http://dbd.game/killswitch
The proposed change to Sprint Burst wouldn't actually fix the problem with the perk
I'm just making a thread so this gets more attention.
Not being able to recharge while running is not going to fix how OP the perk is. The problem with Sprint Burst is that it allows Survivors to instantly get away without needing to be stealthy. That's the problem in a nutshell.
This confirms my suspicion that devs like Horvath don't actually play the game. How many goddamn times have we seen Survivors just stay at a gen, or stay crouched, or (the ultimate BM) they just start walking and the instant the Killer gets close they take off like Speedy Gonzalez. THAT is the problem with the perk and the best solution isn't by affecting the recharge ability. The solution is this:
Give the perk 3-5 seconds of startup (depending on the level) AND they have to be running for 3-5 seconds before they get to use it. Done. Fixed. Hire me because I actually play the ######### game.
Comments
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I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.
However, I believe the perk should have an additional value such as not recharging while actively being in a chase, just like Stake Out doesn't give tokens in a chase. Because eventually survivors will just find a way to juke around longer obstacles or routes to have a chance to stand and recharge their perk while in the clear view of the killer. It will be more tedious and time consuming, but I'm sure eventually it will become a thing. We can already see that often nowadays.
They should only be rewarded for actively having escaped the killer and getting into a 'safe area'.0 -
I just hate that it's the best exhaustion perk as it's unconditional, uncounterable, and the most likely to be used several times in a chase due to the nature of it activating at the very start of a chase and needing no requirements to activate again. Yet all of them are being nerfed :I
I also hate that the killers it punishes the hardest are some of the weakest in the game. It's a shame the devs don't find the perk problematic and are instead giving nerfs to all exhaustion perks. Feels like they completely missed the mark on this to me.
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If they go through with this 'exhaustion perk' change, not only will vigil be 100% useless but they are going to lose a lot of players. FIX things instead of nerfing survivors PLEASE. if they take this route then they should remove bloodlust as well.
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@GolgiNea said:
If they go through with this 'exhaustion perk' change, not only will vigil be 100% useless but they are going to lose a lot of players. FIX things instead of nerfing survivors PLEASE. if they take this route then they should remove bloodlust as well.Nerfing survivors IS fixing things. And removing bloodlust makes absolutely zero sense.
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@ComelyStar said:
@GolgiNea said:
If they go through with this 'exhaustion perk' change, not only will vigil be 100% useless but they are going to lose a lot of players. FIX things instead of nerfing survivors PLEASE. if they take this route then they should remove bloodlust as well.Nerfing survivors IS fixing things. And removing bloodlust makes absolutely zero sense.
This isn't how to fix the exhaustion perks though. They should have a 3 to 5 sec timer from after hitting the sprint button and running instead to be more fair in chases. A good killer has you on the hook sooner than sprint burst comes back anyway. Making the killer only get bloodlust once per chase along with these exhaustion perks being nerfed to hell is just spiteful from me to want, im sorry lol. But i honestly dont think these changes to exhaustion perks will help anyone.
Edit: They can buff killers instead of nerfing survivors. This game wont be fun anymore if survivors are nerfed to sh*t.
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Sprint Burst needs a rework, as it desperately needs a weakness of some sort. By pressing your shift key, you get to instantly counter 9 of the killers' powers outright, then run to a loop where those killers' powers range from significantly weaker to completely useless, without any contingency.
Leatherface, Pig and Wraith are the best examples whose powers are completely neutered for free.
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@SaltyKiller said:
@ComelyStar said:
I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.However, I believe the perk should have an additional value such as not recharging while actively being in a chase, just like Stake Out doesn't give tokens in a chase. Because eventually survivors will just find a way to juke around longer obstacles or routes to have a chance to stand and recharge their perk while in the clear view of the killer. It will be more tedious and time consuming, but I'm sure eventually it will become a thing. We can already see that often nowadays.
They should only be rewarded for actively having escaped the killer and getting into a 'safe area'.So, you think it's totally and completely fine when someone doesn't even try to hide, stays on a gen for the last possible second, and when they see the Killer they just start walking and can take off like a bat out of hell when the Killer is just about to hit them? You think that's completely fine and not even trying to be stealthy should be rewarded. Okay, now we know what side of the spectrum you're on.
