http://dbd.game/killswitch
The most obvious Exhaustion Perk that doesn't exist
An exhaustion perk that gives a straight up stat boost and doesn't need to be activated in exchange for causing permanent exhaustion. Here are some ideas for perks that follow this model.
Hypervigilant
Gain a permanent 5% Haste status.
Causes permanent exhausted status effect. Using multiple exhaustion perks will deactivate the perk.
"Always tired, but never asleep. Story of my life"
Drop Dead
Vault and Pallet Dropping action speeds are increased by 10%.
Causes permanent exhausted status effect. Using multiple exhaustion perks will deactivate the perk.
"I'm so tired I could drop dead. But where's the fun in that?"
Emotional Overload
Healing and Unhooking action speeds are increased by 100%.
Causes permanent exhausted status effect. Using multiple exhaustion perks will deactivate the perk.
"Here we go again. Another 12 hour night shift."
Comments
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Suggestions like these always get tossed out the window from the rest of the community because of the numbers people use. Just use XX% when suggesting a perk because numbers like 5% haste will make others think you have no clue on just how important movement in this game is. Same with healing, I would go for something like 33/44/55 because healing perks stack so well together already.
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The idea of getting a permanent stat increase at cost of not using any exhaustion perks is pretty neat. But 2 out of your 3 suggestions are incredibly overpowered.
An extra 5% movement speed is huge. Not only would it absolutely translate to several extra loops during a chase if the survivor knows what they're doing, but it would be a nightmare for 110% speed killers.
And you forgot to add the "survivor healing" requirement for "Emotional Overload". Without it, Self Care allows you to heal yourself at normal survivor healing speed, ignoring how absurdly powerful the 100% extra healing speed is already.
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They don't exist because balancing passive stat boosts that justifies exhaustion without becoming completely overpowered is a very difficult prospect and... Well, to put it nicely I don't think the Devs want to spend time on it.
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These are a. It overpowered. The numbers either need to be lower, or they cannot stack with any other perk that grants similar bonuses. Just whichever is higher.
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I like your ideas, number would need a bit of tweaking, specially that 5% haste, but I like the idea behind it.
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My numbers actually make sense when you realize the perks are competing for the ONE exhaustion perk slot.
The numbers have to be higher than comparable perks because those are competing for the other THREE generalist slots.
They're broken, but are they as broken as the perks like Sprint Burst and Dead Hard that you'd have to give up? That's the real question because the Devs have really struggled to introduce anything strong enough to compete with them and I feel like my ideas could finally do that. The only exhaustion perk added to DBD after 2017 as been Head On, so I feel like the Devs have hit a roadblock
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The 5% haste would probably matter the least to 110 Killers. All 110% Killers have really strong powers to help them in chase.
If you're regularly trying to traditionally loop with a 110% Killer, you probably shouldn't be playing that Killer at all because you don't understand their power well enough. Good Spirit, Hag, Deathslinger and Huntress players pretty much only have to break god pallets that would be unwinnable with a 115% Killer anyway.
The 5% haste would mainly be useful for getting extra loops and baiting swings on 115% Killers like Legion, Wraith, Ghost Face, Freddy etc. And even then it would probably still be less game changing than a well-timed Dead Hard could be.
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Imagine wglf and emotional overload with botany and that one felix perk.
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Heres a probably closer to balanced version of these
Grants 50% healing speed bonus and 50% more if the person you are healing is exhausted
Grants 15% vault speed and pallet drop speed doesn't stack
Grants 5% action speed bonus (except vault speed)
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50% heal speed is too comparable to non-exhaustion perks; it feels weak. I feel like it wouldn't temp many people. Desperate Measures, We're Gonna Live Forever and We'll Make It can already exceed 50% healing bonuses.
The vault speed one makes sense. Stacking vault speeds could get ridiculous.
The action speed one feels extremely weak and hard to balance to me because Spine Chill and Resilience exist and could stack. Resilience with a med-kit so you can 99 the heal to keep a semi-permanent 9% action speed bonus seems much better especially in chase since it effects vaults. And its not even an exhaustion perk.
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It's strong. That's the point. But I think perma-5% haste isn't broken
Dead Harding a Deathslinger shot, Hag teleport lunge or Huntress hatchet is probably even better. And Sprint Burst against those Killers might make even more distance especially if you're at a dead zone gen that's high risk.
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all of them still leave you permanently exhausted, don't work with each other, and vault speed bonuses don't stack
+ the healing one guaranteed gives 100% personal healing speed because you are exhausted so a medkit or self care make a devastating combo
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These perks are insanely broken. Some of these perks are already in the game or were in the game long ago. "Emotional Overlord" was a perk in the past. Its called We'll make it. If you played at the start of the game, We'll make it used to affect ALL healing actions by 100% and it stacked up to 300% for every unhook within 90 second window. It was so hilarious because you could self-care faster than a killer could hit you/vault a window.
Drop dead vaulting speed is compromised of 2 perks. Resilience+Spine chill. I believe developers at point suggests that one day they might change pallets to immediately stun the killer as soon as the button is pressed instead of after animation of the pallet but in the end, they never did that change. I could see this being a survivor perk one day that would 100% prevent survivors ever getting latency hit through a pallet but pallet dropping speed isn't really a statistic.
Exhaustion perks are meant to be burst impact chase oriented perks and before idea of exhaustion even existed, it used to be just a cooldown similar to perks like Quick&Quiet. There a point in time where you could 2 separate exhaustion perks like Sprint burst and Balance landing and each of these perk had their individual cooldown. they only added exhaustion so that when they invented Dead hard, people wouldn't be running multiple exhaustion perks to get multiple chase extension perks which were once rechargeable while in a chase and later weakened to be paused while sprinting.
