sizzlingmario4
sizzlingmario4
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It's way too loud and also a bit unfitting.
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Were you using the Fuming Mixtape addon?
This automatically regresses generators while you're in Frenzy, meaning you can't kick them during Frenzy because they're already regressing. They stop regressing once Frenzy ends.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343032#Comment_3343032
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343033#Comment_3343033
Where did BHVR say the perk would allow people to see dropped pallets anywhere on the map? I thought the exact words are "This perk is losing its cooldown, meaning you can use it whenever you see a dropped, unbroken pallet.", which doesn't say anything about getting additional aura reading.
It already does show the auras of dropped pallets right now (but only while it's not on cooldown).
Since the cooldown is going away, now this effect will always be active.
@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343045#Comment_3343045
doesn't it have a huge aura range for dropped pallets ?
No range limit on it.
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BP offerings, Mori offerings, basement offerings, Coin offerings (the ones that influence the number of chests) and White Wards/Black Wards are fine as is.
Map offerings I would have less issue with if maps were more balanced. Over time though, I’ve started leaning more towards the opinion that the game probably would be better without them. The only thing I would care about would be some sort of exception for Mirror Myers because that’s literally unplayable without an indoor map and I wouldn’t want to see that go away.
Mist offerings are a total waste of BP and should either be replaced with something more useful, or removed and either refunded or converted to BP offerings.
Luck offerings should be expanded to affect chest loot as well, but other than that they are fine.
Hatch offerings shouldn’t exist for either side, it should be left up to chance every game.
The Shroud offerings are pretty pointless, the survivor offerings force you to start together which is bad for survivor and the killer offering spreads survivors out which is bad for the killer. Maybe they could be reversed to the opposite roles so they’re actually useful?
The Oak offerings (the ones that alter the hook spawns) are whatever. I never use them, I’m not really sure how useful they actually are. Couldn’t care less about them honestly.
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I had a bush spawn on the edge of a jungle gym on Garden of Joy the other day, so this might be part of a bigger issue and not just shack-specific.
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Regardless of whether it’s overnerfed or not, it should not be reverted to how it was before 6.1.0. That version was unhealthy for all the same reasons, it just wasn’t complained about because almost nobody actually used it.
That said, yeah, it’s probably most useful as a slugging tool now. It’s not going to give nearly as much slowdown.
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Yeah that’s the biggest thing I’m hoping for from this update. Temple isn’t too bad, but Mother’s Dwelling is way too big.
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@calem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342276#Comment_3342276
Again, please read other comments. I wanted Eruption nerfed as much as the next guy. But there is nothing being done to help m1 killers. Power buffs would be nice, but I think a better thing is map balance. I would like it if people stopped misinterpreting this post lol. I never said I wanted to keep Eruption as is. I just pointed out m1 killers have almost nothing left.
Fair enough. Map balance absolutely is a problem too. I’d love for killers like Pig, Trapper, Myers, and Sadako to get looked at, but map design is definitely one of the biggest issues in the game right now and the worst part is it hasn’t gotten much better recently. Yeah, Eyrie is a bit better now, but we’ve still had several bad maps released over the last couple of years. Original RPD, original Eyrie, Garden of Joy, and now Shattered Square. Personally I’m at a point now where I don’t want new maps anymore until existing problematic maps are improved.
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If one perk was singlehandedly keeping weak killers afloat as you said, then something is wrong with that perk. Weak killers are in need of buffs to their power, not a perk that makes them look okay when they’re really not and makes stronger killers incredibly oppressive.
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Old Pop + Pain Resonance combined for 40% regression per hook was too much.
I wouldn't mind if Pop had a 10% minimum damage floor or something like that though (eg. if 20% of current progress is 10% or less, then you get 10% flat, otherwise you get 20% of current if it's more). That way, Pop always does SOMETHING regardless of which gen you use it on.
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If your concern is that survivors will do this to farm points, then just remove the bloodpoints from resetting a pallet, they’re not necessary.
