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Exhaustion perk tierlist

MoZo
MoZo Member Posts: 773
edited March 2025 in General Discussions
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This is my exhaustion perk tierlist as of 8.5.2, i know the two outliers that will get many peoples attention is DH and bgp being S tier so let me explain my reasoning behind the placements. Dead hard has been and always will be a S tier perk, the fact you can scratch off death just by clicking a button has always been an insane ability that almost no other perk can do. Almost every killer can be dead harded and even then if you use DH at a pallet it is almost uncounterable unless the killer swings the millisecond the endurance runs out. Background player is a little more tricky, solo q its decent but not that useful but in swfs its almost uncounterable. Going down under a pallet while in a swf is one of the most safest things a survivor can do in a swf because it puts the killer in a lose lose situation, either they insta pick up and the person with BGP gets the pallet save or the killer commits to the BGP survivor and the survivor under the pallet could have unbreakable or better yet the BGP user has wglf and loops the killer enough to come back to the slug and insta pick them up. Also the fact that BGP and flashbang is a near uncounterable combo definitely boosts BGP utility. It’s also a great map traversal perk since it only has a 20 second exhaustion to it.

Let me know if you agree, disagree or have questions on my tierlist in the comments!

Comments

  • Reinami
    Reinami Member Posts: 6,611

    I'd knock down sprint burst and knock up dramaturgy, dramaturgy is like old dead hard for distance. Background player is good there, but if they ever fix flashbangs, then it would get knocked down a pet or 2.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    i would definitely push Bloodrush at S tier. After the buff it received, it definitely gives you tremendous value if used smart

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,653

    I would put Background Player to Tier A instead of S-Tier. I dont really think that the Perk is that good anymore and the pickrate in my games seems to indicate this as well.

    Would also bump down Balanced Landing. Played with a bit during the past few days and you can end up with Maps which provide no structures where it can be used. Plus in general it does not really give a benefit over something like Lithe or even Sprint Burst.

  • buggybug
    buggybug Member Posts: 1,222
    edited March 2025

    But no one uses the perk? The only time i saw this perk used was during skull mechant ptb release and even after being reworked no one to this day and time uses the perk. The same perk killers made a big uproar about.

    @Op since I stop running exhaust perks ages ago since imo with killers lame hit boxes( getting unfair hits during mid hastes and overall became a way better stronger looper without them) I have to say sb lithe and drama is A. Reason drama does not hit S for me is cause the potential expose and having to be healthy to to use it.

    Background is B cause meh its not as good as it use to be. Balance is C and Dead hard cause balance the fall of heigh places is very situational and endurance not being able to stack and overall 6.1 nerf dh I hated it and went immediately to lithe as you can only use it twice and once the killer find out you have it if you use it too early cause of tunneling now they know to bait it.

    Blood rush, over come and smash hit is D cause if your vs an instant down or expose, overcome wont help and they also did do a nerf where you dont get the effect if you take the endurance hit( it use to do it when the chapter first came out. I remember it made a basement hag dc on me when she try camp and I kobe and got the hit lmao zooming away to gate. No one uses blood rush. Smash hit require pallets stun and its not all the time you want to waste pallets. Tbh idk what to say of headon. Amma only say D because waiting 3 seconds is way too long maybe reduce it to 1.5 seconds or make instant usable

    Post edited by buggybug on
  • TotemsCleanser
    TotemsCleanser Member Posts: 849

    I'd argue that Smash Hit is worse than Overcome.

    It's much harder to stun the killer with a pallet than to force them to hit you. Overcome is my favorite exhaustion perk for many reasons, the main one being the way it's triggered. I could talk a lot about why I love this perk but honestly let's save ourselves the chunk of text lol.

    I've tried Smash Hit many times and the fact that pallets can run out, that killers will play around it if they catch on, that many killers can either counter pallets (Nurse, Huntress, etc), and that many others simply respect the hell out of them makes it quite unreliable and inconsistent.

    On the other hand, Overcome gets cucked by insta-down killers (and Plague I guess), but there aren't /that/ many killers with built-in instadown, and though there are many insta-down perks you can play around most of them.

    I'd also argue that, though Head On is very niche, it can be deadly in the hands of an evil, evil SWF squad lol.

