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Once DH is nerfed everyone will start complaining about sprint burst.
I guarantee it. So its gonna be the new meta and people are going to complain that it used every match. There is always going to be a complaint about survivor perks.
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The fight never stops.
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sprint burst is even that good lol
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It's nearly as good as DH if you think about it. It's only downside is that you have to walk.
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nah
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There will always be an exhaustion perk that will be constantly used by Survivors. Maybe not sb but an exhaustion perk will be overly complained about
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simple. remove survivors.
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Yes.
Never change anything about the game, because there will always be further feedback.
Imagine if this logic was applied to everything in life?
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Then let them do it, I don't see any problem in it.
NOED got a nerf and everyone still complaining about NOED, but thanks to dev having brain cell they don't see it as an issue.
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Dead hard is an unhealthy perk for the game unlike sprint burst, way more killers prefer playing against sprint burst than dead hard, because dead hard is super strong at extending chases, overused to death, and on survivors who know what they are doing a literal third health state.
I get it dead hard is a fun strong perk to use and I loved using it since I started playing, but even I can see how unhealthy of a perk it has become and I am willing to admit that it needs changes like ruin before it.
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Facts.
After Dead Hard and CoH is nerfed to the point they aren't meta, all the posts will be "all I see is the same survivor perks every game".
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So why bother changing anything ever?
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Okay but for real killers will not be happy to see four Sprint Bursts or Overcome + Lucky Break possibly becoming more common.
I feel like there will just be a war on exhaustion perks in general when/if DH gets nerfed because there's a lot of killers who think exhaustion perks shouldn't be in the game 🙄
No matter how survivors adapt, killers will not be happy this is the cycle.
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Change things that are broken. Imo CoH and Dead Hard are currently broken. Just don't nerf them into the ground like everyone wants the devs to.
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Funny I said this the other day (as someone who plays 50/50 but mostly more killer these days) but people criticized me shrugs SB is arguably much stronger than dead hard imo. Preventing a chase, or getting further away in a chase is a much stronger effect than almost any dead hard for distance and I think when people see that it's gonna be a lot more irritating for most people.
Honestly overcome isn't really a big deal at al, but it promotes a boring hold w playstyle which I am completely against
That's not even the point, the fact is everyone, including me, are sick of seeing the same 4 perks over and over on both sides. The meta for survivor hasn't shifted in years until COH, and the second it even slightly changes there are calls to nerf it - which is just fact. Or any remotely strong survivor perk for that matter. Remember when lucky break and reworked built to last was gonna kill the game? That doesn't mean perks can't be busted or need to be changed.
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I mean yeah.
They both should be nerfed.
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COH did not change the meta, it simply amplified the already busted healing meta. Before COH, survivors were running 4 med kits. Now they don't even need the med kit and can accomplish the same thing (and have the added benefit of getting a 5th perk and freeing up an item slot). Nothing about that is positive for the meta.
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youre literally a genius why hasnt anyone thought of that
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Every exhaustion perk has a drawback of some kind, dead hard does not, that's why we complain about it. When survivor outplays me with lithe or sprint burst I go "nice one!". When a survivor presses a button and they gain 20+ seconds in a chase, that's when I complain.
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The meta was still shaken up though. Medkits are busted, I'm not denying that, a beefy purple medkit with 4-5 heals especially - but the fact is COH was the first perk _since dead hard_ in 2017 to shake up the meta on the survivor side, other than boil over for a brief moment (which was super busted and I think we'd all like to forget that happened), that got survivors to run more than just a combo of bt/dh/ds/iw/ub, even if it's just one person who brings it into a match
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Even if sprint burst becomes meta again, I'm fine with it. I've never had a single match where I was playing against a sprint burst user and thought," I played perfectly, but sprint burst allowed them to keep from going down and robbed me of a good play I made."
