The current criteria of being in a chase is too tight and causes unintended interaction with perks

This has always been a problem in my opinion and with the new Premonition in PTB (and recently Cross-Examination) I'm seeing more and more unintended interactions that trigger effects not intended by design.

For example, when a killer mind game by doubling back around a wall, or even just breaking line of sight for slightly more than a few seconds at a maze tile or a tall loop (which happens all the time naturally), the game will often register the chase as having ended and re-entered again, causing the new effect of Premonition (aura reading on killer) or Cross-Examination's elusive to trigger. These scenarios should not be the intended effect of the designs.

Another example on the killer's perk's side, Play with Your Food can be stacked too easily without actually breaking chase at all (meaning the killer is in fact still chasing the same survivor, but since the chase mechanic currently is too easy to abuse, it's too easy to force a chase to end and restart by certain techniques, both on the killer and survivor's side).

The solution I propose: Add a longer grace period after the chase condition is not met for the game to actually register an escape, like 5~10 more seconds for a chase event to linger before it ends. This will prevent these unintended interactions with perks, prevent abuses and free up design space, while reserving the chase-end event for when a chase has genuinely ended and the killer has left.

Comments