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Stealth Is Undervalued

This has been something on my mind for quite awhile, and since I haven't really seen any posts that share my sentiment, I decided to make one myself. I feel like, as years have gone by and new perks and mechanics have come out, stealth has become worse and worse to the point of almost uselessness. As somebody who prefers stealth gameplay (note, that doesn't mean I hide all game, I just prefer evading the killer) it makes playing survivor that much more aggravating.

With the glut of information provided to killers, via scratch marks, loud noise notifications, crows (sometimes) and auras, often times I find myself unable to get out of a chase no matter what I do, and sometimes I can't avoid one to begin with. It kinda blows having my preferred playstyle be nearly impossible to achieve without dedicating multiple perks to it.

I think my main reason for writing this post is wanting to hear what everybody else thinks on the topic. Do you think stealth is too weak, and/or there's too much info to work with?

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Comments

  • Archol123
    Archol123 Member Posts: 4,634

    Game sense is alright to know the direction the person is in but when you are hiding in the bushes in the outskirts of dead dawg or god knows where it will not necessarily help you out. Also tracking perks get almost completely outclassed by distortion and calm spirit.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    True, and situations like that are why I'm not advocating for the wholesale removal of information, though I am saying the amount of info should be toned down a bit on both sides. What I take umbrage with most are scratch marks and certain loud noise notifications, such as unhooking, for completely different reasons on both survivor and killer.

    Info is too cheap now, when it should be something you earn.

  • Archol123
    Archol123 Member Posts: 4,634

    I don't know about that, I think information is far more healthy for the game than Gen regression... And perks need to have some effect, and since the different effects they can provide is rather limited I would rather have info perks than regression or game delay perks.

  • Archol123
    Archol123 Member Posts: 4,634

    I don't know, it only gives a bubble up of someone up to 40 m away from you... I don't see that as too much information... During the time it takes you to go there the guy that screamed can be God knows where.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    That's another problem, though that tends to apply more to stealth killers than it does survivors. Lord knows how much I want to enjoy Ghostface only to get annihilated by gens and good loopers.

    Some of my favourite times as survivor were from stealth plays paying off, like one time I hid while a teammate was healing and could pallet stun the killer to protect her, or when I ensured another teammate could escape (and get her adept, bless) even at the cost of myself because the killer wasn't able to find or keep a chase with me, which gave me plenty of opening for protection plays for as long as I could.

    Similarly, stealth killers like the aforementioned Ghostface are (or would be) my favourites because I heavily enjoy being sneaky and tactical, if it was actually reliable to do so.

    I'd love if games could slow down and actually, thoroughly reward being smart by using your own skills to win, with less handholding on both sides.

    PS I still think scratch marks and some loud noise notifications simply should not be a mechanic, at least how they currently are.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 1,947

    Occasional stealth can be a tool when you need it but I find most people who care a lot about stealth in the game will actively avoid chases in any way possible, which means their team carries the burden of killer aggro.

    I have had stealth players brag in post game chat that 'the killer didn't even hook me' as if this is a good thing, when the reality is if they took a hook state the team may have gotten out.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    It also interrupts their current actions and gives them a 30 second blind, all for opening a locker. That's why I say it gives you too much for too little, you do a simple action and get quite a fair bit of value that only goes up with certain builds, compared to something like Nurse's where you have to actually injure a survivor and catch them while healing, and all it does is show their aura to you.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58
    edited March 20

    That's not the type of stealth I'm defending. Yes, getting an escape without being hooked can be pretty impressive as long as it's not a hatch escape, but more often than not leads to what you mentioned of their team having to take more aggro.

    The stealth I am defending, and how I prefer playing myself, is avoiding chases to do objectives, while also using the fact I'm usually uninjured and unhooked to give the killer something to focus on. One game I had earlier last night, I was doing a lot of heavy lifting on the gens while my team were otherwise occupied, while diving straight into the fray for protection whenever I could. Two people on death hook got out because I was able to take heat off them when they needed it, because I was able to save my hook states for when I needed to use them, and doing the objective all the while. That's what I find fun, and why I wish stealth was even just a touch more reliable.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 1,947

    Bro... with all due respect, if you care about stealth that much then that is exactly what stealth is; hiding and letting your team mates take all the aggro while you hold M1.

