Crowman
Crowman
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471099#Comment_2471099
No because ive downed someone while they run by me with sprint burst, cuz sprint burst does one thing lol
Sprint also gives far more distance.
Dead Hard trades distance for immunity.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471089#Comment_2471089
No it has 2 benefits sir, Distance and Immunity to DMG in that time. I've been in a survivor when they are prob spamming the button and my swing IN them did nothing
Giving Distance with Immunity frames isn't two separate things. It's all part of the same thing, dashing away from danger.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471065#Comment_2471065
I want the perk to be balanced and have 1 benefit, not using it to save yourself in all these different situations when it is working
The perk literally exists to provide yourself a little dash to get out of danger. That's all it does.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471046#Comment_2471046
No I played when dead hard first came out and you'd have time because the killer is slowed when you swing. Unless you brought unrelenting
Lol.
If Dead Hard gave 0 distance this will happens: https://www.youtube.com/watch?v=LapDIXaaMpY
You basically want to kill the perk.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471039#Comment_2471039
That's 1 circumstance that sometimes happens, more often than not its to reach the pallet to continue the loop when it's meant to dodge a hit not gain distance.
Even if Dead Hard was used to soley dodge a hit, you would still have to be able to make a pallet or window otherwise you would go down a few seconds later.
Your issue isn't dead hard, it's that you are facing people who are simply better than you where a well timed dead hard is so devastating.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471022#Comment_2471022
No i don;t agree at all with you, You clearly just are okay with or never versed a team with 4 working dead hards that use it to reach the pallet instead of dodging a hit. Ontop of having a low cooldown
It has the same cooldown as every other exhaustion perk while innately providing less distance than those perks. Also since it's a fixed distance dash, using it wrong means you can kill all your own momentum when trying to reach a vault or pallet resulting in your taking a hit regardless.
I've played against plenty of dead hards and I've seen Dead Hards that range from absolutely useless to well timed ones that do extend the chase. I've also even out played dead hard users, because 99% of the time when they dead hard they take the pallet or vault meaning if you go to the other side of the tile you can hit them there.
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Dead Hard doesn't cover a lot of distance as it is. It's a very short range dash.
Like I get how it can be annoying playing against multiple dead hards, but compared to every other exhaustion perk the distance the perk gives isn't much.
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The thing with SBMM is at least it can prevent matching absolute new players with veterans since I doubt SBMM won't select the closest available MMR group to match people with.
But SBMM isn't a ranked mode. Queueing up is still the "casual" mode you are complaining that doesn't exist. I know League of Legend's normal mode has it's own mmr matchmaking as well. This idea that a casual mode can only be casual if it throws veterans vs new players so veterans can have "fun" is bs.
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If you want to play casually, play casually.
There's no reason to care about your mmr value because there's no value in having a high or low mmr.
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This will never happen because BHVR made it a point to remove perks that specfically interacted with a killers power.
Hence why Small Game can no longer detect trapper traps, hag traps, or demo portals.
And why slippery meat no longer increases odds to escape from trappers traps.
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Well Oni with his power always active is better than Blight and Blight is considered top 3 for killers.
As for Oni vs Spirit, I think Oni would beat Spirit since Spirit's power is limited for mobility without an iri addon and Oni can still one shot.
So it would come down to Oni vs Nurse which is hard to say. Nurse ignores pallets and windows whereas Oni still has to respect them to a degree (obviously he can quickly delete pallets with his power). Plus not every map is favorable for Oni's mobility whereas Nurse in theory doesn't really care (though multi-level maps can be annoying when you accidentally blink down).
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2469271#Comment_2469271
I'm referring to when multiple survivors do it. Solo ones are easy to deal with.
Yes, multiple solos can body block at a hook to save another survivor. This isn't something only SWF can pull off. I've seen solos pull of sabo plays as well.
You need to stop assuming that any minor amount of coordination is automatically SWF, because a lot of coordinated tactics SWF can do, Solos are also capable of.
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Imo, Oni is the Snowball killer. When you have his power he gains massive mobility that he can also instant down survivors out of.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2469091#Comment_2469091
Losing to a SWF doesn't automatically mean they are better than the killer. 3 survivors grouping around a hook to block a killer from hooking someone isn't a sign of skill. Immature killers just disconnect. The rest should just either just ignore the survivors and go do something else until the match is over, or what I do is just put them in a dying and leave all 4 of them there until they bleed out.
Solo survivors can also body block at hooks. I've done it before with other solos to save someone from their last hook.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2469091#Comment_2469091
Doesn't mean swf is balanced though.
SWF isn't an issue. People just blame SWF whenever they get matched against better players, because current matchmaking system sucks at put equally skilled players together.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2469091#Comment_2469091
As SWF wouldnt give advantajes.
