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Smash Hit Synergie Buff

The_Daydreamer
The_Daydreamer Member Posts: 744
edited December 2023 in Feedback and Suggestions

Smash Hit already received some buffs towards his cooldown and the duration. The duration only meaning that you will have the same duration like others since 4 seconds minus 1 for the pallet animation is basically the same 3 seconds like other exhaustion perk have.

The only issue I see with Smash hit is how hard it is to use. Getting the pallet stun is only possible IF the killer allows it + certain killers like Nurse are never gonna receive a pallet stun.

My idea is to open more synergies = Allow Smash Hit to proc by other means like with Blast Mine or Decisive Strike. That way you have more creative ways to receive the Buff and it does not render this perk useless or too strong.

Post edited by The_Daydreamer on

Comments

  • TheRealConsent
    TheRealConsent Member Posts: 248

    Too strong for Decisive. Its going to lead to a FTP + Buckle Up type of meta, where the unhooked person will bodyblock with Off The Record, twice.

    And when they finally go down, the Killer is in a lose-lose situation. If you wait, they have Unbreakable. If you pick up, you get slammed by DS, which is normally not too bad, but plus all that distance? No thanks. Im already annoyed by people who OBVIOUSLY have DS, and just try to make you tunnel. You know what i do to them? Literally just tunnel, since they only have DS once. Ask for it, and you'll get it.

  • bjorksnas
    bjorksnas Member Posts: 5,616
    edited December 2023

    Nope, the perk is risk reward better opportune speed boost with a shorter cooldown is the trade off that makes it what it is, this is just removing the trade offs of the perk which try to balance out its very strong active effect, a 4s speed boost and 20s exhaustion is very strong, and if you got it after being dropped by ds its easily 20m of distance on a killer even 1 interaction like this would be too strong and what would give you the effects don't even match up well with its effect in your examples, a killer stunned across the map by blast mine is a speed burst doesn't seem right.

  • The_Daydreamer
    The_Daydreamer Member Posts: 744

    All the things you just said have lowkey nothing to do with Smash Hit. Besides DS only has a 3 Second Stun and one second of it is eaten by the animation. DS is already weak so I don't see the issue here.

    Its not High Risk, High Reward. Its litteraly a "No use" perk as soon as the killer sees that you have it or sometimes it will not happen due to them respecting pallets anyway. You did not read my post fully, because 4s Sprint Boost is not a straight up 4 second distance maker. At least one second is lost due to the animation. And 20s Exhaustion does nothing if you never proc it.

    About my example, most people use Blast Mine when they know a killer is coming or defending that. And lets be real, you don't have to combine them - its still just an example that would help. And I am gonna be honest: If Smash Hit would receive a buff like this we can put the exhaustion back to 40s, I dont mind it as long as this perk has more usage. Right now it's the worst exhaustion perk with a pick rate of 1.24%.

  • bjorksnas
    bjorksnas Member Posts: 5,616

    the 4s speed burst would be other things activating it and 1.24% is decent enough pick rate for a perk

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    I disagree. I wouldn’t want it to work with Blast Mine as a survivor since that’s usually outside of chase (so you’d kinda be wasting your exhaustion) and it wouldn’t work with Head On since that makes you exhausted. This means the only real use for this buff would be running it with DS which I think doesn’t deserve it as long as it can still be used aggressively/to get in the killer’s way while not being tunneled. We know DS changes are coming next year and don’t know what that will look like, and the devs already removed Enduring affecting DS in the past so they wouldn’t have to balance it around that. I don’t think this is any different. DS should be balanced to be good for anti-tunnel on its own, not only when combined with another perk.

  • The_Daydreamer
    The_Daydreamer Member Posts: 744

    About that you are right. In that regard, like I said, I have no issue with reducing it or giving it specific conditions like Pallets 4 Sec, everything else 2 sec. And yes while 1.24% is not terrible, it's still not decent. Giving this perk some more uses would really help it.

  • jonifire
    jonifire Member Posts: 1,437

    It would be funny with head on

  • The_Daydreamer
    The_Daydreamer Member Posts: 744

    I mean I kinda get it what you mean about Blast Mine. About DS I still dont see the issue here since its lowkey bad af.

    Maybe stuns are not the way to go but I do think that it needs some changes to be viable. Of course nothing like Made For This but something like Balance Landing interms of balancing.

  • adaw0ng
    adaw0ng Member Posts: 715

    I’d love this! Smash Hit would be a lovely until tunnel perk then when working with DS, and would make it more reliable against all killers in general. Would also work with Flashlight/bang saves since they class as a stun I believe, right?

  • The_Daydreamer
    The_Daydreamer Member Posts: 744

    Flashlight / Bangs do not count as Stuns though. Only Blastmine stuns the killer while blinding him.

  • adaw0ng
    adaw0ng Member Posts: 715

    Anti tunnel perks are supposed to be strong to discourage tunneling and punish killers for doing so, that was the whole point of DS being as strong as it used to be before its last nerf. The whole idea of the chance of survivors having it would make killers not risk tunneling in most situations and would respect it just in case. DS + Smash hit would be 10 times more fair than FTP + Buckle up (which isn’t fair at all). You could see killers respecting DS just out of fear the way survivors respect Pain res + DMS and get off the gens just in case before someone is hooked, or even Bloodwarden… Just in case, it’s good to respect scary perks, and these are not unfair perks the same way DS + Smash hit would not be unfair.

  • adaw0ng
    adaw0ng Member Posts: 715

    Really? I’ve gotten “stun the killer” archives by flashlight saving team mates I’d say, unless I remember wrong.

  • The_Daydreamer
    The_Daydreamer Member Posts: 744
    edited December 2023

    You are right - I am sorry. I did not read the saves. But yeah, Saves in any form do count as a stun too!

  • adaw0ng
    adaw0ng Member Posts: 715

    That’s what I thought! Regardless, yes, Smash Hit should work with any kind of stun (not Head on of course, and this would be impossible anyway since Head on is an exhaustion perk on its own and it would not stack). I believe this would make a lot more people considerate adding Smash Hit to their favorite builds and would help to create more variety with new fun combinations of perks.

    Also for those who say “omg it’s 4 seconds speed boost” remember the stun animation takes like 1 second so in reality it’s still 3 seconds of speed just like all perks of the same category but Background Player.