http://dbd.game/killswitch
Please tell me this is a sick joke.
This has got to the single most band aid fix in a perk ever even in conception. Some exhaustion perks has been a seriously over-tuned state for a while now against the majority of the roster especially lower tiers making them unenjoyable to play for at least me and some other.
So instead of directly nerfing some of the perks (cough cough Sprint Burst and Lithe) they tie it to a hex that only halves the speed boost from the perks that can give over 150%. I don't think I need to explain what's wrong here when a lot of killers even 125% for three seconds is more than enough to easily deal with them when maps have been in a bad state of balance as of recently.
So said low tiers can't even defend hexes that well as well as having anti-synergy with other hexes since it requires dull totems to light.
Comments
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No Exhaustion-Perk is overtuned. You see how much better the game for Killer has become if we are now at the point where they complain about Exhaustion-Perks, which are the same for YEARS. But all other things got better and better and now the bar moved to that.
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Also, this doesn't just obliterate exhaustion perks, it also obliterates the speed boost from getting hit, including straight off the hook, or when combined with things like Slinger's insta-recovery on break add-ons. And you know what would be extra cool? Wesker and Ghoul who hold you in place for a second and force you to re-accelerate from 0 after injures, so they're literally already back on top of you.
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the speed boost survivors get after being hit is a base movement speed increase and not a haste boost. so UYT won’t affect the post-hit speed boost.
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I mean… it's a hex.
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Sprint Burst and Lithe are DEFINTIELY over tuned. We call Nurse and Blight balancing bottle necks. When SB and Lithe specifically and to some lesser degree Dramaturgy do the exact same. These perks existing is my sole reason of not playing low tiers because it just incentivizes boring gameplay on both sides.
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Yet those exist for years and did not get complained about. Complaints only started when so many other things for Killer got improved, as I said, the goalpost got moved. Now it is "We will stop tunneling if Exhaustion Perks are nerfed". Before it was many other things.
How the Perks are balancing bottle necks or compareable to Nurse and Blight needs an explanation for me.
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How they are balancing bottle necks: Some killer powers simply aren't built around survivors being efficient. So when survivors are efficient and have on average longer chases it creates a sisyphus scenario where it quite literally it would take the survivors throwing for you to have a chance to win. And given the skill floor of survivors keeps getting lower and lower because of basekit changes or nerfs to killer in general some changes DO need to be made.
Back when survivors were just running around doing nothing or the general rank system and not MMR exhaustion would have seemed fine but giving free distance for doing nothing to the role that has more players is just not healthy game design.-6 -
Exhaustion perks have always been a point of discussion.
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Yes, that's because it's Vigil that's the root of the problem here.
A nerf to Vigil should happen one day, undeniably.
But, this perk could be good, if it actually affeced anything outside of few exhaustion perks, Plot Twist and Buckle Up.
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They never changed for years now.
The reason behind the Exhaustion perk epidemic is Vigil. Vigil is genuinely too strong.
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lol, no. Not even compareable, lol.
If you would nerf Sprint Burst and Lithe, those Killers would still be bad. Because it is their own power which is the issue, not anything Survivors have. Meanwhile, Nurse and Blight are balancing bottleneck because they hold back things like Perks for Killers (even if this is not really the case, the Devs just dont care too much about those being overtuned).
But really, at some point - can people like you stop trying to blame the game for losing? Now you are losing games because of Sprint Burst and Lithe, before you were losing games for different reasons. Maybe instead of moving the goal post all the time, accept those two things:
- You cannot win every game
- You might not be as good as you are and you lose games because you make mistakes and not because the Survivor has Perk X.
I know, it is hard to do this.
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I think it's still 22s of Exhaustion even with Vigil, right? Which means if the killer hasn't hit a walking survivor in 22s, that's kind of a map or skill issue, especially with the powers in the game.
Usually when this sort of thing is able to be pulled off, the killer broke off mid chase to chase someone else, or in worst case scenario very powerful map resources were used to enable this.
The main pain point of the perk is gone now, the stacking.1 -
I dont really support the "X has not been changed for years so it means is good" argument. Not only in DbD but in general.
