Nerf or Rework Sprint Burst
It has been a decade of this stupid perk's bullshit, and it needs to come to an end. It promotes terrible gameplay on the survivor's part and can outright invalidate a large portion of the roster.
A survivor running Sprint Burst is encouraged to not engage with the killer at all. Simply sit on generators and sprint off before the killer can reach them. This feels absolutely miserable on any killer without high mobility or a ranged attack to the point of even being invalidating. Lower skill level survivors also become accustomed to drastically extending chases or avoiding them entirely by simply bolting on and off of generators, creating players who are incapable of surviving against actual confrontations otherwise. Additionally when used effectively, especially in tandem with Vigil, it can create scenarios where catching a survivor is physically impossible for some killers. It teaches bad habits and easy cheese for lower skill leveled survivors, and just outright overpowered in the hands of skilled players.
This perk has been an absolute blight on this game throughout its entire history, and after ten years it has never been truly put in line. Please for the love of god rework this perk. Same with Lithe, which has similar problems.
Comments
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You hit the nail right on the head, though unfortunately if they haven't nerfed it by now I kind of doubt they ever will. I don't understand how so many people think this level of strength for a singular perk to have is at all healthy or okay. Perks should not be the determining factor behind a win, it should be skill and effort.
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All exhaustion perks need nerf along with vigil. I like the idea of giving perks cooldowns and make exhaustion do something else. Let's say…
Sprint burst - when start sprinting you move at 150 % for 3s, has 60s cooldown and causes exhaustion for 40s. Exhaustion decrease your movement speed by 5 %.
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Sprint Burst isn't your problem.
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How dare surviviors use perks, right?
You can use blood echo, mindbreaker, genetic limits, crows perk (which i forgot the name)
Also every killer has an addon to cause exhaust on surviviors.
You are just not using them and want everything for free.
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Exhaustion reducing movement speed was a thing BHVR thought of doing, but decided it'd be too much.
I think they were right.
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It'd be fine with the current pallet spawns.
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Every time they nerf these older perks, which are the only ones that are attractive enough to bring, it just harms variety more and more. In the age of effortless 4ks, I really don't think these perks are the end of the world.
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I'm not that much in the loop, but aren't they broken?
That should be fixed instead of making Exhaustion more damaging.
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And the goalpost gets moved further and further. Killers know that if they complain enough, they get more and more from the Devs. Now Sprint Burst is the target, once this is done, we will see people calling for Lithe-Nerfs.
You dont lose games because of Sprint Burst. You lose games because you are not as good as you think you are. Try to improve instead of getting everything nerfed.
Feel free to downvote, this is also easier than trying to become good at a game.
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Lithe is easy to play against imo, just let them run off and just catch up and down them, its pretty simple
the day people call for it to be nerfed, i know we are doomed
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But you can actually lose games to this perk depending on your mobility through pure distance gain. You'd say trickster is a more close range killer to get value same for springtrap or unknown right? So everytime the survivor sees you they gain Sprint burst distance with vigil ghost notes. Your option is chase them with their insane headstart or find someone else over and over. Big surprise when they are the last standing at the end because this perk literally FORCES no interactivity. Sure you can win anyway but its not fun or fair for the people not running the perk would ya say? Eitherway I wouldn't call it healthy by any means because its just even by better players as the "drop chase with them go kill everyone else who doesnt have it" no want to downvote since I dont do that I just think this is ignoring what makes this perk uninteractive,boring,unhealthy. Like lets say im doctor or bubba or nemi. I see Meg on a gen 20 meters away. Before I even get close to her she SBs away gaining another 20 meters into a fully resourced area of the map. Unhook notification behind me. I know neither have it they just saved and I hooked in a advantageous area where I already used resources. Guess what choice is screaming in my ear right now. Chase someone 30-40 meters away now. Or go back.
Post edited by supersonic853 on6 -
Reducing haste duration to 2 seconds at least would be something.
But survivours dont see issue and neither does bhvr
For survivours downvoting: imagine we go back to OG ruin+undying, forever freddy or gen kick meta and everyone laughs at you for saying its bad, thats what you are doing
Sprint + Vigil is very unhealthy and punishes lower tier killers
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and punishes lower tier killers
This is such a non-argument. As long as super strong Killers exist, "low Tier Killers" is just a buzzword used. If we nerf Sprint Burst, nobody will stop playing Blight and suddenly starts playing Trapper.