They actually tried to have passive ability within exhaustion perks. Balance landing used give permanent 75% stagger reduction to falling. Guess what? This perk single handy created infinities in loops with elevation looping until the effect eventually got neutered.
Generally speaking, If they ever implement powerful effects such as these like permanently zero drawback Haste, they'd put in a survivor item/add-on. Historically though, these type of add-on get looked down upon such as Old instant heals or Old instant blind flashlights. Some old stuff remains like full team of stacked new Brand new parts or current keys still exists in the game though those things only reach optimal strength in swf anyway. Who knows though, Blood pact has permanently haste and soon clown will give free haste and retain his godly clown status.
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The numbers you put in here make it seem like you have no idea what you are talking about my guy. 5% haste is such a big deal it might as well be like an entire extra hook state.
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Holding W in a chase is already super powerful and in some situations is arguably more of a time-waster for the killer than playing a pallet badly. Giving survivors another whopping 5% movement speed would make holding W on some maps absolutely overwhelming for killers without a dash, and would make some loops into pseudo-infinites or at least ridiculously more valuable on their own, never mind chained. Absolutely not.
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I run Blood Pact all the time, which gives 7% haste. It's strong but at the end of the day it doesn't fundamentally change a loop if it's weak its still weak and if its strong its still strong.
Haste's main benefit is running early because it can delay a chase from starting (helps delay bloodlust and window blocking). It's very good on large maps and stupid maps like Midwhich
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That's because it is limited and can't be used all the time. The perk you listed has no downside other than you can't stack exhaustion perks on top of it. A perma 5% haste is busted, how come you think Killers haven't gotten a haste perk in years? And the fact the only one they do have is either at the very end of the game (noed) or you lose that haste as soon as you swing, hit or miss.
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I agree with that.
Also beeing exhausted as a downside is nothing bad at all, it makes me feel like people really rely on these perks. I haven't been using exhaustion perks for years (except for adrenaline for my endgame build). Also I usually run random builds and i don't do bad in chases.
But 100% increased healing, 5% haste and 10% vaulting (that can be stacked with other vaulting speed perks btw) is nothing near balanced with exhaustion as downside imo.
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People absolutely do rely on exhaustion perks to much, I honestly think they are way to strong as is (DH most of all.) If there was another downside to exhaustion then sure, but the only thing that debuff does is prevent said perks from activating, it has no in game downside other than preventing perk abuse.
I will say the vaulting one seems fair though, just the other two could be busted (the haste one most of all.)
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Sounds like that completely defeats the purpose of Exhaustion perks.
Also perma 5% Haste is broken as heck.
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Movement speed is very strong and shouldn't be given easilly
That 5% doesn't seem like much but it matters a ton
10 meters of distance against a 115% killer takes the killer 16-17 seconds to catch up
With the 5% ms boost it takes 25 seconds.
That's 50% longer
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How do you speed up pallet drop action by 10%? :D
0*0.9 = 0
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The Movement-Speed Perk would be way too strong. You would basically turn 4,6m/s-Killers into 4,4m/s-Killer. This would be like playing against a Huntress without the ability to throw Hatchets. If you have something like Hope in the Endgame, you would be uncatchable for 2 minutes, until Bloodlust kicks in.
There is a reason why Perks that affect Movement Speed are made quite weak (and why Bloodlust is a flawed mechanic these days). Those Perks have restrictions to make the Movement Speed hard to get, because the whole game is balanced around 4,0m/s for Survivors and 4,4/4,6m/s for Killers.
Drop Dead would be a Perk which will probably not be used, you can have Spine Chill/Resilience which both provide vaulting Speed AND have other effects (even tho you have to be injured for Resilience), nobody would add another Vault-Perk into this Kit, this would just be "win more". And I doubt anyone would give up the action speed increase of resilience for 1% more Vault Speed or the Stealth-Counter of Spine Chill against 4% more Vault Speed (and the loss of Action Speed when the Killer is looking at you).
The last Perk will probably be too strong as well. We Will Make It does something similar and has a restriction, Botany Knowledge does the same (except for Unhook-Speed which most of the time will not matter), and only grants a third of healing. Twisted on this one, but I would say that 100% more Healing and Unhook-Speed for just equipping a Perk Slot would be too much.
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5% Haste permanently XD
This Idea is so bad it overcomes things like "Make a perk that allowes to kill the killer"
Obviously OP has no Idea how broken this would be.
Its not even about the huge advantage in chases.
The biggest thing with 5%extra speed is looping.
Survivors have a smaller hitbox then killers, so while killers technically being faster then survivors, loops shorten the gap of speed if they are ran tight by survivors.
I Think 5% permanently would make many loops infitine and unmindgamable for killers.
Imagine a Myers in tier 1 against 4 people with this perk.
He could be looped around a Tree without any chance of stalking or hitting any survivor.
But this Idea is sooo bad, it might get into the game. Wouldnt be the first time the Devs put things into the game that are way too strong
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Like you said, you don't chase with a 110 % movement speed Killer, because they have the power to not chase with their base movement speed (most of the time), so imagine what happens if you make every 115 % movement speed Killer a 110 % movement speed Killer...
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Hypervigilant and Drop Dead aren't overpowered as ######### or anything.
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No. Never, number are way off and not even balanced. 5% haste all game? 100% healing? I dont use perks like dead hard etc. And I'm still the survivor running the killer all game, this would just make me a God, like damn. Talk about making most loops infinites and f ing over all killers that have basic M1. Not like all killer perks get nerfed or just awful things like coupe de grace, dying light etc.
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