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Exhaustion Changes

I'm sure there is a thread somewhere, but I don't know where it is. So I'm just going to put my two cents here.

My concern with the exhaustion changes is that sure the chase is probably going on too long if the survivor has gotten their exhaustion perk back twice in a chase. However, ultimately it's the killer who's initiating the chase 9/10 times. If the survivor can run them around that long, shouldn't it be on the killer to stop chasing that person until they're in a less desirable location and/or go protect gens?

If killers want to respect pallets and not break them, that can eat a lot of valuable time as good survivors will run around that pallet until Bloodlust 9000 eventually gets them or they get their exhaustion perk back or the killer decides to cave and break the pallet. Like you want us to break the chase and hide, but we can't really do that unless they get stunned/break the pallet as there's usually not enough time to put enough distance between you and the killer.

I also don't necessarily think it's fair to punish every exhaustion perk for one perk being a huge problem. If you ride someone's butt who has dead hard they will use it eventually and then you can hit them (if it doesn't already hit them because Dead Hard isn't the most consistent perk). Balanced Landing is 90% map dependent and can easily be avoid by forcing survivors to go to an area that doesn't have a drop down. Lithe can be awkward with what is considered a chase and again if there are not any immediately accessible vaults survivors won't get it. And then adrenaline needs to have all the gens be done. All of these other exhaustion perks have lots of counter play options to them. Sprint Burst does not. But because of the one bad perk, all others are being punished. That does not seem fair.

Ultimately I just do not think it's a wise choice to nerf survivors because of the complaints of killers who make poor choices during a chase. I also think survivors should be rewarded for being able to run the killer around for a long time as it's not that easy.

Comments

  • Wicked_Django
    Wicked_Django Member Posts: 128
    So what happens when the killer decides to leave that looping survivor, finds another, and that one loops for 2 SB uses too? Like should I crap out a garbage survivor to chase?
  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857

    I'm sure there is a thread somewhere, but I don't know where it is. So I'm just going to put my two cents here.

    My concern with the exhaustion changes is that sure the chase is probably going on too long if the survivor has gotten their exhaustion perk back twice in a chase. However, ultimately it's the killer who's initiating the chase 9/10 times. If the survivor can run them around that long, shouldn't it be on the killer to stop chasing that person until they're in a less desirable location and/or go protect gens?

    If killers want to respect pallets and not break them, that can eat a lot of valuable time as good survivors will run around that pallet until Bloodlust 9000 eventually gets them or they get their exhaustion perk back or the killer decides to cave and break the pallet. Like you want us to break the chase and hide, but we can't really do that unless they get stunned/break the pallet as there's usually not enough time to put enough distance between you and the killer.

    I also don't necessarily think it's fair to punish every exhaustion perk for one perk being a huge problem. If you ride someone's butt who has dead hard they will use it eventually and then you can hit them (if it doesn't already hit them because Dead Hard isn't the most consistent perk). Balanced Landing is 90% map dependent and can easily be avoid by forcing survivors to go to an area that doesn't have a drop down. Lithe can be awkward with what is considered a chase and again if there are not any immediately accessible vaults survivors won't get it. And then adrenaline needs to have all the gens be done. All of these other exhaustion perks have lots of counter play options to them. Sprint Burst does not. But because of the one bad perk, all others are being punished. That does not seem fair.

    Ultimately I just do not think it's a wise choice to nerf survivors because of the complaints of killers who make poor choices during a chase. I also think survivors should be rewarded for being able to run the killer around for a long time as it's not that easy.

    On certain maps it is hella easy with that sprint burst actually as few killers have powers that helps with loops. They did say they will adjust possibly for other perks so that is already on the table. To have a second dead hard could bad too, and I run dead hard. The second pretty much gurantees a loop for 4-5 gens. Because survivors can run multiple perks/items certain things aren't so balanced. Sprint burst and bnp had counter parts of moris and noed at original release, two got nerfed two didnt
  • MissMady
    MissMady Member Posts: 1

    I never understood why Lithe was brought down considering it was made to activate during chases. Oh well.

  • Violator
    Violator Member Posts: 17
    edited July 2018

    @street_healer said:
    I'm sure there is a thread somewhere, but I don't know where it is. So I'm just going to put my two cents here.

    My concern with the exhaustion changes is that sure the chase is probably going on too long if the survivor has gotten their exhaustion perk back twice in a chase. However, ultimately it's the killer who's initiating the chase 9/10 times. If the survivor can run them around that long, shouldn't it be on the killer to stop chasing that person until they're in a less desirable location and/or go protect gens?