What would help low tier Killers would be Buffs to low tier Killers. Not the nerf of Survivor Perks which would only result in strong Killers becoming stronger while low tier Killers will not be played.
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Trappers traps if set up right can be a huge counter to sprint burst anyways, that's the point of them.
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Hey, u know what can counter high tier killers? And thats definetly not Sprint Burst i will say. GOOD PLAYS AND TEAMWORK.
Blight doesnt care about SB. Kaneki doesnt care about SB. The only high tier killer i could say would be punished with that one perk is Nurse, because she doesnt have great mobility, just the best chase power. But u know what she needs to do? BLINK ONE MORE TIME, SOMETIMES 2
What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?
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You could play the strongest killer in the game, but even a strong survivor team can demolish you still
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What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?
I even wrote that those should be buffed. But you wont increase their playrate if you nerf Survivor-Perks. As I said, people will not suddenly stop playing Blight or Ghoul when Survivor-Perks get nerfed, since they will just have easier games with them.
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I mean its not even just low tiers. Pyramid is strong in chase once you finally get into range. Just SB makes that take forever. Like pointed out. Same for trickster thats why people want 115 back nothing about his actual chase but moreso getting up to people in the first place.
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It wont make them suddenly more popular, but way less frustrating for sure, since SB is one of the Most popular game.
If killer is less frustrating, u know what will happen? Some players might consider using them
And you didnt understand what i said with blight and ghoul. They. Dont. CARE. ABOUT. S. B.
So nerfing SB wouldnt benefit them. It would benefit those weaker
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Whenever there's an uproar of a survivor perk, "because of low-tier killers" is always being brought up…
So what I'm hearing is that the perk is not the actual issue but the killer themselves.
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Perks can and do win matches though. I've won matches because of Nurse's Calling, and I've lost them because of 4 SBs against a 4.4. Same in survivor. My current 60% ER is because of perks, items, and offerings, not so much skill. I lose a lot of my survivor matches solely to annoying builds as well. If anything, perks in this game often overshadow the need for skill. RNG and luck accomplish more in the average match than actual ability.
As I said, people will not suddenly stop playing Blight or Ghoul when Survivor-Perks get nerfed, since they will just have easier games with them.
These killers already don't care about SB though. I don't want to see all killers get mobility, I'd like to see killers like these knocked down to a slower pace. This is sort of a loop. Can't nerf fast killers because of haste, can't nerf haste because of fast killers. Then just do both at the same time, I guess? Something should change. But this community is so resistant to even minor changes that it feels impossible to do anything, so we're just stuck.
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So, if Sprintburst and Lithe need a nerf, then to compensate for the SIGNIFICANTLY reduced chase times:
Nerf ALL gen regression perks.-4 -
and another one who cant read.
The problems are:
-Meta on Survivours rn (perks items etc)
-High tier killers (with perks that when used on lower tier killers arent as good) since they most of the time ignore meta perks on survivours
The problems arent:
-Low tier killers-2 -
SIGNIFICANTLY REDUCED CHASE TIMES? START RUNNING BEFORE KILLER KISSES YOU ON THE FOREHEAD MATE. AND YOU WONT NEED SPRINT BURST
Imagine that:
> Dont use exhaustion perks.
>Learn how to play without them.
>Then put them on.
>Profit
Lithe is different, i would rather play against full team of lithes instead of full team of SB.0 -
I never use exhaustion perks, thanks to that i get told im playing wrong cuz you need at least one exhaustion perk alway??? i prefer perks to help gens get done, or save my team in a bad spot
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Lithe is actually stronger against most mobility killers.
Also, I rarely run sprintburst. But the point is, perks like Lithe and Sprintburst have on average increased chase duration, that's a fact. A lot of gen regression perks have been introduced because chase duration has been increased. Reducing chase duration should therefor mean nerfed regression perks.
If you cant agree on that logic, I'd say your biased and the perks are not a problem-4 -
U know what is a fact? Survivours being boosted by SB. Lithe at least they need to find a window.
Normally gen regression isnt an issue. It starts being an issue when used on high tier killers, which can activate gen regression perks way faster than normal killer due to chase power or mobility.
BUT EVEN WITH THAT. Survivours can win without perks if played right.
