Has anyone seen Cross-Examination much since it was added?
In my killer games I think I've seen it once, considering people were doom posting about it, it's not really as problematic as people made out lol
Watch it still get nerfed into oblivion, while Hex: Jason is left untouched.
I fear the episode will not be over until the kill streaks are finished…
Back to the point though, are you finding Cross-Examination in your games? Has it lost you any matches?

Comments
Very rarely.
I still see the same cookie cutter perks. All 4 survivors with windows, lithe, vu and unbreakable.
So yeah ive seen Cross-Examination less than a handful of times.
That's how it always goes.
New perk gets announced, has strong effect, people lose their minds, perk actually never gets used, people forget perk exists.
And yes, a nerf for it is already in the works. We know that it will no longer work while being in chase.
Wow. They didn't just nerf the perk, they killed it dead.
Yeah same here, it's that or like dead hard DS etc. I've seen a lot of soul guard also, coz of the insta heal giving endurance from slugged too
the part of the perk people were saying was problematic got canned, this is not an example of alarmism and if the original version went live it would have been game breaking
It did go live tho, it's not been changed yet lol
What exactly about the perk is so overpowered? I use it and I can say it only works on bad killers, the people who rely on the bright orange marks on the ground instead of using their eyes.
I had this same thought the other day lol. And no I haven't seen it and yes I do feel like everyone freaked out over not nothing per se but how good the perk was was way overblown. We've had lucky break/ iron will in the game forever and not very many people run that and this was a marginal upgrade.
People freaked out that it was "Elusive for free" and that "Elusive is the strongest effect in the game". Basically it originated from the Content Creation scene, looking for something to be upset over to make views IMO.
Yet now they are abusing Hex: Jason for clout WHILST being on the balance council… it's a bit yikes
ah use your eyes is always usefull when an entire map can be walls and los breakers and even with scratch marks can take an entire loop around a map to make enough distance to even see a survivor your tracking with scratchmarks or blood trails.
and these are perks that most of the dbd playerbase doesnt even know exists to be frank and has to be purchased.
i dont tend to look at surv perks much but i did go against cross examination in a match once and it was obvious in play without checking their perks first and no, it was not even remotely fun to play against.
Like I don't get the last sentence are you expecting that survivor perks should make it fun for you to play as the killer? They are meant to be something that helps survivors not something that makes killer have more fun against them. Like what survivor perk makes killer have more fun playing against it seriously?
It really shows that killer main content creators totally dictates the balancing. Like fog vials being obliterated for no reason.
I also find it funny they'll nerf that niche perk while leaving the totally busted and oppressive free win hex build on Jason.
i dont find playing against survivors with spint burst, ds, urban evasion or whatever unfun even if they makr aspects of the game more difficult for me. more difficult does not necessarily equal unfun.
cross examination feels horrible to play against just as in getting slugged is unfun or other types of game interactions.
"Game breaking" according to which alarmist content creator? Because it hasn't been canned yet, that's not happening until a later hotfix if you bothered to read the patch notes. So the "game breaking" perk is currently live and... barely anyone is using it. If it were game breaking then everyone and their mother would be getting the most out it right now. That's not happening.
survivors have to pay for it 1 and 2 they won't really take off the crutch meta and use other perks
Saw it twice. One time survivor failed quite badly of using it and did not even get to the next loop. The other time it was a one or two of a group of survivors using it in the event mode and even then it was a 4k for me. I don't see much of a problem with the perk. Yes if its used well it can be quite good perk but so can most perks anyway. Also when killer knows that the survivor has it you can play to counter it depending who you are playing.
I’ve seen it once, and I don’t think it’s anywhere near as broken as people made it out to be. I think most people, even killer players, have forgotten about it, lmao.
Feels like when Blood Rush was the new spooky OP survivor doom perk on the PTB and even after it was reworked no one runs it.
Its always the same with killer calls on "OP" perks. But bhvr takes always on those shitstorms, no matter how wrong they are.
Who would have thought - a Perk which was called "problematic" or "OP" before it even went live is suddenly not even used. We never had this before. Completely new experience that people overestimate a Perk by that margin.
BHVR shouild note down the names of people who always think that a Perk is overtuned to just make sure to NOT listen to those anymore.
They will never consider other Perks if people like you are shutting down every Perk which MIGHT even be good.