I might be a survivor main but at least I'm not some sad trifecta-mega-bi*ch and I think survivors need to be nerfed into the ground to balance the game out. There is nothing stealthy about being at a generator, most of the time killers could already hear the survivors repairing, and often survivors take the risk of staying until the last second to be able to repair a generator.
Sprint Burst give you an initial chance at escaping, but it shouldn't help escape over and over again during a chase. If the perk has a 4-5 second trigger time you have absolutely no control over the perk and your character and might make the perk completely useless, because lets say the killer came but instead of you he's chasing someone else who was at the generator, so now you maybe try run back to the generator that you are only a few feet away from or hide very close to it but ops, here's your 4-5 second delayed sprint boost that's now completely useless - have fun! A delayed time doesn't make any sense.
I hate Sprint Burst and would never use it, just to clarify things here.0 -
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@ComelyStar said:
@SaltyKiller said:
@ComelyStar said:
I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.However, I believe the perk should have an additional value such as not recharging while actively being in a chase, just like Stake Out doesn't give tokens in a chase. Because eventually survivors will just find a way to juke around longer obstacles or routes to have a chance to stand and recharge their perk while in the clear view of the killer. It will be more tedious and time consuming, but I'm sure eventually it will become a thing. We can already see that often nowadays.
They should only be rewarded for actively having escaped the killer and getting into a 'safe area'.So, you think it's totally and completely fine when someone doesn't even try to hide, stays on a gen for the last possible second, and when they see the Killer they just start walking and can take off like a bat out of hell when the Killer is just about to hit them? You think that's completely fine and not even trying to be stealthy should be rewarded. Okay, now we know what side of the spectrum you're on.
I might be a survivor main but at least I'm not some sad trifecta-mega-bi*ch and I think survivors need to be nerfed into the ground to balance the game out. There is nothing stealthy about being at a generator, most of the time killers could already hear the survivors repairing, and often survivors take the risk of staying until the last second to be able to repair a generator.
Sprint Burst give you an initial chance at escaping, but it shouldn't help escape over and over again during a chase. If the perk has a 4-5 second trigger time you have absolutely no control over the perk and your character and might make the perk completely useless, because lets say the killer came but instead of you he's chasing someone else who was at the generator, so now you maybe try run back to the generator that you are only a few feet away from or hide very close to it but ops, here's your 4-5 second delayed sprint boost that's now completely useless - have fun! A delayed time doesn't make any sense.
I hate Sprint Burst and would never use it, just to clarify things here.Sprint Burst isn't used to escape, it's used to reach a loop with impunity and waste the killer's time, or to reach a loop so egregiously overpowered (such as the Fractured Cowshed) that the killer cannot commit into it without losing on the spot.
Dead Hard requires you be injured and doesn't always guarantee you reach a loop, and if it does, it doesn't mean you get to reach the overpowered loop across the map because of a 3 second speed boost.
Balanced Landing requires you play around an elevation and those aren't just located everywhere. If a survivor was smart enough to play around it, then fine, well played. Not to mention because their locations are limited, you probably can't just reach the most ridiculous loop on the map for free.
Lithe requires you reached a window or a pallet to vault, which means it doesn't help you reach them in the first place, so unless you played intelligently, you'll likely reach them injured.
All three of these cannot just be used on the spot to negate the powers of Leatherface, Pig, Wraith and Freddy at the simple press of a button, whereas Sprint Burst can because it takes literally no skill to use properly.
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@SaltyKiller said:
First you say:@ComelyStar said:
I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.@ComelyStar said:
But then you say:
@ComelyStar said:
I might be a survivor main but at least I'm not some sad trifecta-mega-bi*ch and I think survivors need to be nerfed into the ground to balance the game out. There is nothing stealthy about being at a generator, most of the time killers could already hear the survivors repairing, and often survivors take the risk of staying until the last second to be able to repair a generator.