I've never felt robbed of wins simply because 4 people were running sprint burst. Sprint burst adds a bit of time to chases which is, slightly annoying at most, but it's not game changing. Dead hard currently is. Dh can rob people of downs and kills, and save people from their own mistakes at a simple press of a button. No other exhaustion perk does that.
The rest of the exhaustion perks are pretty balanced, and I'd love seeing more of them even if it were all 4 sprint bursts of head ons, as annoying as they are. But right now every other exhaustion perk is completely overshadowed by the sheer strength that dead hard has, that other than personally wanting to run other stuff, there's no reason to not use dead hard. It's not that other perks or too weak or unbalanced. It's just that dead hard is so powerful that it dwarfs all other perks. That's not healthy.
Survivors are crying not to have it nerfed because they rely on how broken the perk is to save them when they'd normally get caught out and downed.
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Survivors still mostly run those same builds (most games I see at least 3 dead hards, bt, decisive etc). They just add COH to inject steroids into the team's ability to self heal. Same healing meta, just even more busted. If you really want to see the meta change, the perks that are currently meta would have to be dramatically nerfed. If not, exactly what happened with COH will continue to happen. A perk that is simply more busted than other meta perks and does not change the meta for the better.
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If it still poses a problem to where 90% of killers are still noviable because of it, then yeah. Dead Hard turns a 2-hit chase into a 3-hit chase, which wastes way too much time, and having to commit to a hold W Sprint Burster every time because everyone has it will have the same result.
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I'm not scared of Sprint Burst, what I'm scared of is Overcome. Once everyone realizes it's better than Sprint Burst and has a better synergy with Medkits and CoH, then Killer games will be a nightmare again
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Oof. Okay...
- SB is absolutely not stronger than DH, a few extreme exceptions excepted (Myers would be one). DH, when used properly amounts to an extra health state, while SB actually has some counterplay and decision making. DH is 'win button go brrrr'. The simple fact that I have to play anticipating DH at all times says a lot about the perk.
- I'm not sure which 4 killer perks you are seeing every game, aside from BBQ which is mostly there as a BP booster that also happens to be an okay info perk (seriously the second they make the BP gain baseline/fix the grind, you'll see much less BBQ). I don't think the killer meta has been as varied as it is now, with multiple different viable builds seeing play at high MMR. Survivor...yeah.
No, it definitely changed the meta. Combine CoH with medkits and you can heal as a duo essentially mid chase. Medkits run out - but a well sited CoH can cover most of the map and lasts all game.
BT and Decisive I'm totally fine with (aside from aggressive DS use with lockers). These all serve an essential part in the meta.
CoH is an abomination, and should never have been left alone for as long as it did.
DH has always been a pain, and the fact that the fix amounted to a buff to likely the most prolific survivor perk at high MMRs is ridiculous.
CoH should be fine post nerf. It's still whackadooly strong, but it won't be as oppressive as it is now.
DH...no idea what they can do to it. It's just such a problem perk. The issue is that it's nerf is going to be the biggest survivor meta change we've seen in years. And that isn't going to sit easy with a lot of people who rely on it now.
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ITT people who don't wanna do math.
Dead Hard usage in a chase allows the survivor to gain 3.8m on the killer. In an instant.
SB allows for 4.2m over 3 seconds.
Dead Hard can be used if the survivor is injured whenever they want.
SB is used immediately upon sprinting.
Dead Hard provides iFrames and the ability to ignore collision if the killer swings.
SB provides no iFrames and still has collision.
One of these perks is extremely overloaded and poorly designed.
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I apologize in advance for weird wording, I got 3 hours of sleep last night and I might be wording things strange. Can clarify if needed.
I heavily, heavily disagree. Let me just preface as I kind of don't care enough about going against exhaustion perks - some of them are just frustrating to go against but in general I just don't care, but I also am just anti-exhaustion in general as wouldn't care if exhaustion perks just all got removed.
