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exhaustion perks rework is needed

Elan
Elan Member Posts: 1,716

Sprint burst - now has 3 tokens, once used the perk will deactivate for rest of the trial

Lithe - is activated when unhooked and deactivate once used

Dramaturgy - is activated when unhooked and deactivate once used

Dead hard - now activates once you are one hook from death, lower the endurance window from 0.5s to 0.25s

Background player, Balanced Landing, Smash hit and rest of exh. perks - will start with zero tokens and recieve one token when performing safe unhook

All perks cause exhaustion for 60s, exhaustion will prevent other activated perks from being used and 3 % hindred for remainder of the exhaustion

Comments

  • Shinkiro
    Shinkiro Member Posts: 529

    I think only sprint burst and lithe needing looking at tbh.

  • albertoplus
    albertoplus Member Posts: 510

    Maybe a really hot take here, but i believe at this rate that the game would be more "balanceable" by removing all exhaustion and all gen regression perks.

    Right now they are basically mandatory if you want to compete against a decent killer in case of survivors or a decent survivors in case of the killer.

    And right now if you have a balanced gen time, it will get unbalanced with gen regression perks. And if you balance gen time while having gen regression perks into account, then they become mandatory. The same happens with chase time and exhaustion perks.

    By not having both of those perks maybe it will be a nightmare but i think the game would become at the end far, far easier to balance.

  • Shinkiro
    Shinkiro Member Posts: 529
    edited March 12

    No you're right, gen times are far too volatile to balance around, especially when progression keeps getting better and regression doesnt keep up so it becomes ever more one sided on top of giving survivors the means to be more efficient.

    Fixed gen times can be easier balanced around and adjusted without a ton of perks and items influencing them.

    But this is just gen times alone, the faster survivor can heal, etc, the more they are on gens so they get artificially faster that way too.

  • FoxGhoul
    FoxGhoul Member Posts: 25
    edited March 12

    gen regression perks are not the issue, exhaustion perk and gen speeds speed perks are. When it comes to exhaustion even just making you 5% hindered while you are exhausted would be a good way to try and balance those perks.

  • vol4r
    vol4r Member Posts: 1,020

    So the killers get 10 second pallet stun now to compensate?

  • Elan
    Elan Member Posts: 1,716

    To compensate what? Gen perks must be nerfed so do the exhaustion perks. Killer side is unbalanced due to those reasons.

  • CautionaryMary
    CautionaryMary Member Posts: 919

    Not comparable and a false comparison.

    Gens are objectives, just like the hooking of survivor is the killer's objective.

    Exhaustion perks are not an objective.

    As I said months ago - you want to disrupt exhaustion - exhaustion inflicting perks, add-ons, and mobility killers exist.

    You cannot logically tell me that I cannot use my Sprint Burst, Lithe, Dramaturgy, etc when mobility killers exist and exhaustion perks are utilized to extend chase for gens to be done in the meantime.

    I don't understand when people compare exhaustion perks to gen times. Monitor your gens, stop overextending on chase, re-evaluate your perk build.

    If you are losing to exhaustion perks - you are overcommitting to a chase, not applying enough map pressure as killer, or you are not checking on your gens. I find many killers will often ignore a gen having progress and about to pop due to their own tunnel visioning on a specific survivor and not taking 2 seconds to stop the chase and interrupt the gen itself.