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Survivor main opinion on Exhaustion nerf

thesuicidefox
thesuicidefox Member Posts: 8,222
edited July 2018 in General Discussions

I run Sprint Burst, and only SB, as my Exhaustion perk. I also use Adrenaline from time to time, but that's more for the healing effect not the speed boost (I don't tend to run Self Care anymore, it's like EZ mode).

I personally feel like the Exhaustion nerf is fine. I tend to walk everywhere anyway if I'm not in a chase to save my SB, so nothing has really changed for me. The only thing is that I don't get it multiple times in a chase, which was nice I have to admit, but was also kinda OP.

The only thing I would ask is to have Vigil allow you to recover from Exhaustion while running rather than recovering faster (effects on other statuses should remain the same). Then if you want to do a build where you plan to run from the killer for extended periods of time you have this as an option. It is hella fun to be in a chase and have you SB kick in, and like I said it's OP, but if you have to sacrifice a perk slot to do it then it'd be quite fair IMO.

I'd also say, even though I don't use the other Exhaustion perks, their timers should be lowered a tad to make them more comparable to SB. People swear by DH I know, and it's great in specific instances or if the killer is bad, but it is quite easily countered by any OHK or just waiting for them to use DH. SB is just way better than all the other perks because you can use it instantly at the start of a chase, which is often enough to get away on it's own, and it works in any situation. If the timers were lower on other perks I could see myself using Lithe more or something.

EDIT: Also to make a point I have been able to use SB mid-chase by letting Exhaustion recovery 99% then running so when the killer chases me I can drop a pallet or just stop running for a second and get SB. It's actually quite effective.

Post edited by thesuicidefox on
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Comments

  • Runiver
    Runiver Member Posts: 2,095

    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    @Dabrownman1812 said:
    thesuicidefox said:
    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.

    It would help with other Exhaustion perks too though. If being able to get multiple speed boosts in a chase relies on using a specific perk then that's a fair trade. There was nothing necessarily wrong about getting multiple bursts in a chase, the problem was that it was so frequent and easy. With Vigil there would be a trade off at least.

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    I thought this until I played with it. Exhaustion change really kinda doesn't affect other perks all that much, just SB as far as I have experienced, so it's doing it's job.

  • Runiver
    Runiver Member Posts: 2,095

    @thesuicidefox said:

    @Dabrownman1812 said:
    thesuicidefox said:
    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.

    It would help with other Exhaustion perks too though. If being able to get multiple speed boosts in a chase relies on using a specific perk then that's a fair trade. There was nothing necessarily wrong about getting multiple bursts in a chase, the problem was that it was so frequent and easy. With Vigil there would be a trade off at least.

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    I thought this until I played with it. Exhaustion change really kinda doesn't affect other perks all that much, just SB as far as I have experienced, so it's doing it's job.

    I did play it with SB yesterday. I found it rather beneficial overall, mostly because it allows SB to only be available with it matters. You can just run over the map while it's on cooldown without having the risk to activate it again, and you basically now have it most of the time you get unhooked.
    The small downside is that you possibly don't get it as often if you keep running into the killer, but it's not that grevious, at least not considering how I play it

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,856

    @Dabrownman1812 said:
    thesuicidefox said:
    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.

    It would help with other Exhaustion perks too though. If being able to get multiple speed boosts in a chase relies on using a specific perk then that's a fair trade. There was nothing necessarily wrong about getting multiple bursts in a chase, the problem was that it was so frequent and easy. With Vigil there would be a trade off at least.

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    I thought this until I played with it. Exhaustion change really kinda doesn't affect other perks all that much, just SB as far as I have experienced, so it's doing it's job.

    In the hands of pros, other perks can be used to comparable affect. Called a power creep anyway.
  • Peanits
    Peanits Dev Posts: 7,555

    I more or less share the same opinion. The only time I ever run sprint burst in the first place is when I'm leveling up a survivor and I don't have any other good perks yet. I hate using this term because it sounds so condescending, but it really is a 'crutch' perk. You can do perfectly fine in a chase without it if you know what you're doing. You don't need it, and you can do just fine without it, but some people have become dependent on it.

