Why do Exhaustion add ons even exist anymore?

Exhaustion add ons came into the game when the time of recovering exhaustion while running still existed.

Now exhaustion doesn't recover when running so why do they even still exist? Clowns spam their bottles until you're exhausted and Huntresses melee range you with hatchets until you're exhausted.

It's poor game design

Tagged: Trusted

Comments

  • Also the 90 second huntress one seems extremely overkill like why is that even an add on

  • I have a better question. Why shouldn't Exhaustion addons exist?

  • @Blueberry said:

    I have a better question. Why shouldn't Exhaustion addons exist?

    Because they were designed around a time when Exhaustion was actually stronger.

    Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly.


    Edit: For what it's worth i think they'll be removed with addon passes anyway.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093562#Comment_1093562

    Because they were designed around a time when Exhaustion was actually stronger.

    Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly.

    Edit: For what it's worth i think they'll be removed with addon passes anyway.

    Because if they didn't exist, exhaustions perks wouldn't have a direct counter. Everything in this game should have a counter to it.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093562#Comment_1093562

    Because they were designed around a time when Exhaustion was actually stronger.

    Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly.

    Edit: For what it's worth i think they'll be removed with addon passes anyway.

    "Because they were designed around a time when Exhaustion was actually stronger."

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    "Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly."

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    "Edit: For what it's worth i think they'll be removed with addon passes anyway."

    They probably will. A change I don't agree with.

  • I wish more killers had exhaustion addons.

    More perks that cause exhaustion as well, please!

  • @Masterkit said:

    is the actual only counter to exhaustion (only by 2 killers clown and huntress and one of those killers is the worst in the entire game i dont know how is this a problem)

    Don't forget about dear old piggu

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093564#Comment_1093564

    "Because they were designed around a time when Exhaustion was actually stronger."

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    "Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly."

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    "Edit: For what it's worth i think they'll be removed with addon passes anyway."

    They probably will. A change I don't agree with.

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed.

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position.

    Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too.

    They probably will. A change I don't agree with.

    It's called balance, something I've seen you cry a lot about, I guess it should only go one way? When a problem is fixed, it's band aids should also be fixed/removed.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093602#Comment_1093602

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed.

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position.

    Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too.

    It's called balance, something I've seen you cry a lot about, I guess it should only go one way?

    I wouldnt call lobby dodging a counter anymore than I'd call DCing a counter. As far as Franklins goes, it really only acts to counter the 1 toolbox that isnt currently being useful (because the survivor is running as opposed to fixing gens). Franklins is decent at countering medkits since a survivor fresh off a hook is unlikely to be able to immediately heal themselves if they have enough charges left to heal, and the survivor is unlikely to find a good time to use the purple or red medkit addon during a chase. Franklins is also decent at countering flashlights since thats an item thats useful midchase. Toolboxes and keys though...not so much. If a killer has Franklins, imma just stash my key in the corner until I need it later.

  • Remove the addons and double the exhaustion of all exhaustion perks

    It's kinda crazy how a survivor can sprint burst to safety and if the killer decides to leave them because busted loops they get it back in no time at all

  • @Blueberry said:

    I have a better question. Why shouldn't Exhaustion addons exist?

    Survivors must always have fun fun fun, so nerf nerf nerf!

  • Oh no, poor baby is upset because he couldn't use his dead hard

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093657#Comment_1093657

    I wouldnt call lobby dodging a counter anymore than I'd call DCing a counter. As far as Franklins goes, it really only acts to counter the 1 toolbox that isnt currently being useful (because the survivor is running as opposed to fixing gens). Franklins is decent at countering medkits since a survivor fresh off a hook is unlikely to be able to immediately heal themselves if they have enough charges left to heal, and the survivor is unlikely to find a good time to use the purple or red medkit addon during a chase. Franklins is also decent at countering flashlights since thats an item thats useful midchase. Toolboxes and keys though...not so much. If a killer has Franklins, imma just stash my key in the corner until I need it later.

    Still, we'll have to see what they do to toolboxes, they could render them completely pointless like they've done every time they've touched a survivor addon.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093562#Comment_1093562

    Survivors must always have fun fun fun, so nerf nerf nerf!

    Or... it's better to make the killer stronger so it's easier to deal with exhaustion instead of just disabling perks entirely because you hit the survivor.

