The conondrum of Sprint Burst/Lithe

Xray
Xray Member Posts: 395

These two exhaustion perks have been a main stay in the meta and it very likely at least one survivor is using one of these perks. They might not seem to problematic for some killers unless your a m1 killer or a killer with poor mobility like (Trapper, Ghostface Merchant, ect. When one of these two perks are used against them its pretty much a instant chase win. If you sprint burst towards the shack or lithe a window and head straight towards a very strong god pallet you pretty much have to drop chase and go somewhere else, because if you bother to continue the chase you pretty much just throw the game if the survivors are half decent. Now take these same perks and apply then when facing high mobility killers Ghoul,Blight, ect these killers pretty much laugh and can just ignore the perk with the press of one button. Its a interesting look at how these perks absoultely destroy the killers who are suffering and how the top tier killers can just completely ignore it. Heck even the First struggles with Sprint Burst/Lithe and hes very good, thats basically his only counter. You just sprint burst away and get out of his sight. Thats why the undergate exhaustion addon is one of his better ones becuase it removes his counterplay in a heartbeat. These two perks are why Mindbreaker is a must have for low tier killers, if you don't have it your games will be harder, but the top tiers just ignore it. I'm not sure what BHVR can do to fix these perks because if you nerf it the Blight and Ghoul can get to you that much faster, but the m1 killers might stand more of chance. So what do you think BHVR should do about these two perks if anything at all?

Comments

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 870

    at this stage of the game, i wonder if it makes sense for players to choose their own balancing with public custom games that can introduce banning of perks... i feel that may be more applicable and offer a chance for the roster to play the game as players see fit, rather than forcing games and available perk combinations to be global across all characters.

  • WolfePhD
    WolfePhD Member Posts: 403

    I think the exhaustion perks as a whole need to be reworked.
    If I was allowed to have my say…

    • Sprint Burst should be nerfed to cover less distance to counter utility.
    • Lithe should be nerfed to cover less distance.
    • Balanced Landing should remain unchanged.
    • Dead Hard should remain unchanged.
    • Dramaturgy should remain unchanged.
    • Smash Hit should be buffed to reward skill expression.
    • Overcome should be slightly buffed because it only activates twice in most games.
  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,110

    I'd honestly love more Exhaustion perks to be like Head on/Dead Hard/Dramaturgy, where they work off interacting with the killer more/just a more interactive abilities.

    Like they should be like survivor powers, I'd love to have more ways to make my chase more creative.

  • Shinkiro
    Shinkiro Member Posts: 502
    edited March 7

    Basically nerf the easy, brainless free value ones so that they aren't as OP and buff the more conditional ones to reward doing something other than brainless shift-w, exactly how i would do it. Running or jumping a window shouldnt give so much value.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,586
    • Sprint Burst should work off of a longer cooldown instead of exhaustion (to prevent it from being paired with Vigil). Let's say something around 60-90 seconds. It should also be on a separate ability button, so that SB users doesn't have to walk all around the map.
    • Lithe could have the time cut from 3 seconds to 2 seconds of 150% speed, based on the situation it is used in.
      If used on a safe window, you get 2 seconds, but if it is used on an unsafe pallet, you get the usual 3 seconds.
    • Balanced Landing should have the speed component removed, and instead work on a 20 second cooldown timer. Increase the stagger reduction to 90%, so that it becomes more like a "parkour-based" perk.

    Rest of the perks looks fine from your suggestion.

  • Shinkiro
    Shinkiro Member Posts: 502

    You can't balance exhaustion while vigil exists, its an unhealthy perk it needs to be reworked. Remove reductions to exhaustion timers and then you can balance perks based on their fixed value. Otherwise you HAVE to balance them based on vigil existing and is in play, which they clearly aren't. The easier it is to use the worse it should be though generally.

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 870

    this i can agree with. vigil throws off the balance of perks heavily in its current state because it's making exhaustion perks way too accessible. these perks were not designed with fast recovery in mind.

  • TheTom20
    TheTom20 Member Posts: 699

    I do agree sprint burst an lithe need a change they aren't earned and punish the weaker killers but do almost nothing against the stronger ones. The blight or ghoul dosen't care about your sprint burst but a trapper chucky or even vecna 2.0 gets destroyed by these perks.

    If you have a 4 man sprint burst team you can shift w to victory and sometimes the killer doesn't even get a chase which is boring for everyone.