Sprint Burst isnt giving you chase time, it delays time before you start chase, which you can do if you know how to play, and thats why m1 killers struggle so much, because they cant create pressure if they cant injure you. And then after you get injuted, you gonna pop that medkit you brought and remove that. And let me say this again and again and again. SB does not counter high tier killers, which are the problem when they are using gen regression on top of that.
And you tell me im biased for saying that
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If nerfing these two perks drastically altered the outcome of games overall then there's a big issue with survivors crutching on perks. I no longer use Exhaustion perks. The extra 5s BT was enough for me to take off Lithe. I get above average results without it. Anyone would If they learn to live without them.
But I'd love to see all regression and all Exhaustion nerfed. I can't stand either of them.
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You can have something that assists your performance in chase. You cannot have something so powerful that it pardons you from needing to perform at all.
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Sprint Burst has remained unchanged ever since they introduced the exhaustion status effect 7-8 years ago. Why would they feel the need to change it now? Also it isn’t even the Exhaustion perk with the highest pickrate. The reason a lot of people like it is because it’s a lot more straightforward compared to the other Exhaustion perks. I wish more perks could be like this without needing an certain actions and requirements to activate.
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Pallet density. There used to be a lot of dead zones, meaning having exhaustion of some kind was necessery. Now it is not
The only exhaustion i would buff with QOL is Balanced landing, because it has weird activation method that doesnt work all the time. I think there was max fps involved with it.0 -
Let's go back to actual infinite loops - windows that don't block, middle vaults were fast vaults, healing meta (I could heal while in chase consistantly with just one pallet being used), BNP that instantly did the gen in a second, old dead hard that you killer mains hated that much.
Playing the game requires experience and skill.
You can't have everything free for you. Exhaustion nerfs would be unjustified.0 -
And what is your point in bringing up Dbd from 10 years ago? Just because survivours are not as strong as they used to be, they are still strong.
"You killer mains hated so much" like You mean Old dead hard wasnt broken?
Even players with 10k hours have problems with swfs and broken survivour meta right now, even tho its far more balanced than 2016 dbd when the game just launched, meaning it would be unbalanced.1 thing we could probably mention is map rng. Sometimes map has way less good loops, and sometimes it Connects Jungle gyms making basically infinite loop. Meaning both sides suffer in some scenarios.
What is skillful about SB+Vigil? This combo only cripples low tier killers, they dont need that.
And i will again for a hundreth time say, killers have braindead perks as well, grim embrace, pain res, dms etc. hell lets throw devour hope and noed into the mix as well-3 -
You brought up first old ruin and undying and other boring killer metas.
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To make survivours understand how annoying it is To Face sprint Burst. Its just as annoying for killers as those old meta was for survivours
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I don't have the issue personally.
If I see someone running with sprint burst I can be sure that no lithe, smash hit, dead hard, balance landing isn't in use and play around it.
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And SB has the downside that it gets used whenever you arent exhausted and start running. If you use it whenever it can activate, it ends up shooting you in the foot. Getting exhaustion to 99% recovery is a BIG part of using SB effectively, which contradicts with survivors having to do objectives. Lithe needs a vault, they can refuse to vault something to keep it for a better window which can end a chase right then and there, even if it meant taking a hit earlier. 99% on Sprintburst will definitely extend the chase by up to an additional 30 seconds if using perfect pathing.
I'd also argue gen regression IS an issue, because tunnelling and slugging exist and gen regression perks dont change. You can tunnel 1 survivor out from the start of the game, and still be able to activate Pain Res 3 more times followed by Grim Embrace activating for 40 seconds, despite the impact of each trigger being significantly stronger than before. And all you need to pull that off relatively consistency, is not face a 4 man SWF. 50% of players play soloq. So it's quite a consistent strategy, especially on mobility killers, which are 70% of the killers you face.
And survivors can win without perks, if they are extremely in-sync and play as if they happen to have access to constant information to a point they have perfect comms, the killer makes quite a few mistakes and doesnt really get any value from perks or addons.
Killers win without perks a lot more consistently. Plenty of games where killers brought 4 hexes that all got cleansed within the first minute and they still won.
So yeah, you're biased in demanding a nerf or rework in both those perks. The total amount of time they save on good survivors facing a good killer tends to be lesss than the amount of time a good killer saves by only running Lethal Pursuer. And Lethal Pursuer on its own isnt really good, most killers use it to support other aura perks and addons.
