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Exhaust perks should have 3 Tokens
Just had a game where a swf all ran sprint burst and just wasted time just holding forward every time they saw me I feel that exhausten perks make the chase way longer then it has to be resulting in gens getting done quicker
If they had tokens I feel like the chases later on would help the killer down faster and be able to pressure gems more
Comments
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Eh, I could see it. I wouldn't be super stoked about such a change, but they'd still be some of the best and strongest perks in the game. It'd kind of be like the Billy nerf: the pain is in the resource management, not the actual nerf. And for a casual game that's a pretty huge deal.
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How many token should it have?
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3 according to OP's title
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Sprint burst is not fine it just waste the killers time for no reason and dead hard isn't brain dead I've seen some godly dead hards
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With a 40 second cooldown, that doesn't seem to fair?
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Yeah, lets put 3 tokens on exhaustion perks! While we're at it lets make DS last only 5 seconds and make it so that unbreakable doesn't let you recover from the dying state!
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What if instead each subsequent time you are afflicted with the exhaustion status from one of your perks its duration increases by 10 seconds? (I specify "one of your perks" so something like Mindbreaker or an exhaustion addon doesn't rack up your timer super easily)
So your first use is 40, then 50, then 60, then 70, so on... this way it's not hard limited but using it a bunch becomes harder the more you use it. It makes sense, the more you exert yourself at once the longer you'll have to recover. And a mostly overlooked perk like Vigil could get some more use
Overall I don't think exhaustion perks are a super massive problem but they are 100% meta, almost everyone uses an exhaustion perk of some sort and I wouldn't mind them getting knocked down a peg. Or make some other perks worth using in their place
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It's pretty braindead to play around Dead Hard as well.
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Is it? How do you play around it when they use it to reach a loop/pallete/vault point?
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Let them Dead Hard, they drop the pallet, turn around and leave to go protect a gen. It's a big brain gamer play.
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That's called "losing the chase."
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I believe it's actually called getting a free pallet and not losing an objective.
But nahh man you right survivors just op, buff killers.
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Yeah, really stick it to them. You know what else I bet they'd hate? If you didn't chase them for another 40 seconds, then they'd have Dead Hard up again, and you've really shown them what for.
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Hell yeah dog, tunnel those pesky op survivors down while 3 gens get done. Easy game easy life.
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I remember when sprint burst had a 20s cooldown and it recharged while in chase.
Sprint burst as it is now is fine as you find they tend to walk around the map wasting time getting to gens.
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I get where you are coming from, but it's only what? 3 seconds? And 40 seconds of exhaustion? I have played against a lot of sprint burst users (in custom and online) and it was the least of my worries. My advice is to continue following them. Once they have used pallets and windows, it comes down to timing. Getting rid of sb won't make survivors less intelligent, it's a useful speed boost against killers that usually walk faster than us. Also, this is one of my first comments without smiley faces and exclamation points, I didn't wanna seem sarcastic so I'll add one now :)!
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I'd personally rather them just get more counter play and downsides to them. There's currently no reason not to always be running an Exhaustion perk unless you don't care about winning. To me that's a sign of poor balancing.
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"Nerf Balanced Landing two years in a row"
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And it’s just as brain dead to wait a second to bait dead hard. Dead hard is not good against a good killer.
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Adding tokens to exhaustion perks is complete bullshit. I play both sides and as a killer, I don't care about exhaustion perks because I can still catch them quick most of the time, or I just leave to apply more pressure around the map. Exhaustion perks already have cool downs, that's like adding tokens to unrelenting, just makes 0 sense.
Oh yeah, let's nerf every other good/decent survivor perk so DS + Unbreakable becomes more meta than before! Yeehaw, we are very smart.
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They should simply adjust the exhaustion time for some exhaustion perks. "Lithe" gets 40 seconds. "Dead Hard" gets 80 seconds.
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As if the game isn't easy enough as it is, lol.
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It’s the most used because it can be used anywhere. And any time you’re injured. Sprint burst is only good at the start of a chase, but even then it’s not that good, unless you 99 it and just keep running around which is 99% of the time useless or not going to work. Balanced landing is very very situational, and especially with the nerf of having the stagger now, the first second of the 3 second speed boost is wasted in the stagger if it’s from a high place. Lithe is really good, and is used almost nearly as much as dead hard. But I don’t use it as much because sometimes I like too loop around a pallet before running off, but if I loop and I vault the pallet, I either have to run away or waste my lithe. If I could choose which vault I can use it on during the vault, it would be soo much better. Dead hard can be used anywhere. That is simply the reason it is the most used. NOT because it’s overpowered or “the best”.
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Exhaustion already has the cooldown timer. If these perks are problematic then make the cooldown longer.
I see no reason to add tokens to these perks.
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What's next? Lightweight op? make survivors spawn in the dying state?
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it has a 40 second cooldown, bait the exhaust out, switch target and relocate the survivor who ran it. Either that or run bloodecho.
If its token based you should be able to re-earn it by unhooks, heals, gens etc
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The chase is just as long as you make it. if the survivor is more experienced or a better player than you, it's going to be longer. It's an online video game, keep that in mind.
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I can see that work only for dead hard. But it would single-handedly kill sprint burst, unless you make it on demand, which would also be undesirable.
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Leaving them at a loop is actively dropping the chase, regardless of whether they drop the pallet or not. You didn't play around Dead Hard; you allowed it to succeed completely at the cost of only a single pallete.
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