    Dead hard, head one and Smash Hit I think are perfectly fine and require some skill to use.

  • Junylar
    Junylar Member Posts: 2,308

    All exhaustion perks should get the dead hard treatment and only activate once per hook state.

  • cammoking123
    cammoking123 Member Posts: 50

    I don't even use exhaustion perks since they don't work with Iron Will. Thanks for that nerf, killer mains.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,875
    edited March 7

    Exactly. We are at the point where "But M1-Killers" is not a valid argument anymore. Because if we now start nerfing Perks because M1-Killers have problems against them, guess what will happen? People would still play their Ghoul, Blight and Nurse and will not suddenly switch over to Trapper or Doctor.

    Buffs and Nerfs should happen to specific things, not by nerfing Survivors or buffing Killers overall. Too many times already it was said that certain Killers are mainly played because other Killers are not viable due to X, and when X got fixed, there was no change at all.

    @Topic:

    When it comes to Exhaustion Perks, the goal should be to have more variety. People use Sprint Burst and Lithe because you can use them on basically any map. Other Exhaustion Perks are either too weak, e.g. Head On, or just too situational. Overcome only works when healthy, which also means it does nothing against tunneling and against Instadowns. Smash Hit is just too unreliable and with how weak Pallets have become, they are usually quickly dealt with by Killers - if there is even a Killer you can reliably stun. And Balanced Landing simply does not work on certain maps because they either dont feed any spots at all or it is RNG.

    If the weaker Perks are buffed, then there is more variety and more variety would also mean that there is a bigger likelyhood that a Killer gets lucky and the Exhaustion Perk is not good on the map they are on. E.g. if Balanced Landing would get buffed, the Killer would have a good time if the Map is Gas Heaven without a Hill or the new Trickster Map. But something like this would not happen currently, simply because nobody would take Balanced Landing over Sprint Burst or Lithe.

    This is coming from someone who does not even use Exhaustion-Perks btw…

  • Ragna_Rock
    Ragna_Rock Member Posts: 269

    The only exhaustion perk in the game that's healthy is Smash Hit as its the only perks that requires you do something where as all the others are awful for the game and promote thoughtless gameplay (E.G. Sprint Burst or lithe ) or give you a reward for playing bad (E.G. Dead Hard or Overcome.)

    The usual cope to this is but muh Blight/Nurse a few top killers means that the rest of the roster has to suffer is insane.

  • EntityNea
    EntityNea Member Posts: 226
    edited March 8

    The logic of your reasoning is flawed.
    TL;DR of your message is basically: "Survivors use sprint burst or lithe to reach a loop. Then they can use that loop if they are skilled, and the killer loses."

    So you're not even complaining about speed boost perks. You're complaining about the loops.

    I wasn't aware that it was literally impossible to reach a loop as a survivor unless you used sprint burst… dang.

  • Anti051
    Anti051 Member Posts: 919

    It's probably time to introduce different game rules based on which killer you're in the match with. The one-size-fits-all philosophy obviously doesn't fit anymore.

  • Xray
    Xray Member Posts: 395

    In a time sensative game like DBD and with all the talk of gen speeds getting worse why would you ever as a m1 killer go chase a guy who just sprint bursted to the god pallet or shack? Do you want to spend five minutes looping him at the shack, or wait till he drops that pallet while two gens pop? Its not even about me getting tilted and saying the two perks are the spawns of satan, there are killer perks that counter them that is always available to use. I'm just trying to point out that hey these kinda are annoying to go against if you are a low tier killer and if your a high tier you are not effected by them much or at all.

  • Xray
    Xray Member Posts: 395

    My point is that sprint burst is super effective at getting to these good spots, of course you could easily get to shack and loop normally but if you just sprint without you risk the chance of getting hit or getting downed, but if you let the m1 killer get within a couple feet of you and just sprint burst away what can they do? I'm trying to say there is no middle ground between it being super effective or borderline useless when you use it depending on what killer type you go against.

  • EntityNea
    EntityNea Member Posts: 226
    edited March 8

    It's super easy to get to a good spot without any speed perk for any experienced survivor who are aware of their surroundings. Always have an escape plan for when the killer gets close. That's just basic escape tactics.

    Your complaints really have nothing to do with movement speed perks.
    Best thing you can do is just practice winning loops against survivors.