Haven't seen it once, probably for the same reason that the "super OP and broken" Lucky Break is also hardly ever used: when being chased, your goal is to keep the killer busy for as long as possible. You generally don't want to lose the killer at all.
a perk you have to buy that the only people who will know it exists or its value are people who are major dbd fans and keep up with everything. It may very well not end up popular especially since they are preventing the perk from doing what it wasnt designed to do (be a chase perk) but every other perk thats popular and meta didnt start out that way.
sprint burst didnt used to be 90% of games. ds wasnt at least one every game. windows.
resurgence ect. they take time to be aquired, popularised and most importantly a large enough group of players who know how to use the perk effectively unlike back in the day when SB users or dh users would just dash into a wall and now that very rarely happens because people learned how to be effective with the perks.
corrupt, pop and other similar killer perks didnt use to be in 80% of builds either. people had to discover them organically or through content creators showcasing the perk and then they had to actually buy or get lucky with the shrines for the perks.
the argument point that its not super popular right after release when most players wouldnt own the perk or be aware it exists and gain how potent that power can be if used properly is just not a good one even if the perk was never nerfed and didnt become powerful.
but i have encountered one match where it was used by someone who knew how to use it well and it was incredibly unfun.
people who arent great at using it sure thats not that big of a deal but there are enough people who are very good at the game that this is horrible to go against
I have seen it about the same amount as jason so around 50ish%. I play both sides when I queue for killer i nearly always play a survivor match.
Just because people dont use a perk doesnt mean its not stupid strong look at should the burden easily top 3 perks for survivor but rarely used
I'd rather not relive circle of healing or dead hard taking years to balance because BHVR needs to baby walk nerf survivor meta perks back. Getting elusive every single chase at every tile you looped, if you don't play like a bot and run in linear lines 100% of the time, was insanely strong at certain tiles. Yes, bad survivors probably won't make use of it. But do we balance around bad players or good players?
If I look at the current stream of very forgiving Killers… bad players.
Absolutely agree killers have been power crept because the entire game's balance has been an arm's race. Look at the old infamous "hag DBD dev video" her traps took what? an eternity and a half to place? Killer players hated M1 killers and infinites and survivors liked them, BHVR has been in a constant back and forth of giving survivors better perks and baseline abilities and then power creeping killer powers to make up for the stronger survivor toolkit, which leads back to survivor complaints, which leads to BHVR bufffing them, which leads to killers complaining, which leads to killer buffs/power creep. Can you imagine if a Doctor style killer came out today? His shock blast would probably straight up injure survivors somehow and his blast would be significantly better.
Yeah, thats the issue. Aside from Springtrap, every Killer released for quite some time has been a powercrept version of previous Killers. E.g. Dracula is an example, I have no problem with Dracula, but it cannot be denied that he has more going on than other Killers.
I also dont understand some design choices. E.g. why Jason lets the Survivors scream despite them using Perks to avoid screaming or when they are in Lockers. Sure, crouching as counterplay exists, but if I look at Doctor for example, who has a large chunk of his power resolve around screaming, he might get 0 information from Survivors just being in Lockers on his static blast, which also has a lengthy cooldown.
Or Huntress, who is a fine Killer, but is 4,4 m/s and has to spend time reloading, while Jason is 4,6 (only 4,4 on paper) and can reload without spending much time and therefore without losing much distance. (Let alone that Huntress has one of the worst map mobilities while Jason has one of the best)
Completely agree with you, power creeping killer to such a vast degree is awful. It's only going to lead to a few scenarios
A. Perks are nerfed because of the "meta" killers, every other killer feels bad but survivor players don't necessarily feel it because it doesn't really matter if trapper is "Weak" if 9 out of 10 games is ghoul/jason/X pick.
B. Survivors need better perks to counteract the meta roster which leads back to the outcome of A at the end of the day. Killers who are not part of the select few feel terrible but at the peak it's "balanced"
Jason should not get his speed buff probably or be toned down in several other ways, at the end of the day his kit is extremely bloated compared to any older killer on the roster. Why did BHVR choose to do that? who knows? But at the end of the day it is absolutely going to impact future killer and survivor perks which is kind of lame. Like you said, it's not just Jason though, all the recent killers absolutely have bloat compared to older designs.
I think the real root cause is BHVR does not balance on a "fix the current world", they balance on a "net new world". Old killers remain dumpy and bad but new killers get the "solutions" to killer complaints baked into their kits. Survivors are just skins so they are slightly different but not too much at the end of the day in that BHVR is just gonna throw a new band aid perk solution onto the pile at some point to deal with complaints about "X".
