Feedback and Suggestions

Feedback and Suggestions

Exhaustion needs to have a way of affecting all survivors, not just ones running exhaustion perks.

Member Posts: 25
edited October 2024 in Feedback and Suggestions

Does anyone else agree? Whenever you run a perk or addon that gives exhaustion to survivors, you can never tell if it's actually helping until the endgame screen. If you aren't running an exhaustion perk, a lot of stuff like Languid Touch, Genetic Limits, Blood Echo, all become very negligible. I believe exhaustion should have an additional effect, to make exhaustion something that survivors want to at least consider getting rid of even if they're not using exhaustion perks.

The most unique and fitting effect would be making survivors breathing when healthy louder, and grunts of pain too, although I know that with killers like Spirit, louder grunts of pain can occasionally throw them off. But aside from that, I think this would be a pretty nice and healthy change if balanced accordingly. Because it makes exhaustion-triggering perks and addons more engaging for the killer to use, and allows both the killer and solo que survivors to know for sure that a survivor is exhausted if they're observant enough, which is good information. What do you guys think?

Post edited by EQWashu on

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Comments

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  • Member Posts: 588

    No I don’t think they need to make exhaustion further benefit the killer more than it already does.

  • Member Posts: 5,449

    No, Exhaustion is fine as is. Don’t need the Devs messing up something that doesn’t need fixing.

  • Member Posts: 156

    I dont agree

  • Member Posts: 337

    I also don't think exhaustion is a bad spot for either side.

    I think it's just a decision which addon's or perks you take with you at the lobby screen as a killer. Of course you can decide as a killer which perk load out you log in based on the survivor items shown. With 4 flashlights e.g. lightborn.

    You don't have this luxury with other things. The survivor perks are not yet displayed in the lobby screen. But maybe BHVR surprises us here, u never know.

  • Member Posts: 3,154
    edited October 2024

    ??? It just turns off 2 perks that don't even give exhaustion. Other than that it does NOT benefit the killer. Like oh boy exhaustion really benefits the killer by preventing me from running sprint burst, lithe AND dramaturgy together(would literally be perma meta like running multiple speed boost perks back in 2016-early 2017 was). Just no, little to no benefits the killer for the survivor to be exhausted.

  • Member Posts: 1,164

    That's the most ridiculous thing I've seen in a while.

    No, it really isn't. Exhaustion needs an earning requirement for as powerful as it is. It, without any skill on the survvors part, artificially extends chases. The community is so fixated on killers, killer perks, killer playstyles that are "unfun" or "boring" to verse. The fact is, Exhaustion is unfun and boring to verse. You're not being outplayed with exhaustion. You're being outperked. Meanwhile all the most powerful killer perks, for the most part, either have a hard counter without the need for a perk, can be outplayed by skill, or require the killer to actually do something to earn it. Exhaustion has none of these traits.

    Gens go too fast and they are steadily nerfing gen stall perks because they take "very little effort to earn" (as in, downing and hooking a survivor in most cases). Exhaustion takes no effort. It just exists (with the exception of things like Smash Hit or Head On of course), complete for free. It's not fun to verse, it doesn't feel fair, and often times, you feel like the survivor is being rewarded for making a pathing error. If a killer makes a mistake, half the time it could cost them the game, especially if they play by the phony survivor rule book. If a survivor makes a mistake, 99% of the time, they have a perk or base kit mechanic to bail them out.

    The devs need to start looking at things that are unfun to verse for killers, and maybe things like tunneling and slugging wouldn't be such an issue. It's a chain of causation.

  • Member Posts: 196

    woah never saw something this true in dbd forums, its heart warming to see there are actual dbd players exist

  • Member Posts: 1,164

    13,000 hours. Played since day one of the beta. Trapper main (I hate myself, that's why). I've been around long enough to have my legacy lost due to the save game bug.

  • Member Posts: 5,963
    edited October 2024

    No. I think exhaustion is perfectly fine as is. Whether or not exhaustion perks could use a change is debatable.

    I for example would quite like it if there was a perk that allowed one survivor to take another's exhaustion on themself. Could be really good against a tunneling killer but might end up getting abused by SWFs.

  • Member Posts: 1,164

    It's not debatable. It's a free time waster, and chase extender, with no earning requirement. It needs an earning requirement.

    The fact that in a lot of cases, experiments have shown that survivors without exhaustion are not only better loopers overall with better pathing, but in turn they have shorter chases, speaks for itself.

  • Member Posts: 8,375

    I also disagree, but I do think there's an open design space with Exhaustion that hasn't been explored that much.

    What I'd personally like to see is more perks that are disabled by Exhaustion without actually inflicting it themselves, like current Iron Will and old Made For This. That's a great balancing decision to make for some perks, because it prompts more considering your options at the loadout screen, and it makes anti-exhaustion just a tiny bit more reliable because there are more perks that it'll affect.

    Rather than having Exhaustion affect survivors by default, it'd be healthier to expand what perks Exhaustion effects. It'd still be a healthy gamble to bring - as a survivor who isn't affected by Exhaustion doesn't have certain strong perks - but with slightly more of a chance of success.

  • Member Posts: 5,963

    Free? It comes at the cost of a perk slot, so that already makes it not free. The game is also balanced around exhaustion perks.

    That second part is heavily influenced by confirmation bias. What you actually compare is an experienced player that is confident in their ability to loop even without an exhaustion perk and a mediocre or maybe even bad player that simply hasn't learned looping yet and needs to rely on these perks to help them out while they are still in the process of learning.

    If you were to put a pro player with no perks next to a beginner with the best perks in the game, the pro would still outperform them. Does that mean, that the perks need changes? No. It just means, that skill is more important factor than perks.

  • Member Posts: 5,580

    I don't know where I stand on this, but I agree that exhaustion could be made better, an example is these scene from the trailer for the Legion Chapter. You notice how the characters seem to need to take a second to catch their breath, mainly david before hes jumped.

    The idea that exhaustion causes you to be extra loud as you gasp for air is not bad by any means.

  • Member Posts: 5,449

    I stand corrected. I have no argument to any of your points.

  • Member Posts: 429

    Another day, another post trying to make survivors insufferable

  • Member Posts: 2,150

    No, thank you.

  • Member Posts: 1
    edited March 21

    I'm late to this, but I had to comment because the thought process behind this post is completely absurd.

    The entire purpose of using killer perks that give exhaustion is to prevent survivors from using exhaustion perks against you. A survivor without an exhaustion perk is already incapable of using an exhaustion perk against you, meaning that your perk is already doing it's job without even triggering. And you want it to do even more? What you are asking for is the best of both worlds.

    Should blindness do more than prevent aura reading because a survivor is not running any aura reading perks? It's the same concept. Except it's even worse for your argument because exhaustion perks are known to be very powerful and are the most commonly used survivor perk type because of it. Meaning that the opportunity cost of running an exhaustion-giving perk is even less.

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