    Regarding the other exhaustion perks: I feel that way about dead hard, because the difference is dodging one attack (a minuscule distance gain, you're still boned unless there's a pallet or window nearby), versus and significant distance gain from something like sprint burst. But Lithe and Balanced Landing are both just as powerful in the right hands. The exception being BL, where depending on the map/generation, you could be completely screwed with only one or two (or zero) spots to activate it, though I would attribute this more towards an issue with the maps themselves than the perk. It would be fantastic if every map could get a pass at some point to ensure that each has at least a couple spots where you could activate it.

    Lithe, though, I could very easily activate that multiple times in a chase, and if you run tiles the correct way, you also force the killer to vault or go around the window, buying you even more distance.

  • RepliCant
    RepliCant Member Posts: 1,436
    edited July 2018

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    As someone who only really plays Survivor, I can confirm all other exhaustion perks are perfectly fine still. I get atleast a minimum of 6 lithe activations/game. Same with dead hard, though that one should be changed to the exhaustion nerf only applied while injured due it its usability, but it's still fine.

    Lithe is more useful - and I'm glad they done something to shift the meta. It's more incentive to not use Sprint Burst (Since the nerf, this exhaustion perk is god awful)

    @Peanits said:
    I more or less share the same opinion. The only time I ever run sprint burst in the first place is when I'm leveling up a survivor and I don't have any other good perks yet. I hate using this term because it sounds so condescending, but it really is a 'crutch' perk. You can do perfectly fine in a chase without it if you know what you're doing. You don't need it, and you can do just fine without it, but some people have become dependent on it.

    Regarding the other exhaustion perks: I feel that way about dead hard, because the difference is dodging one attack (a minuscule distance gain, you're still boned unless there's a pallet or window nearby), versus and significant distance gain from something like sprint burst. But Lithe and Balanced Landing are both just as powerful in the right hands. The exception being BL, where depending on the map/generation, you could be completely screwed with only one or two (or zero) spots to activate it, though I would attribute this more towards an issue with the maps themselves than the perk. It would be fantastic if every map could get a pass at some point to ensure that each has at least a couple spots where you could activate it.

    Lithe, though, I could very easily activate that multiple times in a chase, and if you run tiles the correct way, you also force the killer to vault or go around the window, buying you even more distance.

    Yeah I agree with what's said here;

    Lithe is currently the most powerful exhaustion perk. Tiles are important, especially if you're running the two window loop strat with mindgames. Lithe is perfect for that as it allows for further mindgames, often I'll escape a chase by just this perk + lightweight.

    Again, we needed a meta shift. I've never seen Balanced Landing used so much til now.

  • powerbats
    powerbats Member Posts: 7,068

    @Peanits I run sb not so I an run all over the place but because I play a more stealthy of play. I also use SC because sometimes non one will heal you, along with Urban Evasion (feel naked without it.) I've played many a game with UE and it was painful since it was super hard to be super sneaky. I also run Premonition since as a stealthy player I don't stick around till the killer is on top of me doing a gen and then expect to SB away etc.

  • Master
    Master Member Posts: 10,200

    My issue with sprint burst is that it enables survivor to escape even if you stand 1 meter away from them. This way they can waste even more time for you because you have to run directly in front of them before they sprint burst away from the gen.

    sure, several spint bursted in a single chase is quite strong but it didnt happen to often and sometimes the effect vanishes anyway if they are looping.

    My main issue with sprint burst hasnt changed with the nerf

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Peanits said:
    I more or less share the same opinion. The only time I ever run sprint burst in the first place is when I'm leveling up a survivor and I don't have any other good perks yet. I hate using this term because it sounds so condescending, but it really is a 'crutch' perk. You can do perfectly fine in a chase without it if you know what you're doing. You don't need it, and you can do just fine without it, but some people have become dependent on it.