I have problems with Dracula. Why is wolf form just a better wesker power with basekit Haste? And on top of that mobility + teleport + a better version of Nemesis's entire power? Honestly idk why people give him a pass. He was the beginning of the absolutely blatant "here's a better version of multiple previous killers' entire kits slapped onto a new license" design. I don't particularly enjoy DnD Vecna, but he's infinitely more balanced for a killer that has multiple abilities. I asked a P100 Drac main for help countering his chase and was told my best strategy was "pray".
I've seen it twice on non-adepts and one adept hunter. It affected nothing. I could still hear and see them. It's too situational. You have to have an LoS breaker and if you hide, you have to get lucky. It's like Lucky Break in that way, which is what I'll be sticking with.
And yeah we'll continue to see endless Jasons because he's a massive money-making ptw. With how things went with Ghoul I wouldn't be surprised if it was a year until worthwhile nerfs happened. I just don't know what's going to happen until that. The queues are massive and I can't be the only one who doesn't want to play survivor anymore, nor do I want to wait in line to play killer. He's throwing the whole game out of whack.
He's going to get a love-tap at worst and then people will start making threads complaining that people keep dc'ing in their games just like with Ghoul.
I personally elect to play as aggressive as possible vs him to make it over sooner rather than later, escape or death, similar to Blight.
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OT:
Hyperbolized killer complaint that doesn't actually meet reality #2998, joining the ranks of Survivor HUD changes, removing hook grabs, and Blood Rush.
now combine it with lightfooted and what tracking do you have access to? ive only knowingly encountered it once (knowingly) and because this person was a good looper i was able to immediately tell it was in play and i will not ever claim to be high mmr, im not but i am a good killer with a pretty good kill rate on preferred killers and it can be absolutel;y nasty. do i think its dangerous or problematic on your average soloq dwight? no. on dbd addicted sables and aces and stuff, yes they are busted. and again if there wasnt extremely loud chase music you have to listen past for the footsteps that arent very precise, have to be very close to you(like depending on the loop you wont hear footsteps if they are on the opposite side of a loop tile) and if they slap on light footed, then you lose everythign except for very faint breathing sounds if your lucky and thats not acceptable for a tracking tool.
the game ceases to function if you remove scratch marks and while having perks that remove them in situations is fine(stealth survivor here) this specific use case is not ok and its not what the perk was designed to do clearly.
There are already perks like this. I've had people run SB, Vigil, Ghost Notes, and Lightfooted. They're basically untrackable all game, not even situationally. I've had full stealth teams running multiple Shadow Steps, Distortion, Iron Will, Lucky Break, etc. I get like two hooks in those matches if the map is dark. The problem I see is two things: killers feel entitled to the typical gameplay loop of chasing a survivor around some walls until they eventually get a down, and everyone is so used to not having to think or use their eyes that these perks mess them up immediately. It's the same for me as killer. I always run some kind of aura. If that gets shut down I'm in trouble—because it's a crutch I've leaned on so long. Nurse's Calling wins me matches as my main. Recently I've been using FttE because it circumvents aura blockers. I sometimes use Infectious Fright for the same reason. I'm at least aware that the problem is me.
It's also just a fact that perks win matches in the right situations. They do it for me in both roles. I also run a chase-ending stealth build myself as survivor. I go many, many matches with zero hooks and can attribute a huge chunk of my successes to my perks. But I wouldn't even bother with this perk. I like what I have better.
Yeah I also expect some tiny "look, we listened" itty bitty numbers changes that do nothing and that's it for awhile. These sales have to be insane with these queues and player counts. Why would they change anything until the repercussions kick in?
your not wrong but those require multiple perks stacked on each other to get the effect, other than lightfooted, CE has it all wrapped up in one.
I dont agree that not liking this perk is from entitlement because thats not the case(for me).
The most unfun points in the game for me are when i am not actively playing it such as entering chase tracking somedown to start a chase or hooking or making or defending plays. I absolutely hate spending 30 seconds chasing someone and not ever getting to spot them and on loops that have multiple ways out, a 1 second hesitation or wrong look and theres 5 plus seconds of catch up time and growing till you get on their trail.
