>> it's survivors who can detect killers from miles away and to a specific direction
45 degree cone, 12/24/36 meters depending on level, 60/45/30 second cooldown.
>>while destroying hooks even without toolboxes
Didn't see this one in the files at all.
>>and healing themselves without medkits.
at 20/30/40% the speed of regular healing
>>The killers, on the other hand, turn invisible in 3 seconds
You don't "turn invisible" you stop having a terror presence, you are still fully 100% visible and even have the red vision shit in front of your face, you just stop feeding heartbeats/spooky music until you move again. Also 6/4.5?/3 seconds
>>insta-down anyone if an exit gate is open
This is legit but if the exit gate is fucking open you've probably already lost so this is kind of a shit perk desu.
>>can see the survivors for 6 whole seconds when they activate all the generators
It's 3/4/6 seconds, and again, they've activated all the fucking generators. It's to give you one last hurrah as you blitz down one surv if you even can.
>>and know whenever they're within 30 meters of a survivor.
This is 12/24/36 meters, and you get "spooky whispers" which are vague at best because they already happen even without the perk seemingly at random. On top of that, I feel like this perk works against itself. 36 meters? I'm pretty sure I'm that close to survivors roughly 80% of the time I'm playing a killer.
>>All this leads to a game that's completely unplayable for newcomers past the first week, and very long, drawn out games where the killer winds up just downing everyone because he has no hooks to use.
I already just down people because hooking people for points isn't exactly practical in most cases. You can just lose games as a newbie and still gain bloodpoints. Hell there are games I lose that I get more then when I fucking win.
You act like all the survivors are going to become robocop and the fucking killers will be predator.
Plus balance patches happen.