  • @Sonzaishinai said:

    Remove the addons and double the exhaustion of all exhaustion perks

    It's kinda crazy how a survivor can sprint burst to safety and if the killer decides to leave them because busted loops they get it back in no time at all

    Life on the Grim Pantry. Balanced or Sprint Burst from any gen right to the pantry!!! Make the games take forever when they 3 gen themselves around the shack

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093602#Comment_1093602

    Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.

    I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed.

    These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.

    Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position.

    Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too.

    It's called balance, something I've seen you cry a lot about, I guess it should only go one way?

    "I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed."

    You are saying that they need to be removed because they were around a time when Exhaustion was stronger. That is you implying they are indeed too good right now with that statement. We base something needing to be removed or not based on its current balance. Exhaustion perks current state is still extremely strong and I see no reason why Exhaustion addons need to be removed.

    "Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position."

    That is just silly. You're gonna call lobby dodging a "counter"? Really? Franklins doesn't counter them that much, they can easily just be picked back up. If they aren't equivalents and just simply in the same position then there was no point in bringing them up.

    "Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too."

    You say you aren't using them as an equivalent, but you are. Ruin helped "counter" toolboxes "some" but that is not the reason for it. It's reason was for slowing down gen speeds at base. You are deeming what the addons original intents were when being made but you have no idea of that. They never said such a thing. You are assuming.

    "It's called balance, something I've seen you cry a lot about, I guess it should only go one way?"

    And the sky is blue. Yes, we are talking about balance. If you have any understanding of the subject at all, how about you actually rationalize your point instead of resorting to insulting the other person. I actually value balance on both sides unlike some people.

  • I run exhaustion add ons as Huntress because it's a counter. Why allow someone to have the ability to dead hard through a hatchet or a hit when I won a mind game and they made a mistake. Exhaustion perks can be considered second chance perks to correct mistakes survivors make.

    Exhaustion add ons counter that and I believe more killers should have them

  • They removed it from doc so they will probably remove all of them eventually.

    To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.

  • @KrispiesChicken said:

    I run exhaustion add ons as Huntress because it's a counter. Why allow someone to have the ability to dead hard through a hatchet or a hit when I won a mind game and they made a mistake. Exhaustion perks can be considered second chance perks to correct mistakes survivors make.

    Exhaustion add ons counter that and I believe more killers should have them

    If exhaustion perks are a second chance then that means exhaustion add ons are a second chance too.

    "No It'S nOt It'S a CouNtER"

  • @arslaN said:

    They removed it from doc so the will probably remove all of them eventually.

    To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.

    Eggzactly

  • @arslaN said:

    They removed it from doc so the will probably remove all of them eventually.

    To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.

    I'd actually be fine with this. A higher rarity would be alright.

  • To tunnel you and have fun. Git gud.

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  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093675#Comment_1093675

    Still, we'll have to see what they do to toolboxes, they could render them completely pointless like they've done every time they've touched a survivor addon.

    I know someone suggested making it just affect skillchecks, so it would affect how often they pop up as well as the size of both the normal and the great skillcheck zones. For pumping out gens, would be a huge blow...but would still let them be useful for saboing hooks and bear traps. I know last time I faced a trapper who was running bloody coil, I learned just how much dmg a brown toolbox found in a chest with ironwill could be to just RUIN him, lol. Poor guy, but fun game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/129832/why-do-exhaustion-add-ons-even-exist-anymore

    No it’s not poor design.

    1 well timed exhaustion perk can completely cripple either Clown or Huntress, especially when they are out of ammunition.

    They need their exhaustion add ons.

    Run Vigil 🤣

    Well they did mention Vigil as one of the perks getting reworked here soon. Maybe they'll add that it also allows Exhaustion to recover at 50% the normal rate while running in addition to its current effect.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093832#Comment_1093832

    Well they did mention Vigil as one of the perks getting reworked here soon. Maybe they'll add that it also allows Exhaustion to recover at 50% the normal rate while running in addition to its current effect.

    I'd be fine with exhaustion add ons if this is the case

  • The idea that this dude used Clown as an example for something strong - blows my mind lul

  • @Blueberry said:

    I have a better question. Why shouldn't Exhaustion addons exist?