The only actual issue with this I could see arising is with the pallet on The Game where you can stun the killer and force them to fall down, then pick it up with no cooldown, but they should just change that specific pallet if it becomes a problem.
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One thing, isn't 3.85m/s equivalent to 96.25% speed (not 98.5%)?
Other than that though, great read.
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Just allow survivors to bleed out early (after 45 seconds?) if one is downed and there's only one other survivor left to force the hatch to spawn.
Killers dragging out the game to slug for the 4k needs to be addressed but any form of full self-recovery without the use of a perk should never exist. This puts a hard limit on how long they can search for the fourth survivor and brings the game to a close much quicker.
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@NODD3RS said:
Nobody is complaining about zenshin impact tho. It’s good for newer players and those who dont have pallet spawns memorized. It’s also nice to know whether a pallet is down. I dont rlly think it’s fair to nerf something that helps newer players just bc it’s overused. I dont think it would be fair to nerf killer aura perks either.
WoO and Zanshin aren't really comparable because even though they both reveal the exact same auras as each other, the information is usually a lot more useful for survivors. A killer already knows which pallets and walls they've broken because they're the ones breaking them. A survivor doesn't necessarily know if a teammate has already used a certain pallet or where the killer has already broken walls down if they didn't see them do it or haven't ran past that area before.
Imagine if there was a killer perk that revealed survivors' auras within 36 meters. That's exactly what Bond does for survivors and Bond is a useful perk to help find your teammates. But if that existed as a killer perk that worked exactly the same way and with no other restrictions, it'd be absolutely busted.
The strength of an effect (in this case, from a perk) can change a lot depending on which side is getting the effect. And just to be clear, this isn't to say that WoO is necessarily overpowered, either, just that it's a much stronger perk than Zanshin Tactics.
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Regardless of anything else, there should never be a tool that allows survivors to break walls, not even as a perk.
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@Moxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341828#Comment_3341828
Works hand-in-hand.
See: Boil Over on RPD. Both were changed.
RPD's third-floor library was dumb even without considering Boil Over. It not only acted as essentially a second basement with only one way up that the killer could camp, but it also created very unfair boon locations.
Boil Over just so happened to also be problematic in that area, as well as several other maps, due to how that perk works.
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It's fine. A lot of the time, you'll even be able to use the gen aura to hide just like you can with BBQ especially if the killer doesn't look in your direction quickly enough to see the scream.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341627#Comment_3341627
I'm hoping that they changed their minds and decided to nerf Dead Hard instead.
Both are too strong.
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@Moxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341786#Comment_3341786
Unless its the hole pallet on 2nd floor The Game.
Infinite stuns, hole'd and pick up pallet.
That's a map design problem, not an Any Means Necessary problem.
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Resetting a pallet takes 4 seconds and if the killer attempts to break the pallet, they get priority. So no, it's fine.
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I was thinking about this as well, although it no longer matters nearly as much as it used to. Aura reading generally isn't going to be nearly as big of a deal as being unable to do anything for 25 seconds was.
That said, I don't expect the perk to be that popular anymore, 10% of current progress is not much regression and it can also be immediately stopped unlike before where it would continue to regress for the 25 seconds. If anything, the new Eruption might be most useful as a slugging tool since you could down someone and then go towards other survivors (who you can see the aura of) instead of hooking immediately. It'll still provide a little slowdown, but not nearly as much as it does now.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341255#Comment_3341255
It was mentioned in the same sentence as Eruption, which was nerfed. They ended up removing the language implying a CoH nerf, and that's apparently bot being nerfed, so maybe they backtracked on that.
I'm hoping that was a slip-up that they weren't supposed to put in there and it'll be getting nerfed in the mid-chapter or something.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/364160/pinheads-puzzle-box
The chains are spawned in waves of three. Dodge those three and you have enough time to solve the box and won't be interrupted.
There's nothing that needs fixing.
Which is an extremely unintuitive mechanic that isn't explained anywhere and has no good reason to continue existing. There's no point in it, it's just artificial difficulty that doesn't do anything other than frustrate players who don't know how it works. It's not OP, it's just bad design.