Sprint Burst give you an initial chance at escaping, but it shouldn't help escape over and over again during a chase. If the perk has a 4-5 second trigger time you have absolutely no control over the perk and your character and might make the perk completely useless, because lets say the killer came but instead of you he's chasing someone else who was at the generator, so now you maybe try run back to the generator that you are only a few feet away from or hide very close to it but ops, here's your 4-5 second delayed sprint boost that's now completely useless - have fun! A delayed time doesn't make any sense.
** I hate Sprint Burst and would never use it, just to clarify things here.**There's some hypocrisy here. So you think Sprint Burst is fine, but you're for Survivor nerfs (as they should be), but somehow think the action in and of itself of working on a gen is risky... Not taking into consideration that if they have Sprint Burst there is no risk*. If they have it, the Killer finds them at a gen, they can use Sprint Burst and take off Speedy Gonzalez. Maybe they'll get hit after taking off and maybe they won't. The big difference is: they're still going to get away and waste a shitload of the Killer's time.
But then you say that you hate the perk and don't use it. So if you don't use it then why are you defending it and saying that the key aspect of the perk that's a problem is fine?
*I've had situations like in Crotus Penn where I see them at the gen in the center building, the instant I get close, they use Sprint Burst and GTFO of that situation completely.
I never said that Sprint Burst is fine. I said the proposed change is fine, not the state at which the perk is now. And what I described in the second message just supports my statement in the first one: There is no problem with survivors taking off from the generators. There is a problem with survivors repeatedly doing so during chases and wasting a SH*T ton of the killers time and make them almost impossible to catch.
And what logic is that saying "The big difference is: they're still going to get away and waste a shitload of the Killer's time." That makes absolutely no sense. Fine, you might take the hit straight away but then they are just gonna get away 4-5 seconds later and waste a lot of the killers time afterwards.
Plus if the killer hits the survivor just before the delayed sprint boost kicks in you are just going to give the survivors more of an advantage because of the natural sprint boost from being hit and the killer being planted almost on the spot while wiping their weapon. No matter how you twist and turn it, a delayed kick-in just doesn't make any sense.If, as a survivor you are willing to stay until the last second to complete a generator, when why would you not deserve a slight chance at escaping by being able to speed off the generator? If the killer decided to still go after you if won't help much in the end because you won't have your sprint burst to repeatedly build up distance during the chase as it happens now constantly.
And only because I hate a perk and don't use it, doesn't mean I'm biased and too dumb to know about balance and fair play. I'm not going to be a whiny survivor calling for the perk to be removed, that's just stupid, but I will still argue that it gets a reasonable balancing rework.
I also hate Self-Care and don't use it, but that doesn't mean others can't use it, as long as it is balanced enough for the game (which it's not).0 -
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@Leatherbilly said:
@ComelyStar said:
@SaltyKiller said:
@ComelyStar said:
I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.However, I believe the perk should have an additional value such as not recharging while actively being in a chase, just like Stake Out doesn't give tokens in a chase. Because eventually survivors will just find a way to juke around longer obstacles or routes to have a chance to stand and recharge their perk while in the clear view of the killer. It will be more tedious and time consuming, but I'm sure eventually it will become a thing. We can already see that often nowadays.
They should only be rewarded for actively having escaped the killer and getting into a 'safe area'.So, you think it's totally and completely fine when someone doesn't even try to hide, stays on a gen for the last possible second, and when they see the Killer they just start walking and can take off like a bat out of hell when the Killer is just about to hit them? You think that's completely fine and not even trying to be stealthy should be rewarded. Okay, now we know what side of the spectrum you're on.
I might be a survivor main but at least I'm not some sad trifecta-mega-bi*ch and I think survivors need to be nerfed into the ground to balance the game out. There is nothing stealthy about being at a generator, most of the time killers could already hear the survivors repairing, and often survivors take the risk of staying until the last second to be able to repair a generator.
Sprint Burst give you an initial chance at escaping, but it shouldn't help escape over and over again during a chase. If the perk has a 4-5 second trigger time you have absolutely no control over the perk and your character and might make the perk completely useless, because lets say the killer came but instead of you he's chasing someone else who was at the generator, so now you maybe try run back to the generator that you are only a few feet away from or hide very close to it but ops, here's your 4-5 second delayed sprint boost that's now completely useless - have fun! A delayed time doesn't make any sense.
