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Why Sprint Burst is Balanced (and why it doesn't even remotely compare to Dead Hard)

A common argument i hear whenever Dead Hard gets brought up is "If DH gets nerfed killers will whine about Sprint Burst"

For me personally, Sprint Burst is entirely fine as it is, Why do i think this? Let me explain

Sprint Burst is a very simple perk mechanically, if you hold down shift and start moving, you'll break into a sprint for 3 seconds, this sprint makes you move at 150%, making you basically impossible to catch for those 3 seconds, once that time is up, you become exhausted for 40 seconds.

If this sounds like one of the strongest perks in the game to you, then you'd be right, increasing your mobility to 150% for any amount of time is a fantastic perk to have, however, here's the kicker, SB is extremely easy to waste, if you want to use SB at the beginning of every chase, you will have to walk everywhere, and even with Fixated, you are moving a lot slower then the default sprint speed, and if you are like me and run everywhere, then you run the risk of not having SB on hand once the chase begins.

For a example, lets say you are a killer and you find a survivor, they use SB, you now have a choice, do you either ignore them, making the SB completely wasted, OR do you chase them now that they can't use SB again, alternatively, lets say you find a survivor and they have SB but it isn't quite off of cooldown yet, so you get a hit, do you now leave them and go for someone else? or do you think you can down them before their SB cooldown ends and they fly off into the night?

This, in my opinion, is what makes SB balanced, when it goes off, it offers the killer several options for how they want to proceed in response to it's activation, and if it goes off mid-chase, then the survivor is properly rewarded for managing the cooldown to a point where they can get away with walking long enough to reactivate SB

Now, i've given you the reasons why i think SB is balanced, now i'll explain why i don't think it's comparable to Dead Hard

Dead Hard and Sprint Burst have exactly 1 thing in common, that being the fact that they're both Exhaustion Perks

Sprint Burst is most used at the beginning of a chase, if they get it off mid-chase, then that's because they were able to set it up and walk around long enough for the cooldown to end, Dead Hard can be used Mid-Chase with zero set up required

Sprint Burst cannot erase a mistake on the survivor's part, Dead Hard can do so at the press of a button

Sprint Burst cannot outright IGNORE a killer's power, Dead Hard can ignore every single power in the game except for Hillbilly, Bubba, Myers, Ghostface, and Oni and that's only because they can Instadown, if the DH user is already injured then they can ignore all of their powers as well.

Sprint Burst does not force the killer to wait to swing, Dead Hard's mere existence forces the killer to wait to swing even if the survivor the killer is chasing doesn't even have the perk

All of those reasons are why Sprint Burst does not compare to Dead Hard, DH is in a class all it's own,

Watch this video if you need a more in-depth dive into why Dead Hard is a mistake

and if, after all of this and the several hundred other discussions about these two perks, you either think Sprint Burst and Dead Hard are even close to comparable, or that Dead Hard is balanced, then i passive-aggressively leave you this quote from the Emperor of Japan himself, George Takei

"Your intellect is as weak as your dollar. Failure is your destiny. You disrespect yourself and your nation. You are made of stupid."

g'night

Comments

  • Chewy102
    Chewy102 Member Posts: 613

    Im gonna assume you're new to DbD, don't understand some things, or are just straight fooling around saying things like that.

  • Predated
    Predated Member Posts: 2,976


    Yeah, my issue with DH is basically that survivors get to choose when to use it, I personally think if DH was simply an "activate when a hit is detected" perk, it would still be quite annoying, but it would have a ton of counterplay for a lot of killers. It can no longer be used to dash over Trapper's traps. It can no longer be used to close the gap to a pallet, in fact, you can swing early on purpose to trigger the dead hard so they are forced into a dash to the opposite side, so you can block them off from dropping the pallet. Same would be true for windows.

    It would be a very annoying perk to deal with in a lot of scenario's, but it would have some actual counterplay.

    I am of the opinion that SB is currently the most powerful survivor perk in the game in terms of direct effect. I think this change wouldnt really nerf DH in terms of power, it would just nerf it's utility, because DH might not be the strongest, but it definitely has by far the most utility.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    Try going against people who perfectly know how to 99% their sprint burst

  • Holkapolka
    Holkapolka Member Posts: 44

    Hitting someone during the iframes of dh should cause deep wounds.

