Should exhaustion be the next haemorrhage?

Exhaustion is the only status effect in the game that is reliant on a survivor bringing an exhaustion perk for it to even effect them. If a survivor has no exhaustion perk, it literally does nothing to them. Isn’t this a design flaw?

It would be one thing if exhaustion was only self-inflicted; but as we know, there’s a set of killer perks and add-ons that apply it to survivors as well. It doesn’t have to be anything major, but exhaustion needs some effect outside of making survivors unable to use exhaustion perks.

My idea? It also gives a Stridor effect. Exhausted survivors breathe a bit louder if healthy, and groan heavier if injured. It would be applied at a level of 2% louder per every five seconds of exhaustion needed to recover (so 16% louder while exhausted for another 40 seconds, for example).

What are your thoughts?

Edit: auto-correct loves add-ons.

Comments

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946788#Comment_2946788

    That they can only be used once every 40s and share a resource so you're not chaining multiples together.

    40s is nothing.

  • In a chase that typically ends with getting downed (and pauses that 40s extending it indefinitely) it's everything. it's basically limited to twice per game unless the killer flat out gives up and leaves you.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946399#Comment_2946399

    If you don’t run exhaustion perks anyways, this would hardly effect you. Heck, this change barely effects exhaustion perk users. It’s just about having the status effect do something to all survivors, regardless of their load out. It would be like mangled only being applied to survivors who bring a medkit or healing perk(s). Well, why am I going to bring it if it might not do anything at all? Same idea here for a killer with exhaustion-causing perks or add-ons.

    This also isn’t exclusively about Dead Hard (not mentioned in my post), but exhaustion as a whole/status effect.

    I know it wasn't exclusively Dead Hard, but as it's by far and away the most used exhaustion perk it is what most people would be trying to counter. As for the comparison with mangled it's flawed. Nearly ever survivor will get injured in a trial. Add to this it's always a risk that what you brought won't be useful. You bring a medkit only for you to be facing Plague for example.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946393#Comment_2946393

    The hexes are found early or late depending on rng, but it is entirely up to the survivors whether they survive or not. There is nothing the killer can do to disable exhaustion perks, short of perks or addons that can temporarily block them (which is part of why those addons are strong)

    I used those two extremes as an example because they emphasize the lack of pairity between the two systems in the quote i was responding to. The usage limits between the two systems, as well as their risk reward ratios, are wildly different.

    You might be right if it involves swf, but solo survivors cant rely on their "teammates", so it is up the the entierty of survivors in a match, but not up to the single survivor themself. Threating them as one entity doesn´t do this circumstances justice.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947001#Comment_2947001

    You might be right if it involves swf, but solo survivors cant rely on their "teammates", so it is up the the entierty of survivors in a match, but not up to the single survivor themself. Threating them as one entity doesn´t do this circumstances justice.

    it does when there are perks specifically designed to make one person able to handle all of them easily.

  • I learned to play Spirit without Stridor, and now when I equip Stridor it throws me off completely. Imagine if after a Survivor Sprint Bursts or Dead Hards, and now all of a sudden they are throwing off my ability to track them with sound.

    Suddenly your idea for exhausted is a benefit then being a hinderance.

    I could see it slowing survivors down somewhat though, like a 2% decrease in speed while exhausted.

  • Be thankful we have exhaustion.

    Speed boost perks used to have their own separate cooldowns.

    Exhaustion once introduced, decayed even when the survivor was running.

    After some time it was changed to decay at half speed while running.

    Then finally what we have today, the timer pauses if the survivor is running.

    What more could you ask for? Why is goalpost moving so prevalent in this community?

  • @Mr_K said:

    Be thankful we have exhaustion.

    Speed boost perks used to have their own separate cooldowns.

    Exhaustion once introduced, decayed even when the survivor was running.

    After some time it was changed to decay at half speed while running.

    Then finally what we have today, the timer pauses if the survivor is running.

    What more could you ask for? Why is goalpost moving so prevalent in this community?

    Might want to read what the post is about before making a comment like this. Nothing to do with the exhaustion recovery rate.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947513#Comment_2947513

    Might want to read what the post is about before making a comment like this. Nothing to do with the exhaustion recovery rate.

    No, I get you want to add to it. I feel it would be unnecessary as the debuff works exactly as it should.

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