    Killers don't deserve tools to do anything duh

  • Probably for the same reason why window setups that can lead to 2-3 minute chases or ormond map still exist

  • Survivors believe they must counter everything killer can do, lol.

  • @arslaN said:

    They removed it from doc so the will probably remove all of them eventually.

    To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.

    Trapper's brown add-on bag is a huge deal on a low rarity is it too strong because is cheap/common ? Skillful as hitting your ability on a chase? Or you think that isn't as skillful as hitting E ? Rarity in this game isn't an issue or should be used to balance, old prayer beads on Iri would be just as BS, both add-ons for "almost insta-saw" Billy are green or lower making them 7000 BP would be fine?

    Also trying to argue about skillful interactions on powers/add-ons for Killers is just unbelievable, Instant Heal was a thing which need 2 button presses (still does but the effect was reduced) and that wasn't changed because of the unskillfulness of the add-on.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093717#Comment_1093717

    If exhaustion perks are a second chance then that means exhaustion add ons are a second chance too.

    "No It'S nOt It'S a CouNtER"

    I can make the same argument on both sides and wouldn't be right either way.

    "If Adrenaline is a second chance perk then that means NOED is a second chance too"

    "No It's a counter!"

  • Exhaustion add-ons are bs coming from someone whose rk1 killer.

    Brown one on huntress allows you to negate 5 whole perks, all of which are meta that extend Chase's (or are oddballs like head on.)

    It was designed around a time where it was slowly recovered from over time in a chase so that if the survivor was good enough, they could run the killer for long enough to get their perk back, use it and escape.

    Now it just blocks the usage entirely which is not unfair or broken, but feels entirely unfun.

    Clown with an exhaustion add-on? If on his bottles direct hit I'd say let him have it with a slight skill requirement. Huntress on the other hand? She's already getting hits off on you, and preventing someone from using 2-3/5 exhaustion perks 99% of the time (as sprint burst and lithe might be used before hit) your negating some of survivors best survival tools.

  • @Maelstrom10 said:

    Exhaustion add-ons are bs coming from someone whose rk1 killer.

    Brown one on huntress allows you to negate 5 whole perks, all of which are meta that extend Chase's (or are oddballs like head on.)

    It was designed around a time where it was slowly recovered from over time in a chase so that if the survivor was good enough, they could run the killer for long enough to get their perk back, use it and escape.

    Now it just blocks the usage entirely which is not unfair or broken, but feels entirely unfun.

    Clown with an exhaustion add-on? If on his bottles direct hit I'd say let him have it with a slight skill requirement. Huntress on the other hand? She's already getting hits off on you, and preventing someone from using 2-3/5 exhaustion perks 99% of the time (as sprint burst and lithe might be used before hit) your negating some of survivors best survival tools.

    Tunneling and Slugging is Killer's best tools, is DS/BT/UN bad because they counter this strong tools ?

  • @NullEXE said:

    The idea that this dude used Clown as an example for something strong - blows my mind lul

    I know Clown is actual trash and even with his exhaustion add on he still takes years to catch someone.

    I'm just saying that it ain't hard TO get the survivor exhausted

  • Imagine thinking getting exhausted by an add on means I'm bad

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093955#Comment_1093955

    Imagine thinking getting exhausted by an add on means I'm bad

    Thinking you NEED ur exhaustion perk to play the game 100% of the time and cant Handel thee FEW times SOME killers MIGHT bring an addons that they MIGHT hit you with while you MIGHT not have already used it and it's on cooldown already.

  • I’m probably going to play huntress more lol I’ve been thinking about it..I’m so tired of dead hard

  • To answer the question, it's because those Killers haven't recieved an addon pass recently. It's not exactly a high priority.

    Of the newer Killers only Demogorgon has an exhaustion addon and it's triggered by a Survivor action.

    The doctor just had an addon pass and one of the changes was to rework his exhaustion addon.

    The Huntresses exhaustion addons will likely be reworked when her addons get addressed. Clowns will take longer due to him not already needing an addon pass anyways.

    Anti-Exhaustion perks such as blood echos and mindbreaker have been added as an alternative to addons if you still need to counter exhaustion perks.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094004#Comment_1094004

    Thinking you NEED ur exhaustion perk to play the game 100% of the time and cant Handel thee FEW times SOME killers MIGHT bring an addons that they MIGHT hit you with while you MIGHT not have already used it and it's on cooldown already.