    Don't get me wrong, if you actually do gens you are still better than 90% of the survivors in solo queue and I have no problem if you want to play the game like that as it isn't like tunnelling where you do ruin the experience of others.

    I know this mindset as I was like this early in my DBD days but you said it yourself "avoiding chases" so you are still putting the burden on the rest of your team, who also do objectives as well as take killer aggro.

    The more you play the more you'll realise that chases ARE the fun part and holding M1 on gens is just the boring stuff you do to progress the game when the killer is not on you. If you are going to stealth though, at the very least when you see a team mate is on death hook then make yourself very available to take a hook state or even trade a hook rather than let a team mate die while you have not been hooked.

    I see that far too often with stealth players

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    I brought up an example in my last reply where I said I do take aggro and hook states for fellow survivors, where two that were on death hook got out because I had the ability and resources to trade and protect them throughout the match. I try to avoid detection from the killer, yes, but I do so to progress the game and do my best to help my team where it matters. If everybody has hook states and I don't, I will do everything in my power short of throwing the game to guarantee I'm the one hooked next instead of them.

    Also, hard disagree on chases being the fun part. I've gotten relatively good with leading chases, but I absolutely do not enjoy them at all. The gens are the fun part, because what I enjoy doing most is working towards objectives. If there were more reliable ways to break a chase outside of being downed I would enjoy them more, but that loops back around to my original point of there being too many ways to shut down stealth.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Stealth is still 100% viable, if it wasnt my playstyle would have changed a long time ago.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    It can be, my thoughts are mainly that there's so many perks and gameplay mechanics that frequently shut it down or require specific counterbuilds that leave little room for other perk options. That's the main reason I made the post to begin with, to discuss things such as scratch marks and the abundance of info perks and how people felt about them.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Ive been playing a long time now, which helps me recognize what perks are in effect and how they opperate. Many of the perks have conditions or windows of counterplay. When many of these perks were released and pick rates high; I began just expecting them and using the counterplays even if there was no evidence of them in play.

    If there is any one perk that completely boosts my stealth play its Alert. This one perk allows me to make smarter decision and create situations where I can track the killer.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    Recognizing perks early is important, that's true. My main issue is some can completely shut down the playstyle, as well as some mechanics making it nearly impossible in certain circumstances.

    I've brought it up already, but let me elaborate on it; scratch marks. I don't like them regardless of if I'm playing killer or survivor, though the latter is more relevant. It makes escaping a chase virtually impossible except in very specific circumstances or aided by perks, and in cases were a survivor is injured, feels rather redundant having two trails leading you to the same survivor.

    In addition, a few loud noise notifications have a similar problem, like unhooking a survivor and fast entering a locker. I don't think either of these should have notifications, one's already loud enough and the other just feels wrong having give a notification (I wish I could be more descriptive, but that's really all I have for that one)

    These are of course my opinions on the matter, but that's why I wanted to make a post for it.

  • Yharwick
    Yharwick Member Posts: 521

    I find stealth to be very viable, my hardest games as killer are when I struggle to mind a survivor quickly for first chase. Getting as much progress as possible before the first hook or two is what largely determines escapes in my experience.

    Being extremely stealthy while death hook is very strong as well as being able to deny the 3v1 is also powerful especially if the killer is actively trying to find that person while ignoring others.

    However if you're only stealthy and can't be bothered to protect your death hook teammates or stealthy at the cost of gen progress then is when it becomes a hindrance.

    People understand that last part that's why we have so many Distortion threads as most people think that's the type of people Distortion users are which isn't completely unwarranted but I think many players don't understand the former two concepts very well.

    The person who actively seeks out the killer because "chases are fun m1 boring" are putting their team at risk just as much as the overly immersive survivor.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    Big agree on that last part, sometimes I feel like the "chase me please" survivors are even more detrimental than the hide-at-all-costs ones unless they're god-tier juicers.