Just make these two changes:
- Chains don't interrupt solving the box (the same way it works on exit gates), unless Pinhead summons the chain himself. This means you can still interrupt it if you're close enough to the survivor to chain them manually.
- Pinhead no longer breaks his own chains and can walk through them freely.
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I’m happy they nerfed it but it’s honestly still bad design. SWF can still dodge the effect by letting go, it’s just not as important as it used to be.
That said, I don’t actually care if it’s overnerfed because I’d rather it be overnerfed than continue to have any kind of place in the meta.
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@Brokenbones said:
I've actually been running a little experiment on this subject because my initial knee-jerk reaction was that this was an absurd complaint and that the perk is fine
Then I noticed in so many of my games (both roles) I would see Windows super often, I'm talking at least 1-2 people running it per game (excluding myself)
So what I've started doing is on a lot of my Killers, I've begun running Hex: The Third Seal and other blindness related things that can be applied easily and I'm trying to see if the survivors I go against struggle more in chase when my Third seal remains up
I haven't done a huge amount of matches with this yet but I have noticed survivors who I blinded and had the perk did seem more disoriented and made more mistakes.
At one point I realized I was using Windows a lot and that I was struggling in chase more whenever I wasn't using it.
Which is exactly why I completely stopped using it and forced myself to play the game without it. It took a little while to improve, but since then I feel like I've become a better survivor without it and I never use it anymore.
With that in mind, I'd be interested to see what the results of your experiment are especially once you've done more matches with it.
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Although there are a lot of bad perks on both sides that could use some improvements, there are several more perks on both sides that need to be nerfed. 6.1.0 covered a lot of perks, but it didn't hit all of the ones it needed to.
There aren't enough mechanics in the game to dissuade against camping and tunneling and more needs to be done in this regard, including restricting certain killer's powers near hooks or when survivors were recently unhooked. The basement is unhealthy and only encourages these strategies, it doesn't add anything else to the game and should be removed. Move the chest somewhere else on the map so there's still 3 total.
Base regression is still a bit too weak and too much generator progress gets done in the early game. On the other hand, stacked slowdowns are too strong, but playing without them is often just asking to lose. The best slowdowns need to be nerfed and base regression should be one-third of survivor repair speed, not one-fourth. Increase the instant regression when kicking a generator a little bit as well, and things that speed up generators (toolboxes and survivor perks) need to be looked at too. Hyperfocus and Stakeout should not be compatible with each other, and the strongest toolboxes and addons should be weakened (although the weaker toolboxes are not really a problem).
Medkits should be nerfed.
Keys and maps should be combined into one item.
OTR having Endurance doesn't fit the perk's theme, it should be removed and OTR should get a different buff.
Decisive Strike's stun duration should change depending on how close the survivors are to completing their objective. It should be a 2.5 second stun, plus an additional half second for every generator left to be repaired. So at 5 gens, 5 second stun. At 1 gen, 3 second stun. It would still be disabled once the exits are powered.
When there are only 2 survivors left and one of them is downed, after 45-60 seconds they should have the option to bleed out prematurely, forcing the hatch to spawn. The killer shouldn't be allowed to drag out the game for 4 minutes. To this end, a 3k with generators remaining should also be considered Merciless Killer, regardless of whether the 4th survivor escapes or not, further reinforcing that a 3k is a killer win. The mori finisher and basekit UB system was a complete disaster and should never see the light of day.
This one isn't as unpopular I don't think, but boons need to have more counterplay. Since there's no permanent way to remove them without wasting a perk slot on Shattered Hope, the strength level of the perks is severely limited as a result (and Circle of Healing is too strong). Circle needs a nerf, totems need to be able to be destroyed by the killer basekit and then the other boons should be buffed to be worth using with that in mind.
Distortion shouldn't recharge while in chase.
Deathslinger's old instascope didn't belong in this game and it deserved to be taken away.
NOED is mostly fine now, the only remaining issue with it is the scenario where a survivor is hooked near the totem.