This is a perk that i feel breaks the mechanics of how chases should work. and i do not have time to have all my tracking tools, be engaged in chase, all of a sudeen the trail stops, i hear nothing, see nothing and there are multiple pathways and LOS the person can be behind and do that over and over allow while they already have the benefit of pallets everywhere vaults and everything else.
i dont care if the guy whos using it is a guy who runs into a rock in chase because they arent using it well. its the people who are already dangerous in chase that can use this perk to an insane degree in a game that is going quicker and quicker.
because its getting nerfed this wont happen but what if this perk got to be windows or ds popular. do you think that would be even remotely fun to deal with?
it would mean that every chase ends up bypassing the very mechanics designed to make the game playable.
if the game had been designed to work off footstep tracking alone then sure, its annoying but fine. but this game was not designed for that and its the most powerful effect in the game at the most important time in the game minus maybe noed and end game.
chases are already frustrating for both roles, this is in no way possibly fun for a killer to deal with.
other perks can be fun to deal with or at least just a "yep there goes the sb"
i can go shut off a boon though, its counterable(and rare and not mapwide)
i cant shut off your elusive unless i have no TR.
the perk wasnt supposed to be used by the person being chased, it was for someone else following the killer or a more memey intention.
i genuinly think it doesnt seem problematic because its rare.
1 person on a team with SB isnt annoying. 4 people with sb and vigil is.
right now the game isnt even at 1 per game yet and if it did i think your opinion would change bvut i could be wrong
it's super busted i've been using it since it's that strong and it's got me bm since it's so good especially at L walls since those break los so easily
This is the problem. The options on how to appraoch gameplay are too limited and, as much as people complain about that, any hint at change is met with resistance. If perks like this actually got popular it would be great for the game, because the proper response isn't nerfing them so the loop remains stale. It would be new killer perks that negate its effects, or a change in popularity of some perks, like Stridor. We are never getting any changes in the gameplay loop if we cry about every perk that changes it.
One wouldn't be an issue. It's no different than having BBQ against someone with Distortion. They get to avoid being chased, thus shifting the burden to the other three. I'd just ignore that one CE person the way I ignore pre-running SBers. If it were four people running it then sure, it'd be an issue, because lots of perks are this way. Four people running shadowstep does make the effect basically map wide, and it makes everyone untrackable. Sure you can snuff it, just like you can end Elsuive with a hit, but they can just relight the totems endlessly. Four SBs and Vigil is indeed game-ruining for me maining a 4.4 with a short-range ranged attack. A whole team running Self-Preservation and Babysitter would be hellish for anyone who finds their next target at the hook. That's just the game. Whole teams of coordinated or synergized perks are a nightmare.
I have seen it like twice but idk if it did anything. If this perk is not the nerfed one then I think the reaction to the perk was overblown and it's fine as it is. I don't personally agree with the overall direction of balance the past while, I don't think Cross Examination is a problem when we have Extrasensory Perception and that perks been forgotten already.
i am in agreement that changes are good. im not agaisnt changing the game, it is stale and suprising that after 10 years there isnt more than just do gens in the game. and lots of perks shake up game flow to some extent, im just not convinced this perk is the answer for that and it doesnt help that besides you, every person against CE getting nerfed wont actually argue why it shouldnt be nerfed. you actually have a position to take even if i view it differently.
i want game changes made that are fun, and while ce is fun for survivors its not fun for killers at a level where its beyond the senseof 'i dont like flip flob because it makes it harder for me to engage in X scenario" but its not frustrating to play against or as consistently powerful as i believe CE is when used properly.
im terrible at writing, i meant to say that if it go to the point where there were multiple users of the perk in a match it would be annoying like when there are 4 sb users in a game but a single sb user is whatever.
Now i havnt used it as a survivor yet, so im open to having my mind changed whether through using it or engaging with it as a killer, but it sure seems scary and the encounter i do know i had with it was not fun. i would have rather ran a tile with 4 pallets to have to chew through before i could get to him. if only because i feel that i am still able to fight towards a down. getting disoriented and confused in a chase repeatedly is just something for me that drastically ruins my enjoyment.
and i think a big crux of my cocnern comes in as if it was CE as a vacuum, sure whatever. there are so many other chase and speed bosts and stuff that can go with it that again on decvent players, chases become a slog and not something thats just about how long you take to down them but on whether you just wasted 60 seconds for nothing.
as an aside i bought the baby yaga skin(insanely cool) for huntress and played her for the first time in like 3 years (and ive never played her more than like 15x in 10 years) is how insanely slow moving she feels. she feels slower than hag and some matches on hag im like ######### is this speed(but i presume hag feels faster because shes smaller) but playing huntress i actually felt slower than survivors and there were some points i wa just watching the ground move and trying to determine if i was running at the same speed as a survivor.