    If killers want to respect pallets and not break them, that can eat a lot of valuable time as good survivors will run around that pallet until Bloodlust 9000 eventually gets them or they get their exhaustion perk back or the killer decides to cave and break the pallet. Like you want us to break the chase and hide, but we can't really do that unless they get stunned/break the pallet as there's usually not enough time to put enough distance between you and the killer.

    I also don't necessarily think it's fair to punish every exhaustion perk for one perk being a huge problem. If you ride someone's butt who has dead hard they will use it eventually and then you can hit them (if it doesn't already hit them because Dead Hard isn't the most consistent perk). Balanced Landing is 90% map dependent and can easily be avoid by forcing survivors to go to an area that doesn't have a drop down. Lithe can be awkward with what is considered a chase and again if there are not any immediately accessible vaults survivors won't get it. And then adrenaline needs to have all the gens be done. All of these other exhaustion perks have lots of counter play options to them. Sprint Burst does not. But because of the one bad perk, all others are being punished. That does not seem fair.

    Ultimately I just do not think it's a wise choice to nerf survivors because of the complaints of killers who make poor choices during a chase. I also think survivors should be rewarded for being able to run the killer around for a long time as it's not that easy.

    Sprint burst needed this nerf. I will agree that maybe lithe and others dont need such a hard nerf but SB definitely did. pallet loop and gen rush are a serious problem. The fact that you suggest killers give up a chase tells me ur a survivor main. BNP, gen rush with pallet lopping and SB or Lithe prolong the game to obsurd lengths in the meta. Once they devs prolong the games and prevent such hard camping on the killer side then this game will be a much less frustrating game to play

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Violator said:

    @street_healer said:
    I'm sure there is a thread somewhere, but I don't know where it is. So I'm just going to put my two cents here.

    My concern with the exhaustion changes is that sure the chase is probably going on too long if the survivor has gotten their exhaustion perk back twice in a chase. However, ultimately it's the killer who's initiating the chase 9/10 times. If the survivor can run them around that long, shouldn't it be on the killer to stop chasing that person until they're in a less desirable location and/or go protect gens?

    If killers want to respect pallets and not break them, that can eat a lot of valuable time as good survivors will run around that pallet until Bloodlust 9000 eventually gets them or they get their exhaustion perk back or the killer decides to cave and break the pallet. Like you want us to break the chase and hide, but we can't really do that unless they get stunned/break the pallet as there's usually not enough time to put enough distance between you and the killer.

    I also don't necessarily think it's fair to punish every exhaustion perk for one perk being a huge problem. If you ride someone's butt who has dead hard they will use it eventually and then you can hit them (if it doesn't already hit them because Dead Hard isn't the most consistent perk). Balanced Landing is 90% map dependent and can easily be avoid by forcing survivors to go to an area that doesn't have a drop down. Lithe can be awkward with what is considered a chase and again if there are not any immediately accessible vaults survivors won't get it. And then adrenaline needs to have all the gens be done. All of these other exhaustion perks have lots of counter play options to them. Sprint Burst does not. But because of the one bad perk, all others are being punished. That does not seem fair.

    Ultimately I just do not think it's a wise choice to nerf survivors because of the complaints of killers who make poor choices during a chase. I also think survivors should be rewarded for being able to run the killer around for a long time as it's not that easy.

    Sprint burst needed this nerf. I will agree that maybe lithe and others dont need such a hard nerf but SB definitely did. pallet loop and gen rush are a serious problem. The fact that you suggest killers give up a chase tells me ur a survivor main. BNP, gen rush with pallet lopping and SB or Lithe prolong the game to obsurd lengths in the meta. Once they devs prolong the games and prevent such hard camping on the killer side then this game will be a much less frustrating game to play

    preach it sister lol i am a hard survivor main and think this was needed but small changes need to be made like killer induced exhaustian (Clown, huntress, billy, cannibal) should be able to go down in a chase because say you run ballance landing and are not next to a drop when the chase starts but can run him with pallets to a drop but due to the "clown" throwing a bottle that your forced to go threw add exhaustion for 30 sec that doesnt go down cause your in a chase so i think that killer induced exhaustion should go down to allow thier exhaustion perks to not be too op. killers like pig, doctor, and other few i cant think of have a unlimited exhaustion which is understandable because its harder to get these but for the clown all he has to do is get you into his bubble.