The big problem with the Exhaustion nerf...
... Is that it doesn’t make Sprint Burst any less meta. It’s still a get out of jail free card. It’s still a panic button. It’s still going to launch Survivors half a mile away when used. It’s still going to be constantly available to destroy any chases.
Just because it’ll be harder to use multiple times in a chase now doesn’t mean anything. Most Survivors won’t even NEED to use it more than once.
Dead Hard and the speed boost Perks that aren’t just unfunny memes are suffering way more than SB is even though they’re not nearly as meta. SB is still the most god-tier Survivor Perk. This nerf fixes nothing.
The problem therein doesn’t even lie with Sprint Burst. It lies within the fundamental flawedness of the chases in this game—they’re not even real chases. In a chase, one party is supposed to be pursued by the other. The chaser is supposed to catch the chased, and the chased is supposed to run from the chaser.
Run from them. Not kite them around a shack with a window and a pallet for fifteen years.
That’s what makes SB so strong: It gives Survs a huge boost of speed not to run from the Killer, but to make it to a place where they can be looped for eternity. Jungle gyms. Safe pallets. The Killer shack. Upper-floor vaults. That’s what SB is good for, not for getting away from the Killer.
Forum user @Jack11803 said it very well: It’s way too easy for Survivors to loop Killers and way too hard for them to actually escape/lose the Killer. It’s just next to impossible for the Killer to not only find a Surv, but lose track of them once they’re found. THAT is why SB boost2loops and pallets are so meta: In a match versus sides of equal skill, unless the Killer gives up, the Surv will most likely eventually lose the chase. However, they have far too any tools at their disposal to prevent this from happening for as long as possible.
So, in short, the best way to fix Sprint Burst is to replace stall areas in chases with places that allow for hiding and escaping. This will make chases far shorter and far more fair to any Killer somewhat decent at tracking, while making losing the Killer rather than just stalling not only a possibility, but viable and effective.
Get rid of a lot of open pallets. In compense, take the short walls around them and increase their height. Add a couple more of said walls if need be. Get rid of a lot of the pallets at jungle gyms. In return, make the architecture of the jungle gyms themselves tighter and more complex. Take the Killer shack and just... yeah. Not only will this greatly balance chases, but back to the topic at the start, adding these changes in structure will make SB more demanding in skill while also being not nearly as meta, since boosting over to a pallet won’t be so easy now.
It’ll also aid in fixing tunneling, but, ya know, whatever.
I’m not saying to get rid of stalling and pallets entirely. It does have its place in the game. But right now, that place is far too dominant. Chases should be equal parts skilled stealth and skilled looping, not 99 percent gg ez boosted bois hugging the walls that prop up a far too safe pallet loop.
Tell me what you think below.
Comments
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Again, a 3 second running requirement to activate SB would solve the problem... but nope let's nerf every exhaustion perk! If you nerf every perk equally then wouldn't SB still be the strongest perk? If they're gonna go through with the exhaustion nerf... They should directly nerf SB, like add a condition for it like other exhaustion perks or buff the less used perks like BL.4
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Agreed. It's one of the reasons I hate the base maps. They are so open. Line of sight everywhere for survivors and killers. More of the LOS blockers would be nice, however I think it would be better if the devs just redesigned the base maps.
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@Nickenzie said:
Again, a 3 second running requirement to activate SB would solve the problem... but nope let's nerf every exhaustion perk! If you nerf every perk equally then wouldn't SB still be the strongest perk? If they're gonna go through with the exhaustion nerf... They should directly nerf SB, like add a condition for it like other exhaustion perks or buff the less used perks like BL.^ Pretty much this.
The exhaustion nerf itself is very debatable, while the SB nerf isn't. Not sure why they don't do things in order, once again.2 -
@Mc_Harty said:
Agreed. It's one of the reasons I hate the base maps. They are so open. Line of sight everywhere for survivors and killers. More of the LOS blockers would be nice, however I think it would be better if the devs just redesigned the base maps.Think about it, too. There are some who say that Léry's is the best map for Survs. Why?
Because the entire map is just one big LoS breaker. If all the other maps are too biased on pallets, Léry’s is far too biased on stealth. You’d have to try to get seen by the Killer.
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I don't even see what is so special about SB, it's literally a perk that grants you a couple of distances from the killer. And then minutes later the killer is still right there on your tail. People seem to think you can make some sick MLG plays with Dead Hard, but it's just another short version of SB. I don't see what the whole deal is with the perk. I hardly ever use it anyways. I only use Lithe and Adrenaline. Because two of those perks have some really good positives to them. You can use Lithe to grant you a burst of speed to another pallet or to try and break LOS with the Killer. You can use Adrenaline to heal yourself up when not in a chase or when you're in the middle of a chase. Need i say more?
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@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.
Sprint Burst is the only perk that can be activated whenever you want.
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I completely agree. SB is still a get-out-of-jail free card for bad positioning, it still counters ambush killers too hard, and this nerf punishes perks that aren't anywhere near as meta. I think adding a charge time to it would be a way better nerf than the one the devs are considering.
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@Mc_Harty said:
@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.Sprint Burst is the only perk that can be activated whenever you want.
