The perk "Cruel Limits" needs to be changed sooner rather than later

"Cruel Limits" blocks all vault locations, including windows, within 24 metres of a gen that has been completed for 20/25/30 seconds. This is not how the game is played.

After completing a generator, survivors will almost always leave the area immediately, regardless of whether the killer is present or not.

Survivor objectives:

  • Repair 5 generators out of the amount available
  • Cleanse dull/hex totems around the map
  • Rescue/Heal fellow survivors
  • Disable/interact with killer belongings
  • Open exit gates and escape the trial

In most, if not all loops currently possible within the game, vaulting windows/available thrown pallets is (arguably) safer than running but not always necessary. A survivor can still escape just through smart evasion, mindgames, specific items, etc. In no circumstance that isn't brought on by inexperience, is the blocking of vault locations within 24 metres for 30 seconds at most, a consistently viable strategy, especially when the perk requires that the survivors complete 20% of their total (main) objective for it to even activate, and for not very long. This same effect can be achieved through the use of "Bamboozle," faster, and without having to give the opponent an advantage, albeit one window at a time and only windows. That being said, vaulting is not a necessity in efficient and successful looping, and a survivor will only even vault a pallet if it is still thrown and the killer hasn't broken it.

This is the scenario in which the perk is the most theoretically useful.

In the almost totality of actual scenarios, if the survivor completes a generator, they will do it under the guise that they are at a comfortable distance from the killer, or that the killer is distracted. In rare circumstance do survivors complete a generator within 24 metres of the killer (the distance that could allow the killer to take advantage of the effect of the perk), and even if they do, the effect of the perk does not counter any haste effects at the survivor's disposal, besides lithe.

The perk essentially denies the survivors an optional risk that is theoretically safer than their other risk, just fleeing. However, to achieve this denial, the perk requires that a generator be completed. And of course literally all of this is considered in a scenario where a generator exists within 24 metres of at least one vaulting location. Thanks to the size and design of some maps, like some Red Forest, Coldwind, and even Backwater maps, rarely will generators within specific locations actually activate "Cruel Limits" and block enough vaulting locations to be worth 25% of the killer's total loadout, especially when some killers are far too weak without specific perks.

So even in the best case scenario, "Cruel Limits" definitely does not provide an advantage strong enough to be worth the requirement for it's activation, and is underwhelming at best, detrimental at worst.

"Cruel Limits" needs to be changed sooner rather than later.

Here are some ideas I just came up with that could make it worth it. I'm not saying these could work or even be balanced, these are just ideas.

What if:

The Entity indulges in the Predator's hunt for their prey and gorges on the hope for escape.

Whenever a survivor completes a generator, for 10/20/30 seconds, any vault locations that enter your terror radius become blocked by the entity for you and survivors. Once vault locations exit your terror radius they become unblocked. When the last generator is completed, all vault locations in a realm become blocked until an exit gate is opened.

Or, what if:

The Entity focuses the will of the killer and suffocates the remaining fodder.

Whenever a survivor completes a generator, for 15/25/35 seconds, the entity generates an unsurpassable wall in a radius of 20 metres surrounding any survivor performing a rushed action, besides the survivor who completed a generator to activate "Cruel Limits."

Or, what if:

The Entity reveals the most terrifying trap of them all, the human body, and poisons it.

Whenever a generator is completed, all vaulting locations within 15/20/30 metres are blocked by the entity, and all survivors suffer from the "Mindlock" status effect (The Mindlock status effect inverts mapped movement controls, and randomizes all other mapped controls).

Comments

  • @Omnipencil said:

    "Cruel Limits" blocks all vault locations, including windows, within 24 metres of a gen that has been completed for 20/25/30 seconds. This is not how the game is played.

    After completing a generator, survivors will almost always leave the area immediately, regardless of whether the killer is present or not.