By that point of view Nurse and Blight didnt got changed for years (albeit recently they did change them and some years ago they did also change Nurse a bit), but before that, if im not mistaken both have been on the top for many years without any changes (or at least, any relevant changes).
So does that mean they have been completely fine and should never be touched at all?
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It is VERY much comparable. Lets say you make some killers have better chase power or slight map traversal. Guess what pre run shift W with sprint burst lithe still leaves those killers in the dust. Never have to interact with the anti-loop if SB enables you to just never get in a loop near a killer until like 40 seconds of them following you.
I would rather lose to SKILL and not someone holding W AKA the bare minimum which is why a lot of lower tiers suffer.1 -
Well, allow me to reiterate, because that is not the point I meant to bring up.
The point is, they existed for years with little to no complaints about them, unlike the S tiers.
As Aven_Fallen said, one of the reasons people say exhaustion perks in general are OP is because the goalposts moved down enough.
And how I said, Vigil is the cause behind this, because it effectively halves the Exhaustion timers.
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It really isn't.
Sure, stacking is gone, but in exchange, the speed at which Exhaustion vanishes is effectively doubled.
And, idk about you, but Sprint Burst with a 24 second cooldown is much stronger than with 40.
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But that is.. not true at all.
Exhaustion perks have always been a point of discussion. Some of them they have always been about the strongest survivor perks.
Just because there have not been discussed "everyday" for years doesnt mean there have been "little to no complaints" about them.
Hell since Nurse has been released there has been a general opinion that she is overpowered. Same as Blight. But has been years and years and of course people do not discuss about them every single day. There have been many months where you did not see any single related discussion about them, yet people knew that they were not ok and did deserve changes.
Exhaustion perks (at least some of them) have not been ok for years and years, and vigil just worsen the situation, but its not the real problem.
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Vigil IS the real problem.
Sure, I don't deny that SB and Lithe are strong.
But if you would nerf them, how exactly do you do that? Increase the exhaustion timer? Because that is the EXACT problem that Vigil solves. The only other thing is to nerf the distance it gives, which.... seems really lame to me.
Vigil absolutely needs nerfs.
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I agree that Vigil does need nerfs, honestly not denying it.
I have always though for years that both gen regression and exhaustion perks needs to just be reworked or straight up deleted from the game.
My reasoning is simple. They both seem to have the "if the other side is competent, you need to take at least one of them" problem. If you are at high mmr as killer and the survivors are as competent as you, you are going to have a bad time without gen regression perks, unless maybe you are, again, Blight or Nurse. Hell usually even those Blight and Nurse players usually play with many gen regression perks. The same is applied with exhaustion perks.
The problem i see is that you cannot balance gen time or chase time with these perks being the way they are. Gens get a more balanced time to be completed while having gen regression perks in mind? Then the gen regression perks are now mandatory for your build. Were you able to find a sweet spot for the gen progression time while not taking into account these perks? Now those perks will break that time. As long as they exist, a better balance will never be achieved.
The exact same happens with chase time and exhaustion perks. Chase is one of the fundamentals of the game and they increase that time by just "moving faster than the killer" by some time. So at the end, every survivors ends having at least one of them in their build (hell i have even seen two of them on the same survivor, even with exhaustion in mind, thats how good they are).
At the end of the day both seems to be mandatory if you want a fair game with the other side, if it is also strong.
So i think that the best option would be rework or just remove them. Short-term it would be a balancing nightmare. Gens may pop much faster or chases may be much shorter, but now at least you can get a better long-time balance and you can balance the game without having to take those perks into account.
Post edited by albertoplus on0 -
No it is stronger for sure, just also remember that it's that long if you ARE NOT running. It's still a long time, it mainly punishes hit and run playstyles more than anything.
there is no way a person in chase can get that easily without already having it depleted from not being in chase before hand, which means they havn't used their exhaustion yet
I need you to show me a chase where it is a problem so I can understand it better, coz right now I don't see a logical application for this perspective where someone is problematically using Exhaustion multiple times in one chase.0
