NEW Smash-Hit Is beyond META
I know, for some survivors, they might not understand. Let me explain.
- This new Exhaustion perk might be better than dead hard, here's why?
Let's work out the full potential.
- You stun a killer, 2 second stun
- The killer breaks a pallet, 2 seconds
- You get a 4 SECOND sprint burst
Seems pretty fair, this perk is also a counter to spirit fury and enduring, which Is seriously a strong chase combo.
Comments
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But if you run spirit fury and enduring then you're dealing with what is essentially a normal sprint burst. Which you still can't catch. So if anything smash hit counters spirit fury and enduring.
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But remember, spirit fury and enduring makes the perk slightly weaker, however it is a straight nerf to obviously spirit fury and enduring which is the killers strongest "Anti-loop" perks.
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I think it's mostly a perk to make unsafe pallets not an automatic hit and I like that design. If you stun a killer at an unsafe pallet you gained nothing currently, this perk would make stunning the killer at those short loops worth it.
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With servers as bad as they are, this is a killer perk, giving them free hits because anyone using it will go for the stun every time.
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Killers are already careful about not getting stunned (unless they want to w/perks like Nemesis or Spirit Fury), if they realize you have Smash Hit they're not gonna let you use it so easily. It's like Dead Hard or Head On- once you show it, a good Killer will almost never fall for it again in that match.
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I'll take it over DH any time. At least smash hit has counterplay
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It relies on the stun which makes it weak, it's really not as strong as some people are suggesting, Lithe is a better exhaustion perk than smash hit because it doesn't rely on anything but a fast vault and you get a similar effect, smash hit will be a noob stomper perk
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It is the best distance gathering perk in the game. it's not even close
That said there are downsides. Most notably that ranged killers and power heavy killers like nurse or spirit rarely get pallet stunned because of how they work.
It's very strong. but not against the killer you want it to be strong against.
It will be a nightmare for the lower end of the cast while a joke to the higher end.
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Slightly weaker is not bad at all, it still turns a secured hit into an escape.
But I think the perk is fine anyway. Other exhaustion perks are way easier to trigger than this one. For pallet stuns you always risk either wasting a pallet too early or getting hit through the pallet anyway. And when talking about a perk combo counter, you should also talk about killers that completely (or mostly, if mastered) ignore pallets like Huntress, Slinger or Nurse.
Also don't forget that on many pallets it is better to stay if the killer really kicks them, instead of running. If you get the stun, you are forced to run. And the OP lists the "most potential" possible. How often do you get into that situation compared to how often can you make save use of Lithe? For me this is still a weak exhaustion perk, I won't run it unless I see OP play on stream or against me, then try to copy.
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Oh no, I showed killer that I have DH, whatever will I do *keeps using DH to gain distance*
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I meant for baiting a hit- which is what DH was originally intended for. Ofc you can gain distance, and sometimes you'll get enough for the next pallet, but yeah its not as powerful once the Killer knows you have it.
You want real distance, use any other Exhaustion perk besides Head On.
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To be fair you don't have to break the pallet. If it's at an unsafe pallet no one's gonna break it. If a survivor is just standing there waiting at a pallet bait out the pallet throw.
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I guess I have an idea which Content Creator you are watching...
Smash Hit is still not a good Perk. The Problems:
- Only useful on unsafe Pallets, you want to stay on safe Pallets until the Killer breaks them
- Killers can respect unsafe Pallets, this results in a Hit (and even if they are stunned, they dont need to break those)
- Latency might result in a Hit as well
Let alone that some time from the 4 seconds is used for the animation.
The Perk is clearly outclassed by Sprint Burst and Dead Hard. And especially Sprint Burst can be a Livesaver in Deadzones (when a Gen is located in an area where no Pallets are nearby), while Smach Hit will not be useful at all in this situation.
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>Ofc you can gain distance, and sometimes you'll get enough for the next pallet, but yeah its not as powerful once the Killer knows you have it.
You clearly have zero clue what "dh for distance" is.