I hate Sprint Burst and would never use it, just to clarify things here.Sprint Burst isn't used to escape, it's used to reach a loop with impunity and waste the killer's time, or to reach a loop so egregiously overpowered (such as the Fractured Cowshed) that the killer cannot commit into it without losing on the spot.
Dead Hard requires you be injured and doesn't always guarantee you reach a loop, and if it does, it doesn't mean you get to reach the overpowered loop across the map because of a 3 second speed boost.
Balanced Landing requires you play around an elevation and those aren't just located everywhere. If a survivor was smart enough to play around it, then fine, well played. Not to mention because their locations are limited, you probably can't just reach the most ridiculous loop on the map for free.
Lithe requires you reached a window or a pallet to vault, which means it doesn't help you reach them in the first place, so unless you played intelligently, you'll likely reach them injured.
All three of these cannot just be used on the spot to negate the powers of Leatherface, Pig, Wraith and Freddy at the simple press of a button, whereas Sprint Burst can because it takes literally no skill to use properly.
Yes I know that Sprint Burst is mostly used to infinitely juke and loop killers to waste an enormous amount of their time. Escaping doesn't necessarily mean get out of the killers sight and terror radius, but escape from him being able to catch you, even if it's in plain sight.
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@ComelyStar said:
@Leatherbilly said:
@ComelyStar said:
@SaltyKiller said:
@ComelyStar said:
I don't see the problem with the survivor instantly taking off. The solution they have proposed actually makes the most sense. The killer is not supposed to get the survivor straight away, but if the killers stays on the survivor and keeps chasing them, they won't have a chance to constantly speed off again because the perk won't recharge. It's all about patience and consistency.However, I believe the perk should have an additional value such as not recharging while actively being in a chase, just like Stake Out doesn't give tokens in a chase. Because eventually survivors will just find a way to juke around longer obstacles or routes to have a chance to stand and recharge their perk while in the clear view of the killer. It will be more tedious and time consuming, but I'm sure eventually it will become a thing. We can already see that often nowadays.
They should only be rewarded for actively having escaped the killer and getting into a 'safe area'.So, you think it's totally and completely fine when someone doesn't even try to hide, stays on a gen for the last possible second, and when they see the Killer they just start walking and can take off like a bat out of hell when the Killer is just about to hit them? You think that's completely fine and not even trying to be stealthy should be rewarded. Okay, now we know what side of the spectrum you're on.
I might be a survivor main but at least I'm not some sad trifecta-mega-bi*ch and I think survivors need to be nerfed into the ground to balance the game out. There is nothing stealthy about being at a generator, most of the time killers could already hear the survivors repairing, and often survivors take the risk of staying until the last second to be able to repair a generator.
Sprint Burst give you an initial chance at escaping, but it shouldn't help escape over and over again during a chase. If the perk has a 4-5 second trigger time you have absolutely no control over the perk and your character and might make the perk completely useless, because lets say the killer came but instead of you he's chasing someone else who was at the generator, so now you maybe try run back to the generator that you are only a few feet away from or hide very close to it but ops, here's your 4-5 second delayed sprint boost that's now completely useless - have fun! A delayed time doesn't make any sense.
I hate Sprint Burst and would never use it, just to clarify things here.Sprint Burst isn't used to escape, it's used to reach a loop with impunity and waste the killer's time, or to reach a loop so egregiously overpowered (such as the Fractured Cowshed) that the killer cannot commit into it without losing on the spot.
Dead Hard requires you be injured and doesn't always guarantee you reach a loop, and if it does, it doesn't mean you get to reach the overpowered loop across the map because of a 3 second speed boost.
Balanced Landing requires you play around an elevation and those aren't just located everywhere. If a survivor was smart enough to play around it, then fine, well played. Not to mention because their locations are limited, you probably can't just reach the most ridiculous loop on the map for free.
Lithe requires you reached a window or a pallet to vault, which means it doesn't help you reach them in the first place, so unless you played intelligently, you'll likely reach them injured.
All three of these cannot just be used on the spot to negate the powers of Leatherface, Pig, Wraith and Freddy at the simple press of a button, whereas Sprint Burst can because it takes literally no skill to use properly.