    Distortion is a fine perk, since it requires you to put in a little bit of effort to maintain it and all it does is block aura perks from working on you.

    Question, since this is what I really want to know, how would you feel if scratch marks were just gone all together, or just reduced to not be constant? Personally, I'd be just fine if they were totally gone, I don't care for them regardless of which role I'm playing, but I want more input on the matter since I never see anybody else talk about it.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    I dont care for scratch mark either but knowing how they function can be used to break los and escape chase while the killer searches a loop. Ironically I find them completely useless as killer. It wasnt until I practiced with the perk that makes them visible that I got a much better understanding of where and how they trail behind.

    Having blood trails as a second tool makes sense as a very minor penalty for the failure of being hit. Since there are perks that can remove either of these making tracking all the more difficult ; half a loadout seems like a fair trade.

    Noise notification I find acceptable, its a good way to curb the benefits of rushed action with risk. I hardly consider them an issue since silent versions of the actions are available. But if they ever decide to remove hook notification for both sides Id be in full agreement.

  • Yharwick
    Yharwick Member Posts: 521

    Gone completely would be too strong but basekit Lightweight wouldn't be an issue. That's not a change I would advocate for mind you but I wouldn't complain if it happened either.

  • Dustin
    Dustin Member Posts: 2,307
    edited March 20

    I feel stealth is undervalued but at the same time it's also detrimental when it's not communicated among your team that's how you will be playing and gets the non stealth players of your team focused out. If you have a teammate that's good at running the killer it's not really an issue if people are doing gens but in most common games that's simply not the case.

    I do feel there are varying levels of stealth but my view of what most people refer to stealth as is as you mentioned. Past that I think it's fine to play stealthy and usually smart as well. Eventually the killer will find someone and it's ideal it's not someone doing the objective or on death hook.

    My only gripe with "Stealth" is a very specific small pool of players who will absolutely take zero chases and run Distortion / Urban Evasion and just hide and will not do anything risky even if they have zero hooks and your entire team is all on death hook. Those players are what makes stealth an annoying concept in DBD at least from a survivor POV. They took zero risk in the game and likely either they'll be the last alive or they will die on first hook because their team cannot take a risk to save them if they even have a team at the end of the game.

    Playing stealthy is usually the smart thing to do though -- But at a certain point you have to show up to help take pressure off of your team.

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    For me, the risk of a rushed action, at least in the case of lockers, should be the volume of the action itself, not broadcasting to the killer you just launched yourself into a locker while on the opposite end of the map.

    Consider this, an idea that just came to mind: instead of scratch marks, what if survivors left prints? A more subtle indication that a player has ran through that area, rather than the big red marks that go everywhere. Predator might be seen more positively in that light. It'd likely not work on a lot of maps, unless it was something like a highlighted footprint, but it's still an idea.

    Basekit Lightweight would be the perfect compromise I think. You know a survivor was in that area, but it's less precise and doesn't last as long. I'd be in favour of that.

    That's unfortunately always gonna be an issue I think, regardless of how good stealth itself is. I take (calculated) risks when I stealth, but not everybody will. Just one of those things we have to accept, I think.

  • Dustin
    Dustin Member Posts: 2,307

    I pretty well accept it and fortunately those type of players I mentioned are rare but they absolutely leave a stain on the idea of stealth in DBD even though it's absolutely smart to play to waste the killers time.

    At the same time though I would agree that stealth is underrated - A lot of people don't really do enough to remain hidden but at the same time I feel a lot of people get discouraged with the slew of tracking perks the killer has now and it's a guess whether it's worth it to try to hide or just leg it.

    I'm fine with either playstyle though as long as survivor players do their part in a game.

  • Nebula
    Nebula Member Posts: 1,400

    You’re not supposed to win every chase, that’s by design of the game, the killer runs 15% faster than you. You get three hook states for a reason. There are also plenty of perks, builds and playstyles that can help you escape chases more often.

