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That aside, the attack is so clearly meant to thoroughly annihilate the survivor, it feels bad to essentially be punished for missing when you didn't miss and the survivor has functionally no consequences for allowing themselves to be hit because mend is so easy to fix. On the survivor side, it seems like near half of the hits I make in some games are just fully prevented by these endurance builds. It's not fun.
I seriously hate endurance as a status effect, though, because it is CLEARLY intended to be a bandage over undesirable gameplay that the devs just slapped on because they didn't know how to create a fun and engaging alternative which would prevent the aforementioned undesired gameplay.
It's like, 5 seconds. I'd hardly call it a time sink; especially when with 90% of killers, you're only getting that status effect on accident.
I wasn't aware of that. It still does all three slams, so I assumed the amount of time was the same.
Kind of off-topic:
Back when Oni was first released, basekit BT did not exist. His slam can hit multiple Survivors because it is a (small) AOE with multiple hits; those extra slaps are not cosmetic. So, the old meta was to sprint at a hooked Survivor to slam both them and the rescuer into the ground.
On-topic:
If you're using the slam against injured Survivors, then you're not really using it at full efficiency; an uninjured Survivor can't Dead Hard it and you're skipping over half a chase when you crush them instantly. The only reasons to pop his power mode when everyone is injured are if you absolutely need to be getting around quickly to protect key gens or interrupt a gate opening.
Maybe stop tunneling people off hook as the killer with massive mobility and an instadown power? Or just like, hit them with your uncharged M1 which has a lower cooldown?