    Regarding the other exhaustion perks: I feel that way about dead hard, because the difference is dodging one attack (a minuscule distance gain, you're still boned unless there's a pallet or window nearby), versus and significant distance gain from something like sprint burst. But Lithe and Balanced Landing are both just as powerful in the right hands. The exception being BL, where depending on the map/generation, you could be completely screwed with only one or two (or zero) spots to activate it, though I would attribute this more towards an issue with the maps themselves than the perk. It would be fantastic if every map could get a pass at some point to ensure that each has at least a couple spots where you could activate it.

    Lithe, though, I could very easily activate that multiple times in a chase, and if you run tiles the correct way, you also force the killer to vault or go around the window, buying you even more distance.

    The thing about Dead Hard is people have no imagination with it. SB gives you your burst right off the start gaining you distance at the start of a chase. Lithe gains you distance at any point in the chase so long as you plan a vault. Balanced landing works just like Lithe provided you plan for a fall. Dead Hard can be used as a surprise dodge, a short distance burst to get to pallets/windows, to counter Nurse blinks 100%, allows you to get out of a body block situation with a killer, allows you to pull off a guaranteed Borrowed time escape by not getting hit yourself (fake grab, get hit, save hooked survivor who gets BT if hit or/and use DH as soon as unhook happens to avoid the attack should they go for you instead). I'm sure I've missed a few other applications also. The problem is most people think DH is a "use it once and it won't work again" perk, yet it provides more opportunities over any other exhaustion perk if used creatively.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    @MegaWaffle said:
    The thing about Dead Hard is people have no imagination with it. SB gives you your burst right off the start gaining you distance at the start of a chase. Lithe gains you distance at any point in the chase so long as you plan a vault. Balanced landing works just like Lithe provided you plan for a fall. Dead Hard can be used as a surprise dodge, a short distance burst to get to pallets/windows, to counter Nurse blinks 100%, allows you to get out of a body block situation with a killer, allows you to pull off a guaranteed Borrowed time escape by not getting hit yourself (fake grab, get hit, save hooked survivor who gets BT if hit or/and use DH as soon as unhook happens to avoid the attack should they go for you instead). I'm sure I've missed a few other applications also. The problem is most people think DH is a "use it once and it won't work again" perk, yet it provides more opportunities over any other exhaustion perk if used creatively.

    The problem is that all these tactics rely on the killer falling for DH. I feel like it's really hard to pull one over on good killers. You can do it once, but they will remember. That's my main issue with DH is that it's so easily countered by the killer, and yes if can save your butt in the right moment, but those moments are few and far between, where SB is good in almost any moment. Where SB can actually help you escape the killer, DH to me just seems like you are prolonging the chase rather than trying to escape. It can be a good mind freak, but all the killer has to do is remember you have it an wait and 90% of your opportunities go away.

  • Mc_Harty
    Mc_Harty Member Posts: 3,293

    @thesuicidefox said:
    The problem is that all these tactics rely on the killer falling for DH. I feel like it's really hard to pull one over on good killers. You can do it once, but they will remember. That's my main issue with DH is that it's so easily countered by the killer, and yes if can save your butt in the right moment, but those moments are few and far between, where SB is good in almost any moment. Where SB can actually help you escape the killer, DH to me just seems like you are prolonging the chase rather than trying to escape. It can be a good mind freak, but all the killer has to do is remember you have it an wait and 90% of your opportunities go away.

    Sprint Burst really is a problem perk...

    I love Dead Hard to hell, but it does have it's own share of issues.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @thesuicidefox said:

    @MegaWaffle said:
    The thing about Dead Hard is people have no imagination with it. SB gives you your burst right off the start gaining you distance at the start of a chase. Lithe gains you distance at any point in the chase so long as you plan a vault. Balanced landing works just like Lithe provided you plan for a fall. Dead Hard can be used as a surprise dodge, a short distance burst to get to pallets/windows, to counter Nurse blinks 100%, allows you to get out of a body block situation with a killer, allows you to pull off a guaranteed Borrowed time escape by not getting hit yourself (fake grab, get hit, save hooked survivor who gets BT if hit or/and use DH as soon as unhook happens to avoid the attack should they go for you instead). I'm sure I've missed a few other applications also. The problem is most people think DH is a "use it once and it won't work again" perk, yet it provides more opportunities over any other exhaustion perk if used creatively.