    By all means enjoy what you enjoy and play how you like and I don’t want to come off like I’m telling you not to do what you find enjoyable, but to say that gens are more fun than chases is a little puzzling to me. There’s no actual meaningful interaction to be found with gens.

    Mindgames, pathing, gauging distance correctly, optimizing your movement in loops, hitting hard fast vaults, etc. There’s just so much depth to the chase in this game and that’s why people have thousands and thousands of hours in this game. Every chase is different and keeps you on your toes.

  • Starrseed
    Starrseed Member Posts: 1,774

    But why aren't you just running perks to prevent being found?

    Someone who wants to have chases and be good at it will most likely run chase perks to be better and there are perks to make you more stealthy. The only thing you cant counter at all is killer instinct and that's by designe

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    That's also one of my biggest pains, the sheer number of different tracking perks. Some are fair, some aren't, but there's just so many of them that it makes it a rigged coinflip on if stealth is even worthwhile in a match, let alone possible. Both sides are guilty of this, though killer does tend to get some of the more egregious ones.

    I'm not saying I want to win every chase, there's just a lot of times where I feel like breaking one off is downright impossible due to extant game mechanics like scratch marks. I can perfectly accept losing chases, just let me have a chance to actually get out of one if I can play my cards right. Also, it's not the gens specifically that I find more fun, I just like hammering out objectives regardless of the game I play. Gabriel kinda became a favourite of mine because of perks that enable that, Scavenger my beloved. I find chases are usually more tiring/annoying/frustrating than anything, though I have had my share of enjoyable ones too (ironically some of my favourites have been against Blights).

    Simple answer, I don't have enough stealth perks widely available yet. Longer answer, I mostly just feel like there's a couple too many ways to find survivors unless they're running very specific perks, and as somebody who doesn't have all of those specific perks, it kinda feels bad to be punished for committing the sin of wanting to move at a decent speed when a killer is dangerously near, only to have a big neon sign pointing my direction.

  • Starrseed
    Starrseed Member Posts: 1,774

    what should i tell you buddy thats how the game works.

    i get what you want to say but perks are a important part of the game and for specific playstiles you need the right perks to boost them. you can be stealthy without any perks but ofcourse then you are not gonna be as stealthy as you would be with perks and the killer is using perk slots to find you so you should need to use perk slots to not get found.

    the scratchmarks are a total diffrent thing and as of right now bhvr wants them to be a somewhat relieable way to follow them untill you find a survivor but even they have perks that make it harder and they already have a basekit way to deal with it but that comes like you say with being slower.

    and yes it sucks when you dont have the perks you need for a fun build but that is part of the grind

  • Nebula
    Nebula Member Posts: 1,400
    edited March 20

    That is by design though. The games almost 8 years old and the majority of both sides of the playerbase prefer chases over stealth so the game has been designed to accommodate that.

    I don’t think changing things like adding perks like lightweight basekit or changing scratch marks would be perceived well by the community.

    And breaking chase even without stealth perks is entirely possible if you play your cards right. There’s tiles on almost every map in the game that you can hard break LOS and slip behind things. Being unpredictable with your pathing can very often get you so much distance as well that the killer has almost no choice but to leave you.

  • Archol123
    Archol123 Member Posts: 4,634

    I guess, I don't like the status effect either, but the scream is also really not that much, unless combined with DMS or so.

  • KatsuhxP
    KatsuhxP Member Posts: 895

    I don't feel like it's too weak, it's quite effective in some situations but I don't do it anyways most of the time. I find it incredibly boring to do myself, same with mates doing it and playing against it, I just feel like it takes the best thing (chases and mindgames) of dbd and removes it straight up.

    I like being good at looping or dying much much more than this.

  • HINGIRIK
    HINGIRIK Member Posts: 103

    I can give you one reason why you shouldn't be secretive. Because stalling the killer for 2-3, sometimes 5 gen is more fun than hiding in a bush and saying "He didn't see me, Lol". Also, if you play like this, you will only benefit yourself, not your team. What I mean is this: Hiding in a bush or wherever you are hiding, the killer not looking for that place and going to other gens and maybe hooking your friends who are worse loopers than you and not wasting time, you attracting the killer and distracting him and giving your friends the opportunity to make genes, +1 It's worth the hook stage. Maybe the killer won't even be able to damage you and will have wasted all that time for nothing. What's better for the team is to T-bag or click the killer and distract him (you can also hide in the bush if you're not good at looping).

