Should exhaustion timers be a smidge longer?

Exhaustion perks are powerfull. It is generally viewed that if you don't run one, you are handicapping yourself.

One thing that kind of irks me about these perks is just how spammable they are. If you approuch a survivor who they sprintburst away and you decide to let them be and pressure somewhere else it's very likely they will have it back when you meet them again.

If you go through a chase and the survivor Dead Hards to a pallet you either continue chasing them wasting tons of time or dealing with it again soon after.

Add that exhaustion also refreshes on hooks (which is a good thing for obvious reasons) make them very spammable with little to no thought. It's kinda nuts how these perks that can completly turn a chase around are so readilly available.

Now i'm not asking for much. Even 10 seconds more to make it 50 instead of 40 seconds would make a huge difference.

It's a real headscratcher how these perks have a 40 seconds cooldown while some killer perks like Dragon's Grip and Oppression have double that while being a whole lot less impactfull

Comments

  • I feel like some of the stronger ones could have longer timers, like Dead Hard, Sprint Burst, and Adrenaline, but only if the devs are feeling particularly uncreative. But making, say, Balanced Landing or Head On have a longer cooldown would just make those average-ish perks even worse.

  • Honestly due to exhaustion resetting on hook I could see some actual good ways of balancing exhaustion perks.

    Dead hard needs a full rework.

    SB could get it's timer increased to 80 ish seconds

    BL when maps are balanced gets timer reduced to 30 seconds

    Smash hit, head on, lithe turn to 30 seconds

  • @GoodBoyKaru said:

    I feel like some of the stronger ones could have longer timers, like Dead Hard, Sprint Burst, and Adrenaline, but only if the devs are feeling particularly uncreative. But making, say, Balanced Landing or Head On have a longer cooldown would just make those average-ish perks even worse.

    True, but i would rather have them buff the numbers a bit on the weaker ones and increased cooldown

    An extra second of sprint duration on balanced landing and a extra second of stun on head on would go a long way.

    I don't mind chase extender perks like that that too much but it would be nice if i could switch targets and get them next time without them having it again most of the time.

  • They aren’t spammable, you just have to stop letting them reset their exhaustion timer.

  • It pauses when they run. Do you know how long it took to get to this?

    Here's the timeline:

    • Speed boost perks had their own timers. ie Sprint Burst into Balanced Landing meta
    • Global exhaustion. All speed boost perks are now exhaustion perks tied to a global cooldown. The timer reduced without pause. Still multiple speed burst while in chase.
    • Global cooldown now decade at half speed while the survivor was running. Still multiple uses in chase.
    • Global cooldown pauses while survivor is running.

    Each change came with an end of world outcry from survivors. The fact that it pauses now is nothing short of a miracle.

  • @Mr_K said:

    It pauses when they run. Do you know how long it took to get to this?

    Here's the timeline:

    • Speed boost perks had their own timers. ie Sprint Burst into Balanced Landing meta
    • Global exhaustion. All speed boost perks are now exhaustion perks tied to a global cooldown. The timer reduced without pause. Still multiple speed burst while in chase.
    • Global cooldown now decade at half speed while the survivor was running. Still multiple uses in chase.
    • Global cooldown pauses while survivor is running.

    Each change came with an end of world outcry from survivors. The fact that it pauses now is nothing short of a miracle.

    That’s because survivor players are generally fragile babies that must be coddled. Just because there’s an outcry doesn’t mean they are correct.

    All the exhaustion perk nerfs have been a good thing. And yes, they should probably be looked at more. 40 seconds is a pretty short cooldown for a powerful perk.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501016#Comment_2501016

    That’s because survivor players are generally fragile babies that must be coddled. Just because there’s an outcry doesn’t mean they are correct.

    All the exhaustion perk nerfs have been a good thing. And yes, they should probably be looked at more. 40 seconds is a pretty short cooldown for a powerful perk.

    Its 40s because it pauses. It was higher back when it didn't pause.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501036#Comment_2501036

    Its 40s because it pauses. It was higher back when it didn't pause.

    No it was always 40 seconds remember? Back when Sprint Burst came back midchase. And was definitely the superior exhaustion perk.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501036#Comment_2501036

    Its 40s because it pauses. It was higher back when it didn't pause.

    It’s still pretty short for perks like Sprint Burst and Dead Hard. I can understand it for others like Adrenaline, Head On, Balanced.

  • that would mean nerfing Blood Echo and mindbreaker

  • @Sweet_Tour said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501043#Comment_2501043

    No it was always 40 seconds remember? Back when Sprint Burst came back midchase. And was definitely the superior exhaustion perk.

    I'm probably confusing the tiers.

    While looking it up, you know originally Sprint Burst had a 20s cooldown? 🤯

  • @Angelicus23 said:

    that would mean nerfing Blood Echo and mindbreaker

    Pretty much nobody is using these perks anyway (maybe Blood Echo on Plague,Legion and Mindbreaker on stealth killers).

    In my opinion those 2 perks should be buffed.Both of them are supposed to counter exhaustion perks but are doing a pretty underwhelming job at it.

  • I like the idea of knocking down the top 2, dead hard and sprint burst, while leaving others where they are. Lithe and Balanced landing require some specific actions and are limiting in their own right. Dead hard and sprint burst are good no matter what situation you're in. I think those two should have their cooldowns upped to 60 seconds. The others are probably fine where they are. They could still be used fairly often, but it will make survivors think twice before using it in chase.

  • Just make it so repairing a gen doesn't remove exhaustion.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501054#Comment_2501054

    I'm probably confusing the tiers.

    While looking it up, you know originally Sprint Burst had a 20s cooldown? 🤯

    WHAT!? Not surprising, Old dbd looked like #########, but it looked more chaotic and fun, because anything could happen at any moment. With old BNP's and the Down and Dead Moris.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501016#Comment_2501016

    That’s because survivor players are generally fragile babies that must be coddled. Just because there’s an outcry doesn’t mean they are correct.

    All the exhaustion perk nerfs have been a good thing. And yes, they should probably be looked at more. 40 seconds is a pretty short cooldown for a powerful perk.

    Have you visited the forum before? Everyone complains about how their experience is objectively the hardest and the devs need to fix the game so they can have fun lol

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501036#Comment_2501036

    Have you visited the forum before? Everyone complains about how their experience is objectively the hardest and the devs need to fix the game so they can have fun lol

    True. But for the most part it’s survivor’s complaints that have less merit (in my opinion). For example, one thing they always complain about is slugging, tunneling and camping… well, those are valid tactics that can be effective when used to apply pressure (ex: camping a hook when a couple survivors are hovering around it). Killers complain about “gen rushing”, and while that is the survivor’s objective and should not be shamed for it - there is an issue with maps being too big or difficult to patrol which is a legitimate issue for a big part of the killer roster.

    But back to the topic… I think some exhaustion perks could use nerfs while others could use buffs.

  • Exhaustion perks can escape chases for you, and their short timers allow them to reactivate before the killer returns not even a minute later sometimes. I'd say yeah, exhaustion perks are used way too frequently in a match and the exhaustion timer could easily get a bump to 60 seconds.

    The only perks I wouldn't touch would be smash hit and head on, as Smash Hit rewards you for performing a difficult action in a chase, which is unlike the other exhaustion perks that hand you benefits for completely free, and Head On provides a benefit that's only useful so many times in a match, if at all, so it being active more frequently isn't a big deal.