The thing is I don't care about this perk at all. I didn't care about Fast Track either but I still argued against the nerf because I think this community has a pattern of getting caught up in a tornado of echo chambers and hyperbolic parasocial panicking. We doom and gloom about every little new thing while also saying the meta is stale. The meta isn't going to be changed by nerfing literally anything that comes along. Even fog vials, which were mid on release but still had the potential to change things, we're nuked because of whining. People always say they want change but they clearly don't because they won't allow it to even occur.
You're basing this on a single experience? Maybe it should be a bit more than that. If I was going to rail for against a perk, I'd test it thoroughly in customs or on pubs. It's one reason I'm not very passionate about this (Fast Track i at least played with and against a lot). CE is so far a non-entity and will be even more so after the nerf. We're arguing about a perk that's already doomed.
But again, what your describing is already in the game. If I hit someone with Lucky Break and they disappear around a corner, my chase is over. They're rewarded for me landing a hit. I am that Lucky Break user, and I escape about 90% of my first chases before the killer realizes I'm running it and smarten up. There's another point too. If this perk became common killers would get used to spotting it and adjust quickly. We have this same issue recently with the Black Banquet. Everyone knee-jerked about how bad it was immediatly and didn't wait to figure out how to work around the survivor effects.
I don't think 4.4 on ranged killers should change but yeah, it doesn't feel great in the moment a lot of the time. My problem is the SBers. Huntress does at least have the ability to get crazy crossmap shots with skilled players. I main Henry and if they pre run with SB to the other side of the map when I don't have undergate available I just can't even be bothered to slowly float after them. I'm not trying to complain about my A tier killer who I do fine with stats-wise but I get the idea of the micro not feeling good even if the macro results are solid.
I disagree with this, though. If the killer commits to a chase, they'd normally get a hook state out of it, which progresses their objective. If you lose the killer mid-chase, they'll have lost time and pressure without progressing their own winstate. Even if the chase is shorter than normal, the killer gets absolutely nothing out of it, so I think that's strategically solid.
I found limitless winstreaks in public lobby to be extremely unhealthy for the game. "50 games winstreaks" by a creator we all know is borderline weird, but the recent jason cringe and ongoing blight and nurse cringe is doing damage to soloq.
Those people need to touch grass, play chill in pubs or go scrims only on some smelly discord.
I'm crazy today.
I wish someone could make a list of all times the content creators called the new perks op and problematic just for the perks to turnout to be mid or trash. Bloodrush was one of them, dramaturgy was being called “old deadhard”🤣, reassurance got a ton of complaints probably more but I find it hilarious
it is not soley based on my experience no, hence why ive stated i am open to have my mind changed instead of a set conclusion but with my own experience and watching videos of people as survivor using it and killers dealing with it mixed with my pretty good knowledge of the game and how chases function that it sure doesnt seem like a healthy addition to the game.
I dont need to play gainst it 50 times to collect data points to form an opinion. this is the only perk minus old dead hard that i have ever directly called to be nerfed.
I do not hold a position that annoying=bad/nerf needed
but i do hold the opinion currently that this perk is not annoying, its just good in a very bad way.
lucky break at least requires you to take a damage state therefore even if you lose them in chase you did progress your objective and the time wasnt completely wasted. CE doesnt need you to be hit and you can get away with the killer gaining nothing towards his objective.
i dont have a problem with most any of the perks people complain about. Im no doom and gloomer. I get frustrated about some aspects of the killer experience like more and more pallets but it is what it is and i still win most of my killer games so i can be annoyed all i like but its fine.
This is the only perk that everything i know about this game and how chases function is absolutely horrible for the chase experience from directly experiencing it and perks like that locker notification that isnt real that causes no scratchmarks as well can be annoying but thats far more limited than what CE can provide.
CE needs to not block EVERYTHING. thast my only issue. block auras fine. block scratch marks fine. block blood fine. not all of them. footsteps especially when you can just remove those to are not sufficient as a tracking tool and if this was used by a 4 stack who is capable of staying alive in chase more than 10 seconds, i would rather just DC and im against DCing.
Reassurance was the ultimate gas light, because they claimed they only wanted it nerfed on behalf of the poor solo queue survivors. Because a swf will definitely keep reassuring a random just to troll and throw a match and not 99.999999999% of the time use it to combat camping and tunneling that occurs in almost every match.