Yes I know that Sprint Burst is mostly used to infinitely juke and loop killers to waste an enormous amount of their time. Escaping doesn't necessarily mean get out of the killers sight and terror radius, but escape from him being able to catch you, even if it's in plain sight.
Then we fundamentally disagree. I don't think you deserve to counter every killer except Nurse/Billy/Huntress because you have a shift key and at least 5 brain cells.
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@SaltyKiller said:
So again, you're fine with them being rewarded for not even trying to be stealthy. Gotcha'. We know what side of the spectrum you're on now. Thanks.Wow, you can argue back well, can't you? I tell you what, I'm a survivor main but I am on the killers side. I'm a survivor main because it's impossible to enjoy a game as a killer because survivors are ridiculously overpowered.
If you want to be stealthy around a generator then use Urban Evasion to sneak away fast. What does that have to do with Sprint Burst?!?! People use Sprint Burst because they don't intend to be stealthy, they use it to "escape" when their stealth attempt was unsuccessful, that's just a different way of playing the game.
And like I said, with the new change, if the killer commits to still go after the survivor who ran off with sprint burst they aren't going to be getting away for long and it's not gonna be much of a reward because Sprint Burst won't recharge to take off again. Is that so difficult for you to understand?0 -
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@SaltyKiller said:
@ComelyStar said:
@SaltyKiller said:
So again, you're fine with them being rewarded for not even trying to be stealthy. Gotcha'. We know what side of the spectrum you're on now. Thanks.Wow, you can argue back well, can't you? I tell you what, I'm a survivor main but I am on the killers side. I'm a survivor main because it's impossible to enjoy a game as a killer because survivors are ridiculously overpowered.
If you want to be stealthy around a generator then use Urban Evasion to sneak away fast. What does that have to do with Sprint Burst?!?! People use Sprint Burst because they don't intend to be stealthy, they use it to "escape" when their stealth attempt was unsuccessful, that's just a different way of playing the game.
And like I said, with the new change, if the killer commits to still go after the survivor who ran off with sprint burst they aren't going to be getting away for long and it's not gonna be much of a reward because Sprint Burst won't recharge to take off again. Is that so difficult for you to understand?That is precisely the problem with the perk and everyone has been saying this but you just don't understand for whatever reason. I assume a lack of reading comprehension.
Ehm, that is not what everybody has a problem with. As Leatherbilly already stated, Sprint Burst is mostly used to infinitely juke and loop a killer and waste all his time while the generators are being rushed by other survivors, NOT for survivors running away from generators like flash.
With the new change it will be more difficult to enormously waste the killers time because they can't use the perk over and over during a chase.0 -
@ComelyStar said:
@SaltyKiller said:
@ComelyStar said:
@SaltyKiller said:
So again, you're fine with them being rewarded for not even trying to be stealthy. Gotcha'. We know what side of the spectrum you're on now. Thanks.Wow, you can argue back well, can't you? I tell you what, I'm a survivor main but I am on the killers side. I'm a survivor main because it's impossible to enjoy a game as a killer because survivors are ridiculously overpowered.
If you want to be stealthy around a generator then use Urban Evasion to sneak away fast. What does that have to do with Sprint Burst?!?! People use Sprint Burst because they don't intend to be stealthy, they use it to "escape" when their stealth attempt was unsuccessful, that's just a different way of playing the game.
And like I said, with the new change, if the killer commits to still go after the survivor who ran off with sprint burst they aren't going to be getting away for long and it's not gonna be much of a reward because Sprint Burst won't recharge to take off again. Is that so difficult for you to understand?That is precisely the problem with the perk and everyone has been saying this but you just don't understand for whatever reason. I assume a lack of reading comprehension.
Ehm, that is not what everybody has a problem with. As Leatherbilly already stated, Sprint Burst is mostly used to infinitely juke and loop a killer and waste all his time while the generators are being rushed by other survivors, NOT for survivors running away from generators like flash.
With the new change it will be more difficult to enormously waste the killers time because they can't use the perk over and over during a chase.Good? It was never intended for survivors to out-power the killer in chases, especially since we lack agency if you play properly around them.
The other problem is it counters every killer power except 3 outright.
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How is it BM to walk until the killer gets closer?
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