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Pop nerf? But DS untouched?

Just why?!!! I just played a game where a Felik who had just got hooked for several of his mistakes aside from running slots of of various mistake counter perks. This individual was attempted to be rescued by a Tapp whom i grabbed and had 2 potential sacrifices. Mind you i decided to let his 2 other teammates recuse Felik one who was wounded and another potential grab at endgame collapse. I hook Tapp, and as i look around expecting the 1 healthy survivor to rescue, guess who got tapp? Felik! I chased him and he had dead hard, but he never ever used it so something was odd. He opened the gate, down into carry... Now why fid he feel invincible? Decisive strike! After 15 seconds of being unhooked and than a 20 second chase , where he was able to get a free unhook on tap and did not have to use dead hard. DS should be a anti tunnel perk, not a free escape, free save, free one man army game plan ability. His other 2 teammates merely waited at the other exit gate and did not get involved whatsoever. Felik was in a literal god state taking advantage of dead hard which he knew he could use if i slugged and incase that failed he buys another 5 seconds of escape time. Devs you people have to nerd DS to a bare minimum of 35 seconds. Pop was a meta perk, but it is only rewarded for successive downs. Why are you punishing skill and letting game breaking perks exist?

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