Nowhere to Hide's range should be centered on the generator, not the killer's current position.
Lithe is overused.
STBFL is too strong after 6.1.0 and is too effective for camping and while carrying survivors. It should be a chase perk, not a camping perk.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340143#Comment_3340143
Idk they will never create a map that people agree are good, nature of the game
Perhaps, but you certainly can create maps that aren't as commonly disliked as some of the worst ones we have right now.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340413#Comment_3340413
since "snapping out of it" is a named action with its own animation and it's the only action a survivor can perform why is there an entire section dedicated to explaining skill checks?
"Madness 3 - All effects of madness 1 and 2. A survivor must now perform snap out of it in order to perform any other action. Afterwards madness will revert to level 1."
unless there are other tremendously hard skill checks. 🤷🏻♂️
I believe it can still affect the Decisive Strike skill check as well, unless they changed it. So that’s a possible skill check in madness 3.
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His addons need to be changed regardless, they’re busted af. And yes I would still play him.
His base recharge doesn’t need a nerf though.
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At this point I don't want any more new maps until existing map design is heavily improved. There are enough maps in the game to provide variety to the point where I'm okay not having new maps for a while.
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@Chocolate_Cosmos said:
Wait, did they changed / nerfed the add-on? I don't understand.
If I'm understanding correctly, the way it works now is if survivors are far away from the Spirit, they hear the non-directional sound as they did before. But as soon as the Spirit gets close enough to them it switches to the directional sound giving away your position and letting them know that you're close by which completely defeats the entire purpose of the addon.
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Knight is easily the worst killer design of 2022. We went from Wesker who is one of the most well-liked killers in the game to...him. In matches with Knight there is just almost no skill expression for either side when it comes to his power. All you do is drop a guard in place and it does the work for you. A survivor can't outrun two killers at once unless you REALLY screw up. He's not OP, just incredibly unfun and takes no skill.
Like OP sort of mentioned, even though Artist can shut down loops similarly, she still needs to actually land her birds if she wants to do anything. There's more counterplay and mindgames available from the survivor side and the game doesn't do the work for you. If you can't hit your shots with her, you will lose.
I just got out of a 25 minute match against Knight with Eruption/CoB/Overcharge/Pain Res. Eventually turned into 3 escapes, but my god was it boring.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339696#Comment_3339696
I already did, it’s still directional no matter what, you can’t work around it with perks/distance anymore…It was the only thing that made playing Spirit feel special and unique for me after the nerf in October of 2021 :(
Basically, now if Spirit is phasing and not within a survivor’s terror radius and isn’t approaching , that survivor will hear the omnidirectional audio cue.
if Spirit approaches from beyond a survivor’s terror radius and enters said radius,, all survivors within the raidus will hear a very clear whoosh sound coming from whichever direction the spirit is coming from basically rendering the add-on useless and a waste of add-on slot because it’s like the Spirit player isn’t running the add-on ( like current default Spirit )
this really defeats the point of the add-on, it should be made a brown rarity now.
Wow. If that's true that's completely useless then. I know there was a bug where sometimes it hid the phase sound entirely and they should've fixed that, but changing it the way you said just completely defeats the point. There's no reason to actually use this addon amymore.
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Can confirm, it will not give the cursed icon until you start doing an affected interaction after it’s already been activated. If it’s activated while the survivor is already on a gen for example, it will debuff them but won’t hex the survivor correctly unless they get off the gen and get back on.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339362#Comment_3339362
Believe me I tried that but the killer always managed to come back to the hook faster enough before I van get the heal off
Ah well that's unlucky
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339363#Comment_3339363
Yeah Breakdown was bugged for a period in the past where the hook never respawned after the survivor was unhooked. Plenty of teams abused it for lols. Early in the game's history when sabo was introduced, hooks didn't respawn by design
Yeah that's what I meant by old Breakdown bug.
I had a killer give me hatch one time because I got matched with a 3-stack SWF abusing that bug and I was the only one not doing it.