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,857
    edited March 20

    I’m like you in that I prefer stealth. It’s true that it feels like the game has shied away from stealth.

    One of the biggest problems however are other Survivors. They seem to really hate when other Survivors play stealth. There’s many reasons for this but none excuse working with the Killer to get you eliminated.

    At least Sable’s new perks are a step towards stealth gameplay, even if they are high risk high reward.

    Post edited by HerInfernalMajesty on
  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,857

    but I see more people outright hate it in any form and I don't see the logic behind it. If the goal is to survive, why do I have to play every moment like I'm rushing to be sacrificed?

    I think some people have an expectation of what optimal play looks like. And when other Survivors don’t fit within that expectation a retaliation occurs.

  • tjt85
    tjt85 Member Posts: 955
    edited March 20

    i see a lot of people arguing that stealth is bad because it "hurts the team". I can understand frustration with teammates that don't share your play style. But if you run around the map without a care, don't keep a low profile when the Killer is nearby and enjoy looping over being stealthy, that's your way to play. You can't expect it to be mine. I can't loop very well, so my preference is to be stealthy and to evade the Killer if possible. Just the other day, I enjoyed crouching in the bushes outside a house on Haddonfield while a Huntress kicked my blast mined gen. These are the things I enjoy most in DBD. I like being a couple of meters away from the killer yet able to avoid detection. It's just as fun to me as looping is to anyone else.

    Besides, which scenario is better? I do a gen but hide when the Killer approaches, wasting a bit of their time looking for me, getting back on the gen after they leave OR I don't hide, last about 20 seconds in a chase before hitting the dirt and now somebody has to stop what they're doing to come get me off the hook. I know which one I prefer.

    The Survivor side of DBD is not a team game. I mean, it is right up until it isn't. The Devs have made this very clear by the way they reward solo escapes and not team performance. If I knew I could improve my MMR by sacrificing myself for the team (which I still do on occasion), maybe I would be inclined to be a team player. But that's not how the system works. The Survivors are a team until things start to look bleak. They we are on our own.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    stealth is absolutely amazing if people are efficient with gens if more people did it reliably youd probably do 1 Gen before someone even gets chased for the fist time

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    I read your last paragraph and it really did make me think. You may be right with your sentiment that it's easier to stealth without perk benefits than I think it is, it just takes more understanding. I'll keep that in mind next time I try going stealthy (which tbf is most of the time) and see where it gets me. Who knows, maybe I'm underestimating what I'm able to do if I just put the skull meatloaf to work. Suppose we'll see how things turn out.

    Will say though, being a stealth gen jockey who shows up for protection has been some of the most satisfying gameplay I've had yet, and actually makes me want to play more survivor. Popping gens and harassing the killer off weaker teammates just hits right for me, and is likely how I'll mostly play survivor from here on.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 732

    This! Its exactly why I play TCM so much more. I much prefer feeling like I'm actually in a victim role. Like you're telling me characters like Jane, Mikaela, Yun-Jin, David, and Jeff ALL handle the situation of being chased by a stronger and much more powerful killer as 'Run away and loop around wood!' rather than fighting back or trying to stay hidden?

    Part of the reason this game is so unbelievably stale is that its the same gameplay loop with no options to play the part you want to play it always boils down to heavy chases that all play in the same way regardless of who the killer is.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 732

    32m isn't that far and by the time you get there there will definitely be scratch marks leading to their exact location and if there isn't then you know they're still in the area

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843

    my thought on stealth is that base walking speed for survivor is too slow. pre-running is almost always most of the time better and it is a lot easier then stealth.

    I'd probably buff survivor base walking speed by 20%. Maybe survivor would use fixated more with said buff.

  • Sava18
    Sava18 Member Posts: 2,439

    It's better if stealth dies, it provides nothing to the flow the game.

