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Player and perk independence

So for a while now you guys have pushed the necessity of having perks, yes perks are nice and such but It doesn't feel right to have to use normally unfavorable perks just to lengthen a match and this is just perks this isn't counting survivor actions and reactions towards the killer 
Hex ruin is a perk solely made to delay the game and from the q&a it seems you want to make more game delaying perks for killer
But that wouldn't allow for the freedom of perk builds if we have to rely so much on one perk that's probably not gonna be of much use. People have come up with a: morning sickness debuff for survivors so they have other things to do in the first minute of the match such was cleanse totems and scout out the map
Making a compromise to balance perk choice and mechanics for match length in my opinion would be ideal 

Hope ya consider it