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How Would You Change Smash Hit?

Spirit_IsTheBest
Spirit_IsTheBest Member Posts: 1,163
edited November 2022 in Feedback and Suggestions

I personally think it should now activate from more than just stunning the killer with pallets, it could maybe activate from perks that don't inflict exhaustion like Decisive Strike or flashlight saving somebody, then you would just get a good amount of distance. I can see it being very strong this way.

A nerf in return if it ever got changed into something like this is to have its speed boost reduced to 3 seconds or so. And obviously it will keep its exhaustion status so it can't be used with perks like Head On.

Might be too strong but I personally think it would be a cool change for the perk, what are your ideas?

Comments

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I think its fine as is. Its a decent perk give you distance. Maybe increase the stun time to 5 seconds but other than that nothing else

  • Wampirita
    Wampirita Member Posts: 809

    It should be made to work with any stun in the first place. The higher in mmr you go, the less of a chance for pallet stun you get

  • Marik1987
    Marik1987 Member Posts: 1,700

    Stun-Time should increase OR u get a longer Boost to shift+W.

    Its much harder to get in comparison to SB or Lithe, so the reward should be higher too.

  • Gandor
    Gandor Member Posts: 4,384

    The problem with this perk is it's low reward (compared to it's competition - other exhaustion perks). On paper it already has longer sprint then other exhaustions. The illogical thing devs did is, that it's applied at the start of stun instead after the pallet throwing animation ends (so you are locked in it for whole second where there is 0% chance to actually run). Making it look like the perk is better for sprinting then other exhaustions when in fact it's the same (but it has worst possible initiation condition from all the other perks).

    A super easy solution to this one is to actually make it longer sprint duration or alternatively add additional stun duration.

    The alternative someone mentioned in previous thread is to add secondary effect to the perk by extending the range of pallet stunning area (making it easier to actually stun the killer with it). This sounds like a fun interaction so I like this one best.

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  • fake
    fake Member Posts: 3,250

    Great idea to make it work in any stan.



    BTW, I remember what the developers did to Enduring a long time ago. Haha.

  • MrMori
    MrMori Member Posts: 1,949

    I've thought about this and I have a pretty interesting idea.

    +50% vault speed for 3 seconds after a successful smash hit stun.

    This would let you vault through the pallet super fast if you are stuck in a deadzone, and would be a pretty cool niche for this perk. You'd definitely see it in a few "vault speed builds" with resilience.

  • Gandor
    Gandor Member Posts: 4,384

    what would be the benefit? Having shorter distance from killer AND wasting part of your sprint burst? why?

  • HagAdamMain
    HagAdamMain Member Posts: 43

    Make it work with any stun, it would pair quite well with the badly nerfed Decisive Strike

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited November 2022

    I would change Smash Hit to not be an Exhaustion perk, but to instead just be a 5-10% Haste for 1.5-2.5 seconds after a stun of any kind. Kind of like Ghostface's Drop-Leg Knife Sheaf but as a perk for survivor. Plus it would reward survivors for playing unsafe pallets properly.

  • Emeal
    Emeal Member Posts: 6,865

    this isnt a bad idea, we are all about Perk Synergy, right?

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    If I were to rework this perk to be more useful and practical, beside just attempting to get a pallet stun; it would work on any stun; except for Head On. If you flashlights save, you can a speed boost; if you stun the killer with a pallet, you get slightly longer speed boost by 5 seconds, if you stun them with DS or blast mine, you get a speed boost.

    Yeah, it would be tricky against certain killers whom respect or do not care about pallets like Plague or nurse or any Chainsaw killer; but it would be well worth it if you can stun them somehow and get a limited speed boost to get away. It would be far rewarding to pallet stun a Bubba with spirit Fury and endurance build and still be to get away with my new improved Smash Hit.

