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Why is Hex: Blood favor so terrible?

Like, I get that there were probably a few issues in terms of balance during the developing of this perk, but why so many limitations?

16 meters of effectiveness? Hitting the survivoris already enough for them to get FURTHER AWAY to any other non-blocked loop, since in one hit you, at best, get to block two pallets in midwich or the game.

Then there's the cooldown, 40 seconds. That's basically the exhausted timer, but without actually having any good ability that is worthy of the cooldown (And that's because, again, this perk achieves nothing in its current state). You get to use it once in a quick chase, and it still doesn't help in any way.

Then, there's the time it's active. 15 seconds. That's just too little time if the survivor has a good window next to the blocked pallet (if for some reason they stayed in that loop after beinf hit). Half of the time I'm not even sure if the survivor got to an unblocked pallet, or if Blood favor's timer already ran out by the time I catched up to the damaged survivor.

And, finally, it's a hex perk. You know, the kind of perk that can be snatched away from your kit at any point in the match. I feel bad for Blood favor at this point, it's like the team behind this perk's design was beating a dead horse.

Give this poor perk a break and a buff, please. The potential behind the blocking of pallets could've made this perk mark the difference in a match's outcome, but this perk just has all of its potential thrown out a fifth floor's window and into the street for every car to crush it to pieces.

"I knoe, we should make a perk that blocks pallets!"

"I like it, I like it... But we should add some limiting conditions it more balanced, since it is a strong ability."

"Alright, that sounds fair. What do you have in mind?"

"Let's just add so many that the ability is rendered completely useless, and equiping the perk be a complete waste of a slot."

"..."

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