Are the exhaustion perks nerf really going to make it into the next patch?
Best Answer
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by the way here is something to back up my claim
http://www.twitlonger.com/show/n_1sqjo34
Exhaustion
We have gotten a lot of feedback about the change to Exhaustion to stop it from recovering while running. We had originally talked about a change for Sprint Burst specifically, and came back with something that affects many perks instead, including the perks that usually compete with Sprint Burst for a slot in players' loadouts. It's not a change we take lightly.A lot of the debate I've read revolves around how this change affects Sprint Burst compared to the other exhaustion perks. Initial rumours of an "Activatable Sprint Burst" turned out to be pretty strongly exaggerated (some players may have assumed that just holding shift while standing still would satisfy the running condition. It does not) and personally I believe Sprint Burst is the perk most heavily affected by the change. Since it triggers so easily while playing the game normally, it's by far the most likely of the perks to have exhaustion up when a chase begins. To have it ready when a player needs it, it'll require more attention (and probably more walking!) than the others.
All that being said, we know this is a big change and we'll be looking for feedback about how these perks play once the change goes live. Also, as you pointed out, certain killer add-ons that inflict exhaustion may need to be adjusted in light of the change.
once the change goes live
6
Answers
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Yes they will.
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Dragonredking said:
Yes they will.
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Dragonredking said:
by the way here is something to back up my claim
http://www.twitlonger.com/show/n_1sqjo34
Exhaustion
We have gotten a lot of feedback about the change to Exhaustion to stop it from recovering while running. We had originally talked about a change for Sprint Burst specifically, and came back with something that affects many perks instead, including the perks that usually compete with Sprint Burst for a slot in players' loadouts. It's not a change we take lightly.A lot of the debate I've read revolves around how this change affects Sprint Burst compared to the other exhaustion perks. Initial rumours of an "Activatable Sprint Burst" turned out to be pretty strongly exaggerated (some players may have assumed that just holding shift while standing still would satisfy the running condition. It does not) and personally I believe Sprint Burst is the perk most heavily affected by the change. Since it triggers so easily while playing the game normally, it's by far the most likely of the perks to have exhaustion up when a chase begins. To have it ready when a player needs it, it'll require more attention (and probably more walking!) than the others.
All that being said, we know this is a big change and we'll be looking for feedback about how these perks play once the change goes live. Also, as you pointed out, certain killer add-ons that inflict exhaustion may need to be adjusted in light of the change.
once the change goes live
After reading multiple threads about the nerf of DS, I started to understand how unfair it was to the killer but now messing with exhaustion perks is kind of making survivors more weak than they are suppose to be.
Whats wrong with getting a longer cooldown or something? Do you agree with the change?2 -
You will be fine unless your game involves being a loop master.0
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I mostly agree with the change, I personnaly don't think an exhaustion perk should be able to be used twice in a chase which the change will totaly prevent.
It also prevent SB to be used the same way that it is currently use in high rank AKA start sprinting the second you spawn to a gen, work on it will recharging sprint burst, and if you do get found by the killer sprint burst will eventually activate itself during the chase, drasticly increasing the duration of the chase and that is if you didn't have enought time to fully recover it.
Obviously it isn't perfect, they still need to readjust or change the killer exhaustion addon to prevent them from being too abusive by completly negating sprinting perk
But compared to the overall history of perk change they have done during the game lifetime, I would say it's a fair nerf since it at least it won't render the exhaustion perk uterly useless
And if it make survivor change there meta that as been staling for two year, it's a plus in my book.
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The exhaustion perks are being limited to one use per chase. That is all that's happening here. Once you have ditched the Killer take a sneak break, you can do it. You know adapt like you keep telling us Killers
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I've been runninb Lithe in anticipation of the change and it's really good!
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The exhaustion nerf won't affect most of the players. Only survivors which are used to loop a killer for 3-5 gens.0
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Chases need to be shorter since gens are getting done too fast. All survs could potentially loop for the entire game as they proudly boast all the time and this is too long. This is a step in the right direction so adapt like you tell us all the time. Otherwise its another gen or two to prolong the game to the point of being able to hook the 6 times it takes to kill you under your own rules of hooking and then running to the far end of the map. This would be for a safety pip, mind you.
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Unfortunately this change makes vigil dog #########.0
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@Envees said:
Chases need to be shorter since gens are getting done too fast. All survs could potentially loop for the entire game as they proudly boast all the time and this is too long. This is a step in the right direction so adapt like you tell us all the time. Otherwise its another gen or two to prolong the game to the point of being able to hook the 6 times it takes to kill you under your own rules of hooking and then running to the far end of the map. This would be for a safety pip, mind you.i think they need to rework gens , add more objectives or harder to reapir
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Nope, it won´t be touched. Vigil stays as valid as it is now. He probably complains that it´s useless, since he can´t use it twice in a chase.
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@Tsulan said:
Nope, it won´t be touched. Vigil stays as valid as it is now. He probably complains that it´s useless, since he can´t use it twice in a chase.Vigil was only good because of its exhaustion cool down during a chase. Otherwise its about as good as Streetwise.
Sure it helps, but there are far better perks.
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@Mc_Harty said:
@Tsulan said:
Nope, it won´t be touched. Vigil stays as valid as it is now. He probably complains that it´s useless, since he can´t use it twice in a chase.Vigil was only good because of its exhaustion cool down during a chase. Otherwise its about as good as Streetwise.
Sure it helps, but there are far better perks.
I would prefer Streetwise over Vigil. Some extra seconds on a flashlight, if i would use flashlights. But i use neither.
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@PinkEricka said:
I just think this is getting out of hand.After reading multiple threads about the nerf of DS, I started to understand how unfair it was to the killer but now messing with exhaustion perks is kind of making survivors more weak than they are suppose to be.
Whats wrong with getting a longer cooldown or something? Do you agree with the change?
Yes I mostly agree with the change, I personnaly don't think an exhaustion perk should be able to be used twice in a chase which the change will totaly prevent.
It also prevent SB to be used the same way that it is currently use in high rank AKA start sprinting the second you spawn to a gen, work on it will recharging sprint burst, and if you do get found by the killer sprint burst will eventually activate itself during the chase, drasticly increasing the duration of the chase and that is if you didn't have enought time to fully recover it.Obviously it isn't perfect, they still need to readjust or change the killer exhaustion addon to prevent them from being too abusive by completly negating sprinting perk
But compared to the overall history of perk change they have done during the game lifetime, I would say it's a fair nerf since it at least it won't render the exhaustion perk pointless.
And if it make survivor change there meta it's a plus
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@PinkEricka said:
I just think this is getting out of hand.After reading multiple threads about the nerf of DS, I started to understand how unfair it was to the killer but now messing with exhaustion perks is kind of making survivors more weak than they are suppose to be.
Whats wrong with getting a longer cooldown or something? Do you agree with the change?
Yes I mostly agree with the change, I personnaly don't think an exhaustion perk should be able to be used twice in a chase which the change will totaly prevent.
It also prevent SB to be used the same way that it is currently use in high rank AKA start sprinting the second you spawn to a gen, work on it will recharging sprint burst, and if you do get found by the killer sprint burst will eventually activate itself during the chase, drasticly increasing the duration of the chase and that is if you didn't have enought time to fully recover it.Obviously it isn't perfect, they still need to readjust or change the killer exhaustion addon to prevent them from being too abusive by completly negating sprinting perk
But compared to the overall history of perk change they have done during the game lifetime, I would say it's a fair nerf since it at least it won't render the exhaustion perk pointless.
And if it make survivor change there meta it's a plus
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