  • Crowman
    Crowman Member Posts: 9,553

    Because people have just stopped complaining about things once one thing has gotten nerfed.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,071

    people could just stand exactly like 5 meters next to the pallet and the killer would be forced to swing to waste dead hard, than the survivor could put down pallet because the killer has missed cooldown. you'd basically iframe every attack without needing the skill to time dead hard in first place while still being able to utilize it for its distance. Basically it just lowers skill-cap for dead hard while keeping its power-level very similar, if not stronger given that now casual players can use dead hard more effectively rather than using it into walls.

    SB is balanced because in order to use SB like you do with dead hard, you have to sacrifice generator efficiency 99% sprint burst to use it in a chase. The walking constantly/running mindlessly is like the killer getting a free generator defense perk. The alternative of not wasting sprint burst and doing generators efficiently means that sprint burst will always get used at the start of a chase which gives killer more control for whether he/she wishes to take the chase.

  • Predated
    Predated Member Posts: 2,976

    You can bodyblock survivors at that point, you dont become intangible when dead harding, just invincible. Just bodyblock and bam, free down. So, that is your "argument" entirely debunked.

  • Mazoobi
    Mazoobi Member Posts: 1,568

    I've always believed that SB was superior to DH but over time, my opinion has changed. As someone who runs SB a lot, I can say that DH is a lot stronger in most cases. I still think both exhaustions are very high tier.

    DH allows survivors to be greedy and make up their mistakes in a loop. SB? Not so much.

    SB will ONLY help for the first 3 seconds. Once that boost ends, it's now fair game. The survivor can no longer use on-demand distance to reach a pallet or vault. Of course, 99% is a thing, but it's not consistent. Hell, you can sometimes get hit during a SB.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,071

    just change orientation, you'll never really be able to fully bodyblock the dead hard and even if dash isn't perfectly dead on the pallet, you'll still be able to put it down. there's also the fact that since the dead hard would be automatic, survivors could also camp pallets until you swing and dead hard in place. the cooldown of missed swing would be enough to put down the pallet. I just don't see really the difference. you'll still make windows by dead harding in place and put down pallets all the same while just having 100% iframe accuracy like those auto-dead hard cheats that some player reported.

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    There are always gonna be people who complain, but the majority of the killers will throw a party and be happy when DH gets what's coming to it

  • Exxodus21
    Exxodus21 Member Posts: 1,170

    Sprint Burst isn't as busted as DH but it needs some attention too. You shouldn't be able to recover exhaustion while being chased for starters or "99%" it. It should probably have a longer cool down overall, or only recover exhaustion while you're doing nothing more than walking.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Not sure where you get the idea that Sprint Burst has a special exhaustion recovery ability that the other exhaustion perks don’t. It doesn’t. Works the exact same. The user only recovers exhaustion while not running.

    It’s still a one-time use per chase exhaustion perk, outside of an extraordinarily skilled survivor and/or bad killer.

  • cordonrouge
    cordonrouge Member Posts: 155

    you find a survivor on a gen, you get close, they SB away. rinse and repeat.

  • OzzyJolt
    OzzyJolt Member Posts: 25

    When i run exhaustion perks, 90% of the times i use sprint burst(i love it with fixated) and i can agree is not as good as DH, but it's still a strong perk.

    i use it to move from a gen to another or baiting the killer and still it's not so "useful" since i would have taken the same distance if i started to run away some seconds before with no Ex. perks. Forcing the killer to get close to you while repairing a gen is quite annoying and powerful tho.

    99'd sprint burst is hard to use in practice, the only situation i can use it frequently is when the killer camps a survivor and i manage to unhook and sprint away.

    1 week ago i did an experiment with DH. needlessly to say i felt bad for the killers: 75% of the usage i managed to loop them an additional 20s minimum (i'm not bragging about it, just stating what happened) and the killer had to either overcommit to my chase or leave me without a hook and a potential pop,pain resonance,DNS etc. As a killer main, i'm impressed about both the strength of this perk and how many survivors use it poorly. The few times i went down very quickly were the ones i was either in a dead zone or against a nurse/blight since they can bait it out.