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@Veinslay said:
Is the answer abusing the Breakdown bug or saboing all the hooks when they didn't respawn
Breakdown is bugged? Or are you talking about the old bug where the hooks never respawned?
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339336#Comment_3339336
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339323#Comment_3339323
I can never get it to work. It's like deliverence I'm always hooked first when I put it on
Try Second Wind with WMI, I use that combo a lot and it's pretty good.
Camaraderie is only good in SWF though. Not worth it in solos.
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There hasn't been a new boon since Yoichi.
I want more scourge hook perks too.
As for the killer I don't really care whether it's original or licensed or what the chapter theme is as long as they're fun to play and play against. Hopefully more interesting than the Knight at least.
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I had around 50 on Artist already from last year and still going to have about 40 left I think. Wish we could do something with them.
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I just want the cages to give the 10 seconds protection. They shouldn’t activate hook-related perks, but that isn’t a perk. There is nothing you can do if Pyramid Head stands far enough from the cage to prevent relocation but close enough to just down you as soon as you’re uncaged.
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Well if you only play around it after it's already known about then that eliminates DH. You have to play around DH even before it's known about which is part of why it's so strong. Pretty much eliminates Eruption too for the same reasons although it's usually much harder to play around if you're not in a SWF. But these days, it's pretty safe to assume it's there until you know it isn't. But only one side really needs to play around Eruption. The killer just...uses it. A survivor with DH on the other hand has to play around the fact that the killer knows they have it, once they've already used it once.
Deadlock maybe? You can do other objectives while waiting for the gen to unblock such as healing or even just going to a different gen and you don't really do anything about it in advance until you actually see it as survivor. Killer technically needs to play around it as well because it can prevent them from kicking a gen.
Don't think it's DMS as survivors need to play around that at the start of the match before it's known about, not just after.
My only other thought besides Deadlock would be NWO; survivors once they see it have to wait it out and the killer can play around the information they get from it (which door was touched) and also know that they have a bit more time to chase someone while the gates can't be opened. Survivors meanwhile can heal and/or look for noed, if applicable.
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The HUD changes aren’t going anywhere, and if anything they should even add a couple more things to it. This was what needed to happen to improve the solo queue experience and narrow the gap between solo and SWF.
That said, the impact it has on the overall game’s balance is a very legitimate concern, but this will make the game easier to balance going forward. If solo and SWF have a 15% escape rate difference from each other (according to BHVR in the past), then it’s more difficult to balance anything because what might be balanced for/against solos would be too strong/weak for/against SWF or vice versa. If survivors consistently having more information causes them to survive more often (which, in theory, it should) to the point where killers are too weak, then they can always take action in that regard. But reverting the HUD changes is not and never will be the correct solution.
Keep in mind that these changes aren’t giving a 4-stack SWF anything that they didn’t already have before. Buffing SWF was never the intent of this feature.
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Agreed. A few of these are very noticeable especially the one off of the Garden of Joy roof.
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@Moxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338154#Comment_3338154
What's up with Mangled?
Affects far more interactions than intended including some killer-specific ones. Started with the midchapter update.
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Please let Mangled be fixed soon.
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It just needs to not work with toolboxes and stakeout. Stakeout completely removes all the skill from Hyperfocus that actually makes it fair and shaves way too much time off of gens. Hyperfocus on its own is completely fine.
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Agreed.
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@SMitchell8 said:
Does anyone know what the cut off is for guards disappearing if too close to hook? There's surely a threshold.
It’s not distance-based, you just have to be hunted by the guard.
If you unhook next to a guard but they haven’t actually seen you, they won’t disappear even if they are close by.
But if you unhook while they’re chasing you (or while they’re moving to the position they first saw you at before chasing you), they’ll disappear as soon as you start the unhook (not when you finish it). You don’t even need to complete the unhook actually, just touching the hooked survivor and then canceling is enough.
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I completed this last night with no issues. If you already tried to deselect the challenge and reselect it I’m not sure what else to try.
Keep in mind you need to be within 10 meters of blue glyphs for them to appear; you can’t see them across the map.
