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Shindashi

Shindashi

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Shindashi
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  • Spies from the Shadows: Good buff, i do have a slight concern on it being too good on top tiers but that's a problem with top tiers not the perk.

    Bitter Murmur: Buffing general info no complaints.

    Ravenous: a fine buff, Didn't get alot of value from it in testing but i was also only using changed perks, combined with infectious i can see this being a late game snowball perk.

    Machine Learning: Increasing the compromise limit is an amazing buff and the haste buff is nice too.

    Help Wanted: The new effect doesn't do much, the extra 50% isn't strong enough to justify using this perk when it only effects gens survivors have abandon.

    Fire up: 2% more a token, sure.

    Deerstalker: Sure, Id like the see old deerstalker implemented into killer basekit but no real thoughts on this.

    Hex:Nothing but Misery: This perk still doesn't give enough for being a hex, with the WOO buff the new effect is entirely negated and the hinder is useless at this value.

    Superior Anatomy: The goal was to make it more flexible but you can't save it for later now, double vaulting is almost never better then just wining a mind-game and vaulting ontop a survivor to get a tag, shorter cooldown is good but i prefer using the live version "vault banking."

    Undone: This can be decent, I'm not sure about the gen blocking 30 seconds isn't something worth defending with the speed of the current game and you can't reasonable stack it with CoB/Lay Waist, But you can stack it with Pop/Eruption. It's a good 3 gen perk.

    Whispers: Much better, i would like to see the effect of not counting for hooked survivors but great change.

    Monstrous shrine: Loosing the old effect really hurt this perk, the new effect only works on top tiers, If gens stayed regressing after the survivor got unhooked until touched this would be worth using, but as it currently is its not good.

    Unrelenting: Missing, or swinging off ledges feels good, the 10% is fine, Knotted Rope buff when.

    Shattered Hope: If you can interact with blocked totems its fine but if not boons are protected for 20 seconds after booning. seeing boons should just be a permanent effect of this perk within a range, when a boon is set that range can be map wide, this would've been very good if thrill didn't get nerfed.

    Thrill of the Hunt: This perk is only usable on top tiers otherwise its completely useless, early game totem defense is the most important part of thrill, totems are most impactful before they're know, catching a survivor off guard with crowd control, blocking resources with blood favor, regressing gens when a survivor is forced to rotate for a save. if totems spawn on survivors and you have no way of crossing the map in 2 seconds at the start of a trial you might as-well have loaded in with 2 perks.

    Blood favor: I understand this perk can be very annoying to go against, but it only working on m1's really hurts. for the health of the game this nerf and thrill make sense but on killers without a strong chase power this was pretty invaluable.

    Insidious: Making this in chase perk to remove red stain is pretty interesting, i can see this even being usable on wraith with silent bell or ghost.

    Dominance: The point of this was to replace thrill, its solid early game totem defense.

    Distressing: 8% slowdown is a funny joke.

    Dead Man's Switch: This might be the biggest nerf on this list, removing the synergy from Grim and Pain resonance really sucks for less mobile killers, id like to see a lower cooldown or this brought back up to a 50 second block with how much synergy it loses.

    Game Afoot: No one uses this perk outside of the obsession swapping effect in rancor builds. slowing down to kick something in chase loses too much distance for a speed buff that's not long or significant, this needs a brutal strength effect to be remotely worth running.

    Unbound: 5m's gained over 25 seconds assuming straight line pathing. This is terrible, reverting it to its 8.7.0 version of 10% and working on special vaults is the only way its worth using, id also like to see its timer removed similar to the live version of Superior Anatomy.

    Knock Out: Hider being removed when you break the pallet after it takes effect really removes viability, when you do get value its good.

    Dark Arrogance: 5 STBFL feels good but this perk isnt every going to be used for with a downside of 25% longer stuns, a m1 effect that punishes you for short swinging. Thematic doesn't mean good if this perk had no down side or a significantly lower downside i can see it being used.

    Dissolution: Who was complaining about this perk to get it nerfed like this? Krasue's only good perk isn't usable by her now, you still have 3 seconds before this perk activates and it still doesn't work in nightfall. In my opinion if you want to make it m1 only you need to make it activate faster and be a radius instead of TR, 1.5 seconds after landing a basic-attack, when a survivor fast vaults a pallet within 20m the pallet is destroyed this perk goes on cooldown.

    Overall i like most of the changes, they just need more juice.

    Regarding Agitation/Iron grasp, Perks are hard coded at 3 tiers, im not sure if the re-code will change this but to everyone asking why they aren't just removing perk tiers, they can't without breaking the whole game.