    Edit: Also, if they use their exhaustion perk.. catch up to them. Because if you just leave them every time they use it, they'll just recharge it and use it again.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,248

    I face 3x Lithe paired with WoO consistently that seems to be the main survivor build i face but that isn't really an issue for me it's when all that is paired with Finesse that it becomes an annoying slog to deal with. and I happen to see 3 Finesses consistently. why do we have to deal with exhaustion on top of exhaustion?

    finesse really makes ghoul tempting despite my attempt to be a good person

  • MarbleThrone
    MarbleThrone Member Posts: 996

    I run them at the same time for maximum efficiency.

  • Brimp
    Brimp Member Posts: 3,629

    I mean yeah lithe, sprint burst and dramaturgy is basically 70% of the reason I don't play M1s. People talk about boring well lets talk about holding W when every person pre-runs across the map with lithe/sprint burst or just uses Dramaturgy like old DH.

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 870

    in dead hard's defense, it's at its strongest if the killer manages to put you in a really difficult spot that forces you to go down if you dont have any options left. this is especially helpful if you end up in a zone with zero resources left because your team previously used it all, or if a killer prevents you from taking a window that gives you access to the rest of the map again.

    it's not really meant to be a reward, more-so a tool that gives you more options.

  • Ragna_Rock
    Ragna_Rock Member Posts: 269

    If you end up in a dead zone the killer either herded you like a sheep or you misplayed your positioning.

    If the killer blocks the window that is a good play on their behalf.

    But none of that really matters to the point, why should you get another health state for losing?

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 870
    edited March 8

    sure, but how are you supposed to predict when something is a deadzone without having known about its existence to begin with, in order to avoid it effectively?

    for example; say you were caught off guard by a stealth killer and chased into one after not having been around the map for a while and you are still injured. what options does the survivor have in this scenario? just dying?

    and what about cluttered or LOS-disruptive maps, like indoor maps, that make it hard for you to see what resources are available if it's not static, or you don't have a perk like 'windows of opportunity' to help you make better decisions?

    i can also understand a play being well performed by the killer if they deny you a resource or zone you, but it's a 50/50 on whether or not you're capable of making it to something else if you're placed in a bad position in the scenario i described. would it be wrong for a survivor to use a tool (that is only given after a hook state, mind you) that gives them the ability to recover and buy a little more time for their team?

    as an analogy: if someone is repeatedly trying to punch you in the face with brass knuckles in a fight—after you already took a nasty hit by them earlier while trying to get away—wouldn't it make sense to try and even the playing field by finding a brick to deal a painful amount of damage to them (to either gain the upper hand or discourage them from continuing the fight), or something that you can use to protect your face with so you have the opportunity to get away?

    in my perspective, it's more than just 'getting another health state for losing' as you describe it. DH enables survivors to buy more time to keep pressure on the objective. with the game centering around a tug-of-war and time being the focus, you want to give players a way to tug on the rope. sometimes things like this make the game less prone to getting stale, since now you have things that can shift the dynamic between players.

  • ControllerFeedback
    ControllerFeedback Member Posts: 652
    edited March 8

    The less used exhaustion perks aren't weak by any means though, they're just situational, which is a good thing. It's more of a design issue than a balance issue, and the issue explicitly lies within Sprint Burst and to a lesser degree Lithe (at least Lithe requires you to have some kind of vaultable resource nearby and good positioning relative to the killer) being universally applicable, making most of the other exhaustion perks irrelevant, especially when you factor in Vigil making their uptime absurd. You can't fix that by just buffing the other less used exhaustion perks, you have to nerf/rework the other two, or at the very least the 2016 design failure that is Sprint Burst. Like yes, they could guarantee a dropdown spot for Balanced Landing on every map, and they could stand to adjust X conditions of perks like Smash Hit, but the universal applicability of Sprint Burst/Lithe would remain. And personally I don't think we need more chase ending haste/haste uptime tied to perks, we need less.

    I think the top tier killers do have to be nerfed at the same time. But if we're to believe that M1/weaker killers can't be used as an argument for exhaustion nerfs/reworks then I don't think it's proper for the existence of the top tiers to be used as an argument for exhaustion buffs in the same breath. Neither of those arguments are logically sound if the goal is to maximize the fun/interactivity & fairness of the average DbD match regardless. It's just some whataboutism born of frustration more than anything.