Can they be boring? Yeah, sure. I can get behind that. But that's not a reason to nerf or rework something. As to play the "whataboutism" card, slugging is much, much more boring and is a basekit mechanic that everyone can use. Been in the game for 10 years, has not gained any basekit counterplay. SB and Lithe have both been nerfed (shared exhaustion mainly), and have a LOT of counter perks. Mindbreaker being one of the strongest ones as it requires walking before survivors can sprint away.1 -
I never said drastically, but it does reduce average chasetime. Since gens and genregression are currently mainly being defended due to chases taking too long, then it logically concludes that reducing average chasetime should affect genregression.
Like, we've seen this in the cooldown buff 3 years ago, killers gained a flat 10% basekit reduction to all chase related cooldowns. Hits, misses, vaults, breaks(including gens). Gen regression in general got nerfed in the same year because they got too effective. And that 10% was a minor change in numbers. If nerfing SB and Lithe pulls the average chasetime down by 10%, that for example would go from 40 seconds to 36 seconds, which is not a huge difference, but on the long run, having gen regression the same would mean survivors are in chases more often, which increases the effect of genregression perks significantly.
If a match takes 10 minutes on average, that means by the time your 5th chase ended, on average, you will arrive to a gen in progress 20 seconds earlier. Meaning if they are at 70+ seconds progress at the time, they would have been able to finish the gen before the nerf on average. Meaning average game durations will end up being longer because gens end up unfinished for longer.
If keep slowdown the same, the impact will snowball hard.0 -
I think this simplifies the game too much. It's like your approaching it as though all killers bring slowdown and all survivors extend chase with exhaustion. I run stealth perks which often makes my chases end very fast. This is hard to quantify in chase times because the killer's time is still being wasted while they look for me, it's just not a visible metric like chase time. There's more than one way to play. The majority of people I play with don't use Exhaustion, and there's no way to know how much it's truly extending chases because it's not that simple.
I think many Exhaustion enjoyers also fail to recognize when those perks are bad for their team as a whole. If I'm killer and I'm approaching someone and they're slow-walking away, waiting to use their SB, I'm going to turn around and ignore them until two people are dead and I've got time to deal with that. Taking a target off your back puts it more squarely on others. Lithe has issues too. If I know someone is trying to get in position to Lithe, I'll often cut off the vault, or if I'm a ranged killer, predict the trajectory and down them. Sometimes efforts to extend chases actually just end them, one way or another.
I'm certainly not defending slowdown though. If I had it my way, I'd delete the top Exhaustion and slowdown perks from the game. I don't like either meta.
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Seconded. Exhaustion and slowdown going wouldn't break my heart. Provided, of course, some kind of gen lock occurs to avoid 5 minute total-gen completions - in which case Killers reasons for running regression become invalid and we can all be happy.
Get the average match completion to 10 minutes or so, kill exhaustion speed perks, kill regression and gen locking. Or, that'd be my personal take on the goal anywho.0 -
Because I play random perks I rarely have exhaustion perks and have to admit you don't need them when you just play with that in mind.
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The problem with doing that is the same problem we have in Chaos Shuffle, where killers just tunnel at 5 gens and use the lack of gen regress as an excuse—and if gens are basekit slowed that becomes even easier. I wouldn't want to see changes in gens without anti-cheese with it. A lot of killer-players win consistently without any slow down so I don't know if it's truly needed or people just think it is, or if matchmaking is at fault for 5 minute survivor wins (as it likely is for 5 minute killer wins as well.)
The only way to really get a clear picture of whether or not any further adjustments would be needed would be to do a perkless modifier and use it to gather data. And if every match had hard tunneling than it would be good for gathering data on that too. I wish they had a mode like this to get raw data every few months.
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Yeah I don't believe they're needed at all. People are just used to them.
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While I want to argue this - you're right about the fact that we need pure data. We really do need a perkless mode to gather data and see the balance state as it truly is before the conversation on that side could go much of anywhere, huh?
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Like so many people rely on the same perk builds so they rarely change anything play the same way and never really learn anything new. I find it interesting when I basically find some odd synergies with perks just because I play how I do. The most interesting one was that you can heal yourself full health while in Trapper's trap if you have active Moment of Glory and it heals you while you are in the trap.
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