERY gen has a pallet next to it as well as a vault. This means that once they realize you have cruel limits even without communication they may suss out to never vault.
When cruel limit works it's geniunely scary for the survivor because it takes them by surprise. I've only manage to make it work though by using tinkerer-for the warning and stealth- and other perks designed to close in and engage survivors.
I think that cruel limits is a good idea. Not in the perk itself-although that's not neccesarily bad if tweaked- the idea of perks working with gens getting done. Some may wonder why would you want perks that let gens get done and only trigger when they are. But that's the thing, a finished gen absolutely HAS a survivor at it.
It's very rare as killer you are in a scenario where multiple gens aren't going off very quickly due to gen rush.
The fact they start to realize that a powerful perk will activate when a gen is done lets the killer move and capitalizes on the survivors speed. The survivor control the speed of the game and it takes a massive amount of stress off the killers back instead of trying to manage everyone but going with their flow and using it as a means of power.
But most importantly it makes survivors not want to gen rush nor cluster to gen rush too. This dosen't punish survivors for trying to do gens themselves-like say certain gen denial perks do- survivors can still choose when a gen is finished so they can still plan tactically around it.
Too bad cruel limits is the only perk that utilizes this idea with a potential powerful effect but it sucks.
A fix to this would be simply making the effect global, or at least half the map. The duration can be altered but for a hefty cost of only triggering after a gen is done, the current duration is kind of reasonable.
Bitter murmur, rancor, hex:haunted ground, noed, pigs traps
Bitter Murmur you can avoid by being out of range or in a locker. Rancor is unavoidable but you can plan ahead because it has a tell. You can get yourself far away from the killer and hide until the coast is clear. Hex: Haunted Ground has a tell and it lasts 60 seconds once. NOED can be completely countered. Pig traps are easy to get off unless you're being tunneled, in which case the timer doesn't go down and if they are following you crouched you are screwed either way.
Regardless, the fact that a "mechanic" exists does not mean we should add more to it or that every implementation of that mechanic is good. In fact, I don't think Rancor or NOED are good for the game at all as designed.
In what way am I wrecked? The argument went as follows:
"I think [perk change] is a good idea."
"I think it's a bad idea because..."
"Yeah but that kind of stuff is already in the game."
So if they added another kind of DS perk it's okay because there's already one in the game?
Sure wrecked me.
Naming counters to the perks are completely irrelevant. It's to simply point out that there are perks/mechanics that will affect survivors due to actions of other survivors that are potentially across the map.
This also goes for survivor perks like adrenaline, detectives hunch etc
And besides cruel limit would have a tell. There is a clear audible sound when a window is block and if every window got blocked, you'd surely hear it.