  • Ragna_Rock
    Ragna_Rock Member Posts: 269

    Investigate the map? Go and see what has spawned ahead of time to so you know and I don't even mean like the whole map just the immediate area so you have an idea where to go.

    If you get caught off guard by a stealth killer than that's it, he out played you and got the drop on you.

    Your analogy does not work here because the killer is supposed to be an unstoppable force you don't 1v1 the killer only buy time.

    What dynamic does Dead Hard shift? You get a free health state from losing all that does is reward bad play.

    But this still does not answer the main question. Should you get an extra health state for losing?

  • jesterkind
    jesterkind Member Posts: 9,754

    I know I'm not the person you're responding to, but I would like to weigh in if you don't mind.

    I think saying Dead Hard is an extra health state for losing isn't really accurate, personally. You aren't losing just because you got hooked, for starters, but more pressingly what Dead Hard does is give you a parry.
    You aren't guaranteed to actually get to tank that hit, it's completely up to circumstance. Some killers it's very reliable, others it'll work once at most, there are smart and dumb ways of playing around it on both sides, etcetera.

    You can whiff a Dead Hard and it just gets you downed, ditto for the killer successfully baiting it. On the design front, I think DH is pretty reasonably well designed, at least if you aren't looking at the killers who have a harder time baiting it like Huntress.

  • Ragna_Rock
    Ragna_Rock Member Posts: 269

    This is not an action game, if this was a symmetrical game I would say a parry mechanic in a pvp game can be good BUT that's usually in a symmetrical game where normally its either a normal thing all can do (Like Deadlock) or an ability for a specific character (Like Genji in Overwatch).

    The counterplay for this perk is waiting… in a asymmetrical horror game playing as horror icons and monster from other worlds you have to wait before you can swing, why? A perk so impactful you can fake it and still get value, killers still hesitate to swing when a surv runs at them because of it.

    Anyway the "skill" component of the perk is not the point you absolutely get it for losing the killer has to down you and hook you while you get a free health state despite the fact your the one getting out played why should you get rewarded for that while the killer is the one who had to sink time into advancing their objective and the one who lost the chase gets a 3rd health state for it? How is that fair?

  • Reinami
    Reinami Member Posts: 6,770
    edited March 9

    So, at this point in time most of the exhaustion perks are fine with the exception really of dead hard and sprint burst.

    Lithe is fine because you have to loop inefficiently or activate it early, because you can't fast vault something without activating it.

    Sprint burst would be fixed if you couldn't 99 it. How that gets addressed in a way that doesn't buff the other exhaustion perks, or make sprint burst confusing i'm unsure on.

    Dead hard is just a badly designed perk, because it gets countered by hard tunneling the survivor with it and hitting them right off the hook. And it promotes lose/lose situations, where the killer basically has to swing, and eat the dead hard, or not swing and eat the pallet. It basically functions as old dead hard just without the distance. The difference being compared to the old dead hard is that when you used it outside of for distance, it put you in an animation lock that made it so you couldn't vault the window or pallet. But was too strong when used for distance. Probably the best fix i think for dead hard id like to see. Is to increase the time it gives endurance to say 0.75 seconds so its a bit easier to use. But then using it puts you in a state where you can't vault windows or drop pallets for like 2 seconds.

    I'd also probably buff head on to stun for 4 seconds so it gives you about the same distance as the other exhaustion perks.

    Balanced landing also might be able to get its passive back of not slowing you on drops even if you are exhausted. It was a problem back when there were tons of infinites everywhere, but i'm not sure how it would play out today. Would need to be tested before i can confidently say it should go one way or the other.

    Post edited by Reinami on
  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,147

    Yet Ghoul and other S tier killers can remain in their current state, and here you are for crying for exhaustion perk changes.

    Maybe if they were to change exhaustion perks, then change killer aura reading, and gen slowdown perks too.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,876

    What I will say is, if they change anything about SB or Lithe (and I think by extension, Vigil would need to be looked at as well since it plays a pretty big factor in the strength of SB and how often it can be used + Vigil is just busted in general), I would want those changes to be paired with toning down the S tier killers in the same update (something I think is overdue anyway) so that the changes wouldn't benefit them overall. I'm not necessarily against the idea of toning down SB, but it would be a big change and would require some re-balancing on the killer side imo, at least for the top tiers.