People overrate how much of an advantage SWF actually gives. Average players aren't suddenly going to become looping gods just because they can communicate to their friends.
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Here's the most recent statement about pips with SBMM we got with today's dev blog.
You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.
I wouldn't expect any significant overall to the pip system.
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@H1GHLVND3R said:
Im leaving lobbies when see swf, and im fine when playing vs solo. I dont want to play vs 4ppl in discord who having legal wh by telling all info
https://forum.deadbydaylight.com/en/discussion/comment/2469082#Comment_2469082
and i dont have longer queue. killer queue at evening is few sec, so by leaving i only making them to w8
You are giving yourself longer queue by constantly dodging lobbies and requeuing.
Blaming your losses on SWF just shows that you aren't as good as you think you are.
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You aren't losing because of SWF, you are losing to good players who happened to queue'd up together. Considering how ######### solo q can be, it's not surprising a lot of good players would rather play with other good players than deal with rng teammates.
Dodging every lobby just because you see at least 2 people queue'd up together is just going to cause you to have longer queue times, but you are also never going to improve if you are constantly trying to seek out "weaker" players.
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The Grade (old ranks) that determine your rewards are separate from your MMR SBMM uses.
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You can still face good solos who will gen rush you. SWF isn't the core issue you are having.
But regardless, this will never get added because punishing players for trying to play with their friends with higher queue times will hurt the game.
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@Nubgutter said:
Ah yes so when everyone complained about the horrible UI a couple months ago and they changed it it's because only because people complained about it that they did so and wasn't because it was objectively bad lmao.
BHVR has tweaked the SBMM several times over feedback and now have a version that works as intended they are pushing live. Not to mention people have asked for better matchmaking for a while whereas no one really asked for BHVR to change the UI.
There's really no comparison to the UI change.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468393#Comment_2468393
That doesn't make it any better though.
You still gain basically zero distance.
You only gained 0 distance when the chains broke instantly due to environment. If you got lucky with chain spawns and they didn't break you had more than enough time to catch up.
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Did you miss all the parts about reducing the odds of chains instant breaking when they spawn?
Unhooked survivors being immune to chains is not really a big deal if guys power is a lot more consistent now.
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@Jivetalkin13 said:
Just hope for a perk that will do that, because the Devs have stated that camping is a legitimate strategy.
There already is a perk that does that. Camaraderie.
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@Miles said:
Like in a vacuum, survivors. In an qctual game, killer by far. Besides hit validation and stuff, i still remember tha breakout bug
Many of survivor bugs are related to perks which can just not be run (and most of the perk bugs have affected not very used perks anyways). And sometimes survivors get bugs like Wake Up that help them.
I think overall Killer have it worse when it comes dealing with bugs. With bugs that help survivors out or hurt their power.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2467108#Comment_2467108
But Undying isn´t nearly as powerful as it used to be. Not even close.
Yeah it got nerfed and forces survivors to have to cleanse two totems flat now. But that's still too much for survivors.
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Has anything really changed? People are still complaining about ruin+undying, because they still don't want to find and cleanse hex totems despite having access to perks and even an item that makes finding them easy.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2466573#Comment_2466573
When dealing with Boil Over (or even without it), I generally find it helpful to just walk in a straight line and rotate the camera left or right. I seem to carry survivors more smoothly that way.
People give Boil Over flack for being useless (and against killers who know how to properly traverse maps, it is useless), but against killers who struggle more with that, it can be a lifesaver. Even more so with synergy perks.
Boil Over's main problem is the hook aura prevention range is too small, imo. In my experience the few times I've played against Boil Over, I would down a survivor, pick them up, see a nearby hook, and then when I take a step towards the hook the aura disappears.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2466846#Comment_2466846
So when are we getting that mechanic where Killers have to perform action xyz before they can progress on their main objective? I'd like to see them chop some wood and build the hooks before.
Btw. you didn't touch opon any of the points i made about healthy gamedesign and decision making and instead gaslighted the conversation to the point where it is about cleansing totems. Good one
Ruin is a high risk-high reward perk. Ruin can be cleansed as early as 20 seconds into a match which would cause it to provide 0 value. Ruin also provides 0 value if you manage to complete a gen without interruption. It's not unhealthy because it makes survivors take longer to complete gens if the killer is pressuring survivors.
What would make ruin unhealthy if it was just a passive perk that survivors couldn't remove from the game, because then it would be far too strong.
What is unhealthy is this mindset that killer perks shouldn't be impactful and provide a hinderance to the survivors. Especially on perks that provide direct counterplay (cleansing the totem).
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Flip Flop can be surprisingly effective when slugged, because if you are left on the ground long enough and can crawl far enough from the closest hook you are basically guaranteed to wiggle off. However, you could have also pick yourself up with Unbreakable in that time.