    The problem is that all these tactics rely on the killer falling for DH. I feel like it's really hard to pull one over on good killers. You can do it once, but they will remember. That's my main issue with DH is that it's so easily countered by the killer, and yes if can save your butt in the right moment, but those moments are few and far between, where SB is good in almost any moment. Where SB can actually help you escape the killer, DH to me just seems like you are prolonging the chase rather than trying to escape. It can be a good mind freak, but all the killer has to do is remember you have it an wait and 90% of your opportunities go away.

    You can also use this to your advantage as if they expect DH you just don't use it right away. I agree most people find it difficult to use but that's why with the right creative mind it offers the most "tactical" exhaustion experience.

  • Khroalthemadbomber
    Khroalthemadbomber Member Posts: 1,073

    That and exactly when NOT to use it.... I've lost track of the number of people I'm chasing who Dead Hard somehow into the basement stairwell....

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    @MegaWaffle said:
    You can also use this to your advantage as if they expect DH you just don't use it right away. I agree most people find it difficult to use but that's why with the right creative mind it offers the most "tactical" exhaustion experience.

    Well my point is that you can get creative as you want with it, if the killer knows to wait it doesn't matter. Killer can know you have SB and there isn't much they can do to counter it.

  • HeroLives
    HeroLives Member Posts: 3,234
    powerbats said:

    @Peanits I run sb not so I an run all over the place but because I play a more stealthy of play. I also use SC because sometimes non one will heal you, along with Urban Evasion (feel naked without it.) I've played many a game with UE and it was painful since it was super hard to be super sneaky. I also run Premonition since as a stealthy player I don't stick around till the killer is on top of me doing a gen and then expect to SB away etc.

    Premonition is so underrated. It’s saved me more times than sb ever did. It goes really great with alert too. Especially if you hide close to the generator the killer comes to kick. 
  • HeroLives
    HeroLives Member Posts: 3,234
    Master said:

    My issue with sprint burst is that it enables survivor to escape even if you stand 1 meter away from them. This way they can waste even more time for you because you have to run directly in front of them before they sprint burst away from the gen.

    sure, several spint bursted in a single chase is quite strong but it didnt happen to often and sometimes the effect vanishes anyway if they are looping.

    My main issue with sprint burst hasnt changed with the nerf

    Same opinion 
  • DocFabron
    DocFabron Member Posts: 2,410
    It's really not as bad as certain survivor mains say it is. I use Dead Hard as my exhaustion perk and I still use it as often as I usually would in a game pre-nerf.

    People will learn to adapt. It'll just take them some time
  • Eninya
    Eninya Member Posts: 1,256

    I feel like Sprint Burst's versatility is why it's so preferred. It's useful even when not in a chase, such as having to go huge distances to try and rescue someone from a hook, or escaping from a dangerous hook rescue.

    Dead Hard is neat, but nowhere near as powerful as the others. It also disproportionately affects different killers.

    Lithe suffers from the same problem as Balanced Landing, but to much less effect: requiring a very specific scenario to trigger it.

    I've been using Balanced Landing 1 on my Claudette as I prestige her, and it's miserable not having SB, or even Lithe. My only other option was Dead Hard 3, which is bugged for me for some reason. Where I can use BL, it's great, especially for doubling back on vertical jukes. But then some maps have little to no places you can use it... at all.

    I agree maps could use a once-over so that the "flee" perks are more equally usable. Right now, Sprint Burst's only weakness is accidentally using it when you don't mean to, which is a problem I also had with Balanced Landing inconsistently triggering on falls from varying elevations, to a slight curb-hop triggering it at times.