What's your opinion on exhaustion perks and should they be on a token system.
I'm curious about the strength of exhaustion perks and I wonder what are other people's opinions on them. So you think they are too strong and if they are sould they be on a token system. Like 3 tokens then you can't use it anymore?
Comments
I think exhaustions are fine, they are the survivor versions slowdowns. Though I think the DH validation and invincibility frames were a bit much, objectively the strongest use of DH is for distance opposed to tanking a hit.
Im a Huntress main so i don't mind they get the distance, But they can also negate a hatchet hit, and get the distance.
So im happy for them to use it as a movement buff, but when that Hatchet hits them in the back and the invincibilty negates it just makes me cringe and tunnel the prick harder.
Some impact the game far too much. DH and Sprint Burst in particular. Especially the former. It's just far too much power in ONE perk even if it has a decent cooldown. I'm uncertain how to balance them because, should we eliminate DH, I don't think a general nerf would be fine. Smash Hit and even Head On are by no means that impactful.
Exhaustion should probably aim to be as good as Lithe is. Somewhat contextual but overall good. SB and DH are just stupidly free with wayyyyy too many returns.
I think exhaustion Status could do with some further downside, not too heavy but something.. it feels like you are shooting yourself in your foot as surv if you don’t use an exhaustion perk currently…
tried to make a concept for this along with a new idea of a surv item:
The problem arises when you play an M1 who has very little counter to DH for distance. Sure Pyramid head, Huntress and so on can shut down a DH for distance before the chase gets elongated for another 30 seconds or so but whats Ghostface supposed to do about it?
I think all exhaustion perks are fine (Dead Hard being an exception). Putting exhaustion perks on a token system would make them weaker and less appealing.
Ghostface can teabag smoothly which is superior to any other killer move.
obvi.
just look at how strong teabagging is for survivors!
Yes and no, I find alot of them are using D.H when in a narrow spot to negate the hatchet, so they're already at ranged and not using it for a distance maker.
And ranged killers are slower, So our ranged power is negated from the invincibility of D.H and were slower to catch up.
DH was literally designed for invincibility, so if they're using it that way against a Huntress, its OK IMO. The whole distance thing may be more of a problem for other Killers, but thats where its also used outside of the design intention
(I also play Huntress a fair amount)
This game is balanced around exhaustion and slowdown perks but totally shouldn't.
Exhaustion perks are so strong almost every survivor uses one. That's just wrong
I don't think they should be token based
They're not OP in my opinion
I'm fine with them as they are. The only one which needs a complete rework is Dead Hard, because it power creeps every other. Smash Hit and Head On could actually use buffs.
I think Dead hard is fine. It's validation I have a problem with and it seems to be winning interactions with killer powers most of the time. Like it shouldn't be canceling my ambush with pig but okay. This also happens with blight where I usually time a swing expecting a dead hard but gets validated instantly and I'm just locked into place.
DH is broken now with the validation thing, it takes way less skill to use considering you have waaay more room to use it now, at least before you had to predict a few ms before the killer goes for the hit.
I understand that being exhausted on the ground sucked, but devs didn't "fix" the problem, they just moved it to the killer side. Personally i find current DH in the top 3 best perks alongside iron will and maybe CoH.
as long as distortion becomes an exhaustion perk.
Don't forget fake dead hard, it's a thing now. In many matches, I run back at killer without activating my dead hard, they turn around to follow me and they assume I used my dead hard in split second, then when they turn back at me again to lunge, I dead hard. This is and must be the new way of using dead hard. All good killers wait it out.
I think exhaustion should be more impactful as a status effect. Currently it only operates as a cooldown for 'exhaustion' perks. I wish they would implement the 'fatigued' running where survivors are slightly slower while exhausted, and perhaps make survivors 25-50% louder, additively to overcome iron will. Which means stridor could affect it again. I feel this would make exhaustion perks more risk/reward and force survivors to think more critically about their use in and out of chase.
I dunno but I've seen many people state around the forums that it wasn't designed for distance, obviously anything you see on the internet is true.
It's designed to avoid a hit. The invincibility does that, whether or not the dash was well timed around a hit.
It is most effective when used for distance and extending a loop, but do you honestly think the devs and game testers were playing DBD to that level back then?
Good point. I dunno, I wasn't playing the game back in 2017 so I don't even know what the standards of looping were back then.
I'd just assume it was used in the way you see new players use it when they DH into a corner and on average waste 3.2 seconds of the Killers time.
My main point anyway was the huntress main guy complaining about people dodging hatchets with DH. People typically complain about DH to extend a loop so I feel we shouldn't now complain about it just for dodging hits generally as well. Otherwise it sounds like the argument is to remove the perk entirely.
This is pretty much why I dislike it. There is no surprise factor with SB. Someone will pull a SB on you and gain distance at the start of the chase, they already played their hand, and you can choose to pursue or let them get away, with the exception of sprint bursting away from a gen or something as the Killer approaches.
DH on the other hand is pulled out in the middle of a chase. You already invested tens of seconds into a chase (even more if it is a good survivor), and then the DH is an insult to injury and can extend that chase to absurd lengths of time. I guess it's not so much a surprise factor anymore, since almost everyone runs it, but it's the fact that DH can really punish you for the time already committed to the chase. Not to mention, simply by it being used so much, that whole game of baiting out the DH has to be played with each and every injured Survivor, unless you absolutely know they are already exhausted, or already shown an exhaustion perk. That in itself is tedious and stops being fun when you are already extremely pressed for time.