I stopped taking you seriously when you said that Sb is the best perk in the game.
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@Detective_Jonathan said:
@Mc_Harty said:
@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.Sprint Burst is the only perk that can be activated whenever you want.
I stopped taking you seriously when you said that Sb is the best perk in the game.
He said best exhaustion perk... and he's 100% right.
Works whenever/where ever you want, effortless, and negates so many killers' abilities. Makes Hatchets, Chainsaws, Ambush, and Blinks easy to dodge. Pairs well with D-strike, hook saves, stealthy getaways, hatch and exit gate dives. Easily guarantees a pallet loop. Virtually no counterplay. You can't go wrong with SB. Ever.
If Self-care wasn't in the game, Sprint Burst would easily be the best perk in the game. If I had one slot and had to choose between SB and DS, I'd choose SB.
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@Visionmaker said:
@Detective_Jonathan said:
@Mc_Harty said:
@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.Sprint Burst is the only perk that can be activated whenever you want.
I stopped taking you seriously when you said that Sb is the best perk in the game.
He said best exhaustion perk... and he's 100% right.
Works whenever you want, effortless, and negates so many killers' abilities. Makes Hatchets, Chainsaws, Ambush, and Blinks easy to dodge. Pairs well with D-strike, hook saves, stealthy getaways, hatch and exit gate dives. Easily guarantees a pallet loop. You can't go wrong with SB. Ever.
If Self-care wasn't in the game, Sprint Burst would easily be the best perk in the game. If I had one slot and had to choose between SC and DS, I'd choose SB.
Especially since all you need is SWF to replace DS and SC in the form of bodyblocking/flashlight saves and people healing you, respectively. SWF can’t decently replicate SB for you.
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@No_Mither_No_Problem said:
@Visionmaker said:
@Detective_Jonathan said:
@Mc_Harty said:
@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.Sprint Burst is the only perk that can be activated whenever you want.
I stopped taking you seriously when you said that Sb is the best perk in the game.
He said best exhaustion perk... and he's 100% right.
Works whenever you want, effortless, and negates so many killers' abilities. Makes Hatchets, Chainsaws, Ambush, and Blinks easy to dodge. Pairs well with D-strike, hook saves, stealthy getaways, hatch and exit gate dives. Easily guarantees a pallet loop. You can't go wrong with SB. Ever.
If Self-care wasn't in the game, Sprint Burst would easily be the best perk in the game. If I had one slot and had to choose between SC and DS, I'd choose SB.
Especially since all you need is SWF to replace DS and SC in the form of bodyblocking/flashlight saves and people healing you, respectively. SWF can’t decently replicate SB for you.
Plus, SB makes flashlight/pallet saves and body blocking easier to begin with. It's just THAT good.
I don't like it when people use the term crutch perk, but SB is closer to being one, even more than DS is. DS may be a get-out-of-jail-free card, but SB is a do-almost-everything-better card.
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@Visionmaker said:
@No_Mither_No_Problem said:
@Visionmaker said:
@Detective_Jonathan said:
@Mc_Harty said:
@Detective_Jonathan Sprint Burst is the best exhaustion perk in the game, without a doubt. The other exhaustion perks require a condition to be activated (Dead Hard needs a injury, Lithe only works in a chase, etc.) and might not even get a chance to activate depending on the killer you play against.Sprint Burst is the only perk that can be activated whenever you want.
I stopped taking you seriously when you said that Sb is the best perk in the game.
He said best exhaustion perk... and he's 100% right.
Works whenever you want, effortless, and negates so many killers' abilities. Makes Hatchets, Chainsaws, Ambush, and Blinks easy to dodge. Pairs well with D-strike, hook saves, stealthy getaways, hatch and exit gate dives. Easily guarantees a pallet loop. You can't go wrong with SB. Ever.
If Self-care wasn't in the game, Sprint Burst would easily be the best perk in the game. If I had one slot and had to choose between SC and DS, I'd choose SB.
Especially since all you need is SWF to replace DS and SC in the form of bodyblocking/flashlight saves and people healing you, respectively. SWF can’t decently replicate SB for you.
Plus, SB makes flashlight/pallet saves and body blocking easier to begin with. It's just THAT good.
Exactly.
As a Jake main, it’s a ######### meme. I have a small list of Perks I refuse to use out of respect for Killers. SB is on the top, right next to DS.
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it means survivors now need to risk not having sb when the killer finds them or walk everywhere = slower game
it means a killer can chase them off a gen and walk away, only to come back 20 seconds later and know they will not have it.
it allows counter play and removes the bs moments when you begin a chase without sb and suddenly they get it just as you are about to hit them.
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@snozer said:
it means survivors now need to risk not having sb when the killer finds them or walk everywhere = slower gameit means a killer can chase them off a gen and walk away, only to come back 20 seconds later and know they will not have it.
it allows counter play and removes the bs moments when you begin a chase without sb and suddenly they get it just as you are about to hit them.
Between the fact that most good Survs won’t need SB more than once per chase and won’t immediately go back to a gen with a Killer near it. the cooldown is only 40 seconds and can be shortened with Vigil, and they recover Exhaustion while doing ANYTHING other than running, these arguments are fairly weak.
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