Reworks to most exhaustion perks to bring them in line with Head On and Smash Hit.

I love both of these perks.

They provide incredible value when you manage to activate them, but they don't do anything for you; you need to earn it.

If you trigger Smash Hit, it's because you made a solid, high-risk outplay at a pallet and are being rewarded for it.

If you trigger Head On, you made a great mid-chase stealth play (or deception mindgame) and you get to buy you (or an ally) a lot of distance in chase.

I think exhaustion perks should be changed to trigger more along those lines, rewarding the survivor player for making a particular outplay, rather than just letting them negate mistakes.

Adrenaline also gets a pass since it's a reward for almost winning the game while effectively running three perks, so it kinda fits under the dynamic I'm going for anyways.

  • Sprint Burst - Bait a bad swing, get a speed boost
    • The perk triggers whenever the killer misses a basic or damaging special attack within 16 meters of you.
    • Break into a sprint at 150% speed for 4 seconds.
    • Causes exhaustion for 60/50/40 seconds

The current Sprint Burst completely negates any and all mistakes in your initial positioning. Yes, there are players who use this perk badly by either burning it constantly or saving it forever, but when players actually manage their exhaustion it's pretty problematic.

This version makes it unnecessary to manage your exhaustion constantly, but gives a larger reward to players who can successfully window bait or juke killer powers.

  • Dead Hard - Table Flip
    • Following a pallet vault, crouch and press the active ability button to perform a brief action to throw it, sending it tumbling forward a short distance before breaking.
    • If the killer is hit by the pallet, they are stunned for 5 seconds.
    • Causes exhaustion for 60/50/40 seconds. Cannot be used while exhausted.

Currently, Dead Hard exists almost solely to negate mistakes made in chase.

Yes, there are a lot of people who use it badly, whether they play with it on 190 ping, use it in the open, or try to cut it super super close, but frankly I don't think we should balance around them.

Good players currently just use this to completely negate a single mistake in looping. Whether this is misjudged distance, dead-ending themselves against a trap, running through a straightaway against a projectile killer, or simply the survivor falling for a mindgame, the result is that they gain a free health state for pressing a single button.

This version of the perk is completely different, but I think it fits David King perfectly.

If you can (1) drop a pallet and (2) play it without dying for at least long enough to get one vault out of it, you can milk an extra 5 second stun out of it (where you would only get the 2.5-ish second pallet break).

  • Lithe - Breakaway Stealth
    • Upon breaking chase with the killer, the perk activates for 8 seconds.
    • If you perform a fast vault while the perk is active, break into a sprint at 150% speed for 4 seconds.
    • Causes exhaustion for 60/50/40 seconds. Cannot be used while exhausted.

This version of the perk is somewhat similar to its current version, but it requires the player to first break chase.

As such, it can no longer be used to just apply rocket boosters by holding W to a Z-Wall.

You need to first make a successful stealth play mid-chase. In exchange, the speed boost is stronger.

  • Balanced Landing - Wall Cling
    • Once every 40 seconds, your next long drop will trigger no stagger or noise (CD independent of the exhaustion effect).
    • While approaching a ledge or vault with a drop on the other side, press E to fake the drop and cling to the edge for up to 4 seconds.
      • Reactivate to climb back up. Let the effect expire to let go.
      • While clinging you are vulnerable to grabs.
    • Causes exhaustion for 60/50/40 seconds. Cannot be used while exhausted.

The current version of BL is a more situational Lithe. Hold W to an applicable tile and get a speed boost.

This version, rather than a reward for an outplay, is a tool you can use to make an outplay (like current Dead Hard, but not in a way the killer can't counter).

Say you're playing the Fun Bus and you get the weaker spawn with the window in the back.

You can trigger BL while approaching that window.

If the killer (1) vaults after you or (2) sidesteps the bus, you can clamber back into the bus for a neat juke.

If the killer sees through your jedi mind tricks, however, he can approach the ledge and tap M1, which will result in a grab.

High risk, high reward mindgame perk. Don't try to do it two chases in a row.

Comments