  • Archol123
    Archol123 Member Posts: 4,634

    It is 6-7 seconds till you get there, if they just ran away great now you need to follow for quite some while, if you not they might just be hiding god knows where...

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    I want to know why you think that, considering there's already several stealth perks and mechanics. Why should it not exist?

  • crogers271
    crogers271 Member Posts: 1,833

    Stealth is an important part of the game, and an element I enjoy (the tension of hiding somewhere, the killer running towards you, worried you've been spotted, and then the killer moving on is very rewarding), but it does need to be balanced. Given how powerful it can be needing some perk slots seems reasonable. I dislike the guessing game between distortion/calm spirit on perk load outs at the moment, but certainly don't have a problem with the idea of needing a perk slot to block off killer perks.

    I think scratch marks should stay right as they are. Running should come with a penalty.

    Chases should be very hard to escape and most strategies to escape them carry quite a bit of risk. Early in a chase you can try walking to drop your scratch marks, use quick and quiet to jump in a locker, etc. but all of these carry a risk that if the killer realizes what happened the chase has actually been shortened considerably, which is as it should be because if you do lose a killer entirely the survivors have gained a substantial amount of time.

  • SoGo
    SoGo Member Posts: 1,338

    I enjoy playing stealthily, mostly because I suck at chases.

    It's also funny to see the killer just walk right past me.

    One good match I remember was against a Doctor, there was 1 gen left and there was 1 gen on 90% (this was before the regression cap).

    I was actively hiding and trying to fix the gen, and he just kept circling around it and not finding me.

    I died at the exit gates, but still, it was a good match.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,368

    depends on how you play with it bc i know distortion works great as a solo stealth perk but works better with things like calm spirit

    but crouching in a corner isnt the way to play stealth (i know you dont do that bc you said u dont)

  • GloomySpooks
    GloomySpooks Member Posts: 41

    I tried to make a post about stealth and people eviscerated me for it. I think stealth is the optimal playstyle honestly (killers are faster, some have ranged attacks, ping says I can't loop) but it doesn't work if the whole team isn't being stealthy.

    It is frustrating for a killer to go against a stealthy team, but it can also be frustrating when you want a real game and some survivors are just making it too easy with their flashlight clicks and teabags, you down them quickly because they want your attention but they're not that great at looping and then you're steamrolling the team because they started early unhook pressure on the team by getting caught immediately and no one is doing gens lol.

    Stealth is the best option when there's no pressure to NOT be stealthy. Unfortunately so many people think if you get in a locker, you're being useless. RIP Built to Last, head-on, inner healing, flash bang, not to mention avoiding aura-reading events. So often someone harasses me in game because they saw me get in a locker 🙄 when I'm literally running streetwise/built to last or trying to head-on the killer if they're coming and the team just tries to give my position away.

    And with killers now like the Unknown, who can not only range attack but teleport, stealth is key in most games.

    In short: Down with ultimate weapon, basekit lightweight for all!

  • Mentally_Mechanical
    Mentally_Mechanical Member Posts: 58

    Lightweight is the only perk I want to become basekit. Scratch marks are supposed to be imprecise, so let them be harder to follow without other tracking methods.

    Thankfully I've not come across any people in game who try to rat me out or sandbag for being stealthy--in fact, most appreciate it because I'm actually getting things done--but that's one of the things I dread running into. The opinion that if you're not looping, you're useless is unfortunately very prevalent on both sides, which is incredibly upsetting since there's already a lot of ways to all but shut down stealth, such as auras, UW (I pray they nerf it) and those scratch marks. Just feels like I'm being kicked while I'm down, y'know?

    I'll be honest, and this is a take I know nobody will agree with, but I think there's just too much information on both sides. It's why I feel like Lethal Pursuer, a perk often considered not that special, is incredibly cheap because you don't even have to guess or search for survivors at the start of a match, you're just shown them right off the bat. Takes the hide and seek out of the supposedly hide and seek game. Yet I still see people wonder why Distortion is so common nowadays.