It's not better than say Unbreakable as a 1 time guaranteed self pick up is much stronger than potentially multiple wiggle offs. But it's not a bad perk by itself.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2466825#Comment_2466825
The Powerlevel of the Ruin Redesign was aimed for a game that didn't include Hex: Undying and that didn't have a large amount of ingame maps with questionable totem placements. So yeah maybe for the time being it was okayish (eventho i still think its terrible design) but in the current state its Powerlevel is too high for the perks it synergises with
Undying means you have to cleanse 2 totems instead of 1. It's a non-issue after it got nerfed.
You can bring a map to find totems. Detective's Hunch and Small Game are perks designed at finding totems. And Counterforce helps you cleanse totems faster with some totem finding built in. It's really not difficult to find totems and cleanse them.
Not to mention Hex totems also have a unique sound you can hear when you are close enough to the totem. So you can also find totems just by hearing them.
Stop making excuses why you can't find and cleanse two totems to remove half a killers build.
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@[Deleted User] said:
Because the lenght and outcome should be determined by the decisions you make or don't make and not by the perks you equip.
We are talking about the MAIN objective of one side in an asymetrical game that can be regressed by a perk just by pushing a survivor of the gen.
I play DBD since release and I played all versions. Back in 2016 we had no gen perks and there was no Base regression after kicking a gen.
Even old ruin wasn't a regression perk. It was a Status Quo perk if you didn't hit greats.
Pop at least has a strict requirement and a condition due to its timer.
Corrupt doesn't regress. It's simply a progress denial and area control perk.
Ruin on the other hand. Without ruin you get REWARDED by pushing a survivor of the gen because he can't progress his objective. Very simple concept. You can even make an actual decision and KICK the gen to start a regression OR go for the chase instantly.
With Ruin You get all of the above just for having a perk. No Progression, Auto Regression, Instant Chase. You remove active decision making and get rewarded for it.
And before i read replies of "Survivors have DS, Unbreakable, Dead Hard, BT". NONE of these Perks regress the Main objective of the Killer. A Hook state is a hook state and there is no getting it back. Imagine Survivors having perks like: "For every 10 second in a chase you receive 1% of your hook progress back." or "At the beginning of the match 5 hooks get blocked by entity for 120 seconds" or "After you complete a gen you can't be hooked for 120 seconds." The outrage would be insane. And it would be for a good reason. Taking back the progress a player or team made in any game based on no actual requierments, restrictions or conditions is just not good game design that leads to frustration.
And you can cleanse ruin removing all the benefits from the game.
For a perk that the opposite side can completely remove from the game, it should be strong.
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People don't like playing against strong things, because they want easy wins. It's too much effort for the average survivor to cleanse totems.
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No.
Camping simply does not need to be punished by the game. A camping killer will lose gens as long as the other survivors don't feed the camping killer.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465328#Comment_2465328
Once again... not something that used to happen is something that started within the last two years... assuming dedicated servers... Its ######### annoying... Also its easy... They could just not give you the DC punishment... Its something they should have accounted for when programming this stupid system
It's been like this for a while now. We've had many topics of people complaining about steam maintenance giving them d/c penalties.
And BHVR shouldn't account for other system's downtime in their d/c penalty. Steam happens to be consistently every Tuesday within the same time window, but that doesn't mean Steam couldn't change when they did updates and would force the devs to have to update their system if Steam does decide to change their weekly update.
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DBD can't tell the difference between steam servers d/cing you and you quitting the game.
This happens every week around the same time on a Tuesday. At this point, you should know there's a risk playing around this time before Steam weekly maintenance.
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MMR system isn't on right now and they made an adjustment so all killer MMR is influenced by your killer MMR since if you are a top ranked Trapper you shouldn't be matched against brand new players on other killers you don't play.
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I don't think it's fair for DS (or any perk really) to be deactivated over the actions of other players. Let's say the killer is Myers and he's in T3. A survivor comes unhooks you, Myers downs the unhooker and then proceeds to chase after you and downs you. Now your DS is already gone, because Myers had downed the unhooker before downing you. I don't see how that would make the perk better as it would just make it easier for killers to tunnel you out.
DS is fine now since they removed the ability for survivors to progress the game and have DS active. That was what made it really abuseable.
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MMR won't immediately make things better, but it should provide the devs with better data for higher skill play and help them make balance changes in the future that address high rank play. Right now we have red ranks which has such a huge skill gap between red rank players that it's basically impossible to get any real useful data from it.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2464861#Comment_2464861
I’m not talking about gen grabs, obviously you can hear him when he’s close but that gives you a lot less time to react to his approach than the terror radius would. Which is the point of Tinkerer granting the Undetectable status effect, surely? It cuts down significantly on the head start a survivor can get.
