Overcome
I tried the perk Overcome a little and with the recent changes to killers have reduced recovery and reduced after hit sprint for survivors this perk suffers much more then other exhaustion perks who CAN be used to avoid the hit in the first place. I do think a longer sprint would be justified atleast by the amount that was nerfed by the patch.
BUT most importantly please make this perk activate on unhook!!! Overcome is one of the worst exhaustion perks and completly unusable when most needed! Being unhooked is for sure very painfull and this pain needs to be OVERCOME-d.
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funnily enough against some killers or while being exposed this perk unlike all other exhaustion perks might never even activate.
Hillbilly's chainsaw? wont work
Nurse with Starstruck? wont work
Plague injures you with infection? wont work
Legion stabs you with Feral Frenzy? it ll work but it s completely useless
any killer with Noed? wont work
i d rather use head on or smash hit, 2 other situational exhaustion perks because unlike overcome they are only confitional but not counterable.
A killer cant just make a pallet stun not activate smash hit and only dredge can decide that your head on wont stun them.
Overcome is countered by being injured, by some killers' powers and by literally all perks that give exposed.
Please buff the perk, thank you
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Head on, smash hit and dead hard are still worse perks. By far.
Smash hit is actually completely counterable by some killer who don't care about pallets.
Head on is a weird perk that isn't an actual exhaustion perk but do give exhaustion. Exhaustion perks are designed to extend chases, except for this one. It's weakness, to me, is how difficult it is to actually use vs how incredibly short the stun is. It's a high risk low reward perk that prevents from using actual exhaustion perks. Head on would be great if it had a unique cooldown without causing exhaustion.
And dead Hard... RIP in peace.
But really, Overcome's effect is actually even better after this patch, the 2 additional seconds are needed more than ever.
Its only problem is how it doesn't work after being unhooked. Honestly, it should work when taking a hit that puts in deep wound, making it a great combo with off the record.
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Yes but it's the easiest exhaustion perk to use, it pairs well with lightweight, lucky break or healing builds, and I think it activates if you get hit withh off the record ? (not sure)
2.5 or 3 seconds duration could be fun tho
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ok nvm I checked the wiki they changed it, they should revert old overcome when it could be activated if you're injured but under effect of endurance
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Lithe and Sprint Burst are both better but that is not something anyone isnt thinking.
Balanced Landing is better when it works and if you play around it or on certain maps it s actually better than the other 2.
Adrenaline doesnt count since it works different than all other perks.
Dead Hard can be used now to reach pallets and safely drop them if the killer is too close. It can also be used in other scenarios and it gives huge value as a 3rd health state. Basically when it work it is as good as overcome (2x the speed boost when getting hit = overcome) but you have more control of when to activate it + it works while injured. It is kind of inconsistent but it works when unhooked. It requires some skill to pull of.
Head On is not really a standart exhaustion perk. Funnily enough you can run Head On with any other exhaustion perk except Sprint Burst in order to gain value from it. Sure it is debatable if this perk is better than overcome, but at the very least this perk is insane in a team setting like swf and can be used to get easy safes or to buy someone some time.
Smash Hit, depends on how good you re with hitting pallet stuns. Sure it wont work against Nurse most likely but it at least isnt directly countered by some killers' powers. Maybe Huntress counters it too but that is 2 killers out of 28.
Overcome gives less boost than the other perks or as much as Dead Hard when it works. Overcome is countered by any perk that puts exposed onto you. Overcome is countered by any killer power that can oneshot you. Overcome is countered when you are injured without having endurance. Overcome is useless against certain killers like Plague and Legion. Overcome will be triggered when the killer hits you, not when you want to activate it (hit and run playstyle makes it worthless, it activates when bodyblocking which you dont always want).
I am not saying it is useless, it still has its uses. But a perk that needs support with endurance perks, that just has a chance to never activate against some killers or perks, that gives less or the same value as other perks and that is out of your control when it activates is kind of not that good imo. You can argue that it is better than Head On but imo they fill different niches and arent really comparable.
a good buff would be that when you get hit you can press E while having the speed boost and you can decide if you actually want to use it. Maybe extend the duration a bit. Maybe make it work on ALL hits, so if you get hit once, get endurance and hit again it works twice. It would still give you exhaustion so you cant use other exhaustion perks with it but it itself would not be affected by it.
Imo it s a training wheel perk or a brainless perk (not a bad thing). it just works and does its thing but did you really need the boost to reach the next pallet or could you just not have been where you were in order to avoid this situation?
i dunno, seems kinda underwhelming to me
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Overall, I'm not trying to argue that it is an amazing exhaustion perk. However, I think it's easily the third or 4th best exhaustion perk in the game (Sprint Burst and Lithe being obviously better, Balanced landing being more situational but quite strong on many maps.
I think you don't understad how Dead hard is now the worst exhaustion perk in the game, way behing head on and smash hit. I also tried to give it a chance and see how it went on live but... it's awful. It can not be used for distance anymore, it can not be used for reaching pallets, 0.5 seconds will rarely be enough to make any difference, that's basically a perk slot for the off chance that you're in the 1% of games where 0.5 seconds will make the difference between reaching a pallet and not. it also doesn't even work on being unhooken now and can't be used after being hit. It starts working 5/15/80 secons after being unhooked depending if your saver plays borrowed or if you play Off the Record.
As for Smash hit, it doesn't work on half the killers. Not just Nurse. Just to tell a few, Trickster, dredge, Doctor, spirit, plague, Freddy depending on add-ons.
Also really, you will almost never stun a good killer. It's easy to bait the pallet, and if the survivor waits too long, it creates a scenario where the killer is likely to hit.
Yes, mathematically, the speed boost is shorter for overcome than other speed boosts, 2 seconds vs 3. BUT overcome buffs a 1.8s speed boost to 3.8 seconds. It comes at a very convenient time and can be enough to make a huge difference.
However, what makes Overcome now a good perk isn't all of this. It's the fact that Lucky break is now a really good perk, and the very powerful Overcome/lucky break combination is even stronger now. When you get hit, it very unlikely that the killer finds you and that is huge. It can't be done as effectively with any other combination.
It not working against Myers/Ghost face and a few perks makes it definitely more situational, but if right now they made a change that it somehow worked on endurance hits, I tell you that lucky break Overcome OTR would be the new meta.
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If you want a speed boost after an unhook, use sprint burst
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