Sprint Burst Rework Idea

Pretty simple suggestion:
Why not have Sprint Burst activate when hit, instead of when survivors start running for the first time?

The biggest reason Sprint Burst is so powerful relative to other exhaustion perks is because it lets survivors get out of bad situations for free without a prior condition and nullifies any efforts a killer put in to ambush the survivor originally. This would attach a condition to activate Sprint Burst, and put it on par with other exhaustion perks as-is.

Something to keep in mind, however, is that this new Sprint Burst would have to be able to stack with the on-hit 2 second sprint burst survivors already get passively. If you let them stack though, there wouldn't be any issues.

This would also change Sprint Burst's identity from a general "get out of jail free" card to a legitimate opportunity to lose the killer once per chase when hit. After all, Sprint Burst + the passive on-hit sprint burst + the killer wiping his blade would grant the survivor an incredible amount of distance to try and lose the killer with.

Comments

  • NMCKE
    NMCKE Member Posts: 8,243
    Beaburd said:

    Pretty simple suggestion:
    Why not have Sprint Burst activate when hit, instead of when survivors start running for the first time?

    The biggest reason Sprint Burst is so powerful relative to other exhaustion perks is because it lets survivors get out of bad situations for free without a prior condition and nullifies any efforts a killer put in to ambush the survivor originally. This would attach a condition to activate Sprint Burst, and put it on par with other exhaustion perks as-is.

    Something to keep in mind, however, is that this new Sprint Burst would have to be able to stack with the on-hit 2 second sprint burst survivors already get passively. If you let them stack though, there wouldn't be any issues.

    This would also change Sprint Burst's identity from a general "get out of jail free" card to a legitimate opportunity to lose the killer once per chase when hit. After all, Sprint Burst + the passive on-hit sprint burst + the killer wiping his blade would grant the survivor an incredible amount of distance to try and lose the killer with.

    @Beaburd Yes, that would be a excellent idea to rework Sprint Burst! Instead of the 2 second passive Sprint Burst you normally get, you'll receive a 5 second Sprint Burst! Great thinking but there's one problem, developers aren't taking that direction but overall I think the developers nerfed version of Sprint Burst and other exhaustion perks is okay! Overall great idea! :)

    See you in the fog!
  • Luigifan64
    Luigifan64 Member Posts: 1,124
    Beaburd said:

    Pretty simple suggestion:
    Why not have Sprint Burst activate when hit, instead of when survivors start running for the first time?

    The biggest reason Sprint Burst is so powerful relative to other exhaustion perks is because it lets survivors get out of bad situations for free without a prior condition and nullifies any efforts a killer put in to ambush the survivor originally. This would attach a condition to activate Sprint Burst, and put it on par with other exhaustion perks as-is.

    Something to keep in mind, however, is that this new Sprint Burst would have to be able to stack with the on-hit 2 second sprint burst survivors already get passively. If you let them stack though, there wouldn't be any issues.

    This would also change Sprint Burst's identity from a general "get out of jail free" card to a legitimate opportunity to lose the killer once per chase when hit. After all, Sprint Burst + the passive on-hit sprint burst + the killer wiping his blade would grant the survivor an incredible amount of distance to try and lose the killer with.

    Great idea, it’s way better than nerfing all the sprint perks when only on is the problem. Exhaustion not recharging when running for all the other perks is too drastic in my opinion and it makes Vigil virtually useless