  • jesterkind
    jesterkind Member Posts: 9,754

    Couple things-

    To the point about the parry, I'm less saying it's a great idea for DBD and more pointing out that it's not just "a health state", which I think is a distinction that does matter quite a bit here.

    Additionally, the counterplay for DH is baiting it, not waiting it. Flicking your camera up to fake a swing, starting a power animation but cancelling where applicable, etcetera. Killers with really telegraphed special attacks have a harder time with this, but most have a way of actively baiting a DH.

    Finally, being downed and hooked isn't losing or failing inherently, the game is designed around that being inevitable. The point of a chase is to last as long as possible before being downed, not to avoid being downed outright. Dead Hard activating when you're hooked is just it being gated by match progression, not it being a reward for losing.

  • Shinkiro
    Shinkiro Member Posts: 502
    edited March 9

    Killer perks require you actually do something (mostly chasing, downing and hooking survivors which requires significant time investment) to actually use them. SB and Lithe do not require any real conditions and provide immense value on a relatively short cooldown for zero effort from survivors.

    Stop treating killer perks like they are equal to survivor perks because they are not. Not to mention there isnt potentially four copies at once giving the same level of value, killers perks need to give 4x more than survivor perks as its 16v4 perks.

    I don't even know why you're moaning about gen slowdown, in a world where you can easily get 30s free chase extensions every single chase per survivor which gives the other three survivors the equivalent time to do an entire generator just from that single perk. Its been garbage for awhile now which is exactly why people are stacking them to actually try get value from them because everything else also gets nerfed since we apparently arent allowed good chase perks either.

    Post edited by Shinkiro on
  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,147

    Your argument falls apart the moment you actually look at how the game works. You say killer perks require effort because they trigger on downs and hooks. That’s not some special condition that’s literally the killer’s objective.

    Saying a perk activates when you hook someone isn’t ‘effort’, it’s the basic gameplay loop. Meanwhile exhaustion perks don’t magically give ‘30 seconds free chase’. If a single vault or sprint burst is giving you 30 seconds every chase, that’s not a perk balance issue that’s a pathing and mind game issue.

    Also, the 16 vs 4 perk argument is misleading. Survivors don’t stack perks into a single power spike the way killers do. One killer perk can affect all four survivors simultaneously, while each survivor perk only affects one person at a time. And let’s not pretend killers are starving for strong tools. Between aura reading, slowdown stacking, and map pressure powers, killers already have far more control over the pace of the match than a single exhaustion proc ever will.

    If exhaustion perks were as broken as you’re claiming, high tier killers wouldn’t consistently dominate public matches and tournaments. So no, the problem isn’t exhaustion perks. The problem is people expecting every chase to end in 10 seconds.

  • Ragna_Rock
    Ragna_Rock Member Posts: 269

    Your right its not just a health state its complete invincibility for the moment allowing you to even tank instant downs and with some killers it literally unavoidable you cant fake throw an axe. Its even worse.

    No this is ridiculous throw your screen up and down? Faking a power animation? (a lot cant do that so it not a good measurement) This is not counter play this is pure cope throwing your screen around is more likely to harm you than the surv. Besides that most people using Dead Hard usually use it when you have to swing and at that point there is nothing that can be done.

    The killer invests time while the others do gens (their objective) while you chase someone and down them (they lost the chase) and then you pick them up without getting stunned or blinded and take them over to a hook all to secure one hook state and when they later get rescued they now have an on demand 3rd health state that they got for losing.

    And it is losing if getting downed and hooked is not losing than what is full death? That the only time a surv is considered to be losing or have lost? That's ridiculous. It is losing you are failing at your objective by going down and getting hooked, you get Dead Hard by losing allowing you to artificially extend chase its extremely unhealthy and should be completely reworked.

  • cogsturning
    cogsturning Member Posts: 2,761

    Killer perks that require zero actions from killers: Deadlock, Tinkerer, Human Greed, Territorial, Hex: Ruin, Cruel Limits, Haywire Corrupt Intervention, Lethal Pursuer, Discordance, Batteries Included, Bitter Murmur. That's just off the top of my head. There's probably a bunch more. Let's not pretend both sides don't get free stuff. At least SB and Lithe require you to use them correctly to not get downed anyway. These are all totally free, and some are very popular.