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Don't know why I bothered replying to a troll- have a nice day bro :)
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i mean it is a huge counter to spirit fury+enduring and you can perform a better dumb tech. lithe and smash hit are neck to neck right now cuz lithe can be used in places where there are no pallets and smash hit can get you way more distance after getting a pallet stun
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I'll be surprised if I see this perk more than BL or Lithe, actually.
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Spend 5 minutes of your time studying the subject you flee from because you are incompetent at it =)
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The main problem is how many times you'll even get to use it compared to other perks. If it was when dropping a pallet with no stun requirement then I00% I'd say its amazing. But honestly, you never get too many pallet stuns in this game. At least not enough to make this perk worth it. At high rank play I mean. You can even get hit through the pallet and I think be able to just loop around 1 pallet effectively is better than this sometimes.
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I see it as a chase ending perk. Getting stunned and the survivor making tons of distance, that's a lot of wasted time to find that survivor again.
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To expand upon this, the Killers that don't have anti-loop mechanics will probably still lose quite a bit of distance even without Smash Hit.
Smash Hit is an advantage pusher against loopable Killers, but useless against any other Killers or even just Killers that respect pallets.
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Another perk that killer are panicking about that will end up not being used that much.
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This perk isn't going to become meta for the simple reason that Dead Hard is just much easier to use. You extend chases by a lot and you don't have to even use a single pallet. You could also use it to get distance to get to a window so it's more accessible and it doesn't really require as much skill as Smash-Hit is going to be. On paper, I'll take Dead Hard over this anyday.
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1) The pallet drop animation itself takes time.
2) You still have to get the stun. It's just an adding insult to injury.
3) Even if you do get the stun, sometimes it's better not to abscond away. If you'e at a powerful loop in the middle of a dead zone, it would be ill-advised to just hold W; you want to make distance, sure, but you also want to find a safe spot. It'll really only be worth it with very unsafe pallets, to get some sort of value out of them.
4) If you don't find a pallet or the killer respects it, you don't get value. Believe me, they're going to respect pallets once they know you have smash hit, although that could be a subtle buff in your favor too.
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I’m looking forward to being exhausted on the ground after getting hit through a pallet..
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I never see BL being used, but Lithe isn't rare in my lobbies. Of course, Dead Hard and Sprint Burst are way more common.
Smash Hit sounds nice on paper, but same: I'll be surprised to see it after the first week of the release. I guess people will run it a few times, because it's new, because they want to try it out, then everyone will forget about it.
It's like Power Struggle. It's been weeks I didn't see anyone running it.
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Has a second effect; will encourage more pallet respect even for those not running it
Killer will either run a load out for mitigation or endure what some will consider their godly play over them
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I don't understand why it needs a 4s 150% sprint burst. Every other exhaustion perk other than Adrin and DH has a 3s duration which is more than enough to get away. Seems foolish to make one better than others, considering it's not that hard to camp pallets and get a stun; even if you are hit through the pallet the combined effect of the perk plus the bonus for being hit you could literally end up on the other side of the map, it's just silly, change it back to 3s.
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"Oh no, he figured out I'm wrong! HE'S A TROLL!"
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Adrenaline is 5s. I think they made it 4s because you're locked in animation for the start of the sprint
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The dude is a troll though. He's not wrong.
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I'm glad they upped the duration even if only a little. It was too situational to just give the basic 3 second boost. It's very hard to stun an experienced killer unless they specifically let you thank to End/Fury. All in all the perks in this chapter look like a lot of fun. Better than the last few chapters.
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I didn't think about the animation lock, that's a solid change then.
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From what I heard it's just to encourage use of the perk. Sprint burst, lithe, balanced all activate with no risk. This one has a chance of being hit at a pallet, it has more of a requirement than the other perks so it gets an extra second. It basically ends the chase because there's no point carrying on you can see in the twitter video how far they make it.
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You can get hit while stunning the killer which makes this perk a very high risk, meh reward perk. Besides being potentially useful at unsafe loops I would still take one if the other exhaustion perks over it.
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As someone who plays nurse a lot, please yes, run smash hit instead of dead hard. Much better, very best.
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