Spine Chill is a good pick against Tinkerer but unfortunately I don’t have space for it in my build because I have to just run BT to help my team against campers, just run Kindred to allow some coordination when saving, just run DS so I don’t get tunnelled off hook, just run an exhaustion perk to allow me to survive longer against killers with strong chase powers, just run Iron Will to counter Spirit, just run Small Game/Detective’s/Counterforce to cleanse totems, just run Unbreakable so I don’t get slugged, just run Bond so I don’t lead the killer to my teammates on gens… I’m sure you get my point.
Blight can't grab out of Lethal Rush and if he's not rushing at you when tinkerer procs then he was likely already close by beforehand and you were already hearing his terror radius.
If you miss hearing blight ending his rush nearby and let him grab you, then you just need to pay more attention.
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@RaSavage42 said:
As stated before it's when the killer slugs with 4-5 gens left... 3 is iffy
The same as camping with 4-5 gen left
Or tunneling with 4-5 gens left
It should be a thing in the game but people will take and use what's given to them
If there's 1-2 gens left the survivors "rules" go out the window (especially if the gens are done quickly)
OR the killer can do what the hell they want, because they are the one in control of their actions.
The whole concept that it's only okay to slug, tunnel, or camp when x gens have been done is dumb.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2464778#Comment_2464778
What’s the problem with Blight going from gen to gen? You mean other than tons of regression with Ruin, the Undetectable status granting quick hits, he gets a dropped pallet here and a dropped pallet there which makes the gens much less safe for next time Tinkerer goes off, and he can pick the gens he wants to defend and just let go of any far gens and keep regressing close gens over and over, dragging the game out for a long time.
It’s funny that you think most Blights aren’t just running Ruin/Undying/Tinkerer/Pop, lol. So survivors have to hunt and cleanse totems, then once they’re gone and the survivors have taken hits and hook states and there are few pallets left the Blight can just Pop gens over and over.
So all you have to do is just find and cleanse totems, split up on gens, know where the killer is at all times and don’t go down. Easy when you play solo and have no way to coordinate with your teammates of course.
The killer being undetectable doesn't stop Blight from making noises when he slams into walls or prevent you from seeing the blight heading towards your direction. Or you can run Spine Chill to know when the killer is looking at your direction without needing to pay attention to your surroundings.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2464770#Comment_2464770
Hight mobility killers with ruin / udying. That's it. I am not saying it's OP but I think this would be a bit more healthy for the game.
So cleanse ruin and undying. You can literally remove both those perks from the game leaving the killer with only tinkerer.
This idea that Tinkerer needs to be restricted in how many times it can proc is just trying to kill a perk that isn't an issue because you can't take the time to locate and cleanse hex totems.
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@xenotimebong said:
Make it so that Tinkerer doesn’t proc over and over again on every gen unlimited times with no prerequisite, I guess? Maybe a small cooldown (and I mean small, nowhere near other killer perk cooldowns). That wouldn’t affect lower mobility killers much since they can only get to one gen at a time anyway, but would stop a killer like Blight from going gen to gen every time the perk lights up.
There's no reason Tinker needs to be limited in how times it can proc. If the killer can regress a gen below 70% they should be able to get their perk to proc again.
And so what if a blight is running to every gen that procs tinkerer? They are dropping chases and not getting downs if they can do that. Which survivors can counter by splitting up and forcing multiple tinkerer procs since the blight will have to give up gens since even with his mobility it's impossible for him to stop 3 gens at once.
If you are having an issue with Tinkerer + Ruin, find the totem since manually kicking to get gens below 70% takes quite a while and wastes the killer time if a survivor stops the regression before it gets below 70%. Pop only works on a single gen at a time and only gets good value if the killer is getting quick downs.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464710#Comment_2464710
And Stalin was a dictator that liked to kill Russians.
Just because it's in the game does make it good. It's a low-skill tactic that highly rewards a player which is just flat out bad game design. It also prevent another player from being able to play the game, which is also bad game design.
It's not bad game design that the killer role can kill survivors in a 1v4 game. The killer isn't your baby sitter making sure you enjoy yourself before putting you to bed.
If you really can't stand being forced on a hook for 2 minutes then you have the option to attempt to unhook yourself and not hit the skillchecks so you die faster.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464569#Comment_2464569
Waaah! I'm a human being that wants to be able to enjoy a game I bought, so I should stare at the killers face for 2 minutes as another human completely prevents me from playing that game!
The killer is a role that is trying to remove other players from the game. That's just how the game is.
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Survivors don't like it when Killers use tactics that help them kill survivors.
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I wouldn't change perks that are perfectly fine because a bunch of bad survivors can't figure out how to cleanse totems removing half the build.
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The perk is fine. It can be easily dealt with by splitting up since a killer can't pressure multiple gens at once.