If there's one thing i think should be an absolute in this game is that people should base their opinions on their own experiences. I hate how much CCs and clip farming videos sway people. If you're not really seeing this perk, and you're not using it yourself, then why are you worried about? I play a lot and I base my views on what I experience, and unless I see a consistent problem and not a one-off incident, I don't go off about it. This is another reason nothing ever changes—nothing is allowed any time to settle.
Imagine if Lucky Break came out now. The response would be crazy. "Why do they get rewarded for being hit" "how is the killer supposed to do their objective if the survivor can zoom away with their speed boost and disappear?" The killer isn't really advancing their objective getting a hit with LB if the survivor escapes. I just run to a teammate and get healed so I can do it again. Works even better in SWF.
I can agree with this. I don't really think the aura part matters though. There are few aura perks that work in chase. I'm All Ears and Predator I guess? And again, those could get changes that make them more viable. Maybe Predator also causes a scream and give a noise notification. It could use a buff, but something should cause said buff.
But, again, what's the difference between this and four other 4man coordinated perks. Four SBers are an auto loss for me unless i get nasty. I hate it, I complain about it, but it is what it is.
maybe its egotistical but i have played the game off and on for 10 years and i "think" i am pretty good at have even headed opinions(except when im being bodied by a survivor team in game lol) and while you are not wrong in that personal experience(in some ways) is a better way to form an opinion i think thats not necessarily required with someone at my level of game knowledge (not that it means i am 100% right or right at all)
there are easily 50 perks we could both name that are useless in game and we have never even used them. Now we dont have to have used them to know they are useless. we know they are useless intuitively because we didnt boot the game up for the first time and we understand what numbers equal to more or less.
This is how i feel with CE.
I think i understand the game and chase enough to recognize issues with it even if i dont have alot of experience personally.
that being said to be clear my mind can always be changed but with my experience and my game knowledge i just dont see this perk not being old dead hard problematic(worse actually, old dead hard wasnt THAAAAAAAAT bad tho it did need a nerf) if adopted large scale with people who understand the fundamentals of the game.
I also like to form opinions and argue for things even if it doesnt directly impact me. I do care about other people experiences.
for example, i have no issue with tunneling and camping. killers have every right to do it. but i also understand thats not a fun experience for the person its being done to and ive had it done to me. SO i do not try to tunnel or camp unless i believe its the smartest move in the moment but i dont want people to be miserable so if they arent playing dirty but my main build on killers can get very nasty if i need it to (the third seal, ruin, thrill and undying tho i will make changes but my builds really rely around the third seal, i truly believe its a completely slept on perk and can be one of the strongest perks in the game excluding comms.
I know that slugging a person when it isnt needed isnt fun. its valid, but not fun and i have empathy so i wont seek to remove someone fun intentionally.
same as with perks. even if idc about the perk or it doesnt affect me directly ill still form an opinion and argue for or against it if i have sufficient info to do so.
the difference is (imo) between a coordinated team and this stack on ateam is literally how powerful this can be with competent loopers. the swf parts irrelevant so far in my calculations, its simply what can a confident looper do with this perk on especially if added with a comms team that knows what they are doing.
With swf teams if they arent the overly altruistic type(which while insanely annoying is also easiest to beat) taking the tools they all have already and add in the ability to get out of chase "free" so easily with no cool down and no real limitations when it comes to how loops themselves are set up with TL walls and other square tiles, buildings, or indoor maps.
Does ce matter at a half height loop? not at all. on lerys or some of the mains or auto haven type tiles, i see CE as being insanely 1 sided when used by people who can already loop well. If the perk remained as is and did not become meta then not that big of a deal to me. if this perk as it is became meta and multiple people used it per match like they do other perks im quite scared for the future of my chases because for better or for worse i have spend 1— years understanding chase to work a certain way and here comes a perk that completely upends that. if i could turn chase music down so that i can really focus on environmental sounds i genuinely would be more likely to be ok with the perk existing because i can and have killed people over hearing footsteps. but man its really hard to catch it at times when your hearing pots and pans smashed together in your eardrum at max volume.
as another aside, just wanted to say i enjoy talking with you. ive read many of your posts and you have never been spiteful or rude as much of the community has been (i have been a bit snarky at times myself tho i dont approve of myself doing that) and even though we have different perspectives i find this to be a good quality conversation and i do appreciate your perspective.
I've been seeing it plenty and have also used it plenty myself.
My opinion on it hasn't really changed from PTB, I still think it's very strong and needs the upcoming nerf. It's pretty easy to figure out it's in play, but only after you've already lost significant time to it, overall having it work in chase is too good for how easy it is to get