  • Zozzy
    Zozzy Member Posts: 4,759

    You can hit people mid SB with range killers.

  • Exxodus21
    Exxodus21 Member Posts: 1,170

    I never said it did. The difference is every other exhaustion perk has an activation requirement. SB works by simply running and can easily be recovered while working on a gen, doing totems, and healing so the need to walk to save SB is basically non-existent.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    That’s the risk of running the perk. It may be unavailable in chase. And all of the other exhaustion perks recover under the same conditions.

  • Chewy102
    Chewy102 Member Posts: 613

    You want examples? It's gonna make this a wall of text, but if you want examples I can give examples.


    Nemesis against Sprint Burst. There is no way in hell Nemesis will have to deal with 3 SBs in each and every chase due to needing infect someone before downing them. SB by nature has a chance to not even be usable at all in a given chase. If you run to a gen, using SB in the process, and the Killer finds you before your exhaustion runs out SB has high odds of doing nothing at all that chase. Could be a natural 99%, or it could be stuck at 20% and useless.

    That makes SB both great in being able for Survivors to start chases in a good way, but at the very same time SB could be on cooldown for any given chase and totally worthless. That level of "reliability" is kinda the reason why most people don't see SB as that good of a perk or can see it as a trap.

    Nemesis also has one hell of an anti loop power. Yes his power needs a 3rd hit to down but you can land that extra hit over top of short walls, over pallets, through windows, or at a little longer range than a Lunge. It's rather often you can whip someone where they don't get a chance to use the damage speed boost either by being caught in a choke point or stuck mid animation. Then once you reach tier 2 Nemesis then becomes THE anti pallet Killer in the game! No other Killer eats pallets or breakable walls like Nemesis. There is no comparison outside of Demogorgon and Blight. For a slower start, you gain very high snowball factor where in mid/late game Nemesis can become unavoidable from added range and the lack of Survivor resources.

    Plus. You don't have to use his power. You just simply punch people and play smart depending on the situation for using your power or M1ing. Like any other Killer in the game except Nurse.

    Then you have Zombies. Zombies don't really do a lot but they do in fact help Nemesis more than people give credit for. Any time a Zombie is near a gen that gen has odds of being untouchable unless a Survivor has a flashlight or can kill it. Both are using Survivor's resources against "worthless" Zombies. All the while Nemesis is also using that same Zombie for information. If Nemesis sees a Zombie with stretched arms, it is chasing someone roughly in the area it is facing. If the Zombie is is looking up in the air, a Survivor did that to it and is likely on a gen/totem in that area. And if a Zombie is doing nothing, then odds are no one is within several meters of it. Map knowledge is extremely important and is often what wins games for knowing where to go or where not to go.

    Zombies also can help around loops or deal damage and get downs. It's rare, but Iv had several games where a Zombie simply did work. Body blocking, downing people, gen pressure, and map information. Zombies do not get the credit they deserve!

    That all makes Nemesis a natural high B tier Killer. Depending on the build or add-ons you can make him A tier easily. Not exactly a Killer that has to worry about Sprint Burst. Not all that many Killers need to worry about SB for that mater anyway.

    Now we moved on to Balanced Landing. BL is EXTREMELY map dependent! There are SEVERAL maps where BL is 100% WORTHLESS. No joke, not hyperbole, BL is 100% worthless on several maps as high ledges do not exist. That instantly makes BL a lower tier Survivor perk due to how rarely it is to get to use the damned thing when you can go who knows how many games in a row where it's impossible to use.

    And when you do get a map that can allow you to use BL. Big deal. You might get a hill to jump off of or the odd main building. But those are often located in off areas where chases don't normally go. Hills for example are often on map edges and can only be climbed in a single direction. That means it's very rare for a chase to lead to a hill at all, unless a gen is right next to it, making earning value out of BL that much more rare. Then you have main buildings. Main buildingss are a pain in the ass to start with without BL. Odds are very few Killers choose to take chases around stronger main buildings unless they know it's worth the effort to do so to the point of giving up on any gens in or around them. BL making those buildings a bit stronger does little overall when those same buildings already do not see chases.