    Imagine thinking by one single thread that I always use exhaustion perks

  • @NuclearBurrito said:

    To answer the question, it's because those Killers haven't recieved an addon pass recently. It's not exactly a high priority.

    Of the newer Killers only Demogorgon has an exhaustion addon and it's triggered by a Survivor action.

    The doctor just had an addon pass and one of the changes was to rework his exhaustion addon.

    The Huntresses exhaustion addons will likely be reworked when her addons get addressed. Clowns will take longer due to him not already needing an addon pass anyways.

    Anti-Exhaustion perks such as blood echos and mindbreaker have been added as an alternative to addons if you still need to counter exhaustion perks.

    Exactly. I'd rather perks have more of an effect on the game rather than add ons.

    Currently the latter has more of an effect which shouldn't be the way. Perks should be stronger than add ons. Blood Echo is a fair exhaustion perk that has decent power

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094013#Comment_1094013

    Imagine thinking by one single thread that I always use exhaustion perks

    I mean... if you weren't affected by them They wouldn't matter to you.

    Your arguments in your thread suggest you'd like a removal or a nerf

    And if you advocate for killer nerfs you get the meme.

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093729#Comment_1093729

    Trapper's brown add-on bag is a huge deal on a low rarity is it too strong because is cheap/common ? Skillful as hitting your ability on a chase? Or you think that isn't as skillful as hitting E ? Rarity in this game isn't an issue or should be used to balance, old prayer beads on Iri would be just as BS, both add-ons for "almost insta-saw" Billy are green or lower making them 7000 BP would be fine?

    Also trying to argue about skillful interactions on powers/add-ons for Killers is just unbelievable, Instant Heal was a thing which need 2 button presses (still does but the effect was reduced) and that wasn't changed because of the unskillfulness of the add-on.

    You must be going against the worst clown possible if they miss all of their bottles. Yes, that is less skillful than pressing E.

    It's not about a brown addon being really good, it's the fact that such a cheap addon makes your perk useless, a wasted perk slot, with very little effort. It's not really a problem on clown, it's just annoying, but if he ever becomes a good killer then that add-on needs to change. I hate them more on huntress since she is already a powerful killer. At least remove the brown addon on her and keep the green one, that would be fine.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093915#Comment_1093915

    You must be going against the worst clown possible if they miss all of their bottles. Yes, that is less skillful than pressing E.

    It's not about a brown addon being really good, it's the fact that such a cheap addon makes your perk useless, a wasted perk slot, with very little effort. It's not really a problem on clown, it's just annoying, but if he ever becomes a good killer then that add-on needs to change. I hate them more on huntress since she is already a powerful killer. At least remove the brown addon on her and keep the green one, that would be fine.

    Reduce the time that the green one gives too.

    90 f*****g seconds? I can get hit by a hatchet, someone else goes down and hooked and she'll find me again and I'll still be exhausted!!

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094112#Comment_1094112

    Reduce the time that the green one gives too.

    90 f*****g seconds? I can get hit by a hatchet, someone else goes down and hooked and she'll find me again and I'll still be exhausted!!

    Go on hook and it will reset. EZ :D

  • I don't use exhaustion perks so I don't really care and only 2.5 killers have exhaustion add-ons demo is the .5 since if people left his portals alone no one would even know he had it

  • What? You wanna heal in 8s and forget about killer chasing you for 30min? Nope. Learn to play careful and avoid killer. ^_^ I like that some add-ons add something on top of injure, a little spice~

    QuarterlyImpressiveAuklet-size_restricted.gif


  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094034#Comment_1094034

    Exactly. I'd rather perks have more of an effect on the game rather than add ons.

    Currently the latter has more of an effect which shouldn't be the way. Perks should be stronger than add ons. Blood Echo is a fair exhaustion perk that has decent power

    Why perks, things that you can use every single match, should take priority over add-ons, one-time use consumables?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093562#Comment_1093562

    Because they were designed around a time when Exhaustion was actually stronger.

    Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly.

    Edit: For what it's worth i think they'll be removed with addon passes anyway.

    what the hell is an addon pass

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