  • LiveBritishReaction
    LiveBritishReaction Member Posts: 491

    It only works while healthy because if you know how to use Dramaturgy you'll only ever be healthy.

  • Nazzzak
    Nazzzak Member Posts: 7,357

    I haven't used an exhaustion perk in a long time but my favourite will always be Overcome. Maybe not as useful as alot of the others but it just felt good. Synergises well with Lucky Break and Bite the Bullet too to confuse tf out of the poor killer.

  • CautionaryMary
    CautionaryMary Member Posts: 808

    Yes, it would be nice if Behavior commits to adding more areas where you can Balance Land off of.

    I've been trying to like this perk, but it just is too situational to get value from.

    Adding more hills, drop off points, and other places would be nice but I doubt it can be done as that doesn't seem to a point for Behavior.

    It's why Lithe, Dramaturgy, and Sprint Burst are used so much because of the low activation requirements and the amount of value you get from them.

    Then you have perks like Smash Hit that is situationally useful (I like to pair it with Lithe for that extra oomph).

    I am not a Background Player user as it doesn't fit my playstyle anyways, but yes I kinda see it, kinda don't see it but definitely not to the area of the major 3 I've mentioned.

  • CautionaryMary
    CautionaryMary Member Posts: 808

    @Nazzzak , yes Scott Jund used to run that combo (I don't know if he does now) when medkits were quite strong.

    I think for perks like Overcome and Dramaturgy, you either need another exhaustion perk for back up or simply, as you put it to find another person or way to heal yourself to get value from it.

    I'm a Sprint Burst lover (always have been) and always thought it was better than old Dead Hard as you can 99 it to Sprint Burst like a Dead Hard, I've done it before. I got tired of the whole exhausted on the ground thing and Sprint Burst has always been quite versatile, as @iloveandhatethisgame says with their love for it.

    Many people can misuse it obviously by walking everywhere, but it's a strong perk for a reason.

    Overcome is good, it doesn't fit my playstyle a lot given that I like to take chase, and I find that killers sometimes will drop chase from the huge burst of distance you get. 😊 It's not too bad of a perk, just needs more consistency compared to the major 2 (Lithe and Sprint Burst).

  • CautionaryMary
    CautionaryMary Member Posts: 808

    Yes, Vigil and Fixated is super good with Sprint Burst!

    I've been trying to wean myself off of Deja Vu, more than likely going to continue using it in soloq because I want to avoid 3 gens like a plague.

    But there's many perks that work well with Sprint Burst, I even use it sometimes with Finesse because I'm a little quirky at times for that faster speed with vaulting (combine it with Resilience when injured) for more variety.

    Same with Alert and Troubleshooter, nice to win 50/50 mindgames too.

    If I had to rank the exhaustion perks, I'd go Sprint Burst > Lithe > Dramaturgy > Dead Hard (I still do not use it since you only get two uses) > Balanced Landing (I still use it more than DH, but much more situational) > Background Player (don't use it, but strong in the right hands) > Head On (again, don't use it - I kinda dislike that you have to set it up and stay in a locker for 3 seconds) > Overcome > Smash Hit > Adrenaline > Blood Rush (I use it on Renato with Off The Record which is nice for tunneling).

    Reason for Smash Hit over Adrenaline is I don't really consider them (both it and Blood Rush as exhaustion perks). No one uses Adrenaline for the speed boost, rather the self heal after a gen pops. 😝 Adrenaline is obviously stronger than Smash Hit, lol. Smash Hit is the weakest, but shines really well when you combine it with something (Lithe + Smash Hit is a great combo because you practically win 50/50s with it).

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    That seems about right. I'd swap Background Player and Dramaturgy.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Well, Smash Hit is for god players or people with good connection, so I really don't know where it should be placed. If those weren't the determining factors, the mere 20s of exhaustion alone would make it broken.

  • CautionaryMary
    CautionaryMary Member Posts: 808
    edited March 2025

    Yeah, Smash Hit is for very good ping related survivors but by itself it's a lot more situational.

    Even more than Balanced Landing as some killers will outright respect a pallet stun and force you to drop it, hence why Lithe is a good combination for it in these situations.

    Edit: funny you bring up the exhaustion status effect.

    I usually use Smash Hit, Lithe, Deja Vu, and Vigil for faster time of recovery - so you'd definitely hate that combo as a killer, haha.