That being said, both of these perks can and are game changing when used properly. Baby meg who just has sprint burst that just runs everywhere and can't manage exhaustion isn't an issue, dead harding when a survivor misaims and dead hards into the tree or window and can't vault in time doesn't matter. Dead hard is used for distance when injured, get's an extra loop. Sprint burst either a) prevents a chase or b) extends a chase further. I'd argue between preventing the chase and extending the chase makes it a lot stronger than a dead hard for distance.
Let's say I'm working on a gen and I see a pig wander my way in the distance sneakily. Preventing this chase is very strong - pig borderline has no chase power, can't catch up to me easily and now has wasted time going to the gen and now has to take longer to find a survivor. Alternative scenario, I take the chase - I'm exhausted from running to my gen, and I know how to 99 my sprint burst. I get it 99'ed during the chase and I'm at a loop and the pig is about to bloodlust me and get a hit. I stop for half a second to drop the pallet and then speed off uninjured, pig has wasted half a chase and didn't even get an injured state. I get survivors who do the latter quite often. It's truly not tough to effectively 99 your sprint burst, vigil makes it easier.
The fact that you can deny an injure state like that in the first place is strong. Like, really strong, especially against m1 killers with no mobility or ranged attacks. Try this with four survivors. I'd truly really rather go against survivors with four dead hards for distance than have a chase completely be for nothing and not even get an injured state. The other day I was playing ghostface for a daily against a 4x sb squad that also had vigil in the group, and at the end game they all had hope (they was zooming lol). I consider myself a pretty good killer in general (I mained two different m1 killers for a while before moving to billy/huntress full time and I think that's really helped me in the long run) and truly don't get tilted often/nothing in this game truly makes me upset, but that match just felt bad - I ended up with a 2k, but it still just felt bad, and I normally like a challenge. It's nearly undeniable that the people who are complaining about dh will hate sb even more.
I have mostly been seeing 4 stacked slowdowns (pain res + dms) and maybe a sprinkle of bbq here and there for specific killers but I just find 4 stacked slowdowns stale and boring to go against. I'll admit at least it's just not ruin/undying/pop/tinkerer anymore, which is mostly what I saw for most of last year. The killer I see the most variety on are actually nurses - I get a lot of startstruck and agi nurses which I enjoy going against. I played 4 survivor games tonight to do some tome challenges and got (I'm anal and log what I go against and perks):
4x corrupt
3x tinkerer
2x dms
2x pop
2x jolt
2x pain res
1x bbq
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I understand, but I still think you are underrating DH. I'm not saying that SB isn't good, but I am saying that DH has more of an impact.
Regarding killer meta...eh.
The Jolt is surprising. I don't see that much outside of Myers and Ghostface.
I've been seeing less Corrupt as of late, probably because I'm finding more and more groups who'll just get into lockers or something and wait it out - essentially negating the perk and prolonging the game.
I haven't been making notes, but I see a lot of:
Corrupt and Tinkerer (Corrupt is essential on any killer with setup, Tink is just a good 4th perk on basically anyone). Yes, you'll see these a lot.
Where I'm seeing the most variety is slowdown (mandatory for killers, has been for ages). I see the occasional Ruin+Undying, but I'm also seeing:
PR+DMS (also sort of my own meta right now, DMS is a game changer on any killer with disruption capability).
CoB+Pop (sometimes with Oppression, which is an interesting pick).
Ruin+Pop
PR+Surge/Jolt (another one I like)
Plaything+Penti (more people need to try this, it's so good on Plague and Demo)
I'll also see:
STBFL
Agi
Starstruck (yes, usually on Nurses)
IAE
Floods of Rage
Lethal
Sloppy
MYC
DH+Undying+Thrill
TT
It generally goes (Regression+Regression/Info+Info+Utility/Offense).
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People, the point isn't that Sprint Burst is as strong/stronger than Dead Hard, it's that meta perks will always be complained about.
