http://dbd.game/killswitch
How does the "buff" address Smash Hit's weakness?
As we all know, Smash Hit is one of the more unpopular exhaustion perks. This is a perk that relies on finite resources and you are not in complete control for when it triggers, because it depends on the killer's playstyle as well, making it a perk that has to be earned and in comparison there are way more useful and less taxing exhaustion perks out there.
It also becomes significantly weaker as the game goes on and pallets are dropped either by you or your teammates and the killer breaks them.
What is the plan for its exhaustion being down to 20s (aside from maybe experimenting for future and pre-existing exhaustion perks having a reduced timer).
What combos am I missing here?
Comments
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It doesnt. They know that Smash Hit is bad but they cannot really fix it when it requires a Pallet Stun to be active. So they reduced the Exhaustion-Time. This does not change the fact that Killers can just respect Pallets or that some Killers are less likely to get stunned to begin with, making Smash Hit even weaker against those.
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They could start with making it work with all stuns perhaps? there's not even that many. Flashlight blind when killer carries survivor and Blastmine. What other stun am I missing?
Imagine if Smash Hit made pallets untargetable for 5 seconds and the killer just had to chase you. It might actually be useful. Or maybe make the stun last longer? (reverse Enduring).
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Please devs, make it work on all stuns so I can pair it with Head On.
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Smash Hit made me scratch my head ever since it was released, just like any other of Yun-Jins Perks (honestly love the girl but what the hell are these perks...).
It's already hard enough to get this perk working at all since most killers these days just plain up respect pallets, unless they are like REALLY h*rny for you. And even IF you hit them with a pallet, in 99% they won't let you go anyways afterwards because they get pissed easily so what's that exhaustion time going to change? And all that on top of the fact that pallets can be destroyed until the perk is dead because there simply aren't any left.
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it also is an exhaustion perk, but if its conditions matched with hubris, i wouldn't mind (ds, fl saves, blast mine etc.)
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It shouldn't be an exhaustion perk and shouldn't have a cooldown, that kills it.
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they should remove the stun requirement, just drop the pallet and gain the speed
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They should stop trying to make Smash Hit a thing. It’s a bad perk, and these little ‘buffs’ don’t help it.
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Think the idea behind the perk is to make smash hit a chase ender and then have it come back quicky. So you run smash hit+ Parental Guidance to have pallet stuns end the chase and you can reset your exhaustion fast in the event you get into another chase shortly after.
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The only buff I can think to make Smash Hit viable is giving Survs endurance while dropping pallets. If this endurance procs (not say BT/OTR existing Endurance) you get exhausted and the remaining injury speed boost, not the 4s stun speed boost. This would also help laggy matches where the Killer seems to always hit you through pallets, as at least you get endurance and can keep you looping. This would also help against instadown Killers hitting through pallets as well since you can benefit from endurance while healthy, unlike MoM.
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