    Survivor objectives:

    • Repair 5 generators out of the amount available
    • Cleanse dull/hex totems around the map
    • Rescue/Heal fellow survivors
    • Disable/interact with killer belongings
    • Open exit gates and escape the trial

    In most, if not all loops currently possible within the game, vaulting windows/available thrown pallets is (arguably) safer than running but not always necessary. A survivor can still escape just through smart evasion, mindgames, specific items, etc. In no circumstance that isn't brought on by inexperience, is the blocking of vault locations within 24 metres for 30 seconds at most, a consistently viable strategy, especially when the perk requires that the survivors complete 20% of their total (main) objective for it to even activate, and for not very long. This same effect can be achieved through the use of "Bamboozle," faster, and without having to give the opponent an advantage, albeit one window at a time and only windows. That being said, vaulting is not a necessity in efficient and successful looping, and a survivor will only even vault a pallet if it is still thrown and the killer hasn't broken it.

    This is the scenario in which the perk is the most theoretically useful.

    In the almost totality of actual scenarios, if the survivor completes a generator, they will do it under the guise that they are at a comfortable distance from the killer, or that the killer is distracted. In rare circumstance do survivors complete a generator within 24 metres of the killer (the distance that could allow the killer to take advantage of the effect of the perk), and even if they do, the effect of the perk does not counter any haste effects at the survivor's disposal, besides lithe.

    The perk essentially denies the survivors an optional risk that is theoretically safer than their other risk, just fleeing. However, to achieve this denial, the perk requires that a generator be completed. And of course literally all of this is considered in a scenario where a generator exists within 24 metres of at least one vaulting location. Thanks to the size and design of some maps, like some Red Forest, Coldwind, and even Backwater maps, rarely will generators within specific locations actually activate "Cruel Limits" and block enough vaulting locations to be worth 25% of the killer's total loadout, especially when some killers are far too weak without specific perks.

    So even in the best case scenario, "Cruel Limits" definitely does not provide an advantage strong enough to be worth the requirement for it's activation, and is underwhelming at best, detrimental at worst.

    "Cruel Limits" needs to be changed sooner rather than later.

    Here are some ideas I just came up with that could make it worth it. I'm not saying these could work or even be balanced, these are just ideas.

    What if:

    The Entity indulges in the Predator's hunt for their prey and gorges on the hope for escape.

    Whenever a survivor completes a generator, for 10/20/30 seconds, any vault locations that enter your terror radius become blocked by the entity for you and survivors. Once vault locations exit your terror radius they become unblocked. When the last generator is completed, all vault locations in a realm become blocked until an exit gate is opened.

    Or, what if:

    The Entity focuses the will of the killer and suffocates the remaining fodder.

    Whenever a survivor completes a generator, for 15/25/35 seconds, the entity generates an unsurpassable wall in a radius of 20 metres surrounding any survivor performing a rushed action, besides the survivor who completed a generator to activate "Cruel Limits."

    Or, what if:

    The Entity reveals the most terrifying trap of them all, the human body, and poisons it.

    Whenever a generator is completed, all vaulting locations within 15/20/30 metres are blocked by the entity, and all survivors suffer from the "Mindlock" status effect (The Mindlock status effect inverts mapped movement controls, and randomizes all other mapped controls).

    I like the first suggestion.

  • This makes me happy, but it should go into the Feedback forum ;)

  • was this post written like this bc of @SpaceCoconut ? i approve


    And just like GamingHulk, i like the first one the most. It seems the simplest version to code, and is still quite strong. However, i think the "until an exit gate is opened" requirement is a bit too strong/weak depending on how the exit gates spawn. If the exit gates are miles apart, then i would say this is weak/balanced. If the exit gates are very close, or if you hook a survivor near the gates, then cruel limits becomes insanely OP since it ends up forcing the survivors to initiate EGC. So perhaps it should instead block all windows in the realm for 40s instead of 30s.

    The second version seems like it would be a bit tricky to code, and would be rife with bugs and other issues.

    The third version would just cause survivors become insanely triggered, and we would see millions of posts to have the perk deleted.