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Pre-run + W + Sprintburst will become the new meta if they make dead hard useless. It's clear as day that this will be the result. It will be the new hot topic to cry about, especially holding W which has good synergy with SB. 10 times more boring than DH
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I think CoH will get another nerf after this one. The strength of the Hemorrhage change is what will determine if this nerf is the last one or not.
To me I think Dead Hard should be a 1 time per game use. I think it should give permanent exhaustion after use. I think it'll still be pretty good.
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Exhaustion overall is an outdated mechanic for game health.
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IMO, Hemorrhage won't really stop heal meta. It's a good change that should have happened a while ago, but it won't really change much. Ultimately the killer will need to both interrupt a heal and not chase the injured survivor being healed hoping they have no way to self heal themselves. Otherwise downing the injured survivor already resets the heal progress.
Like Hit and Run killers like Wraith will get value from it. Killers who can damage at range like Huntress can get value from it. But killers like Trapper and Hag will still struggle against teams who can quickly heal damage even if they can inflict Hemorrhage.
Though now I wonder how Hemorrhage and dying state works, if the survivor stops recovering do they lose progress? Though that should never matter since a survivor can just hold the button to recover to keep it from decaying.
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You must be in low to mid mmr, i never get downed by trickster blades when i'm using SB, but DH sucks against trickster.
SB helps me run off to tall loops and gives me the first action to avoid you before you could throw anything, DH just makes me dodge one blade out of 44.
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Ohhh, 100%.
Literally no one is talking about SB and killer mains prefer to go against SB over DH.
Look the hypocrisy if DH gets hard nerf.
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you forgot DH fails most of the time and SB doesn't, It allows you to play boldly as you can do gens in a very dangerous place yet run 50 miles away from a killer into a safe loop far away from the gen in progress, if survivors act like flies you wouldn't get a single hit in and they'll be able to do gens without risking anything.
Not to mention it can act like dead hard and deny killers from using their abilities in the first second of the chase ie, Nurse's blink, Plague's Corrupted Purge, Blight Rush. it's a great LOS breaker and can also do 360 with it.
its so easy to use and can be used while healthy and with vigil you can use it every 30 seconds.
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Only people who can't be happy will complain, cause you can't please everyone, the majority of people will be throwing parties for the DH nerf, lol
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That's... already what's happening
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I complain about Dead Hard all the time and I've never once complained about Sprint Burst. I can choose not to take the chase or if I do chase them, I don't have to worry about baiting out a Dead Hard at a loop
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Sprint Burst is balanced by that fact that it can’t be activated by the push of a button unlike Dead Hard. Getting to choose when your exhaustion perk activates during a chase is much stronger than starting the chase with it immediately.
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This thread is so full of sh*t.
The only reason SB was EVER used more than DH at any point in time is because DH didn't work for years when it was released. The hit validation "buff" made this perk the outright best Exhaustion, it's not even close.
-You only use it in situations where you need it aka it won't ever be wasted (unless you just push X/shift for no reason)
- You don't need to waste time walking around the map at any period where you'd want to preserve your perk
- SB can be STRAIGHT UP COUNTERED
(Fear mongerer, Exhaustion add-ons, hindered effect, stealth killers, trap killers, hag in general, etc.)
Anything that disallows the benefit of quickly using it on the initial chase negates it, and what if your doing a generator in a spot of bad RNG? What if it's mostly deadzones or your doing a gen in a room with a lot of curves and you can't just break out in a straight line?
- SB does not deny a hit, it does not create a missed swing effect, it cannot counter killers powers (Victor straight up loses to a team with DH, also tell me SB is a better counter to a Nurse blink than DH? This is probably the only argument I need out of all these paragraphs to explain why calling SB the better perk is awfully disingenuous)
Post edited by PeaceNGrease on2 -
I cannot understand why people think this. Sprint burst doesn't dictate my behavior as killer in any meaningful way. Dead hard does. The differences between the two are stark.
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Yeah lmao. Still nice to see people's opinions. The sb and dh argument is enjoyable to read
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