    What exactly is there to deal with against Balanced Landing? The perk is hard as balls to use on it's own right from very few chances to use it. It's a personal pleasant surprise to see a Survivor use BL from how rare it is to get value out of. Im simply amazed people run that perk at times in fact for the reasons listed above!

    And lastly, calling me a baby Killer or doing other personal attacks doesn't exactly help your argument. If you want to know my background I am a Beta/Launch player. I still have my Legacy hammer for Hillbilly and both of my beta invites as proof! May not have 10,000 hours in game but I am an old Killer main who has played through almost Dbd's entire history. If you want proof, I joined these forums in 2019 and offer a photo of my Steam inventory with those Beta invites.


    Figure Id learn a thing here or there over the years and might just know a few things about Killer gameplay.

  • Verconissp
    Verconissp Member Posts: 1,589

    I don't got an issue with Any of the exhaustion perks..

    If i saw a survivor using SB in a actual good play, i'll compliment it,

    The only thing i NEVER respect is Dh, 100%

    if it was like a once every few games, i'd have some respect for it..

    But the fact everyone and their mother Uses this perk i just kinda loss respect,

    just my opinion though =D

  • anarchy753
    anarchy753 Member Posts: 4,212

    One of the big things with Sprint Burst vs Dead Hard is that 4 survivors can't use Sprint Burst optimally at all times.

    The strongest advantage gained with SB is when exhaustion is 99ed and it can be used during a chase to gain a huge distance, and if you have 4 people 99ing exhaustion, they aren't doing gens.

    Outside of 99ing, Sprint Burst gets you to somewhere to loop at the start of the chase, where Dead Hard lets you have your full 2 hit chase and then adds a full third health state and chase. There's just an inherent massive difference in the times that they buy, and Dead Hard is easier to use effectively on top of that.

    If Sprint Burst was so much better than DH, we wouldn't have 4 Dead Hards in every goddamn match.

  • Slowpeach
    Slowpeach Member Posts: 707

    As the video says Dead Hard is used at the end of the chase, Sprint Burst is used at the beginning of one and Lithe and Balanced Landing are situational. If someone speeds off at any point you can make the call right there and then whether you should pursue them or not, you may or may not choose to use time on that chase. With Dead Hard you must commit to the chase and waste all that time only to find out you have to waste even MORE time. Also if they use any other exhaustion perk you also know with 100% certainty they do not have Dead Hard, or at the very least don't have it available which factors into whether they are worth chasing.

    Dead Hard on the other hand can be used whenever the survivor feels like it. This is a big deal and is the number one reason why Dead Hard has a massive advantage over the other exhaustion perks, the player has 100% control when to use it for as long as they are wounded. Granted with baby survivors this is a liability. I personally like Lithe because there is 'some' control when to use it but it's not total control. You may wish to quick vault during a chase but you don't want to use the speed yet. Too bad, you MUST use it. Dead Hard doesn't have this issue. You get your third health state whenever you want it and can extend chases by 20-40 seconds or more depending on how badly designed the map is and the killer is now invested because they don't want you to be able to Dead Hard later.

    The concept of why Dead Hard is disgustingly unfun to go up against and why the other exhaustion perks are not on the same level is so basic that I am amazed some people still don't get it. Maybe it's because as I said, having player agency for baby survivors is actually a liability. Either that or they are desperate not to have their crutches taken away. Kinda wish for a while that Dead Hard causes the survivor to trip and fall over and throw a tantrum on the floor until they decide what to do with it.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,871

    and that is a entirely fair opinion to have, none of the exhaustion perks really cause that much of a issue, Dead Hard is the sole exception due it being fundamentally broken

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 462

    I’ve been experiencing an uptick with this as of recent. Super annoying and boring if more than 1 survivor is doing this because more often than not you can’t afford to waste time chasing someone who has sprint burst unless someone is already on a hook.