  • How would I personally fix it? It activates on ANY pallet drop (doesn't need to stun), and the speedboost is reduced to 2 seconds. It becomes a more versatile version of Lithe that's also weaker. It lets you get value out of completely unsafe pallets without NEEDING a stun (by getting a speedboost, same way Lithe can let you get value out of unsafe windows), but also is on equal footing with Lithe, as pallets are typically easier to find than windows.

  • Gandor
    Gandor Member Posts: 4,384

    terrible idea. Especially with reduced time. I mean BL and lithe and sprint are all 3s (and don't eat 1s from animation). We are talking about buffing the perk so that it is used sometimes - not nerf it even further

  • I don't know why you assume the 2s starts when you drop the pallet. Not like the Haste starts when you start vaulting the window on Lithe. It's as simple as having the Haste start immediately when you finish the pallet drop animation.

  • Gandor
    Gandor Member Posts: 4,384

    that's not the case with current smash hit. Smash hit activates at the start of animation - so you have effectively ~3s of sprint instead of 4s

  • Yes, but current Smash Hit is reliant on stunning the killer, which happens mid-animation. It's as simple as changing the start frame to the end of the animation.

  • Gandor
    Gandor Member Posts: 4,384
    edited November 2022

    Ok. So you added 1s so that description is more accurate but still removed flat 2s (so overall -1s) in exchange for easier way to initiate the perk. Why do do you think the perk would become more competitive exhaustion perk with your change? Why would anyone ever (because of which situations) pick your smash hit over lithe or balanced landing?

  • Balanced is contingent on finding a hill/elevation, Lithe is contingent on finding a window. Even the unsafest pallet can be made safe by a speed boost on drop, and pallets are very easy to find.

  • Gandor
    Gandor Member Posts: 4,384

    on the game that is true. On most of other maps windows are better bet. Windows will not disappear. And windows would still give you 1s longer sprint which is a huge deal. BL also makes you not staggered AND has longer sprint burst so again the effect is stronger.

    So I have to repeat myself. For what reason would anyone ever select your version of smash hit over other exhaustion perks? Because I can't find a single playstyle/reason to actually see that. The only thing I see is you created even worse smash hit then we currently have (because even trash pallet can save you in some rare instances when you are able to stun killer with it - so throwing them down (and slowing yourself with it) for 2s speed boost still seems like a bad idea to me - especially if it prevents usage of lithe/sprint burst/balanced)

  • Gandor
    Gandor Member Posts: 4,384

    No you didn't. Like do you mean that someone would prefer your version of smash hit, because some people can't find windows or hills, but are able to waste pallets (and are encouraged to do that even to best pallets)? I highly doubt you will find such a bad survivors after first 50hrs of playtime

  • I would rock my version of Smash Hit (assuming it's a full 2 seconds of sprint, and not 2 seconds minus animation time) over a lot of exhaustion perks. I've been in plenty of situations on plenty of maps where a vault is risky, and I'm not in the mood to babysit Sprint Burst. DH is contingent on the killer making a mistake to get any value out of (or specific setups) and requires you to be injured, Overcome requires you to take a hit, and Head On is for memes. Having an on-demand exhaustion perk that activates specifically when you drop a pallet (which is typically when a killer will already be at a disadvantage in terms of catching up) lets you create so much distance.

  • Yoshirama
    Yoshirama Member Posts: 531

    It should work why any kind of stun and give you more distance, especially with the new perk hubris, which is gonna make stun the killer more risky

  • Gandor
    Gandor Member Posts: 4,384

    for me add 1 extra meter of active area where dropping pallet is a stun as secondary thing to the perk (working same as balance landing - meaning it does not work if you are already exhausted). At minimum this will create competition to headon in all the stun killer X times challenges.

  • Remedicist
    Remedicist Member Posts: 1,096

    Fitting in with the theme and name of the perk, I think it should activate anytime a survivor stuns the killer in any way as long as the survivor that is stunning the killer has the perk equipped and is not already exhausted.